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Beibei Wang

Publications and source records attributed to Beibei Wang.

At least 19 recordsLinked to original sources

PureLight: Learning Complex Luminaires with Light Tracing

We propose a neural formulation for estimating the appearance of complex luminaires. We focus on challenging luminaires with complex light transport (e.g., small emitters enclosed by multiple specular layers) that are difficult for (bidirectional) path tracing. To this end, we use light tracing to construct paths from emitters to the exit surfaces and formulate appearance estimation as a distribution learning problem. Specifically, we model the probability density function (pdf) of outgoing radiance on the exit surfaces using a large normalizing flow network, and recover the outgoing radiance as the product of the estimated pdf and flux. To enable efficient inference, we distill the learned appearance into a lightweight MLP that directly estimates radiance on the exit surfaces. We additionally train a sampling network for effective direct illumination computation from the luminaire, and a blending network to composite the luminaire into the scene. Our formulation makes it feasible to render challenging luminaires using low sample counts in arbitrary scenes.

cs.GR

Beyond Low-Rank: Low-Rank Sparse Prompting via Spiking Neural Network and Prompt Factorization

Visual Prompting (VP) has emerged as an efficient paradigm for adapting large-scale pre-trained vision models to downstream tasks by incorporating learnable prompts at the input level. However, existing VP methods typically employ dense pixel-level prompts, which often suffer from redundant perturbations, limited generalization and energy inefficiency. To overcome these limitations, we propose to integrate brain-inspired spiking learning into visual prompt learning tasks. As we know that spiking neuron can perform inexpensive information processing by transmitting the input data into discrete spike trains and return sparse outputs. Inspired by this, we propose \textbf{Lo}w-\textbf{R}ank visual \textbf{S}pike \textbf{P}rompting (LoRSP), a novel framework that learns dynamic low-rank sparse visual prompts naturally via a Spiking neuron learning mechanism. The core idea of LoRSP is to exploit the brain-inspired sparse firing mechanism of spiking neurons to generate pixel-level sparse prompt for each instance. To be specific, we first construct a series of prompt factors via low-rank factorization to capture distinct prompt subspaces. These prompt factors are then fed into an SNN architecture, which performs the integrate-and-fire process to emit spikes. As a result, our LoRSP generates a \emph{sparse} visual prompt while maintaining the low-rank constraint. This design enables instance-specific selective prompting, leading to more compact and robust adaptation across diverse downstream tasks. Extensive experiments on five heterogeneous vision backbones and multiple benchmarks demonstrate that LoRSP achieves competitive performance while requiring fewer tunable parameters compared to existing VP methods.

cs.CV

F-RNG: Feed-Forward Relightable Neural Gaussians

Capturing relightable 3D assets from real-world objects is a widely researched problem. Several per-scene optimization-based methods, based on 3D Gaussian splatting (3DGS), support relighting; however, they usually require dense input views, and their overfitting nature makes it difficult to generalize across scenes. Unlike per-scene optimization methods, generalized feed-forward models can directly reconstruct Gaussians from sparse input views. However, the resulting assets have baked-in illumination and cannot be easily used for relighting. In this paper, we present F-RNG, a feed-forward framework that directly generates relightable 3DGS assets from sparse-view inputs. Training such a model from scratch can require massive data and computing resources, and it is especially challenging to generate relightable assets in a feed-forward manner with acceptable cost. We develop F-RNG upon an existing large reconstruction model (LRM) to extract relightable representations, while also utilizing priors from an intrinsic decomposition model (IDM). Specifically, we first introduce a latent-interpolated fine-grained geometry synthesis to enhance the LRM's geometry representation. Second, we propose a prior-guided relightable appearance distillation to extract relightable neural representations by incorporating IDM priors. Finally, a universal neural renderer enables flexible and high-fidelity relighting. F-RNG requires neither re-training nor fine-tuning of the underlying LRMs, thus can automatically benefit from better LRMs and IDMs in the future. With only small networks that can be trained with affordable data and computational resources, F-RNG avoids the repetitive inference of large models under different light conditions. By comparison to the state-of-the-art LRM-based relighting method, F-RNG achieves ~25x faster relighting, as well as superior quality (~+2.0 dB).

cs.GR

SRUG: Shadow-Guided Relightable Urban Scene with Generation Model

Creating relightable urban scenes from images or videos is widely useful but highly ill-posed. Urban environments are typically unbounded and extend beyond the visible regions. As a result, many portions of the scene remain unobserved, yet these invisible regions can cast shadows onto visible areas. Reasonably modeling shadows cast by such invisible regions is challenging and poses a significant obstacle to creating relightable urban scenes. At the same time, sparse input views and complex illumination conditions further complicate relighting, as they introduce severe ambiguities in material decomposition. In this paper, we propose Shadow-guided Relightable Urban Scene with Generation model (SRUG), a novel framework designed to address relighting challenges in urban scenes. SRUG leverages shadows to guide a 3D completion model for recovering the geometry of invisible regions, promoting the synthesis of physically reasonable shadows. In addition, SRUG employs an iterative material decomposition scheme that applies the large material model (LMM) to provide material supervision and iteratively decompose the scene's material properties, enabling robust material decomposition. Building upon these components, we introduce a physically-based lighting model that captures the complex illumination of urban scenes and supports reliable relighting. Extensive quantitative evaluations and visual comparisons demonstrate that our method outperforms existing approaches in both novel view synthesis and relighting tasks.

cs.CV

Toward Visually Realistic Simulation: A Benchmark for Evaluating Robot Manipulation in Simulation

Reliable simulation evaluation of robot manipulation policies serves as a high-fidelity proxy for real-world performance. Although existing benchmarks cover a wide range of task categories, they lack visual realism, creating a large domain gap between simulation and reality. This undermines the reliability of simulation-based evaluation in predicting real-world performance. To mitigate the sim-to-real visual gap, we conduct a systematic analysis to isolate the effects of lighting and material. Our results show that these factors play a critical role in geometric reasoning and spatial grounding, yet are largely overlooked in existing benchmarks. Motivated by the analysis, we propose VISER, a visually realistic benchmark for evaluating robot manipulation in simulation. VISER features a high-fidelity dataset of over 1,000 3D assets with physically-based rendering (PBR) materials, along with 3D scenes created from these assets through curated layouts or generation. To this end, we propose an automated pipeline leveraging Multi-modal Large Language Models (MLLMs) for material-aware part segmentation and material retrieval, enabling scalable generation of physically plausible assets. Building on the high-fidelity 3D asset dataset, we construct diverse evaluation tasks, such as grasping, placing, and long-horizon tasks, enabling scalable and reproducible assessment of Vision-Language-Action (VLA) models. Our benchmark shows a strong correlation between simulation and real-world performance, achieving an average Pearson correlation coefficient of 0.92 across different policies.

cs.RO

Relit-LiVE: Relight Video by Jointly Learning Environment Video

Recent advances have shown that large-scale video diffusion models can be repurposed as neural renderers by first decomposing videos into intrinsic scene representations and then performing forward rendering under novel illumination. While promising, this paradigm fundamentally relies on accurate intrinsic decomposition, which remains highly unreliable for real-world videos and often leads to distorted appearances, broken materials, and accumulated temporal artifacts during relighting. In this work, we present Relit-LiVE, a novel video relighting framework that produces physically consistent, temporally stable results without requiring prior knowledge of camera pose. Our key insight is to explicitly introduce raw reference images into the rendering process, enabling the model to recover critical scene cues that are inevitably lost or corrupted in intrinsic representations. Furthermore, we propose a novel environment video prediction formulation that simultaneously generates relit videos and per-frame environment maps aligned with each camera viewpoint in a single diffusion process. This joint prediction enforces strong geometric-illumination alignment and naturally supports dynamic lighting and camera motion, significantly improving physical consistency in video relighting while easing the requirement of known per-frame camera pose. Extensive experiments demonstrate that Relit-LiVE consistently outperforms state-of-the-art video relighting and neural rendering methods across synthetic and real-world benchmarks. Beyond relighting, our framework naturally supports a wide range of downstream applications, including scene-level rendering, material editing, object insertion, and streaming video relighting. The Project is available at https://github.com/zhuxing0/Relit-LiVE.

cs.CV

GOR-IS: 3D Gaussian Object Removal in the Intrinsic Space

Recent advances in Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS) have made it standard practice to reconstruct 3D scenes from multi-view images. Removing objects from such 3D representations is a fundamental editing task that requires complete and seamless inpainting of occluded regions, ensuring consistency in geometry and appearance. Although existing methods have made notable progress in improving inpainting consistency, they often neglect global lighting effects, leading to physically implausible results. Moreover, these methods struggle with view-dependent non-Lambertian surfaces, where appearance varies across viewpoints, leading to unreliable inpainting. In this paper, we present 3D Gaussian Object Removal in the Intrinsic Space (GOR-IS), a novel framework for physically consistent and visually coherent 3D object removal. Our approach decomposes the scene into intrinsic components and explicitly models light transport to maintain global lighting effects consistency. Furthermore, we introduce an intrinsic-space inpainting module that operates directly in the material and lighting domains, effectively addressing the challenges posed by non-Lambertian surfaces. Extensive experiments on both synthetic and real-world datasets demonstrate that our framework substantially improves the physical consistency and visual coherence of object removal, outperforming existing methods by 13% in perceptual similarity (LPIPS) and 2dB in peak signal-to-noise ratio (PSNR). Code is publicly available at https://applezyh.github.io/GOR-IS-project-page/

cs.CV

Unified Graph Prompt Learning via Low-Rank Graph Message Prompting

Graph Data Prompt (GDP), which introduces specific prompts in graph data for efficiently adapting pre-trained GNNs, has become a mainstream approach to graph fine-tuning learning problem. However, existing GDPs have been respectively designed for distinct graph component (e.g., node features, edge features, edge weights) and thus operate within limited prompt spaces for graph data. To the best of our knowledge, it still lacks a unified prompter suitable for targeting all graph components simultaneously. To address this challenge, in this paper, we first propose to reinterpret a wide range of existing GDPs from an aspect of Graph Message Prompt (GMP) paradigm. Based on GMP, we then introduce a novel graph prompt learning approach, termed Low-Rank GMP (LR-GMP), which leverages low-rank prompt representation to achieve an effective and compact graph prompt learning. Unlike traditional GDPs that target distinct graph components separately, LR-GMP concurrently performs prompting on all graph components in a unified manner, thereby achieving significantly superior generalization and robustness on diverse downstream tasks. Extensive experiments on several graph benchmark datasets demonstrate the effectiveness and advantages of our proposed LR-GMP.

cs.LG

FabricGen: Microstructure-Aware Woven Fabric Generation

Woven fabric materials are widely used in rendering applications, yet designing realistic examples typically involves multiple stages, requiring expertise in weaving principles and texture authoring. Recent advances have explored diffusion models to streamline this process; however, pre-trained diffusion models often struggle to generate intricate yarn-level details that conform to weaving rules. To address this, we present FabricGen, an end-to-end framework for generating high-quality woven fabric materials from textual descriptions. A key insight of our method is the decomposition of macro-scale textures and micro-scale weaving patterns. To generate macro-scale textures free from microstructures, we fine-tune pre-trained diffusion models on a collected dataset of microstructure-free fabrics. As for micro-scale weaving patterns, we develop an enhanced procedural geometric model capable of synthesizing natural yarn-level geometry with yarn sliding and flyaway fibers. The procedural model is driven by a specialized large language model, WeavingLLM, which is fine-tuned on an annotated dataset of formatted weaving drafts, and prompt-tuned with domain-specific fabric expertise. Through fine-tuning and prompt tuning, WeavingLLM learns to design weaving drafts and fabric parameters from textual prompts, enabling the procedural model to produce diverse weaving patterns that stick to weaving principles. The generated macro-scale texture, along with the micro-scale geometry, can be used for fabric rendering. Consequently, our framework produces materials with significantly richer detail and realism compared to prior generative models.

cs.CV

Macrofacet Theory for Gaussian Process Statistical Surfaces

We present macrofacet theory to extend microfacet theory from the micro-space to the macro-space. This is achieved by transforming surfaces into volumetric representations that preserve microfacet characteristics. Therefore, we formulate a macroscopic microfacet model using a classic exponential participating medium. Meanwhile, we observe that traditional microfacet models are equivalent to Gaussian processes by definition but ignore the correlation along the geometric normal of the macro-surface. We extend microfacet theory to address this limitation. Our formulation represents Gaussian process implicit surfaces in a statistical manner, which we refer to as Gaussian process statistical surfaces. As a result, our approach converts Gaussian process statistical surfaces into classic exponential media to render surfaces, volumes and in-betweens without realizations. This enables efficient rendering and improves performance compared to realization-based approaches, while theoretically bridging microfacet models and Gaussian processes. Moreover, our approach is easy to implement.

cs.GR

Recovering 3D Shapes from Ultra-Fast Motion-Blurred Images

We consider the problem of 3D shape recovery from ultra-fast motion-blurred images. While 3D reconstruction from static images has been extensively studied, recovering geometry from extreme motion-blurred images remains challenging. Such scenarios frequently occur in both natural and industrial settings, such as fast-moving objects in sports (e.g., balls) or rotating machinery, where rapid motion distorts object appearance and makes traditional 3D reconstruction techniques like Multi-View Stereo (MVS) ineffective. In this paper, we propose a novel inverse rendering approach for shape recovery from ultra-fast motion-blurred images. While conventional rendering techniques typically synthesize blur by averaging across multiple frames, we identify a major computational bottleneck in the repeated computation of barycentric weights. To address this, we propose a fast barycentric coordinate solver, which significantly reduces computational overhead and achieves a speedup of up to 4.57x, enabling efficient and photorealistic simulation of high-speed motion. Crucially, our method is fully differentiable, allowing gradients to propagate from rendered images to the underlying 3D shape, thereby facilitating shape recovery through inverse rendering. We validate our approach on two representative motion types: rapid translation and rotation. Experimental results demonstrate that our method enables efficient and realistic modeling of ultra-fast moving objects in the forward simulation. Moreover, it successfully recovers 3D shapes from 2D imagery of objects undergoing extreme translational and rotational motion, advancing the boundaries of vision-based 3D reconstruction. Project page: https://maxmilite.github.io/rec-from-ultrafast-blur/

cs.CV

AM-FM: A Foundation Model for Ambient Intelligence Through WiFi

Ambient intelligence, continuously understanding human presence, activity, and physiology in physical spaces, is fundamental to smart environments, health monitoring, and human-computer interaction. WiFi infrastructure provides a ubiquitous, always-on, privacy-preserving substrate for this capability across billions of IoT devices. Yet this potential remains largely untapped, as wireless sensing has typically relied on task-specific models that require substantial labeled data and limit practical deployment. We present AM-FM, the first foundation model for ambient intelligence and sensing through WiFi. AM-FM is pre-trained on 9.2 million unlabeled Channel State Information (CSI) samples collected over 439 days from 20 commercial device types deployed worldwide, learning general-purpose representations via contrastive learning, masked reconstruction, and physics-informed objectives tailored to wireless signals. Evaluated on public benchmarks spanning nine downstream tasks, AM-FM shows strong cross-task performance with improved data efficiency, demonstrating that foundation models can enable scalable ambient intelligence using existing wireless infrastructure.

cs.LG

When Prompting Meets Spiking: Graph Sparse Prompting via Spiking Graph Prompt Learning

Graph Prompt Feature (GPF) learning has been widely used in adapting pre-trained GNN model on the downstream task. GPFs first introduce some prompt atoms and then learns the optimal prompt vector for each graph node using the linear combination of prompt atoms. However, existing GPFs generally conduct prompting over node's all feature dimensions which is obviously redundant and also be sensitive to node feature noise. To overcome this issue, for the first time, this paper proposes learning sparse graph prompts by leveraging the spiking neuron mechanism, termed Spiking Graph Prompt Feature (SpikingGPF). Our approach is motivated by the observation that spiking neuron can perform inexpensive information processing and produce sparse outputs which naturally fits the task of our graph sparse prompting. Specifically, SpikingGPF has two main aspects. First, it learns a sparse prompt vector for each node by exploiting a spiking neuron architecture, enabling prompting on selective node features. This yields a more compact and lightweight prompting design while also improving robustness against node noise. Second, SpikingGPF introduces a novel prompt representation learning model based on sparse representation theory, i.e., it represents each node prompt as a sparse combination of prompt atoms. This encourages a more compact representation and also facilitates efficient computation. Extensive experiments on several benchmarks demonstrate the effectiveness and robustness of SpikingGPF.

cs.LG

Language as Prior, Vision as Calibration: Metric Scale Recovery for Monocular Depth Estimation

Relative-depth foundation models transfer well, yet monocular metric depth remains ill-posed due to unidentifiable global scale and heightened domain-shift sensitivity. Under a frozen-backbone calibration setting, we recover metric depth via an image-specific affine transform in inverse depth and train only lightweight calibration heads while keeping the relative-depth backbone and the CLIP text encoder fixed. Since captions provide coarse but noisy scale cues that vary with phrasing and missing objects, we use language to predict an uncertainty-aware envelope that bounds feasible calibration parameters in an unconstrained space, rather than committing to a text-only point estimate. We then use pooled multi-scale frozen visual features to select an image-specific calibration within this envelope. During training, a closed-form least-squares oracle in inverse depth provides per-image supervision for learning the envelope and the selected calibration. Experiments on NYUv2 and KITTI improve in-domain accuracy, while zero-shot transfer to SUN-RGBD and DDAD demonstrates improved robustness over strong language-only baselines.

cs.CV

Robust and Generalizable GNN Fine-Tuning via Uncertainty-aware Adapter Learning

Recently, fine-tuning large-scale pre-trained GNNs has yielded remarkable attention in adapting pre-trained GNN models for downstream graph learning tasks. One representative fine-tuning method is to exploit adapter (termed AdapterGNN) which aims to 'augment' the pre-trained model by inserting a lightweight module to make the 'augmented' model better adapt to the downstream tasks. However, graph data may contain various types of noise in downstream tasks, such as noisy edges and ambiguous node attributes. Existing AdapterGNNs are often prone to graph noise and exhibit limited generalizability. How to enhance the robustness and generalization ability of GNNs' fine tuning remains an open problem. In this paper, we show that the above problem can be well addressed by integrating uncertainty learning into the GNN adapter. We propose the Uncertainty-aware Adapter (UAdapterGNN) that fortifies pre-trained GNN models against noisy graph data in the fine-tuning process. Specifically, in contrast to regular AdapterGNN, our UAdapterGNN exploits Gaussian probabilistic adapter to augment the pre-trained GNN model. In this way, when the graph contains various noises,our method can automatically absorb the effects of changes in the variances of the Gaussian distribution, thereby significantly enhancing the model's robustness. Also, UAdapterGNN can further improve the generalization ability of the model on the downstream tasks. Extensive experiments on several benchmarks demonstrate the effectiveness, robustness and high generalization ability of the proposed UAdapterGNN method.

cs.LG

MatPedia: A Universal Generative Foundation for High-Fidelity Material Synthesis

Physically-based rendering (PBR) materials are fundamental to photorealistic graphics, yet their creation remains labor-intensive and requires specialized expertise. While generative models have advanced material synthesis, existing methods lack a unified representation bridging natural image appearance and PBR properties, leading to fragmented task-specific pipelines and inability to leverage large-scale RGB image data. We present MatPedia, a foundation model built upon a novel joint RGB-PBR representation that compactly encodes materials into two interdependent latents: one for RGB appearance and one for the four PBR maps encoding complementary physical properties. By formulating them as a 5-frame sequence and employing video diffusion architectures, MatPedia naturally captures their correlations while transferring visual priors from RGB generation models. This joint representation enables a unified framework handling multiple material tasks--text-to-material generation, image-to-material generation, and intrinsic decomposition--within a single architecture. Trained on MatHybrid-410K, a mixed corpus combining PBR datasets with large-scale RGB images, MatPedia achieves native $1024\times1024$ synthesis that substantially surpasses existing approaches in both quality and diversity.

cs.CV

Loong: Synthesize Long Chain-of-Thoughts at Scale through Verifiers

Recent advances in Large Language Models (LLMs) have shown that their reasoning capabilities can be significantly improved through Reinforcement Learning with Verifiable Reward (RLVR), particularly in domains like mathematics and programming, where ground-truth correctness can be automatically evaluated. However, extending this success to other reasoning-intensive domains remains challenging due to the scarcity of high-quality, verifiable datasets and the high cost of human supervision. In this work, we introduce the Loong Project: an open-source framework for scalable synthetic data generation and verification across a diverse range of reasoning-intensive domains. The framework consists of two key components: (1) LoongBench, a curated seed dataset containing 8,729 human-vetted examples across 12 domains (e.g., Advanced Mathematics, Chemistry, Logic), each paired with executable code and rich metadata; and (2) LoongEnv, a modular synthetic data generation environment that supports multiple prompting strategies to produce new question-answer-code triples. Together, these components form an agent-environment loop that enables reinforcement learning, where an LLM-based agent is rewarded for generating Chain-of-Thought (CoT) solutions that align with code-executed answers. Empirically, we benchmark LoongBench on a broad suite of both open-source and proprietary LLMs to evaluate domain coverage and reveal performance bottlenecks. In addition, we conduct a comprehensive analysis of synthetic data generated by LoongEnv, examining correctness, difficulty, and diversity. Code and documentation are available at https://github.com/camel-ai/loong.

cs.LG

Interfacially arrested melting in thin films: capillarity-driven suspension of phase transitions

Melting is typically viewed as a bulk first-order phase transition that proceeds once nucleation barriers are overcome. Here we demonstrate an interfacially arrested melting regime in molecularly thin crystalline films, where large liquid droplets remain stably trapped well above the bulk melting temperature. Using long-chain alkane films as a model system, we show that melting is suspended by the competition between bulk melting enthalpy and interfacial energy costs associated with capillary confinement. The arrested state is governed by a single control parameter, the product of temperature offset and film thickness, and is independent of droplet size. As a consequence, small temperature variations produce pronounced and reversible changes in droplet morphology, enabling intrinsic thermodynamic amplification of thermal signals. These results reveal a general mechanism by which interfacial constraints can arrest first-order phase transitions in thin films.

cond-mat.soft