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Bo Zhu

Publications and source records attributed to Bo Zhu.

At least 19 recordsLinked to original sources

Assignment-Free Swarm Navigation via Adaptive Target-Field Planning and Mean-Shift Exploration

Mean-shift exploration enables assignment-free swarm shape assembly, but obstacle-constrained navigation additionally requires coordinated adaptation of the desired morphology and its physical execution. This paper presents an environment-adaptive navigation framework that integrates target-field planning, execution regulation, and morphology-preserving mean-shift exploration. A feasibility-aware graph search plans the position, orientation, and morphology of an unlabeled target field without specifying robot-specific goals. An execution-regulated reference manager adjusts field progression and morphology switching using swarm entering, coverage, and lag metrics. A moving-frame controller separates prescribed rigid motion from local mean-shift redistribution and incorporates neighbor interactions and obstacle responses. Simulations and hardware experiments demonstrate that the proposed framework coordinates morphology transitions and collective motion for assignment-free swarm navigation through cluttered environments.

eess.SY↗

dKV Forcing: Separating Generation and Memory Representations through a Differentiable KV Cache

A causal video generator produces two key--value (KV) states for every segment: the KV it uses while denoising that segment, and the KV it writes into the cache for later segments to read. In a pretrained generator the two already differ substantially, later segments attend to them differently, and replacing the written KV with the generation KV degrades the continuation. We propose dKV Forcing (dKV denotes differentiable KV) to learn a dedicated memory representation from its future use: a writer-specific low-rank residual on the shared backbone separates memory writing from generation and is trained through the future reads of what it writes. Learning a write from its future use needs gradients through the cache, which the mutable cache in common use cannot provide. dKV Forcing replaces the training-time cache by persistent differentiable pages with local rematerialization and, in one temporal traversal, computes exactly the gradient that a two-pass reconstruction of the same objective computes. One traversal computes the full memory gradient at $7\%$ generator-update overhead over detached-write training, with $28\%$ less resident memory and $20.8\%$ shorter training cycles than the two-pass reconstruction. Over Self Gradient Forcing (SGF), the same objective trained with the same traversal, writer adaptation raises VBench-Long aesthetic quality by $6.6$ points at 60\,s and $8.5$ points at 240\,s with the highest subject and background consistency, and rollout dropout of the residual keeps most of this gain while restoring the motion of training without write gradients.

cs.CV↗

Physics-Informed One-Step Generation on Long-short flow maps

Physics-informed generative models should produce samples that are both data-aligned and physically valid, yet existing methods are often iterative and too slow for practical use. Achieving this with a one-step flow-map model is difficult because both data-distribution and physics-constraint learning are enforced only indirectly through surrogate objectives, making their joint learning fragile for long-range flow maps. We propose \textbf{Physics-Informed Long-Short Flow Maps with Direct Guidance (LSFM-DG)}, which makes direct target computation feasible by decomposing one-step generation into a long flow map for global evolution and a near-terminal short flow map with computable closed-form solutions and physics potentials. As the short flow map shrinks to zero, it provides both direct distributional and physical targets for learning the long flow map. This yields a unified one-step flow-map model that removes Jensen's gap, improves training stability, and achieves stronger data fidelity and physical consistency without distillation.

cs.LG↗

A Level Set Method on Particle Flow Maps

Accurate interface tracking is central to numerical simulations involving moving boundaries, including multiphase flows, free-surface dynamics, phase-change problems, and other interface-driven processes in computational mechanics. Although level set methods provide a flexible implicit representation of evolving interfaces, their grid-based advection and reinitialization procedures often introduce numerical diffusion, volume loss, and degradation of thin or highly curved structures. This paper introduces a Particle Flow Map Level Set (PFM-LS) method that addresses these limitations by transporting interface geometry through particle-carried bidirectional flow maps. In contrast to particle level set methods that use particles mainly as corrective markers, PFM-LS uses particles as primary carriers of level-set values, gradients, and Hessians within a narrow band around the interface. The method combines long-range flow-map transport, high-order particle-grid reconstruction, adaptive particle control, and a hybrid particle-grid redistancing scheme to preserve both signed-distance consistency and sub-grid geometric features. Numerical benchmarks in two and three dimensions, including topology-change tests, chamfer and Hausdorff shape-error metrics, and coupling to an incompressible free-surface flow solver, show that PFM-LS achieves strong volume preservation, high shape fidelity, and near fourth-order convergence, outperforming a broad range of existing level set and reference-map-based methods.

physics.comp-ph↗

Rethinking the Roles of Diffusion and Decoding: Predictive-State Flows for Parallel Language Generation

In continuous diffusion language models (DLMs), latents generated by the diffusion prior are mapped almost deterministically to tokens, either by a decoder or through a token embedding matrix. Unlike in image generation, where visual details can vary continuously, the diffusion prior must capture fine-grained discrete token choices in continuous space, which can make the joint latent distribution difficult to model. We argue that generative roles should instead be divided: the diffusion prior should generate high-level predictive information, while the decoder should resolve the remaining token-level choices. Based on this view, we introduce Predictive-State Flows (PSF), which partitions a sequence into blocks and associates each block with a predictive state computed solely from the preceding context. A rectified-flow prior generates the sequence of predictive states, after which a block-causal decoder generates all blocks in parallel, autoregressively only within each block. This design reduces diffusion from L token-level states to K << L predictive states and reduces token-level sequential depth to L/K. On unconditional OpenWebText generation, a 197M-parameter model with K=8 achieves a generative perplexity of 22.8 at entropy 5.16 using 0.31 TFLOPs per 1024-token document, versus 24.0 and 7.2 TFLOPs for ELF-B with 32 sampling steps. The corresponding measured operating points yield MAUVE@512 of 0.93 and 0.73, respectively. Controlled comparisons further show that content states, which additionally encode their own blocks, yield 8-16% higher generative perplexity than predictive states, and that replacing sampled predictive-state trajectories with a shared mean lowers MAUVE@512 by 0.11. These results suggest that latent design for continuous DLMs should consider not only how compactly text is represented, but also how generative roles are divided between the prior and the decoder.

cs.CL↗

Volume Entropy and Scalar Curvature near a Hyperbolic Metric

Let $(M^n,g_0)$ be a closed hyperbolic manifold, $n\geq3$. We compute the Hessian of volume entropy at $g_0$ under the constraint $Sc_g=-n(n-1)$ and express it as a quadratic form on transverse-traceless symmetric two-tensors. In dimension three, the Hessian is negative definite, and every sufficiently $C^\infty$-close metric with $Sc_g\geq-6$ has entropy at most $2$, with equality precisely for pullbacks of $g_0$. In dimensions $n\geq4$, a universal spectral threshold determines the Hessian sign. Nonzero trace-free Codazzi tensors give positive directions, and hyperbolic bending provides smooth constrained entropy saddles in every such dimension.

math.DG↗

LoCoSplat: Real-Time Feed-Forward 3D Gaussian Splatting with Minimal 3D Reasoning

Feed-forward 3D Gaussian Splatting (3DGS) increasingly aggregates multi-view evidence with heavy learned 3D networks. We propose LoCoSplat (Local-Context Splatting), motivated by the observation that a Gaussian is a local primitive: once depth is predicted, what the 3D stage must add (scale, rotation, opacity) depends on the point cloud around each anchor, and a fixed local average of that neighbourhood is enough to supply it, no heavy network required. LoCoSplat realises exactly this average: it splats a 16-d linear projection of the point features into a fine and a coarse grid and reads both back at each anchor with a 0.14M-parameter pointwise MLP; with no learned 3D network and no dynamic sparse computation, its whole encoder runs as one fp16 CUDA graph. On RealEstate10K, LoCoSplat outperforms every prior feed-forward method on PSNR, SSIM, and LPIPS at 6, 12, and 24 views, with a margin that widens as views densify (+3.3 PSNR over VolSplat, the prior voxel-aligned state of the art, at 24 views) and grows further under zero-shot transfer to ACID and fine-tuning on ScanNet. It reconstructs a 6-view scene in 33 ms on one NVIDIA RTX PRO 6000 GPU, the fastest of seven feed-forward methods and $4.2\times$ faster than the previous state of the art, trains $2.7\times$ faster ($5.9\times$ at 24 views), and uses $6.7\times$ less inference memory.

cs.CV↗

A Simulation-Grounded Agentic VLM Framework for Wildfire Monitoring and Reporting

Effective wildfire monitoring requires relating visual evidence to physical fire dynamics, yet real videos with synchronized physical annotations are scarce and high-fidelity 3D simulation is costly. We present a simulation-grounded vision-language model (VLM) framework that automatically converts 2D wildfire simulations into labeled video episodes. A fixed Blender mapping produces low-detail 3D proxies aligned with simulator terrain, fuel layout, fire activity, and wind cues; controllable video generation supplies richer appearance. The proxies are intermediate representations rather than finely rendered final scenes. Generated videos and simulator labels form reusable multimodal memory for a training-free multi-agent VLM system that retrieves reference episodes, reconciles visual and memory-based predictions, and produces structured wildfire reports. On held-out generated episodes, video memory achieves 51.5% exact four-tag accuracy, compared with 22.6% for direct VLM querying and 16-17% for text-only memory; the complete system achieves 77.3% accuracy on six simulator-derived report fields. Component ablations, cross-generator tests, and three real-UAV evaluations assess retrieval, reporting, generator changes, and observable monitoring tasks. The framework connects automatic simulation-to-proxy conversion with memory-based VLM reasoning under scarce real-world physical annotations.

cs.CV↗

FlowMap-OPD: Rollout--Kernel Separation for On-Policy Distillation of Few-Step Flow-Map Generators

Few-step flow-map generators, including MeanFlow and consistency models, enable efficient sampling through long-range transport, yet their on-policy distillation remains underexplored. We introduce FlowMap-OPD, an on-policy distillation framework that separates student-state acquisition from teacher--student distribution comparison. A formulation based on state marginals establishes this separation, while flow--velocity consistency connects local supervision to the deployed long-range map. Within this framework, we develop flow-map, induced-velocity, and instantaneous-velocity distribution supervision, each paired with a separately specified native flow-map rollout. Cross-capacity ImageNet experiments across three teacher rewards identify instantaneous-velocity distribution supervision with independently tunable student consistency as the most effective choice. In text-to-image experiments, FlowMap-OPD demonstrates strong multi-specialist consolidation capabilities and surpasses multi-reward Flow-Map GRPO in task performance and convergence speed.

cs.CV↗

Audible World Models: Spatially Aware Sound Generation for 3D Worlds

Text- and image-conditioned world generators can create visually rich 3D environments, yet these worlds often remain silent or rely on soundtracks synthesized solely from text or rendered video. Although such audio can convey what should be heard, it lacks an explicit representation of where sound sources are located and how their perceived sound should vary with listener movement. We introduce Audible World Models, a training-free framework that incorporates sound into the generated world state. Starting from a text prompt, our system constructs a panoramic 3D proxy, separates it into semantic layers, identifies sound-producing foreground objects and ambient background regions, and synthesizes dry audio for each sound label. It then anchors these sources to reconstructed geometry and renders listener-dependent spatial audio using geometric acoustic propagation. By explicitly linking semantics, geometry, and sound propagation, the framework maintains persistent source locations while adapting the rendered audio to changes in listener viewpoint and motion. Experiments across 80 generated scenes demonstrate substantial gains in spatial consistency over text-, video-, and panorama-conditioned baselines, while preserving competitive semantic alignment. VLM-based assessments and human evaluations further indicate that our soundtracks are preferred for their audio-visual consistency, spatial plausibility, and motion-dependent behavior.

cs.CV↗

GPUPhysBench: Benchmarking Coding Agents for Correct and Efficient GPU Physics Simulation

Writing fast GPU code for physical simulation is difficult: implementations must preserve numerical accuracy while handling irregular data access, synchronization, and iterative solvers. We introduce GPUPhysBench, a benchmark of 50 tasks testing whether coding agents can meet these demands. Tasks cover fluids, deformable solids, and granular materials, from individual simulation operators to complete simulators. Agents write, compile, test, and optimize GPU code with access to a NVIDIA GPU under fixed time budgets. We report pass rates and runtime performance relative to expert-optimized reference implementations. In a single-attempt evaluation of six frontier model-harness pairs, the two strongest pass all 50 tasks, but even the fastest reaches at least 0.9 the reference speed on only 22% of them, and no submission is more than 5% faster than the reference. The largest gaps arise in collision detection, constraint solving, and iterative solvers. GPUPhysBench brings physical simulation workloads to coding-agent evaluation, testing both the ability to implement numerical methods correctly and the ability to make them run efficiently.

cs.DC↗

Neural Harmonic Measure Operator

We introduce Neural Harmonic Measure Operator (NHMO), a neural solver for elliptic PDE problems on variable-shape domains. The harmonic measure of a domain is the boundary probability distribution that, integrated against any boundary data, returns the Dirichlet Laplace solution. It depends only on the geometry, not on the boundary data. NHMO parameterizes the density of this measure as a transformer-based boundary kernel supervised by Walk-on-Spheres exit samples, so one trained kernel handles different boundary values on a shape with no retraining. We extend it to Poisson via a classical decomposition, with an auxiliary network amortizing the source-induced correction and avoiding the singular volume quadrature that breaks direct evaluation. At inference, new boundary values and new sources both yield PDE solutions by re-integration against the fitted kernel and lift, with no retraining. NHMO improves over four prior baselines on the MCB-B 3D variable-shape Poisson benchmark across all five categories, and is competitive with major neural-operator baselines on a controlled 2D testbed.

cs.LG↗

Flow-Map GRPO: Reinforcement Learning for Few-Step Flow-Map Generators via Anchored Stochastic Composition

Few-step flow-map generators, such as consistency models and MeanFlow, accelerate sampling by learning long-range transport maps between noise and data. However, their deterministic transitions do not directly provide the stochastic trajectories and tractable likelihood ratios required by reinforcement learning (RL) post-training. Existing SDE-based stochasticization techniques target velocity-based samplers and do not directly extend to long-range flow-map transitions. We propose Flow-Map GRPO, an online RL post-training framework for deterministic few-step flow-map generators. Its key component, Anchored Stochastic Flow Map Composition (ASFMC), combines deterministic transport with anchor-based conditional resampling. We establish the conditions under which this construction preserves the marginal probability path and develop tractable local- and endpoint-anchor policies for two-time and single-time flow maps. These policies enable a unified GRPO training procedure. Experiments on FLUX-based MeanFlow and sCM generators demonstrate substantial improvements in OCR, PickScore, and GenEval at different numbers of inference steps, including joint OCR--PickScore gains with mixed rewards. Controlled ablations show that the stochastic transition design is essential for translating training rewards into generation quality. Flow-Map GRPO enables effective RL alignment of pretrained deterministic flow-map generators while retaining their original parameterization, without retraining them as native stochastic models.

cs.LG↗

Recursive Code World Models: Building Complex Worlds through Recursive Scene Programs

Code world models represent worlds as executable programs, but this representation alone does not determine how to construct a complex world. We introduce Recursive Code World Models (RCWM), a framework for reconstructing complex 3D worlds in code from a single reference image. RCWM couples a Recursive Scene Program (RSP) representation with a construction solver that recursively calls itself. An RSP represents the executable world as compositional scene code, while each solver call follows the same complete process: establish the whole, recursively reconstruct unresolved parts, and revisit the whole to refine their composition. This global-local-global recursion gives fine-scale structures their own perception-and-editing loops while preserving scene-wide geometry and relationships. Reference-aligned views propagate a shared camera projection across levels, while parent revisitation addresses boundaries, spatial relations, and shared errors that emerge after local refinement. A vision-language coding agent directly compares reference images with scene renders to guide refinement, recursive descent, and return. Across complex scenes, RCWM outperforms prior code-based image-to-scene reconstruction methods. Ablation studies further support the benefits of recursive construction and suggest that deeper calls can improve finer-scale reconstruction. RCWM provides a recursive construction principle for building complex executable worlds from visual evidence.

cs.CV↗

A Variational Optimal Transport Operator on Incompressible Flow

We present the Variational Incompressible Optimal Transport (VIOT) operator, a generative neural operator for amortized incompressible density transport. Given a new source-target density pair, VIOT predicts a divergence-free velocity field and generates the full transport trajectory by feed-forward inference, replacing the hour-scale per-pair optimization used by adjoint fluid solvers and differentiable simulation baselines. The system consists of three components: a stream-function or vector-potential representation that enforces incompressibility by construction, a regularized incompressible transport objective that balances endpoint accuracy and flow smoothness, and a Fourier Neural Operator backbone that amortizes the solve across new pairs and grid resolutions. Together, these components make incompressible transport a reusable neural operator that facilitates various transport processes. Further, the generative capability extends beyond the training distribution, with VIOT producing incompressible transports for user-drawn source-target pairs in a real-time interactive system. We demonstrate VIOT on 2D and 3D density-transport benchmarks. Both 2D and 3D rollouts complete in seconds per pair, while per-instance baselines in our 2D comparisons optimize each new pair from scratch and require on the order of an hour, a roughly $10^4\times$ online speedup.

cs.LG↗

Gromov's Simplicial Volume Vanishing Conjecture for Positive Scalar Curvature

In this paper, we prove Gromov's simplicial volume vanishing conjecture for closed manifolds with spin universal cover. More precisely, we show that if a closed oriented manifold admits a metric of nonnegative scalar curvature and its universal cover is spin, then its simplicial volume vanishes. In particular, a closed oriented aspherical manifold with nonzero simplicial volume admits no metric of nonnegative scalar curvature.

math.DG↗