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Bing-Yu Chen

Publications and source records attributed to Bing-Yu Chen.

At least 19 recordsLinked to original sources

MOONWALK: Mediating Operations with Intent-Evidence-Action Alignment Across Junior-Supervisor Review Workflows in Animation/VFX Pre-Production

Animation and VFX pre-production review requires teams to translate loosely specified creative intent--briefs, evolving specifications, heterogeneous references, and verbal decisions--into revisions that junior artists can execute without repeated clarification. In practice, criteria drift across iterations, review judgments lose their evidential basis, and the reasoning behind a request rarely survives the senior-junior handoff. We contribute a design framework for intent-evidence-action alignment: intent is articulated into a shared project record, judgments are anchored to grounded evidence, and authorized decisions are converted into clear revision tasks tied directly to reference notes. We instantiate this framework in MOONWALK, a professional pre-production review system comprising a shared intent record, reference/specification anchoring, structured work-in-progress comparison, and supervisor-authorized action planning. In this workflow, AI handles administrative coordination--flagging missing context and organizing notes--while artists retain full creative direction. An in-studio study with professional practitioners compares MOONWALK with a chat-only (chatbot) interface using matched production materials, while participants' existing workflows provide a retrospective ecological baseline. Results indicate stronger intent alignment, decision traceability, and checklist executability, while also showing that aesthetic authority and final prioritization must remain with practitioners. The evaluation establishes the value of the integrated structured workflow over unstructured conversational AI chatbot. Code: https://github.com/Akinesia112/Moonwalk/tree/english-version

cs.HC

From Style Replication to Style Exploration: Enabling Art Style Exploration with Analyze-Experiment-Resituate Framework

Art style is a signature of professional digital artists that develops through repeated experimentation, reflection, and adaptation. While generative AI (GenAI) can reproduce styles with high fidelity, current tools provide limited support for exploring new stylistic directions and may encourage style replication over exploration. To address this gap, we propose Analyze-Experiment-Resituate (AER), a framework for AI-assisted style exploration derived from interviews with 10 professional digital artists. Rather than prioritizing visually appealing outputs alone, AER supports three core practices of style exploration, including interpreting references, trying out stylistic possibilities, and reflecting on how emerging styles may be received. Specifically, AER enabled artists to (1) analyze artworks into interpretable stylistic elements, (2) have controllable experimentation guided by their own choices, and (3) resituate emerging styles through simulated social perspectives. We implemented AER in a prototype system and evaluated it in a controlled study with 16 artists. Compared with a direct style-transfer workflow, AER increased artists' agency and reflection as they pursued new stylistic directions. A two-week field study with four artists revealed how the AER framework influenced daily style exploration, such as reflection, experimentation, and stylistic decision-making at each stage. We discuss opportunities and challenges in designing AI-assisted style-exploration workflows, and outline implications for future artistic support tools.

cs.HC

EUPHORIA: Efficient Universal Planning via Hybrid Optimization for Robust Industrial Robotic Assembly

Robotic assembly in architectural construction faces a persistent bottleneck: existing planners are either highly specialized, requiring prohibitive retraining for every new geometric design, or operationally inefficient, treating structural sequencing and kinematic motion as disjoint processes. We present EUPHORIA, a unified framework that achieves universal few-shot adaptability and dynamic efficiency through a hybrid optimization strategy. To overcome the retraining bottleneck, we propose a Meta-Geometric Encoder based on Graph Hypernetworks: unlike standard contrastive learning, which performs only feature-level recognition, our hypernetwork dynamically generates policy parameters from a minimal support set, enabling parameter-level adaptation to complex topologies (e.g., domes, arches) without gradient-based retraining. For structural reasoning, we introduce a Physics-Informed Graph Transformer trained via Soft Actor-Critic (SAC), with a Physics-Bias Attention mechanism that modulates attention scores using contact forces from Discrete Element Model (DEM) simulations, guiding the planner toward structurally critical connections. We further ensure operational efficiency through Kinematics-Aware Sequencing, where the SAC objective penalizes high-energy transitions. Finally, we bridge the Sim2Real gap via Residual Stability Correction, a differentiable optimization layer that fine-tunes coarse assembly actions by minimizing a joint energy-stability cost prior to execution. Experiments show that EUPHORIA significantly reduces energy consumption over decoupled baselines and achieves state-of-the-art success rates on unseen, non-standard geometries with minimal few-shot examples, fusing meta-learning, physics-informed attention, and residual optimization into a cohesive, generalized planner.

cs.LG

DiffPhD: A Unified Differentiable Solver for Projective Heterogeneous Materials in Elastodynamics with Contact-Rich GPU-Acceleration

Differentiable simulation of soft bodies is a foundation for system identification, trajectory optimization, and Real2Sim transfer. Yet, existing methods such as the differentiable Projective Dynamics (DiffPD) struggle when faced with heterogeneous materials with extreme stiffness contrasts, hyperelasticity under large deformations, and contact-rich interactions, which are common scenarios in the real world. We present DiffPhD, a unified GPU-accelerated differentiable Projective Dynamics framework for heterogeneous materials that tackles these intertwined challenges simultaneously. Our key insight is a careful integration of: (i) stiffness-aware projective weights to embed heterogeneity into the global system; (ii) trust-region eigenvalue filtering lifted to the backward pass for stable hyperelastic gradients and a type-II Anderson Acceleration scheme with dual-gate convergence to stabilize forward iteration under large stiffness contrasts; and (iii) a unified GPU pipeline that reuses a single sparse factor across forward, backward, and contact computations, with stiffness-amplified Rayleigh damping folded into the same factor for heterogeneity-aware dissipation at zero recurring cost. DiffPhD achieves strict gradient accuracy while delivering up to an order-of-magnitude speedup over prior differentiable solvers on heterogeneous, hyperelastic, contact-rich benchmarks. Crucially, this speedup does not come at the cost of stability: DiffPhD remains convergent on stiffness contrasts up to 100x where prior PD solvers degrade. This unlocks end-to-end gradient-based optimization on regimes previously bottlenecked by either solver fragility or per-iteration cost -- shell--joint composite creatures, soft characters wielding stiff weapons, and soft-gripper robotic manipulation -- all handled within a single forward--backward pass.

cs.GR

UMEDA: Unified Multi-modal Efficient Data Fusion for Privacy-Preserving Graph Federated Learning via Spectral-Gated Attention and Diffusion-Based Operator Alignment

Device-free localization trains models from heterogeneous wireless and visual sensors (e.g., Wi-Fi, LiDAR) distributed across edge devices. Federated learning offers a privacy-respecting framework, but is brittle when clients differ in sensor modality and resolution, when their data distributions drift, and when privacy noise destroys the structural signal needed for localization. We propose UMEDA, a graph federated learning framework in which clients form nodes of a global graph that share a continuous integral operator, and aggregation is reformulated as spectral signal processing on this operator. Each client encodes its local sensors with a linear-attention layer whose kernel spectrum is low-rank filtered, suppressing modality-specific residuals so clients with different sensors align in a common low-rank subspace. The server then aggregates client updates via a diffusion model over the kernel's spectral coefficients, treating updates as discretizations of a shared operator rather than topology-bound weights -- this absorbs varying graph sizes and missing modalities without node-wise correspondence. To balance privacy and utility, we add an anisotropic differential-privacy mechanism that projects noise preferentially into the null space of the signal subspace, preserving dominant eigendirections while ensuring formal $(\epsilon, \delta)$-DP under gradient clipping. On MM-Fi and the RELI11D out-of-distribution benchmark, UMEDA outperforms state-of-the-art federated baselines in accuracy, convergence, and communication efficiency, particularly under high modality heterogeneity and tight privacy budgets.

cs.LG

IntenBot: Flexible and Imprecise Multimodal Input for LLMs to Understand User Intentions for Casual and Human-Like HRI

In natural human-to-human communication, multimodal user input is typically used to supplement explicit and complement implicit voice commands, with casualness allowing for flexible input modality combinations and tolerance for imprecise input data. For example, saying "I want that." with a casual glance at a bottle of water is clear enough in human-to-human communication as an implicit voice command accompanied by gaze and/or gestures, rather than an explicit one. To enable such a human-like interaction in human-robot interaction (HRI), we propose a system, IntenBot, to understand user intentions from flexible and imprecise multimodal input, including voice, gaze, and finger-pointing, in XR. The disambiguation capability of large language models (LLMs) is used to filter out irrelevant input modalities and imprecise input data, generating potential instructions for user confirmation. The flexible and imprecise multimodal input enables casual, human-like interaction with robots, reducing time, effort, and attention, and could also be used as non-voice input. We conducted an informative user behavior study in a simulated environment to understand users' natural be- havior in flexibly interacting with a robot using multimodal input and to obtain appropriate angle range parameters for gaze and finger-pointing. An XR study was then performed to evaluate the performance of IntenBot, compared with other methods. We also deployed IntenBot on a physical robot to showcase its real-world applications.

cs.HC

Latent-Mark: An Audio Watermark Robust to Neural Codec Compression

While existing audio watermarking techniques have achieved strong robustness against traditional digital signal processing (DSP) attacks, they remain vulnerable to neural compression. This occurs because modern neural audio codecs act as noise filters and discard the imperceptible waveform variations used in prior watermarking methods. To address this limitation, we propose Latent-Mark, the first zero-bit audio watermarking framework designed to survive neural codec compression. Our key insight is that robustness to the encode-decode process requires embedding the watermark within the codec's invariant latent space. We achieve this by optimizing the audio waveform to induce a detectable directional shift in its encoded latent representation, while constraining perturbations to align with the natural audio manifold to ensure imperceptibility. To prevent overfitting to a single codec's quantization rules, we introduce Cross-Codec Optimization, jointly optimizing the waveform across multiple surrogate codecs to target shared latent invariants. Extensive evaluations demonstrate robust zero-shot transferability to unseen neural codecs, achieving competitive resilience against traditional DSP attacks while preserving perceptual imperceptibility. We hope our work will inspire future research into universal watermarking frameworks capable of maintaining integrity across increasingly complex and diverse generative distortions.

cs.SD

AnimAgents: Coordinating Multi-Stage Animation Pre-Production with Human-Multi-Agent Collaboration

Animation pre-production lays the foundation of an animated film by transforming initial concepts into a coherent blueprint across interdependent stages such as ideation, scripting, design, and storyboarding. While generative AI tools are increasingly adopted in this process, they remain isolated, requiring creators to juggle multiple systems without integrated workflow support. Our formative study with 12 professional creative directors and independent animators revealed key challenges in their current practice: Creators must manually coordinate fragmented outputs, manage large volumes of information, and struggle to maintain continuity and creative control between stages. Based on the insights, we present AnimAgents, a human-multi-agent collaborative system that coordinates complex, multi-stage workflows through a core agent and specialized agents, supported by dedicated boards for the four major stages of pre-production. AnimAgents enables stage-aware orchestration, stage-specific output management, and element-level refinement, providing an end-to-end workflow tailored to professional practice. In a within-subjects summative study with 16 professional creators, AnimAgents significantly outperformed a strong single-agent baseline that equipped with advanced parallel image generation in coordination, consistency, information management, and overall satisfaction (p < .01). A field deployment with 4 creators further demonstrated AnimAgents' effectiveness in real-world projects.

cs.HC

GenTune: Toward Traceable Prompts to Improve Controllability of Image Refinement in Environment Design

Environment designers in the entertainment industry create imaginative 2D and 3D scenes for games, films, and television, requiring both fine-grained control of specific details and consistent global coherence. Designers have increasingly integrated generative AI into their workflows, often relying on large language models (LLMs) to expand user prompts for text-to-image generation, then iteratively refining those prompts and applying inpainting. However, our formative study with 10 designers surfaced two key challenges: (1) the lengthy LLM-generated prompts make it difficult to understand and isolate the keywords that must be revised for specific visual elements; and (2) while inpainting supports localized edits, it can struggle with global consistency and correctness. Based on these insights, we present GenTune, an approach that enhances human--AI collaboration by clarifying how AI-generated prompts map to image content. Our GenTune system lets designers select any element in a generated image, trace it back to the corresponding prompt labels, and revise those labels to guide precise yet globally consistent image refinement. In a summative study with 20 designers, GenTune significantly improved prompt--image comprehension, refinement quality, and efficiency, and overall satisfaction (all $p < .01$) compared to current practice. A follow-up field study with two studios further demonstrated its effectiveness in real-world settings.

cs.HC

AIdeation: Designing a Human-AI Collaborative Ideation System for Concept Designers

Concept designers in the entertainment industry create highly detailed, often imaginary environments for movies, games, and TV shows. Their early ideation phase requires intensive research, brainstorming, visual exploration, and combination of various design elements to form cohesive designs. However, existing AI tools focus on image generation from user specifications, lacking support for the unique needs and complexity of concept designers' workflows. Through a formative study with 12 professional designers, we captured their workflows and identified key requirements for AI-assisted ideation tools. Leveraging these insights, we developed AIdeation to support early ideation by brainstorming design concepts with flexible searching and recombination of reference images. A user study with 16 professional designers showed that AIdeation significantly enhanced creativity, ideation efficiency, and satisfaction (all p<.01) compared to current tools and workflows. A field study with 4 studios for 1 week provided insights into AIdeation's benefits and limitations in real-world projects. After the completion of the field study, two studios, covering films, television, and games, have continued to use AIdeation in their commercial projects to date, further validating AIdeation's improvement in ideation quality and efficiency.

cs.HC

AutoSketch: VLM-assisted Style-Aware Vector Sketch Completion

The ability to automatically complete a partial sketch that depicts a complex scene, e.g., "a woman chatting with a man in the park", is very useful. However, existing sketch generation methods create sketches from scratch; they do not complete a partial sketch in the style of the original. To address this challenge, we introduce AutoSketch, a styleaware vector sketch completion method that accommodates diverse sketch styles. Our key observation is that the style descriptions of a sketch in natural language preserve the style during automatic sketch completion. Thus, we use a pretrained vision-language model (VLM) to describe the styles of the partial sketches in natural language and replicate these styles using newly generated strokes. We initially optimize the strokes to match an input prompt augmented by style descriptions extracted from the VLM. Such descriptions allow the method to establish a diffusion prior in close alignment with that of the partial sketch. Next, we utilize the VLM to generate an executable style adjustment code that adjusts the strokes to conform to the desired style. We compare our method with existing methods across various sketch styles and prompts, performed extensive ablation studies and qualitative and quantitative evaluations, and demonstrate that AutoSketch can support various sketch scenarios.

cs.CV

SoundShift: Exploring Sound Manipulations for Accessible Mixed-Reality Awareness

Mixed-reality (MR) soundscapes blend real-world sound with virtual audio from hearing devices, presenting intricate auditory information that is hard to discern and differentiate. This is particularly challenging for blind or visually impaired individuals, who rely on sounds and descriptions in their everyday lives. To understand how complex audio information is consumed, we analyzed online forum posts within the blind community, identifying prevailing challenges, needs, and desired solutions. We synthesized the results and propose SoundShift for increasing MR sound awareness, which includes six sound manipulations: Transparency Shift, Envelope Shift, Position Shift, Style Shift, Time Shift, and Sound Append. To evaluate the effectiveness of SoundShift, we conducted a user study with 18 blind participants across three simulated MR scenarios, where participants identified specific sounds within intricate soundscapes. We found that SoundShift increased MR sound awareness and minimized cognitive load. Finally, we developed three real-world example applications to demonstrate the practicality of SoundShift.

cs.HC

EvIcon: Designing High-Usability Icon with Human-in-the-loop Exploration and IconCLIP

Interface icons are prevalent in various digital applications. Due to limited time and budgets, many designers rely on informal evaluation, which often results in poor usability icons. In this paper, we propose a unique human-in-the-loop framework that allows our target users, i.e., novice and professional UI designers, to improve the usability of interface icons efficiently. We formulate several usability criteria into a perceptual usability function and enable users to iteratively revise an icon set with an interactive design tool, EvIcon. We take a large-scale pre-trained joint image-text embedding (CLIP) and fine-tune it to embed icon visuals with icon tags in the same embedding space (IconCLIP). During the revision process, our design tool provides two types of instant perceptual usability feedback. First, we provide perceptual usability feedback modeled by deep learning models trained on IconCLIP embeddings and crowdsourced perceptual ratings. Second, we use the embedding space of IconCLIP to assist users in improving icons' visual distinguishability among icons within the user-prepared icon set. To provide the perceptual prediction, we compiled IconCEPT10K, the first large-scale dataset of perceptual usability ratings over $10,000$ interface icons, by conducting a crowdsourcing study. We demonstrated that our framework could benefit UI designers' interface icon revision process with a wide range of professional experience. Moreover, the interface icons designed using our framework achieved better semantic distance and familiarity, verified by an additional online user study.

cs.GR

NeRF-In: Free-Form NeRF Inpainting with RGB-D Priors

Though Neural Radiance Field (NeRF) demonstrates compelling novel view synthesis results, it is still unintuitive to edit a pre-trained NeRF because the neural network's parameters and the scene geometry/appearance are often not explicitly associated. In this paper, we introduce the first framework that enables users to remove unwanted objects or retouch undesired regions in a 3D scene represented by a pre-trained NeRF without any category-specific data and training. The user first draws a free-form mask to specify a region containing unwanted objects over a rendered view from the pre-trained NeRF. Our framework first transfers the user-provided mask to other rendered views and estimates guiding color and depth images within these transferred masked regions. Next, we formulate an optimization problem that jointly inpaints the image content in all masked regions across multiple views by updating the NeRF model's parameters. We demonstrate our framework on diverse scenes and show it obtained visual plausible and structurally consistent results across multiple views using shorter time and less user manual efforts.

cs.CV

StylePart: Image-based Shape Part Manipulation

Due to a lack of image-based "part controllers", shape manipulation of man-made shape images, such as resizing the backrest of a chair or replacing a cup handle is not intuitive. To tackle this problem, we present StylePart, a framework that enables direct shape manipulation of an image by leveraging generative models of both images and 3D shapes. Our key contribution is a shape-consistent latent mapping function that connects the image generative latent space and the 3D man-made shape attribute latent space. Our method "forwardly maps" the image content to its corresponding 3D shape attributes, where the shape part can be easily manipulated. The attribute codes of the manipulated 3D shape are then "backwardly mapped" to the image latent code to obtain the final manipulated image. We demonstrate our approach through various manipulation tasks, including part replacement, part resizing, and viewpoint manipulation, and evaluate its effectiveness through extensive ablation studies.

cs.CV

ClipGen: A Deep Generative Model for Clipart Vectorization and Synthesis

This paper presents a novel deep learning-based approach for automatically vectorizing and synthesizing the clipart of man-made objects. Given a raster clipart image and its corresponding object category (e.g., airplanes), the proposed method sequentially generates new layers, each of which is composed of a new closed path filled with a single color. The final result is obtained by compositing all layers together into a vector clipart image that falls into the target category. The proposed approach is based on an iterative generative model that (i) decides whether to continue synthesizing a new layer and (ii) determines the geometry and appearance of the new layer. We formulated a joint loss function for training our generative model, including the shape similarity, symmetry, and local curve smoothness losses, as well as vector graphics rendering accuracy loss for synthesizing clipart recognizable by humans. We also introduced a collection of man-made object clipart, ClipNet, which is composed of closed-path layers, and two designed preprocessing tasks to clean up and enrich the original raw clipart. To validate the proposed approach, we conducted several experiments and demonstrated its ability to vectorize and synthesize various clipart categories. We envision that our generative model can facilitate efficient and intuitive clipart designs for novice users and graphic designers.

cs.GR

ClipFlip : Multi-view Clipart Design

We present an assistive system for clipart design by providing visual scaffolds from the unseen viewpoints. Inspired by the artists' creation process, our system constructs the visual scaffold by first synthesizing the reference 3D shape of the input clipart and rendering it from the desired viewpoint. The critical challenge of constructing this visual scaffold is to generate a reference 3Dshape that matches the user's expectation in terms of object sizing and positioning while preserving the geometric style of the input clipart. To address this challenge, we propose a user-assisted curve extrusion method to obtain the reference 3D shape.We render the synthesized reference 3D shape with consistent style into the visual scaffold. By following the generated visual scaffold, the users can efficiently design clipart with their desired viewpoints. The user study conducted by an intuitive user interface and our generated visual scaffold suggests that the users are able to design clipart from different viewpoints while preserving the original geometric style without losing its original shape.

cs.GR

ZomeFab: Cost-effective Hybrid Fabrication with Zometools

In recent years, personalized fabrication has received considerable attention because of the widespread use of consumer-level three-dimensional (3D) printers. However, such 3D printers have drawbacks, such as long production time and limited output size, which hinder large-scale rapid-prototyping. In this paper, for the time- and cost-effective fabrication of large-scale objects, we propose a hybrid 3D fabrication method that combines 3D printing and the Zometool construction set, which is a compact, sturdy, and reusable structure for infill fabrication. The proposed method significantly reduces fabrication cost and time by printing only thin 3D outer shells. In addition, we design an optimization framework to generate both a Zometool structure and printed surface partitions by optimizing several criteria, including printability, material cost, and Zometool structure complexity. Moreover, we demonstrate the effectiveness of the proposed method by fabricating various large-scale 3D models.

cs.GR