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Guangyuan Wang

Publications and source records attributed to Guangyuan Wang.

18 recordsLinked to original sources

SS-ESOAP: Self-Scaled Adaptive Preconditioning for Physics-Informed Learning

Physics-informed neural networks (PINNs) often face ill-conditioned objectives that limit high-accuracy training. Dense quasi-Newton methods improve local conditioning but require expensive optimizer state, while Kronecker-factored methods such as SOAP scale to larger networks but rely on periodic basis updates. We introduce \method, which augments SOAP-style preconditioning with a scalar secant-energy correction adapted to Kronecker geometry and an adaptive basis update followed by variance-state downscaling. We characterize the directional secant matching induced by the scalar correction and give a bound on variance-state mismatch across basis changes. Across eight PDE benchmarks, \method attains the lowest final residual on six, including Burgers and Boussinesq, while SOAP-family baselines perform better on Gray-Scott and Ginzburg-Landau. On Boussinesq, \method reaches a residual of $10^{-5}$ in 4.1 hours with 9.2 GB peak VRAM, while Adam does not reach this target within 14 hours. Three-seed $L^2$ and $H^1$ errors on four representative PDEs support the link between lower residuals and improved solution accuracy. These results position \method as a scalable option for stiff, high-accuracy physics-informed training, rather than a uniform replacement for existing optimizers.

cs.LG

Wan-Animate-2: Pushing the Application Boundaries of Character Animation

Character image animation remains a foundational yet challenging task in computer vision. Existing approaches can be broadly categorized into three paradigms: methods based on explicit motion representations suffer from extraction errors and identity drift; methods based on implicit motion features lose fine-grained dynamics through compression; and in-context learning approaches avoid intermediate representations but incur prohibitive computational costs. Furthermore, all current systems are designed for offline synthesis, unable to meet the real-time requirements of interactive applications such as digital avatars and live-streaming hosts. To address these limitations, we present Wan-Animate-2, an end-to-end character animation framework that directly consumes the driving video within a redesigned Diffusion Transformer. Our architecture achieves superior motion fidelity and identity preservation by eliminating intermediate motion extractors entirely. We further introduce text driven viewpoint control that decouples the output camera perspective from the driving video--a capability rarely supported by prior character animation methods that rely on explicit motion representations. Beyond generation quality, we present Wan-Animate-2-Lite, an efficient variant that reduces inference latency to real-time thresholds through a three-stage training paradigm: teacher forcing pretraining with error buffer mechanism, and Self-Forcing distillation with chunk-wise backpropagation. This enables streaming character animation for interactive applications, opening new deployment scenarios that were previously infeasible. Qualitative evaluations and user studies demonstrate that Wan-Animate-2 achieves high-fidelity animation results across diverse characters and motion patterns. To foster further research and community development, we will release the Wan-Animate-2-Base model weights to the public.

cs.CV

Wan-Dancer: A Hierarchical Framework for Minute-scale Coherent Music-to-Dance Generation

Generating long-duration, high-definition, and rhythmically synchronized dance videos directly from music remains a significant challenge, primarily due to the temporal constraints of current diffusion models, which typically fail beyond 20 seconds. Existing approaches, whether they rely on intermediate 3D skeletons or on end-to-end video synthesis, suffer from temporal drift, identity inconsistency, and repetitive motion patterns when extended to longer horizons. To address these limitations, we propose a novel hierarchical framework for minute-scale coherent music-to-dance generation. Our method decouples the process into global keyframe planning and local temporal refinement, leveraging full-track musical context to ensure long-range coherence. Key innovations include dynamic frame rate adaptation via time-mapped RoPE embeddings for precise alignment, an optical-flow-based loss function to enhance motion continuity, and motion-speed control to preserve high-fidelity details during rapid movements. Extensive experiments demonstrate that our framework surpasses the conventional duration barrier, generating stable, 720p/30fps videos exceeding one minute with superior temporal stability. Furthermore, the model exhibits robust versatility across five distinct dance genres, conditioned on both audio and textual prompts, establishing a new state-of-the-art in coherent, long-form dance video synthesis.

cs.CV

MultiAnimate: A Unified Framework for Controllable Multi-Character Animation

Recent advances in generative models and technological innovations have significantly addressed the fundamental challenges of character image animation. However, existing approaches predominantly focus on character animation from a single reference image, substantially limiting their applicability in scenarios such as multiple character interaction animation. To fill this gap, this paper introduces MultiAnimate, a comprehensive framework that enables concurrent animation of multiple characters within a shared environment while preserving both identity consistency and spatial relationships. The framework achieves these objectives through multiple well-designed mechanisms. First, we incorporate an identity-specific reference net that enables appearance extraction from multiple reference images, distinguishing MultiAnimate from existing approaches constrained to single reference inputs. Second, we implement an identity-aware pose encoder to address the character-pose binding challenge, wherein an attention mechanism enables the network to accurately differentiate and process multiple pose sequences during generation. Third, we introduce an interaction guider module that enhances the framework's capability to handle complex inter-character interactions by leveraging character-specific mask information, serving as an optional component that refines the pose sequences. Extensive experiments and ablation analyses demonstrate our framework's superiority in multiple character animation, particularly in scenarios involving complex motion sequences.

cs.CV

WanToFight: Real-Time Generative Game Engine for Multi-Player Combat Interaction

We present WanToFight, a generative game engine that simulates real-time, two-player The King of Fighters '97 (KOF~'97) gameplay from keyboard input. Prior generative game engines target either single-player first-person settings or non-real-time cooperative scenarios; multi-player control, real-time inference, complex physical interaction, and adversarial gameplay have not been jointly addressed. WanToFight closes this gap with three components built on the Wan-1.3B video diffusion transformer: a streaming autoregressive generator with block-causal attention and a rolling KV cache; a visually grounded Player Association module that binds each player's keyboard signal to a character identity; and a gated, locally causal keyboard injection module trained with a single-player-to-full-gameplay curriculum. A four-step DMD-distilled student paired with a pruned VAE decoder sustains 30FPS at 512x384 on a single NVIDIA RTX 5090 over the duration of a complete match. To our knowledge, WanToFight is the first generative game engine to combine multi-player control, real-time inference, complex physical interaction, and adversarial gameplay in one system.

cs.CV

UCM: Unified Modeling of Camera Control and Memory with Time-aware Positional Encoding Warping for World Models

World models based on video generation demonstrate remarkable potential for simulating interactive environments yet suffer from persistent difficulties in two key areas: maintaining long-term content consistency when scenes are revisited and enabling precise camera control from user-specified inputs. Existing methods based on explicit 3D reconstruction often compromise flexibility in unbounded scenarios and struggle to preserve fine-grained structures. Alternative methods rely directly on previously generated frames without establishing explicit spatial correspondence, thereby limiting controllability and consistency. To address these limitations, we present UCM, a novel framework for unified modeling of long-term memory and precise camera control via a time-aware positional encoding warping mechanism. To reduce computational overhead, we design an efficient dual-stream diffusion transformer for high-fidelity generation. Moreover, we introduce a scalable data curation strategy that utilizes point-cloud-based rendering to simulate scene revisiting, enabling training on over 500K monocular videos. Extensive experiments on real-world and synthetic benchmarks demonstrate that UCM significantly outperforms state-of-the-art methods on long-term scene consistency, while achieving precise camera controllability in high-fidelity video generation.

cs.CV

Phases of Muon: When Muon Eclipses SignSGD

Recently, Muon and related spectral optimizers have demonstrated strong empirical performance as scalable stochastic methods, often outperforming Adam. Yet their behaviour remains poorly understood. We analyze stochastic spectral optimizers, including Muon, on a high-dimensional matrix-valued least squares problem. We derive explicit deterministic dynamics that provide a tractable framework for studying learning behaviour with a focus on (stochastic) SignSVD, which Muon approximates, and (stochastic) SignSGD, the latter serving as a proxy for Adam. Our analysis shows that for large batch size, SignSVD performs a square-root preconditioning with respect to the data covariance spectrum, while for small batch size smaller eigenmodes behave like SGD, slowing down convergence. We contrast with SignSGD which for generic covariance performs no preconditioning and has no transition, leading to different optimal learning rates and convergence characteristics. The two methods match up to a constant factor with isotropic data, but behave differently with anisotropic data. An analysis of a power law covariance model with data exponent $α$ and target exponent $β$ shows there are three phases in the $(α,β)$ plane: one where SignSGD is uniformly favored, one where SignSVD is uniformly favored, and a third where the two methods exhibit a trade-off in performance.

math.OC

Wan-Animate: Unified Character Animation and Replacement with Holistic Replication

We introduce Wan-Animate, a unified framework for character animation and replacement. Given a character image and a reference video, Wan-Animate can animate the character by precisely replicating the expressions and movements of the character in the video to generate high-fidelity character videos. Alternatively, it can integrate the animated character into the reference video to replace the original character, replicating the scene's lighting and color tone to achieve seamless environmental integration. Wan-Animate is built upon the Wan model. To adapt it for character animation tasks, we employ a modified input paradigm to differentiate between reference conditions and regions for generation. This design unifies multiple tasks into a common symbolic representation. We use spatially-aligned skeleton signals to replicate body motion and implicit facial features extracted from source images to reenact expressions, enabling the generation of character videos with high controllability and expressiveness. Furthermore, to enhance environmental integration during character replacement, we develop an auxiliary Relighting LoRA. This module preserves the character's appearance consistency while applying the appropriate environmental lighting and color tone. Experimental results demonstrate that Wan-Animate achieves state-of-the-art performance. We are committed to open-sourcing the model weights and its source code.

cs.CV

Wan-S2V: Audio-Driven Cinematic Video Generation

Current state-of-the-art (SOTA) methods for audio-driven character animation demonstrate promising performance for scenarios primarily involving speech and singing. However, they often fall short in more complex film and television productions, which demand sophisticated elements such as nuanced character interactions, realistic body movements, and dynamic camera work. To address this long-standing challenge of achieving film-level character animation, we propose an audio-driven model, which we refere to as Wan-S2V, built upon Wan. Our model achieves significantly enhanced expressiveness and fidelity in cinematic contexts compared to existing approaches. We conducted extensive experiments, benchmarking our method against cutting-edge models such as Hunyuan-Avatar and Omnihuman. The experimental results consistently demonstrate that our approach significantly outperforms these existing solutions. Additionally, we explore the versatility of our method through its applications in long-form video generation and precise video lip-sync editing.

cs.CV

MirrorMe: Towards Realtime and High Fidelity Audio-Driven Halfbody Animation

Audio-driven portrait animation, which synthesizes realistic videos from reference images using audio signals, faces significant challenges in real-time generation of high-fidelity, temporally coherent animations. While recent diffusion-based methods improve generation quality by integrating audio into denoising processes, their reliance on frame-by-frame UNet architectures introduces prohibitive latency and struggles with temporal consistency. This paper introduces MirrorMe, a real-time, controllable framework built on the LTX video model, a diffusion transformer that compresses video spatially and temporally for efficient latent space denoising. To address LTX's trade-offs between compression and semantic fidelity, we propose three innovations: 1. A reference identity injection mechanism via VAE-encoded image concatenation and self-attention, ensuring identity consistency; 2. A causal audio encoder and adapter tailored to LTX's temporal structure, enabling precise audio-expression synchronization; and 3. A progressive training strategy combining close-up facial training, half-body synthesis with facial masking, and hand pose integration for enhanced gesture control. Extensive experiments on the EMTD Benchmark demonstrate MirrorMe's state-of-the-art performance in fidelity, lip-sync accuracy, and temporal stability.

cs.CV

OmniTalker: One-shot Real-time Text-Driven Talking Audio-Video Generation With Multimodal Style Mimicking

Although significant progress has been made in audio-driven talking head generation, text-driven methods remain underexplored. In this work, we present OmniTalker, a unified framework that jointly generates synchronized talking audio-video content from input text while emulating the speaking and facial movement styles of the target identity, including speech characteristics, head motion, and facial dynamics. Our framework adopts a dual-branch diffusion transformer (DiT) architecture, with one branch dedicated to audio generation and the other to video synthesis. At the shallow layers, cross-modal fusion modules are introduced to integrate information between the two modalities. In deeper layers, each modality is processed independently, with the generated audio decoded by a vocoder and the video rendered using a GAN-based high-quality visual renderer. Leveraging the in-context learning capability of DiT through a masked-infilling strategy, our model can simultaneously capture both audio and visual styles without requiring explicit style extraction modules. Thanks to the efficiency of the DiT backbone and the optimized visual renderer, OmniTalker achieves real-time inference at 25 FPS. To the best of our knowledge, OmniTalker is the first one-shot framework capable of jointly modeling speech and facial styles in real time. Extensive experiments demonstrate its superiority over existing methods in terms of generation quality, particularly in preserving style consistency and ensuring precise audio-video synchronization, all while maintaining efficient inference.

cs.CV

Flexible Perovskite/Silicon Monolithic Tandem Solar Cells Approaching 30% Efficiency

Thanks to their excellent properties of low cost, lightweight, portability, and conformity, flexible perovskite-based tandem solar cells show great potentials for energy harvesting applications, with flexible perovskite/c-silicon tandem solar cells particularly promising for achieving high efficiency. However, performance of flexible perovskite/c-silicon monolithic tandem solar cells still greatly lags, due to challenges in simultaneously achieving both efficient photocarrier transport and reliable mitigation of residual stress. Here, we reveal the critical role of perovskite phase homogeneity, for achieving high-efficient and mechanical-stable flexible perovskite/c-silicon heterojunction monolithic tandem solar cells (PSTs) with textured surface. Through ensuring high phase homogeneity, which promotes charge transfer across all facets of the pyramid on the textured substrates and releases the residual stress at the perovskite/c-silicon interface, we demonstrate flexible PSTs with a bending curvature of 0.44 cm-1, and a certified power conversion efficiency of 29.88% (1.04 cm2 aperture area), surpassing all other types of flexible perovskite-based photovoltaic devices. Our results can lead to broad applications and commercialization of flexible perovskite/c-silicon tandem photovoltaics.

cond-mat.mtrl-sci

Animate Anyone 2: High-Fidelity Character Image Animation with Environment Affordance

Recent character image animation methods based on diffusion models, such as Animate Anyone, have made significant progress in generating consistent and generalizable character animations. However, these approaches fail to produce reasonable associations between characters and their environments. To address this limitation, we introduce Animate Anyone 2, aiming to animate characters with environment affordance. Beyond extracting motion signals from source video, we additionally capture environmental representations as conditional inputs. The environment is formulated as the region with the exclusion of characters and our model generates characters to populate these regions while maintaining coherence with the environmental context. We propose a shape-agnostic mask strategy that more effectively characterizes the relationship between character and environment. Furthermore, to enhance the fidelity of object interactions, we leverage an object guider to extract features of interacting objects and employ spatial blending for feature injection. We also introduce a pose modulation strategy that enables the model to handle more diverse motion patterns. Experimental results demonstrate the superior performance of the proposed method.

cs.CV

Langevin Soft Actor-Critic: Efficient Exploration through Uncertainty-Driven Critic Learning

Existing actor-critic algorithms, which are popular for continuous control reinforcement learning (RL) tasks, suffer from poor sample efficiency due to lack of principled exploration mechanism within them. Motivated by the success of Thompson sampling for efficient exploration in RL, we propose a novel model-free RL algorithm, Langevin Soft Actor Critic (LSAC), which prioritizes enhancing critic learning through uncertainty estimation over policy optimization. LSAC employs three key innovations: approximate Thompson sampling through distributional Langevin Monte Carlo (LMC) based $Q$ updates, parallel tempering for exploring multiple modes of the posterior of the $Q$ function, and diffusion synthesized state-action samples regularized with $Q$ action gradients. Our extensive experiments demonstrate that LSAC outperforms or matches the performance of mainstream model-free RL algorithms for continuous control tasks. Notably, LSAC marks the first successful application of an LMC based Thompson sampling in continuous control tasks with continuous action spaces.

cs.LG

High-Resolution Volumetric Reconstruction for Clothed Humans

We present a novel method for reconstructing clothed humans from a sparse set of, e.g., 1 to 6 RGB images. Despite impressive results from recent works employing deep implicit representation, we revisit the volumetric approach and demonstrate that better performance can be achieved with proper system design. The volumetric representation offers significant advantages in leveraging 3D spatial context through 3D convolutions, and the notorious quantization error is largely negligible with a reasonably large yet affordable volume resolution, e.g., 512. To handle memory and computation costs, we propose a sophisticated coarse-to-fine strategy with voxel culling and subspace sparse convolution. Our method starts with a discretized visual hull to compute a coarse shape and then focuses on a narrow band nearby the coarse shape for refinement. Once the shape is reconstructed, we adopt an image-based rendering approach, which computes the colors of surface points by blending input images with learned weights. Extensive experimental results show that our method significantly reduces the mean point-to-surface (P2S) precision of state-of-the-art methods by more than 50% to achieve approximately 2mm accuracy with a 512 volume resolution. Additionally, images rendered from our textured model achieve a higher peak signal-to-noise ratio (PSNR) compared to state-of-the-art methods.

cs.CV

Cluster Contrast for Unsupervised Person Re-Identification

State-of-the-art unsupervised re-ID methods train the neural networks using a memory-based non-parametric softmax loss. Instance feature vectors stored in memory are assigned pseudo-labels by clustering and updated at instance level. However, the varying cluster sizes leads to inconsistency in the updating progress of each cluster. To solve this problem, we present Cluster Contrast which stores feature vectors and computes contrast loss at the cluster level. Our approach employs a unique cluster representation to describe each cluster, resulting in a cluster-level memory dictionary. In this way, the consistency of clustering can be effectively maintained throughout the pipline and the GPU memory consumption can be significantly reduced. Thus, our method can solve the problem of cluster inconsistency and be applicable to larger data sets. In addition, we adopt different clustering algorithms to demonstrate the robustness and generalization of our framework. The application of Cluster Contrast to a standard unsupervised re-ID pipeline achieves considerable improvements of 9.9%, 8.3%, 12.1% compared to state-of-the-art purely unsupervised re-ID methods and 5.5%, 4.8%, 4.4% mAP compared to the state-of-the-art unsupervised domain adaptation re-ID methods on the Market, Duke, and MSMT17 datasets. Code is available at https://github.com/alibaba/cluster-contrast.

cs.CV

Discriminative Topic Mining via Category-Name Guided Text Embedding

Mining a set of meaningful and distinctive topics automatically from massive text corpora has broad applications. Existing topic models, however, typically work in a purely unsupervised way, which often generate topics that do not fit users' particular needs and yield suboptimal performance on downstream tasks. We propose a new task, discriminative topic mining, which leverages a set of user-provided category names to mine discriminative topics from text corpora. This new task not only helps a user understand clearly and distinctively the topics he/she is most interested in, but also benefits directly keyword-driven classification tasks. We develop CatE, a novel category-name guided text embedding method for discriminative topic mining, which effectively leverages minimal user guidance to learn a discriminative embedding space and discover category representative terms in an iterative manner. We conduct a comprehensive set of experiments to show that CatE mines high-quality set of topics guided by category names only, and benefits a variety of downstream applications including weakly-supervised classification and lexical entailment direction identification.

cs.CL

Spherical Text Embedding

Unsupervised text embedding has shown great power in a wide range of NLP tasks. While text embeddings are typically learned in the Euclidean space, directional similarity is often more effective in tasks such as word similarity and document clustering, which creates a gap between the training stage and usage stage of text embedding. To close this gap, we propose a spherical generative model based on which unsupervised word and paragraph embeddings are jointly learned. To learn text embeddings in the spherical space, we develop an efficient optimization algorithm with convergence guarantee based on Riemannian optimization. Our model enjoys high efficiency and achieves state-of-the-art performances on various text embedding tasks including word similarity and document clustering.

cs.CL