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Guixu Lin

Publications and source records attributed to Guixu Lin.

6 recordsLinked to original sources

Programmable World Model

Recent video world models generate increasingly realistic and interactive visual experiences, yet lack reliable mechanisms for maintaining persistent world state and enforcing programmable rules over extended interactions. We introduce Programmable World Model, a framework that decouples world-state evolution from visual observation generation. An agent translates natural-language instructions into executable programs that specify entity states and state-transition rules, enabling direct control over individual entities and their interactions. A lightweight engine executes these programs to update and maintain an explicit, persistent global world state, including off-screen entities and non-visual attributes. To connect world state with visual generation, we introduce state-augmented 3D oriented bounding boxes (OBBs) as an intermediate representation. This representation, together with the target camera trajectory, is deterministically compiled into pixel-aligned spatiotemporal conditioning signals for a pretrained video model serving as the generative renderer. This design allows users to create playable games with predefined mechanics, direct control over individual entities, and persistent world state throughout gameplay. We further introduce CombatStateBench, a benchmark for evaluating programmable world models. On CombatStateBench, our method achieves 94% Count Accuracy and 98% State Accuracy, substantially outperforming existing interactive video world models while supporting coherent long-horizon generation. These results demonstrate the effectiveness of separating explicit state evolution from generative rendering for building persistent, programmable worlds.

cs.CV

Bridging Event Streams and DiT: Event-Guided Video Frame Interpolation

Latent diffusion models have recently advanced video frame interpolation by synthesizing intermediate frames between input images. However, handling large temporal gaps and complex motion remains challenging, often resulting in motion blur, structural distortions, and temporal inconsistencies. Event cameras provide high-temporal-resolution motion cues that are well suited for bridging these gaps and improving interpolation quality. To exploit this advantage without training an event-assisted model from scratch, we propose an adapter-based framework that incorporates event-derived cues into a pre-trained image-to-video diffusion model with minimal architectural changes. Specifically, our method leverages Image Warped Events (IWEs) and bidirectional sparse optical flow to provide spatially and temporally aligned guidance during generation. By injecting these event-guided structural and motion cues into the diffusion process, our approach reduces interpolation artifacts and improves both reconstruction fidelity and temporal coherence. Experimental results on real and synthetic benchmarks show that our method consistently outperforms existing state-of-the-art approaches. The project page is at https://joseph-lin-tech.github.io/BridgeEventDiT-VFI/.

cs.CV

Generative World Renderer at the Speed of Play

Generative world renderer AlayaRenderer receives structured world states exported from physics engines and synthesizes RGB frames. Unlike models that generate frames from text/control-hints prompts, AlayaRenderer preserves scene structure without altering the underlying world dynamics. This demonstrates an alternative path toward interactive world modeling and user-controllable play. However, the original AlayaRenderer is too computationally expensive for real-time deployment. This technical report introduces AlayaRenderer-Flash, a real-time-oriented generative forward world renderer that pushes AlayaRenderer from 0.56 FPS to 31.54 FPS, reaching the speed of play. AlayaRenderer-Flash reformulates the original renderer as a few-step autoregressive streaming model and introduces lightweight distilled codecs for efficient latent encoding and frame reconstruction. It retains the teacher model's G-buffer and text-prompt interfaces while enabling continuous rendering over input streams of unbounded length. We evaluate AlayaRenderer-Flash on G-buffer streams across content preservation, temporal consistency, cross-window stability, prompt controllability, and runtime efficiency. Our results show that AlayaRenderer-Flash substantially reduces inference cost while preserving the core rendering capabilities of the teacher model. By integrating AlayaRenderer-Flash with a physics engine, we build a fully playable generative world running at 30 FPS.

cs.CV

Moment-Reenacting: Inverse Motion Degradation with Cross-shutter Guidance

Motion degradation, manifested as blur in global shutter (GS) images or rolling shutter (RS) distortion in RS counterparts, remains a fundamental challenge in computational imaging, especially under fast motion or low-light conditions. While prior works have treated blur decomposition and RS temporal super-resolution as separate tasks, this separation fails to exploit their intrinsic complementarity. In this paper, we propose a unified framework to invert motion degradation and reenact imaging moment by jointly leveraging the complementary characteristics of GS blur and RS distortion. To this end, we introduce a novel dual-shutter setup that captures synchronized blur-RS image pairs and demonstrate that this combination effectively resolves temporal and spatial ambiguities inherent in both modalities. For allowing flexible performance-cost trade-offs, we further extend this dual-shutter setup to a stereo Blur-RS configuration with a narrow baseline. In addition, we construct a triaxial imaging system to collect a real-world dataset with aligned GS-RS pairs and ground-truth high-speed frames, enabling robust training and evaluation beyond synthetic data. Our proposed network explicitly disentangles motion into context-aware and temporally-sensitive representations via a dual-stream motion interpretation module, followed by a self-prompted frame reconstruction stage. Extensive experiments validate the superiority and generalizability of our approach, establishing a new paradigm for realistic high-speed video reconstruction under complex motion degradations. Codes and more resources are available at https://jixiang2016.github.io/dualBR_site/.

cs.CV

Adversarial Attacks on Event-Based Pedestrian Detectors: A Physical Approach

Event cameras, known for their low latency and high dynamic range, show great potential in pedestrian detection applications. However, while recent research has primarily focused on improving detection accuracy, the robustness of event-based visual models against physical adversarial attacks has received limited attention. For example, adversarial physical objects, such as specific clothing patterns or accessories, can exploit inherent vulnerabilities in these systems, leading to misdetections or misclassifications. This study is the first to explore physical adversarial attacks on event-driven pedestrian detectors, specifically investigating whether certain clothing patterns worn by pedestrians can cause these detectors to fail, effectively rendering them unable to detect the person. To address this, we developed an end-to-end adversarial framework in the digital domain, framing the design of adversarial clothing textures as a 2D texture optimization problem. By crafting an effective adversarial loss function, the framework iteratively generates optimal textures through backpropagation. Our results demonstrate that the textures identified in the digital domain possess strong adversarial properties. Furthermore, we translated these digitally optimized textures into physical clothing and tested them in real-world scenarios, successfully demonstrating that the designed textures significantly degrade the performance of event-based pedestrian detection models. This work highlights the vulnerability of such models to physical adversarial attacks.

cs.CV

Small World Model for scaling up prediction result based on SEIR model

Data-driven epidemic simulation helps better policymaking. Compared with macro-scale simulations driven by statistical data, individual-level GPS data can afford finer and spatialized results. However, the big GPS data, usually collected from mobile phone users, cannot cover all populations. Therefore, this study proposes a Small World Model, to map the results from the "small world" (simulation with partially sampled data) to the real world. Based on the basic principles of disease transmission, this study derives two parameters: a time scaling factor to map the simulated period to the real period, and an amount scaling factor to map the simulated infected number to the real infected number. It is believed that this model could convert the simulation of the "small world" into the state of the real world, and analyze the effectiveness of different mobility restriction policies.

cs.CY