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Chenliang Zhou

Publications and source records attributed to Chenliang Zhou.

At least 19 recordsLinked to original sources

Align3D: Image-Structure Co-Aligned 3D Scene Generation with Observability-Aware Fidelity-Preserving Guidance

We present Align3D, an image-conditioned diffusion model that generates 3D indoor layouts that are both faithful to a single input photograph and physically plausible beyond the observed view. From the photograph we infer a confidence-calibrated scene graph and train a set-diffusion layout denoiser with image-structure co-alignment where confidence-weighted modality fusion balances image and scene-graph alignment using predicted confidences, while observability-aware fidelity-preserving guidance projects conflicting scene-quality gradients and reweighs them with an object-level confidence mask so under-observed degrees of freedom absorb physical priors without undoing the image-graph match. On 3D-FRONT, Align3D improves image-alignment and scene-quality metrics over recent baselines; once trained, it maps previously unseen photographs to layouts in a single feed-forward pass.

cs.CV↗

Reliability-Gated Fusion of Consumer Head and Foot IMUs for Lower-Body 3D Pose

Sparse inertial pose estimation promises camera-free motion capture from consumer devices, but consumer sensors are unreliable: firmware-fused orientations are biased, mounting varies between sessions, and streams drift or drop out. On a new 35-take single-subject benchmark pairing an earbud head inertial measurement unit (IMU) with two smart-insole foot IMUs (SAM-3D-Body pseudo-ground-truth labels), we show the reliability problem is channel-level: a channel ablation isolates foot acceleration as the most informative input (66.6 mm vs. 79.0 mm head-only) and the firmware-fused foot orientation as the liability that destroys the gain. We therefore let the model learn how much to trust each channel of each stream: one temporal gate per stream per channel block, trained with an auxiliary reliability objective on synthetically corrupted pretraining data. The channel-gated model is the most accurate of our learned fusion arms on clean data (69.4 mm vs. 83.7 static, 86.6 ungated) and under every simulated fault (bias in training; drift, dropout eval-only); its gates suppress the natively biased foot-orientation channels on clean real data without test-time supervision and flag dropout bursts at 0.92-0.999 AUROC. Two contrasts: dropping a channel known a priori to fail is flat across foot faults but collapses when an unanticipated stream fails (head dropout: 92.9 vs. 79.3 mm); and a fine-tuned HMD-Poser is more accurate on clean data (64.4 mm) and nominally under drift, with no significant paired difference under bias or dropout, but a larger worst-case degradation from clean (+16.1 vs. +3.5 mm, single seed). Learning to gate reliability instead of sensor count is the lever for deployable sparse inertial capture. Code is available at https://github.com/ZhilinGuo/reliability-gated-imu-fusion.

cs.CV↗

Telescopic Language Models

One deployed language model must often serve many compute budgets, yet serving each budget still means a separate training or compression run per point. We train a Telescopic Language Model (TLM) to be that continuum: a nested-capacity Transformer supervised by stochastic prefix supervision with a full anchor. At every step, one randomly truncated prefix of the capacity axis is trained against the full next-token target, alongside one full-capacity pass, so the trained artifact is a valid language model at every depth. Two forward-backward passes per step, no architectural change, nothing extra at inference. Fixed-exit suites such as Matryoshka Language Model Suites (MLMS) occupy one point in this design space, and the point has a cost: supervising only a few fixed exits leaves the nested model at chance level everywhere else (perplexity 10^2-10^5 in our baselines). On a 200M proxy suite (20B FineWeb-Edu tokens, identical data stream for all methods), a single TLM run is a valid language model at every one of its twenty layer prefixes, in perplexity and on perplexity-sensitive downstream tasks, reducing the area under the quality-budget curve by 43-44% relative to the fixed-exit suites while matching them at full capacity, at ~12% lower GPU cost per run. The prefix sampling density is a dial: concentrating it on a few depths recovers fixed-exit quality there at the price of the continuum, so the operating points become a training-time choice rather than an architectural one. These results indicate that the training objective, not the nesting itself, is what makes a model elastic.

cs.CL↗

One Sensor, Whole Body - 3D Body Pose from a Single Consumer Earbud IMU

Consumer earbuds already stream inertial motion data from the head, one of the most widely worn sensor locations on the body. We ask how much of the 3D body pose a single such head IMU can recover, and whether adding more consumer sensors actually helps. We build a multimodal capture pipeline that records four-view RGB-D video together with an AirPods head IMU and two Striv insole IMUs, synchronize the streams post-hoc, and generate pseudo-ground-truth with SAM 3D Body, yielding a 35-take single-subject benchmark spanning gait, turning, vertical, everyday, and clinically inspired motions. Adapting two recurrent model families (IMUPoser and MobilePoser), we show that one head IMU recovers lower-body pose at 79.0 mm rigid-MPJPE and per-foot ground contact at 0.809 macro-F1, and that a causal variant retains most of this accuracy at streaming latency. In paired per-take significance tests across both families, adding the consumer foot IMUs never significantly improves pose and significantly degrades it in two of four model-split combinations; a mounting-bias probe and feet-only ablation identify insole orientation quality, not foot placement, as the mechanism. Extending the output to a 20-joint full-body skeleton maps the boundary: gross distal-arm motion is partially recoverable from the head alone, proximal upper-body pose is not, and staged fine-tuning recovers the leg accuracy that naive joint training sacrifices to multi-task dilution. For learned pose from consumer wearables, sensor reliability, not sensor count, is the binding constraint here. For the devices tested, the earbud is its sweet spot. Code is available at https://github.com/ZhilinGuo/one-sensor-whole-body.

cs.CV↗

Certified Long-Horizon Code Agent Evolution via Validation-Gated Skill Optimization

Long horizon agent self-evolution without model weight updates is essential for enabling deployed agents to accumulate reusable skills and improve over time. Prior self-evolution work has focused primarily on short-horizon tasks, while repository-level software engineering remains unexplored despite being an ideal testbed for long-horizon adaptation. In this setting, agents are required to solve streams of sequential tasks, navigate complex dependencies with evolving repositories and persistently store and reuse experience. Text-based skill optimization offers an efficient, non-parametric approach for such adaptation. However, existing methods often suffer from unstable updates, performance drawdown, and agent collapse over extended deployments. In this paper, we formalize the concept of in-context self-evolution and introduce VALVE, a validated-gated framework for long-horizon skill optimization. We establish finite convergence, provide theoretical guarantees for future-task gain and drawdown, and derive the validation and evaluation holdout sizes required for a prescribed tolerance, with leading-order scaling Empirically, our pipeline, VALVE achieves stable self-improvement over evolution horizon spanning more than 1,000 SWE tasks, with average final and peak gains of $14.9$ and $16.5$ points across three frontier models (GPT-5.5, Claude-4.6 and MiniMax-M2.7). The validation gate reduces average drawdown by 75% and produces an 11x more compact skill bank than ungated evolution. We further present extensive ablations identifying the design choices most critical to long-horizon skill evolution.

cs.AI↗

VoxScene: Anchor-Conditioned Voxel Diffusion for Indoor Scene Arrangement

We present VoxScene, a novel anchor-conditioned voxel diffusion framework tailored for 3D scene synthesis. Current data-driven layout generation techniques typically rely on bounding proxies or implicit representations, which overlook volumetric structures. This geometric blindness inevitably leads to severe physical collisions and structural entanglement, particularly in densely populated environments. To overcome these limitations, we shift the paradigm to an explicit, object-centric voxel representation. Our pipeline sequentially synthesizes discrete volumetric occupancies conditioned on prior anchors and local context. By exploiting the mutually exclusive nature of discrete voxels, our approach eliminates spatial ambiguities and guarantees collision-free arrangements, even in highly complex environments. Furthermore, the synthesized high-fidelity voxel grids serve as discriminative geometric queries for downstream asset retrieval. Extensive experiments demonstrate the universality of our method, achieving state-of-the-art physical plausibility and unlocking shape diversity compared to existing layout planners.

cs.GR↗

Matryoshka Gaussian Splatting

The ability to render scenes at adjustable fidelity from a single model, known as level of detail (LoD), is crucial for practical deployment of 3D Gaussian Splatting (3DGS). Existing discrete LoD methods expose only a limited set of operating points, while concurrent continuous LoD approaches enable smoother scaling but often suffer noticeable quality degradation at full capacity, making LoD a costly design decision. We introduce Matryoshka Gaussian Splatting (MGS), a training framework that enables continuous LoD for standard 3DGS pipelines without sacrificing full-capacity rendering quality. MGS learns a single ordered set of Gaussians such that rendering any prefix, the first k splats, produces a coherent reconstruction whose fidelity improves smoothly with increasing budget. Our key idea is stochastic budget training: each iteration samples a random splat budget and optimises both the corresponding prefix and the full set. This strategy requires only two forward passes and introduces no architectural modifications. Experiments across four benchmarks and six baselines show that MGS matches the full-capacity performance of its backbone while enabling a continuous speed-quality trade-off from a single model. Extensive ablations on ordering strategies, training objectives, and model capacity further validate the designs.

cs.CV↗

Learning-guided Kansa collocation for forward and inverse PDEs beyond linearity

Partial Differential Equations are precise in modelling the physical, biological and graphical phenomena. However, the numerical methods suffer from the curse of dimensionality, high computation costs and domain-specific discretization. We aim to explore pros and cons of different PDE solvers, and apply them to specific scientific simulation problems, including forwarding solution, inverse problems and equations discovery. In particular, we extend the recent CNF (NeurIPS 2023) framework solver to coupled and non-linear settings, together with down-stream applications. The outcomes include implementation of selected methods, self-tuning techniques, evaluation on benchmark problems and a comprehensive survey of neural PDE solvers and scientific simulation applications.

cs.CE↗

PoseCraft: Tokenized 3D Body Landmark and Camera Conditioning for Photorealistic Human Image Synthesis

Digitizing humans and synthesizing photorealistic avatars with explicit 3D pose and camera controls are central to VR, telepresence, and entertainment. Existing skinning-based workflows require laborious manual rigging or template-based fittings, while neural volumetric methods rely on canonical templates and re-optimization for each unseen pose. We present PoseCraft, a diffusion framework built around tokenized 3D interface: instead of relying only on rasterized geometry as 2D control images, we encode sparse 3D landmarks and camera extrinsics as discrete conditioning tokens and inject them into diffusion via cross-attention. Our approach preserves 3D semantics by avoiding 2D re-projection ambiguity under large pose and viewpoint changes, and produces photorealistic imagery that faithfully captures identity and appearance. To train and evaluate at scale, we also implement GenHumanRF, a data generation workflow that renders diverse supervision from volumetric reconstructions. Our experiments show that PoseCraft achieves significant perceptual quality improvement over diffusion-centric methods, and attains better or comparable metrics to latest volumetric rendering SOTA while better preserving fabric and hair details.

cs.CV↗

Quartet of Diffusions: Structure-Aware Point Cloud Generation through Part and Symmetry Guidance

We introduce the Quartet of Diffusions, a structure-aware point cloud generation framework that explicitly models part composition and symmetry. Unlike prior methods that treat shape generation as a holistic process or only support part composition, our approach leverages four coordinated diffusion models to learn distributions of global shape latents, symmetries, semantic parts, and their spatial assembly. This structured pipeline ensures guaranteed symmetry, coherent part placement, and diverse, high-quality outputs. By disentangling the generative process into interpretable components, our method supports fine-grained control over shape attributes, enabling targeted manipulation of individual parts while preserving global consistency. A central global latent further reinforces structural coherence across assembled parts. Our experiments show that the Quartet achieves state-of-the-art performance. To our best knowledge, this is the first 3D point cloud generation framework that fully integrates and enforces both symmetry and part priors throughout the generative process.

cs.CV↗

Features Emerge as Discrete States: The First Application of SAEs to 3D Representations

Sparse Autoencoders (SAEs) are a powerful dictionary learning technique for decomposing neural network activations, translating the hidden state into human ideas with high semantic value despite no external intervention or guidance. However, this technique has rarely been applied outside of the textual domain, limiting theoretical explorations of feature decomposition. We present the first application of SAEs to the 3D domain, analyzing the features used by a state-of-the-art 3D reconstruction VAE applied to 53k 3D models from the Objaverse dataset. We observe that the network encodes discrete rather than continuous features, leading to our key finding: such models approximate a discrete state space, driven by phase-like transitions from feature activations. Through this state transition framework, we address three otherwise unintuitive behaviors - the inclination of the reconstruction model towards positional encoding representations, the sigmoidal behavior of reconstruction loss from feature ablation, and the bimodality in the distribution of phase transition points. This final observation suggests the model redistributes the interference caused by superposition to prioritize the saliency of different features. Our work not only compiles and explains unexpected phenomena regarding feature decomposition, but also provides a framework to explain the model's feature learning dynamics. The code and dataset of encoded 3D objects will be available on release.

cs.LG↗

M^3ashy: Multi-Modal Material Synthesis via Hyperdiffusion

High-quality material synthesis is essential for replicating complex surface properties to create realistic scenes. Despite advances in the generation of material appearance based on analytic models, the synthesis of real-world measured BRDFs remains largely unexplored. To address this challenge, we propose M^3ashy, a novel multi-modal material synthesis framework based on hyperdiffusion. M^3ashy enables high-quality reconstruction of complex real-world materials by leveraging neural fields as a compact continuous representation of BRDFs. Furthermore, our multi-modal conditional hyperdiffusion model allows for flexible material synthesis conditioned on material type, natural language descriptions, or reference images, providing greater user control over material generation. To support future research, we contribute two new material datasets and introduce two BRDF distributional metrics for more rigorous evaluation. We demonstrate the effectiveness of Mashy through extensive experiments, including a novel statistics-based constrained synthesis, which enables the generation of materials of desired categories.

cs.GR↗

RETRO: REthinking Tactile Representation Learning with Material PriOrs

Tactile perception is profoundly influenced by the surface properties of objects in contact. However, despite their crucial role in shaping tactile experiences, these material characteristics have been largely neglected in existing tactile representation learning methods. Most approaches primarily focus on aligning tactile data with visual or textual information, overlooking the richness of tactile feedback that comes from understanding the materials' inherent properties. In this work, we address this gap by revisiting the tactile representation learning framework and incorporating material-aware priors into the learning process. These priors, which represent pre-learned characteristics specific to different materials, allow tactile models to better capture and generalize the nuances of surface texture. Our method enables more accurate, contextually rich tactile feedback across diverse materials and textures, improving performance in real-world applications such as robotics, haptic feedback systems, and material editing.

cs.CV↗

CLIP-PAE: Projection-Augmentation Embedding to Extract Relevant Features for a Disentangled, Interpretable, and Controllable Text-Guided Face Manipulation

Recently introduced Contrastive Language-Image Pre-Training (CLIP) bridges images and text by embedding them into a joint latent space. This opens the door to ample literature that aims to manipulate an input image by providing a textual explanation. However, due to the discrepancy between image and text embeddings in the joint space, using text embeddings as the optimization target often introduces undesired artifacts in the resulting images. Disentanglement, interpretability, and controllability are also hard to guarantee for manipulation. To alleviate these problems, we propose to define corpus subspaces spanned by relevant prompts to capture specific image characteristics. We introduce CLIP Projection-Augmentation Embedding (PAE) as an optimization target to improve the performance of text-guided image manipulation. Our method is a simple and general paradigm that can be easily computed and adapted, and smoothly incorporated into any CLIP-based image manipulation algorithm. To demonstrate the effectiveness of our method, we conduct several theoretical and empirical studies. As a case study, we utilize the method for text-guided semantic face editing. We quantitatively and qualitatively demonstrate that PAE facilitates a more disentangled, interpretable, and controllable image manipulation with state-of-the-art quality and accuracy. Project page: https://chenliang-zhou.github.io/CLIP-PAE/.

cs.CV↗

FreNBRDF: A Frequency-Rectified Neural Material Representation

Accurate material modeling is crucial for achieving photorealistic rendering, bridging the gap between computer-generated imagery and real-world photographs. While traditional approaches rely on tabulated BRDF data, recent work has shifted towards implicit neural representations, which offer compact and flexible frameworks for a range of tasks. However, their behavior in the frequency domain remains poorly understood. To address this, we introduce FreNBRDF, a frequency-rectified neural material representation. By leveraging spherical harmonics, we integrate frequency-domain considerations into neural BRDF modeling. We propose a novel frequency-rectified loss, derived from a frequency analysis of neural materials, and incorporate it into a generalizable and adaptive reconstruction and editing pipeline. This framework enhances fidelity, adaptability, and efficiency. Extensive experiments demonstrate that FreNBRDF improves the accuracy and robustness of material appearance reconstruction and editing compared to state-of-the-art baselines, enabling more structured and interpretable downstream tasks and applications.

cs.GR↗

Comparing Parameterizations and Objective Functions for Maximizing the Volume of Zonotopic Invariant Sets

In formal safety verification, many proposed algorithms use parametric set representations and convert the computation of the relevant sets into an optimization problem; consequently, the choice of parameterization and objective function have a significant impact on the efficiency and accuracy of the resulting computation. In particular, recent papers have explored the use of zonotope set representations for various types of invariant sets. In this paper we collect two zonotope parameterizations that are numerically well-behaved and demonstrate that the volume of the corresponding zonotopes is log-concave in the parameters. We then experimentally explore the use of these two parameterizations in an algorithm for computing the maximum volume zonotope invariant under affine dynamics within a specified box constraint over a finite horizon. The true volume of the zonotopes is used as an objective function, along with two alternative heuristics that are faster to compute. We conclude that the heuristics are much faster in practice, although the relative quality of their results declines as the dimension of the problem increases; however, our conclusions are only preliminary due to so-far limited availability of compute resources.

eess.SY↗

Physically Based Neural Bidirectional Reflectance Distribution Function

We introduce the physically based neural bidirectional reflectance distribution function (PBNBRDF), a novel, continuous representation for material appearance based on neural fields. Our model accurately reconstructs real-world materials while uniquely enforcing physical properties for realistic BRDFs, specifically Helmholtz reciprocity via reparametrization and energy passivity via efficient analytical integration. We conduct a systematic analysis demonstrating the benefits of adhering to these physical laws on the visual quality of reconstructed materials. Additionally, we enhance the color accuracy of neural BRDFs by introducing chromaticity enforcement supervising the norms of RGB channels. Through both qualitative and quantitative experiments on multiple databases of measured real-world BRDFs, we show that adhering to these physical constraints enables neural fields to more faithfully and stably represent the original data and achieve higher rendering quality.

cs.GR↗

FrePolad: Frequency-Rectified Point Latent Diffusion for Point Cloud Generation

We propose FrePolad: frequency-rectified point latent diffusion, a point cloud generation pipeline integrating a variational autoencoder (VAE) with a denoising diffusion probabilistic model (DDPM) for the latent distribution. FrePolad simultaneously achieves high quality, diversity, and flexibility in point cloud cardinality for generation tasks while maintaining high computational efficiency. The improvement in generation quality and diversity is achieved through (1) a novel frequency rectification via spherical harmonics designed to retain high-frequency content while learning the point cloud distribution; and (2) a latent DDPM to learn the regularized yet complex latent distribution. In addition, FrePolad supports variable point cloud cardinality by formulating the sampling of points as conditional distributions over a latent shape distribution. Finally, the low-dimensional latent space encoded by the VAE contributes to FrePolad's fast and scalable sampling. Our quantitative and qualitative results demonstrate FrePolad's state-of-the-art performance in terms of quality, diversity, and computational efficiency. Project page: https://chenliang-zhou.github.io/FrePolad/.

cs.CV↗