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Chin-Yi Cheng

Publications and source records attributed to Chin-Yi Cheng.

At least 19 recordsLinked to original sources

Visual Prompting with Iterative Refinement for Design Critique Generation

Feedback is crucial for every design process, such as user interface (UI) design, and automating design critiques can significantly improve the efficiency of the design workflow. Although existing multimodal large language models (LLMs) excel in many tasks, they often struggle with generating high-quality design critiques -- a complex task that requires producing detailed design comments that are visually grounded in a given design's image. Building on recent advancements in iterative refinement of text output and visual prompting methods, we propose an iterative visual prompting approach for UI critique that takes an input UI screenshot and design guidelines and generates a list of design comments, along with corresponding bounding boxes that map each comment to a specific region in the screenshot. The entire process is driven completely by LLMs, which iteratively refine both the text output and bounding boxes using few-shot samples tailored for each step. We evaluated our approach using Gemini-1.5-pro and GPT-4o, and found that human experts generally preferred the design critiques generated by our pipeline over those by the baseline, with the pipeline reducing the gap from human performance by 50% for one rating metric. To assess the generalizability of our approach to other multimodal tasks, we applied our pipeline to open-vocabulary object and attribute detection, and experiments showed that our method also outperformed the baseline.

cs.AI

Representation Learning for Sequential Volumetric Design Tasks

Volumetric design, also called massing design, is the first and critical step in professional building design which is sequential in nature. As the volumetric design process requires careful design decisions and iterative adjustments, the underlying sequential design process encodes valuable information for designers. Many efforts have been made to automatically generate reasonable volumetric designs, but the quality of the generated design solutions varies, and evaluating a design solution requires either a prohibitively comprehensive set of metrics or expensive human expertise. While previous approaches focused on learning only the final design instead of sequential design tasks, we propose to encode the design knowledge from a collection of expert or high-performing design sequences and extract useful representations using transformer-based models. Later we propose to utilize the learned representations for crucial downstream applications such as design preference evaluation and procedural design generation. We develop the preference model by estimating the density of the learned representations whereas we train an autoregressive transformer model for sequential design generation. We demonstrate our ideas by leveraging a novel dataset of thousands of sequential volumetric designs. Our preference model can compare two arbitrarily given design sequences and is almost $90\%$ accurate in evaluation against random design sequences. Our autoregressive model is also capable of autocompleting a volumetric design sequence from a partial design sequence.

cs.LG

Qsyn: A Developer-Friendly Quantum Circuit Synthesis Framework for NISQ Era and Beyond

In this paper, we introduce a new quantum circuit synthesis (QCS) framework, Qsyn, for developers to research, develop, test, experiment, and then contribute their QCS algorithms and tools to the framework. Our framework is more developer-friendly than other modern QCS frameworks in three aspects: (1) We design a rich command-line interface so that developers can easily design various testing scenarios and flexibly conduct experiments on their algorithms. (2) We offer detailed access to many data representations on different abstract levels of quantum circuits so that developers can optimize their algorithms to the extreme. (3) We define a rigid developing flow and environment so that developers can ensure their development qualities with the best modern software engineering practices. We illustrate the friendliness of our framework with a showcase of developing a T-Count Optimization algorithm and demonstrate our performance superiority with fair comparisons to other modern QCS frameworks.

quant-ph

Robust Qubit Mapping Algorithm via Double-Source Optimal Routing on Large Quantum Circuits

Qubit Mapping is a critical aspect of implementing quantum circuits on real hardware devices. Currently, the existing algorithms for qubit mapping encounter difficulties when dealing with larger circuit sizes involving hundreds of qubits. In this paper, we introduce an innovative qubit mapping algorithm, Duostra, tailored to address the challenge of implementing large-scale quantum circuits on real hardware devices with limited connectivity. Duostra operates by efficiently determining optimal paths for double-qubit gates and inserting SWAP gates accordingly to implement the double-qubit operations on real devices. Together with two heuristic scheduling algorithms, the Limitedly-Exhausitive (LE) Search and the Shortest-Path (SP) Estimation, it yields results of good quality within a reasonable runtime, thereby striving toward achieving quantum advantage. Experimental results showcase our algorithm's superiority, especially for large circuits beyond the NISQ era. For example, on large circuits with more than 50 qubits, we can reduce the mapping cost on an average 21.75% over the virtual best results among QMAP, t|ket>, Qiskit and SABRE. Besides, for mid-size circuits such as the SABRE-large benchmark, we improve the mapping costs by 4.5%, 5.2%, 16.3%, 20.7%, and 25.7%, when compared to QMAP, TOQM, t|ket>, Qiskit, and SABRE, respectively.

quant-ph

Revision Matters: Generative Design Guided by Revision Edits

Layout design, such as user interface or graphical layout in general, is fundamentally an iterative revision process. Through revising a design repeatedly, the designer converges on an ideal layout. In this paper, we investigate how revision edits from human designer can benefit a multimodal generative model. To do so, we curate an expert dataset that traces how human designers iteratively edit and improve a layout generation with a prompted language goal. Based on such data, we explore various supervised fine-tuning task setups on top of a Gemini multimodal backbone, a large multimodal model. Our results show that human revision plays a critical role in iterative layout refinement. While being noisy, expert revision edits lead our model to a surprisingly strong design FID score ~10 which is close to human performance (~6). In contrast, self-revisions that fully rely on model's own judgement, lead to an echo chamber that prevents iterative improvement, and sometimes leads to generative degradation. Fortunately, we found that providing human guidance plays at early stage plays a critical role in final generation. In such human-in-the-loop scenario, our work paves the way for iterative design revision based on pre-trained large multimodal models.

cs.HC

CoLay: Controllable Layout Generation through Multi-conditional Latent Diffusion

Layout design generation has recently gained significant attention due to its potential applications in various fields, including UI, graphic, and floor plan design. However, existing models face two main challenges that limits their adoption in practice. Firstly, the limited expressiveness of individual condition types used in previous works restricts designers' ability to convey complex design intentions and constraints. Secondly, most existing models focus on generating labels and coordinates, while real layouts contain a range of style properties. To address these limitations, we propose a novel framework, CoLay, that integrates multiple condition types and generates complex layouts with diverse style properties. Our approach outperforms prior works in terms of generation quality and condition satisfaction while empowering users to express their design intents using a flexible combination of modalities, including natural language prompts, layout guidelines, element types, and partially completed designs.

cs.HC

Leveraging Human Revisions for Improving Text-to-Layout Models

Learning from human feedback has shown success in aligning large, pretrained models with human values. Prior works have mostly focused on learning from high-level labels, such as preferences between pairs of model outputs. On the other hand, many domains could benefit from more involved, detailed feedback, such as revisions, explanations, and reasoning of human users. Our work proposes using nuanced feedback through the form of human revisions for stronger alignment. In this paper, we ask expert designers to fix layouts generated from a generative layout model that is pretrained on a large-scale dataset of mobile screens. Then, we train a reward model based on how human designers revise these generated layouts. With the learned reward model, we optimize our model with reinforcement learning from human feedback (RLHF). Our method, Revision-Aware Reward Models ($\method$), allows a generative text-to-layout model to produce more modern, designer-aligned layouts, showing the potential for utilizing human revisions and stronger forms of feedback in improving generative models.

cs.CL

A-Scan2BIM: Assistive Scan to Building Information Modeling

This paper proposes an assistive system for architects that converts a large-scale point cloud into a standardized digital representation of a building for Building Information Modeling (BIM) applications. The process is known as Scan-to-BIM, which requires many hours of manual work even for a single building floor by a professional architect. Given its challenging nature, the paper focuses on helping architects on the Scan-to-BIM process, instead of replacing them. Concretely, we propose an assistive Scan-to-BIM system that takes the raw sensor data and edit history (including the current BIM model), then auto-regressively predicts a sequence of model editing operations as APIs of a professional BIM software (i.e., Autodesk Revit). The paper also presents the first building-scale Scan2BIM dataset that contains a sequence of model editing operations as the APIs of Autodesk Revit. The dataset contains 89 hours of Scan2BIM modeling processes by professional architects over 16 scenes, spanning over 35,000 m^2. We report our system's reconstruction quality with standard metrics, and we introduce a novel metric that measures how natural the order of reconstructed operations is. A simple modification to the reconstruction module helps improve performance, and our method is far superior to two other baselines in the order metric. We will release data, code, and models at a-scan2bim.github.io.

cs.CV

PLay: Parametrically Conditioned Layout Generation using Latent Diffusion

Layout design is an important task in various design fields, including user interface, document, and graphic design. As this task requires tedious manual effort by designers, prior works have attempted to automate this process using generative models, but commonly fell short of providing intuitive user controls and achieving design objectives. In this paper, we build a conditional latent diffusion model, PLay, that generates parametrically conditioned layouts in vector graphic space from user-specified guidelines, which are commonly used by designers for representing their design intents in current practices. Our method outperforms prior works across three datasets on metrics including FID and FD-VG, and in user study. Moreover, it brings a novel and interactive experience to professional layout design processes.

cs.LG

Multi-target Extractor and Detector for Unknown-number Speaker Diarization

Strong representations of target speakers can help extract important information about speakers and detect corresponding temporal regions in multi-speaker conversations. In this study, we propose a neural architecture that simultaneously extracts speaker representations consistent with the speaker diarization objective and detects the presence of each speaker on a frame-by-frame basis regardless of the number of speakers in a conversation. A speaker representation (called z-vector) extractor and a time-speaker contextualizer, implemented by a residual network and processing data in both temporal and speaker dimensions, are integrated into a unified framework. Tests on the CALLHOME corpus show that our model outperforms most of the methods proposed so far. Evaluations in a more challenging case with simultaneous speakers ranging from 2 to 7 show that our model achieves 6.4% to 30.9% relative diarization error rate reductions over several typical baselines.

cs.SD

IKEA-Manual: Seeing Shape Assembly Step by Step

Human-designed visual manuals are crucial components in shape assembly activities. They provide step-by-step guidance on how we should move and connect different parts in a convenient and physically-realizable way. While there has been an ongoing effort in building agents that perform assembly tasks, the information in human-design manuals has been largely overlooked. We identify that this is due to 1) a lack of realistic 3D assembly objects that have paired manuals and 2) the difficulty of extracting structured information from purely image-based manuals. Motivated by this observation, we present IKEA-Manual, a dataset consisting of 102 IKEA objects paired with assembly manuals. We provide fine-grained annotations on the IKEA objects and assembly manuals, including decomposed assembly parts, assembly plans, manual segmentation, and 2D-3D correspondence between 3D parts and visual manuals. We illustrate the broad application of our dataset on four tasks related to shape assembly: assembly plan generation, part segmentation, pose estimation, and 3D part assembly.

cs.CV

Translating a Visual LEGO Manual to a Machine-Executable Plan

We study the problem of translating an image-based, step-by-step assembly manual created by human designers into machine-interpretable instructions. We formulate this problem as a sequential prediction task: at each step, our model reads the manual, locates the components to be added to the current shape, and infers their 3D poses. This task poses the challenge of establishing a 2D-3D correspondence between the manual image and the real 3D object, and 3D pose estimation for unseen 3D objects, since a new component to be added in a step can be an object built from previous steps. To address these two challenges, we present a novel learning-based framework, the Manual-to-Executable-Plan Network (MEPNet), which reconstructs the assembly steps from a sequence of manual images. The key idea is to integrate neural 2D keypoint detection modules and 2D-3D projection algorithms for high-precision prediction and strong generalization to unseen components. The MEPNet outperforms existing methods on three newly collected LEGO manual datasets and a Minecraft house dataset.

cs.CV

SkexGen: Autoregressive Generation of CAD Construction Sequences with Disentangled Codebooks

We present SkexGen, a novel autoregressive generative model for computer-aided design (CAD) construction sequences containing sketch-and-extrude modeling operations. Our model utilizes distinct Transformer architectures to encode topological, geometric, and extrusion variations of construction sequences into disentangled codebooks. Autoregressive Transformer decoders generate CAD construction sequences sharing certain properties specified by the codebook vectors. Extensive experiments demonstrate that our disentangled codebook representation generates diverse and high-quality CAD models, enhances user control, and enables efficient exploration of the design space. The code is available at https://samxuxiang.github.io/skexgen.

cs.CV

CLIP-Forge: Towards Zero-Shot Text-to-Shape Generation

Generating shapes using natural language can enable new ways of imagining and creating the things around us. While significant recent progress has been made in text-to-image generation, text-to-shape generation remains a challenging problem due to the unavailability of paired text and shape data at a large scale. We present a simple yet effective method for zero-shot text-to-shape generation that circumvents such data scarcity. Our proposed method, named CLIP-Forge, is based on a two-stage training process, which only depends on an unlabelled shape dataset and a pre-trained image-text network such as CLIP. Our method has the benefits of avoiding expensive inference time optimization, as well as the ability to generate multiple shapes for a given text. We not only demonstrate promising zero-shot generalization of the CLIP-Forge model qualitatively and quantitatively, but also provide extensive comparative evaluations to better understand its behavior.

cs.CV

Structural Design Recommendations in the Early Design Phase using Machine Learning

Structural engineering knowledge can be of significant importance to the architectural design team during the early design phase. However, architects and engineers do not typically work together during the conceptual phase; in fact, structural engineers are often called late into the process. As a result, updates in the design are more difficult and time-consuming to complete. At the same time, there is a lost opportunity for better design exploration guided by structural feedback. In general, the earlier in the design process the iteration happens, the greater the benefits in cost efficiency and informed de-sign exploration, which can lead to higher-quality creative results. In order to facilitate an informed exploration in the early design stage, we suggest the automation of fundamental structural engineering tasks and introduce ApproxiFramer, a Machine Learning-based system for the automatic generation of structural layouts from building plan sketches in real-time. The system aims to assist architects by presenting them with feasible structural solutions during the conceptual phase so that they proceed with their design with adequate knowledge of its structural implications. In this paper, we describe the system and evaluate the performance of a proof-of-concept implementation in the domain of orthogonal, metal, rigid structures. We trained a Convolutional Neural Net to iteratively generate structural design solutions for sketch-level building plans using a synthetic dataset and achieved an average error of 2.2% in the predicted positions of the columns.

cs.LG

Building-GAN: Graph-Conditioned Architectural Volumetric Design Generation

Volumetric design is the first and critical step for professional building design, where architects not only depict the rough 3D geometry of the building but also specify the programs to form a 2D layout on each floor. Though 2D layout generation for a single story has been widely studied, there is no developed method for multi-story buildings. This paper focuses on volumetric design generation conditioned on an input program graph. Instead of outputting dense 3D voxels, we propose a new 3D representation named voxel graph that is both compact and expressive for building geometries. Our generator is a cross-modal graph neural network that uses a pointer mechanism to connect the input program graph and the output voxel graph, and the whole pipeline is trained using the adversarial framework. The generated designs are evaluated qualitatively by a user study and quantitatively using three metrics: quality, diversity, and connectivity accuracy. We show that our model generates realistic 3D volumetric designs and outperforms previous methods and baselines.

cs.LG

Inferring CAD Modeling Sequences Using Zone Graphs

In computer-aided design (CAD), the ability to "reverse engineer" the modeling steps used to create 3D shapes is a long-sought-after goal. This process can be decomposed into two sub-problems: converting an input mesh or point cloud into a boundary representation (or B-rep), and then inferring modeling operations which construct this B-rep. In this paper, we present a new system for solving the second sub-problem. Central to our approach is a new geometric representation: the zone graph. Zones are the set of solid regions formed by extending all B-Rep faces and partitioning space with them; a zone graph has these zones as its nodes, with edges denoting geometric adjacencies between them. Zone graphs allow us to tractably work with industry-standard CAD operations, unlike prior work using CSG with parametric primitives. We focus on CAD programs consisting of sketch + extrude + Boolean operations, which are common in CAD practice. We phrase our problem as search in the space of such extrusions permitted by the zone graph, and we train a graph neural network to score potential extrusions in order to accelerate the search. We show that our approach outperforms an existing CSG inference baseline in terms of geometric reconstruction accuracy and reconstruction time, while also creating more plausible modeling sequences.

cs.CG

House-GAN++: Generative Adversarial Layout Refinement Networks

This paper proposes a novel generative adversarial layout refinement network for automated floorplan generation. Our architecture is an integration of a graph-constrained relational GAN and a conditional GAN, where a previously generated layout becomes the next input constraint, enabling iterative refinement. A surprising discovery of our research is that a simple non-iterative training process, dubbed component-wise GT-conditioning, is effective in learning such a generator. The iterative generator also creates a new opportunity in further improving a metric of choice via meta-optimization techniques by controlling when to pass which input constraints during iterative layout refinement. Our qualitative and quantitative evaluation based on the three standard metrics demonstrate that the proposed system makes significant improvements over the current state-of-the-art, even competitive against the ground-truth floorplans, designed by professional architects.

cs.CV