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Dongyu Yan

Publications and source records attributed to Dongyu Yan.

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ReWorld: An Interactive World Model with Long-Horizon Memory

An interactive world model must follow the user's actions, remember the places it has shown, and stream in real time. The tension is structural: control wants a short horizon, memory wants an unbounded one. ReWorld separates the two during training and bounds them at inference. Mixed per-head attention windows confine most heads to the recent past while a small set of global heads attends over the entire history, and random head routing keeps either capability from binding to particular heads; random chunk dropping makes sparse histories in-distribution. At inference the whole past lives under a fixed budget: a bounded KV cache backed by a pose-indexed landmark bank, from which the model retrieves the landmarks nearest the current pose. A metric-scale-aligned data engine places eight sources -- Unreal-rendered fly-throughs, game roaming, and real-world footage -- on one physical action scale, so the same key press moves the camera the same distance in every source, and palindrome trajectories supply the revisit evidence that memory training needs. Distribution-matching distillation confined to a LoRA adapter then compresses sampling to four steps: one backbone serves both a high-fidelity multi-step mode and a real-time interactive one, streaming 704x1280 video across photorealistic, game-style, and stylized worlds. Under a three-axis protocol covering action following, long-horizon recall, and video quality, against six recent interactive world models it attains the best control fidelity ($11.95^\circ$ rotation error and the best camera-motion consistency) and the best generation quality; and on minute-long out-and-back rollouts ($64$\,s, $384$ latents), its fixed 12-chunk cache still regenerates the starting view -- at rollout lengths where a sliding window has long evicted the evidence and full-KV attention runs out of memory.

cs.AI

Can Large Language Models Execute Parent Orders?

Parent-order execution is a core problem in algorithmic trading, where the goal is to split a large order into smaller orders while reducing execution costs. Existing approaches either rely on pre-specified market assumptions that may not hold in practice, or require task-specific training that limits adaptability to new settings. To overcome these limitations, we present the first systematic study of large language models (LLMs) for parent-order execution. This extends the use of LLMs in finance from what to trade to how to execute. We propose PACE (Plan-Ahead Controlled Execution), a hierarchical framework that decomposes parent-order execution into long-horizon planning and short-horizon execution, requiring neither explicit market assumptions nor task-specific training. Experiments on Shenzhen Stock Exchange Level-1 data show that PACE outperforms TWAP, Almgren-Chriss, and learning-based baselines, exceeding the strongest baseline by 0.65 bps. Behavioral analysis reveals that LLMs make execution decisions differently from human investors: higher model confidence predicts better performance rather than worse returns, and the model trades earlier rather than procrastinating toward the deadline. These findings suggest that LLMs can complement human traders in execution decisions.

cs.CE

MSVS-VAE: Multi-Scale Anchored VecSet for High-Fidelity 3D Reconstruction

High-fidelity 3D generative modeling increasingly relies on the latent diffusion paradigm, where the reconstruction quality of the underlying 3D VAE becomes a primary bottleneck. Existing approaches largely follow two paradigms: sparse voxel-based representations achieve strong reconstruction quality but incur significant memory and computational overhead, while set-based representations are compact and continuous yet typically lag in fidelity due to latent sparsity and excessive global smoothness. We propose MSVS-VAE, a hierarchical set-based VAE that closes this fidelity gap without sacrificing compactness. Our key idea is to progressively densify anchored VecSet latents via hierarchical point-shuffle upsampling, increasing spatial capacity for fine-grained geometry modeling. To efficiently decode from the densified hierarchy, we replace global cross-attention with AVS-Conv, a geometry-aware local aggregation operator operating within local neighborhoods rather than the exhaustive latent set. We further introduce multi-scale query decoding to fuse coarse-to-fine latent features, where coarse scales provide stable global context, and fine scales refine localized geometry, reducing artifacts from overly local receptive fields. Extensive experiments on Objaverse, ABO, and in-the-wild benchmarks demonstrate that MSVS-VAE consistently outperforms prior set-based and voxel-based VAEs, delivering approximately 10x faster decoding than prior set-based methods and approximately 10x higher compactness than voxel-based baselines.

cs.CV

A Mechanistic View on Video Generation as World Models: State and Dynamics

Large-scale video generation models have demonstrated emergent physical coherence, positioning them as potential world models. However, a gap remains between contemporary "stateless" video architectures and classic state-centric world model theories. This work bridges this gap by proposing a novel taxonomy centered on two pillars: State Construction and Dynamics Modeling. We categorize state construction into implicit paradigms (context management) and explicit paradigms (latent compression), while dynamics modeling is analyzed through knowledge integration and architectural reformulation. Furthermore, we advocate for a transition in evaluation from visual fidelity to functional benchmarks, testing physical persistence and causal reasoning. We conclude by identifying two critical frontiers: enhancing persistence via data-driven memory and compressed fidelity, and advancing causality through latent factor decoupling and reasoning-prior integration. By addressing these challenges, the field can evolve from generating visually plausible videos to building robust, general-purpose world simulators.

cs.CV

UltraShape 1.0: High-Fidelity 3D Shape Generation via Scalable Geometric Refinement

In this report, we introduce UltraShape 1.0, a scalable 3D diffusion framework for high-fidelity 3D geometry generation. The proposed approach adopts a two-stage generation pipeline: a coarse global structure is first synthesized and then refined to produce detailed, high-quality geometry. To support reliable 3D generation, we develop a comprehensive data processing pipeline that includes a novel watertight processing method and high-quality data filtering. This pipeline improves the geometric quality of publicly available 3D datasets by removing low-quality samples, filling holes, and thickening thin structures, while preserving fine-grained geometric details. To enable fine-grained geometry refinement, we decouple spatial localization from geometric detail synthesis in the diffusion process. We achieve this by performing voxel-based refinement at fixed spatial locations, where voxel queries derived from coarse geometry provide explicit positional anchors encoded via RoPE, allowing the diffusion model to focus on synthesizing local geometric details within a reduced, structured solution space. Our model is trained exclusively on publicly available 3D datasets, achieving strong geometric quality despite limited training resources. Extensive evaluations demonstrate that UltraShape 1.0 performs competitively with existing open-source methods in both data processing quality and geometry generation. All code and trained models will be released to support future research.

cs.CV

STANCE: Motion Coherent Video Generation Via Sparse-to-Dense Anchored Encoding

Video generation has recently made striking visual progress, but maintaining coherent object motion and interactions remains difficult. We trace two practical bottlenecks: (i) human-provided motion hints (e.g., small 2D maps) often collapse to too few effective tokens after encoding, weakening guidance; and (ii) optimizing for appearance and motion in a single head can favor texture over temporal consistency. We present STANCE, an image-to-video framework that addresses both issues with two simple components. First, we introduce Instance Cues -- a pixel-aligned control signal that turns sparse, user-editable hints into a dense 2.5D (camera-relative) motion field by averaging per-instance flow and augmenting with monocular depth over the instance mask. This reduces depth ambiguity compared to 2D arrow inputs while remaining easy to use. Second, we preserve the salience of these cues in token space with Dense RoPE, which tags a small set of motion tokens (anchored on the first frame) with spatial-addressable rotary embeddings. Paired with joint RGB \(+\) auxiliary-map prediction (segmentation or depth), our model anchors structure while RGB handles appearance, stabilizing optimization and improving temporal coherence without requiring per-frame trajectory scripts.

cs.CV

FlexPainter: Flexible and Multi-View Consistent Texture Generation

Texture map production is an important part of 3D modeling and determines the rendering quality. Recently, diffusion-based methods have opened a new way for texture generation. However, restricted control flexibility and limited prompt modalities may prevent creators from producing desired results. Furthermore, inconsistencies between generated multi-view images often lead to poor texture generation quality. To address these issues, we introduce \textbf{FlexPainter}, a novel texture generation pipeline that enables flexible multi-modal conditional guidance and achieves highly consistent texture generation. A shared conditional embedding space is constructed to perform flexible aggregation between different input modalities. Utilizing such embedding space, we present an image-based CFG method to decompose structural and style information, achieving reference image-based stylization. Leveraging the 3D knowledge within the image diffusion prior, we first generate multi-view images simultaneously using a grid representation to enhance global understanding. Meanwhile, we propose a view synchronization and adaptive weighting module during diffusion sampling to further ensure local consistency. Finally, a 3D-aware texture completion model combined with a texture enhancement model is used to generate seamless, high-resolution texture maps. Comprehensive experiments demonstrate that our framework significantly outperforms state-of-the-art methods in both flexibility and generation quality.

cs.GR

Kiss3DGen: Repurposing Image Diffusion Models for 3D Asset Generation

Diffusion models have achieved great success in generating 2D images. However, the quality and generalizability of 3D content generation remain limited. State-of-the-art methods often require large-scale 3D assets for training, which are challenging to collect. In this work, we introduce Kiss3DGen (Keep It Simple and Straightforward in 3D Generation), an efficient framework for generating, editing, and enhancing 3D objects by repurposing a well-trained 2D image diffusion model for 3D generation. Specifically, we fine-tune a diffusion model to generate ''3D Bundle Image'', a tiled representation composed of multi-view images and their corresponding normal maps. The normal maps are then used to reconstruct a 3D mesh, and the multi-view images provide texture mapping, resulting in a complete 3D model. This simple method effectively transforms the 3D generation problem into a 2D image generation task, maximizing the utilization of knowledge in pretrained diffusion models. Furthermore, we demonstrate that our Kiss3DGen model is compatible with various diffusion model techniques, enabling advanced features such as 3D editing, mesh and texture enhancement, etc. Through extensive experiments, we demonstrate the effectiveness of our approach, showcasing its ability to produce high-quality 3D models efficiently.

cs.GR

Uni-Renderer: Unifying Rendering and Inverse Rendering Via Dual Stream Diffusion

Rendering and inverse rendering are pivotal tasks in both computer vision and graphics. The rendering equation is the core of the two tasks, as an ideal conditional distribution transfer function from intrinsic properties to RGB images. Despite achieving promising results of existing rendering methods, they merely approximate the ideal estimation for a specific scene and come with a high computational cost. Additionally, the inverse conditional distribution transfer is intractable due to the inherent ambiguity. To address these challenges, we propose a data-driven method that jointly models rendering and inverse rendering as two conditional generation tasks within a single diffusion framework. Inspired by UniDiffuser, we utilize two distinct time schedules to model both tasks, and with a tailored dual streaming module, we achieve cross-conditioning of two pre-trained diffusion models. This unified approach, named Uni-Renderer, allows the two processes to facilitate each other through a cycle-consistent constrain, mitigating ambiguity by enforcing consistency between intrinsic properties and rendered images. Combined with a meticulously prepared dataset, our method effectively decomposition of intrinsic properties and demonstrates a strong capability to recognize changes during rendering. We will open-source our training and inference code to the public, fostering further research and development in this area.

cs.CV

GaussianProperty: Integrating Physical Properties to 3D Gaussians with LMMs

Estimating physical properties for visual data is a crucial task in computer vision, graphics, and robotics, underpinning applications such as augmented reality, physical simulation, and robotic grasping. However, this area remains under-explored due to the inherent ambiguities in physical property estimation. To address these challenges, we introduce GaussianProperty, a training-free framework that assigns physical properties of materials to 3D Gaussians. Specifically, we integrate the segmentation capability of SAM with the recognition capability of GPT-4V(ision) to formulate a global-local physical property reasoning module for 2D images. Then we project the physical properties from multi-view 2D images to 3D Gaussians using a voting strategy. We demonstrate that 3D Gaussians with physical property annotations enable applications in physics-based dynamic simulation and robotic grasping. For physics-based dynamic simulation, we leverage the Material Point Method (MPM) for realistic dynamic simulation. For robot grasping, we develop a grasping force prediction strategy that estimates a safe force range required for object grasping based on the estimated physical properties. Extensive experiments on material segmentation, physics-based dynamic simulation, and robotic grasping validate the effectiveness of our proposed method, highlighting its crucial role in understanding physical properties from visual data. Online demo, code, more cases and annotated datasets are available on \href{https://Gaussian-Property.github.io}{this https URL}.

cs.RO

MSI-NeRF: Linking Omni-Depth with View Synthesis through Multi-Sphere Image aided Generalizable Neural Radiance Field

Panoramic observation using fisheye cameras is significant in virtual reality (VR) and robot perception. However, panoramic images synthesized by traditional methods lack depth information and can only provide three degrees-of-freedom (3DoF) rotation rendering in VR applications. To fully preserve and exploit the parallax information within the original fisheye cameras, we introduce MSI-NeRF, which combines deep learning omnidirectional depth estimation and novel view synthesis. We construct a multi-sphere image as a cost volume through feature extraction and warping of the input images. We further build an implicit radiance field using spatial points and interpolated 3D feature vectors as input, which can simultaneously realize omnidirectional depth estimation and 6DoF view synthesis. Leveraging the knowledge from depth estimation task, our method can learn scene appearance by source view supervision only. It does not require novel target views and can be trained conveniently on existing panorama depth estimation datasets. Our network has the generalization ability to reconstruct unknown scenes efficiently using only four images. Experimental results show that our method outperforms existing methods in both depth estimation and novel view synthesis tasks.

cs.RO

Active Implicit Object Reconstruction using Uncertainty-guided Next-Best-View Optimization

Actively planning sensor views during object reconstruction is crucial for autonomous mobile robots. An effective method should be able to strike a balance between accuracy and efficiency. In this paper, we propose a seamless integration of the emerging implicit representation with the active reconstruction task. We build an implicit occupancy field as our geometry proxy. While training, the prior object bounding box is utilized as auxiliary information to generate clean and detailed reconstructions. To evaluate view uncertainty, we employ a sampling-based approach that directly extracts entropy from the reconstructed occupancy probability field as our measure of view information gain. This eliminates the need for additional uncertainty maps or learning. Unlike previous methods that compare view uncertainty within a finite set of candidates, we aim to find the next-best-view (NBV) on a continuous manifold. Leveraging the differentiability of the implicit representation, the NBV can be optimized directly by maximizing the view uncertainty using gradient descent. It significantly enhances the method's adaptability to different scenarios. Simulation and real-world experiments demonstrate that our approach effectively improves reconstruction accuracy and efficiency of view planning in active reconstruction tasks. The proposed system will open source at https://github.com/HITSZ-NRSL/ActiveImplicitRecon.git.

cs.RO

Learning a Room with the Occ-SDF Hybrid: Signed Distance Function Mingled with Occupancy Aids Scene Representation

Implicit neural rendering, which uses signed distance function (SDF) representation with geometric priors (such as depth or surface normal), has led to impressive progress in the surface reconstruction of large-scale scenes. However, applying this method to reconstruct a room-level scene from images may miss structures in low-intensity areas or small and thin objects. We conducted experiments on three datasets to identify limitations of the original color rendering loss and priors-embedded SDF scene representation. We found that the color rendering loss results in optimization bias against low-intensity areas, causing gradient vanishing and leaving these areas unoptimized. To address this issue, we propose a feature-based color rendering loss that utilizes non-zero feature values to bring back optimization signals. Additionally, the SDF representation can be influenced by objects along a ray path, disrupting the monotonic change of SDF values when a single object is present. To counteract this, we explore using the occupancy representation, which encodes each point separately and is unaffected by objects along a querying ray. Our experimental results demonstrate that the joint forces of the feature-based rendering loss and Occ-SDF hybrid representation scheme can provide high-quality reconstruction results, especially in challenging room-level scenarios. The code would be released.

cs.CV

Efficient Implicit Neural Reconstruction Using LiDAR

Modeling scene geometry using implicit neural representation has revealed its advantages in accuracy, flexibility, and low memory usage. Previous approaches have demonstrated impressive results using color or depth images but still have difficulty handling poor light conditions and large-scale scenes. Methods taking global point cloud as input require accurate registration and ground truth coordinate labels, which limits their application scenarios. In this paper, we propose a new method that uses sparse LiDAR point clouds and rough odometry to reconstruct fine-grained implicit occupancy field efficiently within a few minutes. We introduce a new loss function that supervises directly in 3D space without 2D rendering, avoiding information loss. We also manage to refine poses of input frames in an end-to-end manner, creating consistent geometry without global point cloud registration. As far as we know, our method is the first to reconstruct implicit scene representation from LiDAR-only input. Experiments on synthetic and real-world datasets, including indoor and outdoor scenes, prove that our method is effective, efficient, and accurate, obtaining comparable results with existing methods using dense input.

cs.RO