Searcharxiv⌕ Search

arXiv subjects

Bing Zhou

Publications and source records attributed to Bing Zhou.

At least 37 records · Page 2Linked to original sources

ATLAS MDT TDC Simulations for LHC Run3 and HL-LHC

The Large Hadron Collider (LHC) started the Run 3 operation in 2022, and the peak instantaneous luminosity in Run 3 may reach 3 x 10^34 cm-2s-1. The ATLAS Monitored Drift Tube (MDT) chambers are the main component of the precision tracking system in the ATLAS muon spectrometer. It is important to understand any potential issues with the MDT Front-End (FE) readout electronics for an expected level-1 (L1) trigger rate of 100 kHz and a complex deadtime of over 5% for Run 3 operations. We use raw data collected in 2022 to emulate the expected hit rates in MDT chambers and perform a realistic simulation on the ATLAS Muon TDC (Time-to-Digital Converter) (AMT) chip with the current configuration. We study the AMT chip performances by analyzing the trigger/L1/readout buffer occupancies and hit loss fractions under different luminosities with L1 rate of 100 kHz by using the Modelsim software. The hit loss fraction of the hottest MDT chamber (BIL3C05) is lower than 5% due to FE readout, even at a luminosity of 5.01 x 10^34 cm-2s-1 with a deadtime of 5% and a L1 rate of 100 kHz, indicating that AMT can operate under Run 3 conditions without problems. The MDT trigger and readout electronics will be replaced for triggerless readout during High-Luminosity LHC (HL-LHC) runs. We also simulate the AMT behavior in the triggerless mode up to 7.44 x 10^34 cm-2s-1 and propose possible AMT configurations in case some FE electronics could not be replaced during the long shutdown 3 (LS3).

physics.ins-det↗

Predicting Healthcare System Visitation Flow by Integrating Hospital Attributes and Population Socioeconomics with Human Mobility Data

Healthcare visitation patterns are influenced by a complex interplay of hospital attributes, population socioeconomics, and spatial factors. However, existing research often adopts a fragmented approach, examining these determinants in isolation. This study addresses this gap by integrating hospital capacities, occupancy rates, reputation, and popularity with population SES and spatial mobility patterns to predict visitation flows and analyze influencing factors. Utilizing four years of SafeGraph mobility data and user experience data from Google Maps Reviews, five flow prediction models, Naive Regression, Gradient Boosting, Multilayer Perceptrons (MLPs), Deep Gravity, and Heterogeneous Graph Neural Networks (HGNN),were trained and applied to simulate visitation flows in Houston, Texas, U.S. The Shapley additive explanation (SHAP) analysis and the Partial Dependence Plot (PDP) method were employed to examine the combined impacts of different factors on visitation patterns. The findings reveal that Deep Gravity outperformed other models. Hospital capacities, ICU occupancy rates, ratings, and popularity significantly influence visitation patterns, with their effects varying across different travel distances. Short-distance visits are primarily driven by convenience, whereas long-distance visits are influenced by hospital ratings. White-majority areas exhibited lower sensitivity to hospital ratings for short-distance visits, while Asian populations and those with higher education levels prioritized hospital rating in their visitation decisions. SES further influence these patterns, as areas with higher proportions of Hispanic, Black, under-18, and over-65 populations tend to have more frequent hospital visits, potentially reflecting greater healthcare needs or limited access to alternative medical services.

cs.LG↗

RigMo: Unifying Rig and Motion Learning for Generative Animation

Despite significant progress in 4D generation, rig and motion, the core structural and dynamic components of animation are typically modeled as separate problems. Existing pipelines rely on ground-truth skeletons and skinning weights for motion generation and treat auto-rigging as an independent process, undermining scalability and interpretability. We present RigMo, a unified generative framework that jointly learns rig and motion directly from raw mesh sequences, without any human-provided rig annotations. RigMo encodes per-vertex deformations into two compact latent spaces: a rig latent that decodes into explicit Gaussian bones and skinning weights, and a motion latent that produces time-varying SE(3) transformations. Together, these outputs define an animatable mesh with explicit structure and coherent motion, enabling feed-forward rig and motion inference for deformable objects. Beyond unified rig-motion discovery, we introduce a Motion-DiT model operating in RigMo's latent space and demonstrate that these structure-aware latents can naturally support downstream motion generation tasks. Experiments on DeformingThings4D, Objaverse-XL, and TrueBones demonstrate that RigMo learns smooth, interpretable, and physically plausible rigs, while achieving superior reconstruction and category-level generalization compared to existing auto-rigging and deformation baselines. RigMo establishes a new paradigm for unified, structure-aware, and scalable dynamic 3D modeling.

cs.GR↗

AHA! Animating Human Avatars in Diverse Scenes with Gaussian Splatting

We present a novel framework for animating humans in 3D scenes using 3D Gaussian Splatting (3DGS), a neural scene representation that has recently achieved state-of-the-art photorealistic results for novel-view synthesis but remains under-explored for human-scene animation and interaction. Unlike existing animation pipelines that use meshes or point clouds as the underlying 3D representation, our approach introduces the use of 3DGS as the 3D representation for animating humans in scenes. By representing humans and scenes as Gaussians, our approach allows geometry-consistent free-viewpoint rendering of humans interacting with 3D scenes. Our key insight is that rendering can be decoupled from motion synthesis, and each sub-problem can be addressed independently without the need for paired human-scene data. Central to our method is a Gaussian-aligned motion module that synthesizes motion without explicit scene geometry, using opacity-based cues and projected Gaussian structures to guide human placement and pose alignment. To ensure natural interactions, we further propose a human-scene Gaussian refinement optimization that enforces realistic contact and navigation. We evaluate our approach on scenes from Scannet++ and the SuperSplat library, and on avatars reconstructed from sparse and dense multi-view human capture. Finally, we demonstrate that our framework enables novel applications such as geometry-consistent free-viewpoint rendering of edited monocular RGB videos with newly animated humans, showcasing the unique advantages of 3DGS for monocular video-based human animation. To assess the full quality of our results, we encourage readers to view the supplementary material available at https://miraymen.github.io/aha/ .

cs.CV↗

Animated 3DGS Avatars in Diverse Scenes with Consistent Lighting and Shadows

We present a method for consistent lighting and shadows when animated 3D Gaussian Splatting (3DGS) avatars interact with 3DGS scenes or with dynamic objects inserted into otherwise static scenes. Our key contribution is Deep Gaussian Shadow Maps (DGSM), a modern analogue of the classical shadow mapping algorithm tailored to the volumetric 3DGS representation. Building on the classic deep shadow mapping idea, we show that 3DGS admits closed form light accumulation along light rays, enabling volumetric shadow computation without meshing. For each estimated light, we tabulate transmittance over concentric radial shells and store them in octahedral atlases, which modern GPUs can sample in real time per query to attenuate affected scene Gaussians and thus cast and receive shadows consistently. To relight moving avatars, we approximate the local environment illumination with HDRI probes represented in a spherical harmonic (SH) basis and apply a fast per Gaussian radiance transfer, avoiding explicit BRDF estimation or offline optimization. We demonstrate environment consistent lighting for avatars from AvatarX and ActorsHQ, composited into ScanNet++, DL3DV, and SuperSplat scenes, and show interactions with inserted objects. Across single and multi avatar settings, DGSM and SH relighting operate fully in the volumetric 3DGS representation, yielding coherent shadows and relighting while avoiding meshing.

cs.CV↗

Toward building next-generation Geocoding systems: a systematic review

Geocoding systems are widely used in both scientific research for spatial analysis and everyday life through location-based services. The quality of geocoded data significantly impacts subsequent processes and applications, underscoring the need for next-generation systems. In response to this demand, this review first characterizes the technical requirements for next-generation geocoding inputs and outputs. We then decompose the geocoding workflow into modular functional units and survey existing implementations. For each component, we identify methodological limitations, articulate domain-specific research questions and hypotheses, and outline evaluation strategies needed. Finally, we identify opportunities to improve next-generation geocoding systems in light of recent technological advances. We envision that this review provides a technical foundation and research agenda for advancing the design, assessment, and deployment of next-generation geocoding systems.

cs.SE↗

TalkVerse: Democratizing Minute-Long Audio-Driven Video Generation

We introduce TalkVerse, a large-scale, open corpus for single-person, audio-driven talking video generation designed to enable fair, reproducible comparison across methods. While current state-of-the-art systems rely on closed data or compute-heavy models, TalkVerse offers 2.3 million high-resolution (720p/1080p) audio-video synchronized clips totaling 6.3k hours. These are curated from over 60k hours of video via a transparent pipeline that includes scene-cut detection, aesthetic assessment, strict audio-visual synchronization checks, and comprehensive annotations including 2D skeletons and structured visual/audio-style captions. Leveraging TalkVerse, we present a reproducible 5B DiT baseline built on Wan2.2-5B. By utilizing a video VAE with a high downsampling ratio and a sliding window mechanism with motion-frame context, our model achieves minute-long generation with low drift. It delivers comparable lip-sync and visual quality to the 14B Wan-S2V model but with 10$\times$ lower inference cost. To enhance storytelling in long videos, we integrate an MLLM director to rewrite prompts based on audio and visual cues. Furthermore, our model supports zero-shot video dubbing via controlled latent noise injection. We open-source the dataset, training recipes, and 5B checkpoints to lower barriers for research in audio-driven human video generation. Project Page: https://zhenzhiwang.github.io/talkverse/

cs.CV↗

SnapMoGen: Human Motion Generation from Expressive Texts

Text-to-motion generation has experienced remarkable progress in recent years. However, current approaches remain limited to synthesizing motion from short or general text prompts, primarily due to dataset constraints. This limitation undermines fine-grained controllability and generalization to unseen prompts. In this paper, we introduce SnapMoGen, a new text-motion dataset featuring high-quality motion capture data paired with accurate, expressive textual annotations. The dataset comprises 20K motion clips totaling 44 hours, accompanied by 122K detailed textual descriptions averaging 48 words per description (vs. 12 words of HumanML3D). Importantly, these motion clips preserve original temporal continuity as they were in long sequences, facilitating research in long-term motion generation and blending. We also improve upon previous generative masked modeling approaches. Our model, MoMask++, transforms motion into multi-scale token sequences that better exploit the token capacity, and learns to generate all tokens using a single generative masked transformer. MoMask++ achieves state-of-the-art performance on both HumanML3D and SnapMoGen benchmarks. Additionally, we demonstrate the ability to process casual user prompts by employing an LLM to reformat inputs to align with the expressivity and narration style of SnapMoGen. Project webpage: https://snap-research.github.io/SnapMoGen/

cs.CV↗

Ponimator: Unfolding Interactive Pose for Versatile Human-human Interaction Animation

Close-proximity human-human interactive poses convey rich contextual information about interaction dynamics. Given such poses, humans can intuitively infer the context and anticipate possible past and future dynamics, drawing on strong priors of human behavior. Inspired by this observation, we propose Ponimator, a simple framework anchored on proximal interactive poses for versatile interaction animation. Our training data consists of close-contact two-person poses and their surrounding temporal context from motion-capture interaction datasets. Leveraging interactive pose priors, Ponimator employs two conditional diffusion models: (1) a pose animator that uses the temporal prior to generate dynamic motion sequences from interactive poses, and (2) a pose generator that applies the spatial prior to synthesize interactive poses from a single pose, text, or both when interactive poses are unavailable. Collectively, Ponimator supports diverse tasks, including image-based interaction animation, reaction animation, and text-to-interaction synthesis, facilitating the transfer of interaction knowledge from high-quality mocap data to open-world scenarios. Empirical experiments across diverse datasets and applications demonstrate the universality of the pose prior and the effectiveness and robustness of our framework.

cs.CV↗

Unveiling the Vulnerability of Graph-LLMs: An Interpretable Multi-Dimensional Adversarial Attack on TAGs

Graph Neural Networks (GNNs) have become a pivotal framework for modeling graph-structured data, enabling a wide range of applications from social network analysis to molecular chemistry. By integrating large language models (LLMs), text-attributed graphs (TAGs) enhance node representations with rich textual semantics, significantly boosting the expressive power of graph-based learning. However, this sophisticated synergy introduces critical vulnerabilities, as Graph-LLMs are susceptible to adversarial attacks on both their structural topology and textual attributes. Although specialized attack methods have been designed for each of these aspects, no work has yet unified them into a comprehensive approach. In this work, we propose the Interpretable Multi-Dimensional Graph Attack (IMDGA), a novel human-centric adversarial attack framework designed to orchestrate multi-level perturbations across both graph structure and textual features. IMDGA utilizes three tightly integrated modules to craft attacks that balance interpretability and impact, enabling a deeper understanding of Graph-LLM vulnerabilities. Through rigorous theoretical analysis and comprehensive empirical evaluations on diverse datasets and architectures, IMDGA demonstrates superior interpretability, attack effectiveness, stealthiness, and robustness compared to existing methods. By exposing critical weaknesses in TAG representation learning, this work uncovers a previously underexplored semantic dimension of vulnerability in Graph-LLMs, offering valuable insights for improving their resilience. Our code and resources are publicly available at https://anonymous.4open.science/r/IMDGA-7289.

cs.LG↗

MagicDock: Toward Docking-oriented De Novo Ligand Design via Gradient Inversion

De novo ligand design is a fundamental task that seeks to generate protein or molecule candidates that can effectively dock with protein receptors and achieve strong binding affinity entirely from scratch. It holds paramount significance for a wide spectrum of biomedical applications. However, most existing studies are constrained by the \textbf{Pseudo De Novo}, \textbf{Limited Docking Modeling}, and \textbf{Inflexible Ligand Type}. To address these issues, we propose MagicDock, a forward-looking framework grounded in the progressive pipeline and differentiable surface modeling. (1) We adopt a well-designed gradient inversion framework. To begin with, general docking knowledge of receptors and ligands is incorporated into the backbone model. Subsequently, the docking knowledge is instantiated as reverse gradient flows by binding prediction, which iteratively guide the de novo generation of ligands. (2) We emphasize differentiable surface modeling in the docking process, leveraging learnable 3D point-cloud representations to precisely capture binding details, thereby ensuring that the generated ligands preserve docking validity through direct and interpretable spatial fingerprints. (3) We introduce customized designs for different ligand types and integrate them into a unified gradient inversion framework with flexible triggers, thereby ensuring broad applicability. Moreover, we provide rigorous theoretical guarantees for each component of MagicDock. Extensive experiments across 9 scenarios demonstrate that MagicDock achieves average improvements of 27.1\% and 11.7\% over SOTA baselines specialized for protein or molecule ligand design, respectively.

cs.LG↗

Text2Interact: High-Fidelity and Diverse Text-to-Two-Person Interaction Generation

Modeling human-human interactions from text remains challenging because it requires not only realistic individual dynamics but also precise, text-consistent spatiotemporal coupling between agents. Currently, progress is hindered by 1) limited two-person training data, inadequate to capture the diverse intricacies of two-person interactions; and 2) insufficiently fine-grained text-to-interaction modeling, where language conditioning collapses rich, structured prompts into a single sentence embedding. To address these limitations, we propose our Text2Interact framework, designed to generate realistic, text-aligned human-human interactions through a scalable high-fidelity interaction data synthesizer and an effective spatiotemporal coordination pipeline. First, we present InterCompose, a scalable synthesis-by-composition pipeline that aligns LLM-generated interaction descriptions with strong single-person motion priors. Given a prompt and a motion for an agent, InterCompose retrieves candidate single-person motions, trains a conditional reaction generator for another agent, and uses a neural motion evaluator to filter weak or misaligned samples-expanding interaction coverage without extra capture. Second, we propose InterActor, a text-to-interaction model with word-level conditioning that preserves token-level cues (initiation, response, contact ordering) and an adaptive interaction loss that emphasizes contextually relevant inter-person joint pairs, improving coupling and physical plausibility for fine-grained interaction modeling. Extensive experiments show consistent gains in motion diversity, fidelity, and generalization, including out-of-distribution scenarios and user studies. We will release code and models to facilitate reproducibility.

cs.CV↗

Two Facets of the Same Optimization Coin: Model Degradation and Representation Collapse in Graph Foundation Models

Inspired by the success of LLMs, GFMs are designed to learn the optimal embedding functions from multi-domain text-attributed graphs for the downstream cross-task generalization capability. Among the diverse architectures, graph VQ-MAE stands out among the increasingly diverse landscape of GFM. This is attributed to its ability to jointly encode topology and textual attributes from multiple domains into discrete embedding spaces with clear semantic boundaries. Despite its potential, domain generalization conflicts cause imperceptible pitfalls. In this paper, we instantiate two of them, and they are just like two sides of the same GFM optimization coin - Side 1 Model Degradation: The encoder and codebook fail to capture the diversity of inputs; Side 2 Representation Collapse: The hidden embedding and codebook vector fail to preserve semantic separability due to constraints from narrow representation subspaces. These two pitfalls (sides) collectively impair the decoder and generate the low-quality reconstructed supervision, causing the GFM optimization dilemma during pre-training (coin). Through empirical investigation, we attribute the above challenges to Information Bottleneck and Regularization Deficit. To address them, we propose MoT - (1) Information Tinker for Two Pitfalls, which utilizes an edge-wise semantic fusion strategy and a mixture-of-codebooks with domain-aware routing to improve information capacity. (2) Regularization Tinker for Optimization Coin, which utilizes two additional regularizations to further improve gradient supervision in our proposed Information Tinker. Notably, as a flexible architecture, MoT adheres to the scaling laws of GFM, offering a controllable model scale. Compared to SOTA baselines, experiments on 22 datasets across 6 domains demonstrate that MoT achieves significant improvements in supervised, few-shot, and zero-shot scenarios.

cs.LG↗

Unified Performance Control for Non-Square Nonlinear Systems with Relaxed Controllability

In this paper, we investigate the problem of unified prescribed performance tracking for a class of non-square strict-feedback nonlinear systems under relaxed controllability conditions. By using a skillful matrix decomposition and introducing some feasible auxiliary matrices, a more generalized controllability condition than the current state of the art is constructed, which can be applied to both square and non-square nonlinear systems subject to actuator faults and unknown yet time-varying control gain. Incorporating the relaxed controllability conditions and the uniform performance specifications into the backstepping design procedure, a prescribed performance fault-tolerant controller is developed that can achieve different performance demands without modifying the controller structure, which is more flexible and practical.In addition, the destruction of the system stability by unknown controllability auxiliary matrices and unknown nonlinearities is circumvented by embedding the available core information of the state-dependent uncertainties into the design procedure. Both theoretical analysis and numerical simulation demonstrate the effectiveness and benefits of the proposed method.

eess.SY↗

Where are GIScience Faculty Hired from? Analyzing Faculty Mobility and Research Themes Through Hiring Networks

Academia is profoundly influenced by faculty hiring networks, which serve as critical conduits for knowledge dissemination and the formation of collaborative research initiatives. While extensive research in various disciplines has revealed the institutional hierarchies inherent in these networks, their impacts within GIScience remain underexplored. To fill this gap, this study analyzes the placement patterns of 946 GIScience faculty worldwide by mapping the connections between PhD-granting institutions and current faculty affiliations. Our dataset, which is compiled from volunteer-contributed information, is the most comprehensive collection available in this field. While there may be some limitations in its representativeness, its scope and depth provide a unique and valuable perspective on the global placement patterns of GIScience faculty. Our analysis reveals several influential programs in placing GIScience faculty, with hiring concentrated in the western countries. We examined the diversity index to assess the representation of regions and institutions within the global GIScience faculty network. We observe significant internal retention at both the continental and country levels, and a high level of non-self-hired ratio at the institutional level. Over time, research themes have also evolved, with growing research clusters emphasis on spatial data analytics, cartography and geovisualization, geocomputation, and environmental sciences, etc. These results illuminate the influence of hiring practices on global knowledge dissemination and contribute to promoting academic equity within GIScience and Geography.

cs.HC↗

HIAL: A New Paradigm for Hypergraph Active Learning via Influence Maximization

In recent years, Hypergraph Neural Networks (HNNs) have demonstrated immense potential in handling complex systems with high-order interactions. However, acquiring large-scale, high-quality labeled data for these models is costly, making Active Learning (AL) a critical technique. Existing Graph Active Learning (GAL) methods, when applied to hypergraphs, often rely on techniques like "clique expansion," which destroys the high-order structural information crucial to a hypergraph's success, thereby leading to suboptimal performance. To address this challenge, we introduce HIAL (Hypergraph Active Learning), a native active learning framework designed specifically for hypergraphs. We innovatively reformulate the Hypergraph Active Learning (HAL) problem as an Influence Maximization task. The core of HIAL is a dual-perspective influence function that, based on our novel "High-Order Interaction-Aware (HOI-Aware)" propagation mechanism, synergistically evaluates a node's feature-space coverage (via Magnitude of Influence, MoI) and its topological influence (via Expected Diffusion Value, EDV). We prove that this objective function is monotone and submodular, thus enabling the use of an efficient greedy algorithm with a formal (1-1/e) approximation guarantee. Extensive experiments on seven public datasets demonstrate that HIAL significantly outperforms state-of-the-art baselines in terms of performance, efficiency, generality, and robustness, establishing an efficient and powerful new paradigm for active learning on hypergraphs.

cs.LG↗

SceneMI: Motion In-betweening for Modeling Human-Scene Interactions

Modeling human-scene interactions (HSI) is essential for understanding and simulating everyday human behaviors. Recent approaches utilizing generative modeling have made progress in this domain; however, they are limited in controllability and flexibility for real-world applications. To address these challenges, we propose reformulating the HSI modeling problem as Scene-aware Motion In-betweening - a more tractable and practical task. We introduce SceneMI, a framework that supports several practical applications, including keyframe-guided character animation in 3D scenes and enhancing the motion quality of imperfect HSI data. SceneMI employs dual scene descriptors to comprehensively encode global and local scene context. Furthermore, our framework leverages the inherent denoising nature of diffusion models to generalize on noisy keyframes. Experimental results demonstrate SceneMI's effectiveness in scene-aware keyframe in-betweening and generalization to the real-world GIMO dataset, where motions and scenes are acquired by noisy IMU sensors and smartphones. We further showcase SceneMI's applicability in HSI reconstruction from monocular videos.

cs.CV↗

Dance Like a Chicken: Low-Rank Stylization for Human Motion Diffusion

Text-to-motion generative models span a wide range of 3D human actions but struggle with nuanced stylistic attributes such as a "Chicken" style. Due to the scarcity of style-specific data, existing approaches pull the generative prior towards a reference style, which often results in out-of-distribution low quality generations. In this work, we introduce LoRA-MDM, a lightweight framework for motion stylization that generalizes to complex actions while maintaining editability. Our key insight is that adapting the generative prior to include the style, while preserving its overall distribution, is more effective than modifying each individual motion during generation. Building on this idea, LoRA-MDM learns to adapt the prior to include the reference style using only a few samples. The style can then be used in the context of different textual prompts for generation. The low-rank adaptation shifts the motion manifold in a semantically meaningful way, enabling realistic style infusion even for actions not present in the reference samples. Moreover, preserving the distribution structure enables advanced operations such as style blending and motion editing. We compare LoRA-MDM to state-of-the-art stylized motion generation methods and demonstrate a favorable balance between text fidelity and style consistency.

cs.CV↗