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He Wen

Publications and source records attributed to He Wen.

At least 19 recordsLinked to original sources

Toward Machine Risk Perception: Integrating Trust Calibration and Precursor-Based Risk Estimation for Humanoid

Humanoid robots are emerging as co-workers in smart manufacturing, yet their dynamic, human-like movements introduce safety risks that differ fundamentally from those of fixed or wheeled robots. Conventional safety paradigms based on reactive force or distance limits fail to capture the sequential, uncertain nature of humanoid failures. This study proposes a precursor-driven, trust-calibrated framework to enable proactive humanoid risk perception. Accident evolution is modeled through sequential precursor cues using a Logistic-Exponential (LE) formulation that couples logistic escalation from diverse precursors with exponential decay for temporal dissipation. Trust is defined as the inverse of the estimated accident probability, allowing humanoids to adapt behavior in real time, reducing aggressiveness when risk intensifies, and restoring confidence as stability returns. A multi-source dataset of 126 documented events and 241 precursors revealed twelve dominant accident modes, most evolving through overlapping cues within one second. A simulated case study ("fall-onto-human") demonstrated how the LE-Trust coupling can trigger early intervention and prevent collapse. The results advance humanoid safety from static thresholds toward dynamic, evidence-based inference, establishing a foundation for risk-aware and trustworthy human-robot collaboration in Industry 5.0 environments.

cs.RO

Human-Humanoid Collaboration and Ergonomic Risk: An Anthropometric Perspective

Humanoid robots are increasingly deployed in industrial environments where close physical interaction with human workers is expected. Although these systems are often designed at a human scale, their embodiment is shaped by mechanical, control, and task-oriented constraints rather than biological anatomy. This study examines ergonomic risk in human-humanoid collaboration from an anthropometric perspective using ISO 7250 as a reference framework. Six contemporary humanoid robots are benchmarked based on externally observable geometry to evaluate landmark identifiability, measurement feasibility, and cross-platform patterns of anthropometric deviation. Results show that several ISO-defined landmarks and measurements tied to biological anatomy are consistently inapplicable to humanoid robots, while many geometric and joint-level dimensions remain measurable. Four recurring patterns of anthropometric deviation are observed across platforms: additive, subtractive, exaggerative, and speculative. These findings indicate that ergonomic risk arises not from scale alone, but from how humanoid bodies diverge from human anthropometric assumptions. ISO 7250 remains a useful reference framework, but its direct transfer to humanoid robots is limited, underscoring the need for anthropometry-aware evaluation approaches in collaborative system design.

cs.HC

Sapiens2

We present Sapiens2, a model family of high-resolution transformers for human-centric vision focused on generalization, versatility, and high-fidelity outputs. Our model sizes range from 0.4 to 5 billion parameters, with native 1K resolution and hierarchical variants that support 4K. Sapiens2 substantially improves over its predecessor in both pretraining and post-training. First, to learn features that capture low-level details (for dense prediction) and high-level semantics (for zero-shot or few-label settings), we combine masked image reconstruction with self-distilled contrastive objectives. Our evaluations show that this unified pretraining objective is better suited for a wider range of downstream tasks. Second, along the data axis, we pretrain on a curated dataset of 1 billion high-quality human images and improve the quality and quantity of task annotations. Third, architecturally, we incorporate advances from frontier models that enable longer training schedules with improved stability. Our 4K models adopt windowed attention to reason over longer spatial context and are pretrained with 2K output resolution. Sapiens2 sets a new state-of-the-art and improves over the first generation on pose (+4 mAP), body-part segmentation (+24.3 mIoU), normal estimation (45.6% lower angular error) and extends to new tasks such as pointmap and albedo estimation. Code: https://github.com/facebookresearch/sapiens2

cs.CV

Large-scale Codec Avatars: The Unreasonable Effectiveness of Large-scale Avatar Pretraining

High-quality 3D avatar modeling faces a critical trade-off between fidelity and generalization. On the one hand, multi-view studio data enables high-fidelity modeling of humans with precise control over expressions and poses, but it struggles to generalize to real-world data due to limited scale and the domain gap between the studio environment and the real world. On the other hand, recent large-scale avatar models trained on millions of in-the-wild samples show promise for generalization across a wide range of identities, yet the resulting avatars are often of low-quality due to inherent 3D ambiguities. To address this, we present Large-Scale Codec Avatars (LCA), a high-fidelity, full-body 3D avatar model that generalizes to world-scale populations in a feedforward manner, enabling efficient inference. Inspired by the success of large language models and vision foundation models, we present, for the first time, a pre/post-training paradigm for 3D avatar modeling at scale: we pretrain on 1M in-the-wild videos to learn broad priors over appearance and geometry, then post-train on high-quality curated data to enhance expressivity and fidelity. LCA generalizes across hair styles, clothing, and demographics while providing precise, fine-grained facial expressions and finger-level articulation control, with strong identity preservation. Notably, we observe emergent generalization to relightability and loose garment support to unconstrained inputs, and zero-shot robustness to stylized imagery, despite the absence of direct supervision.

cs.CV

SHOW3D: Capturing Scenes of 3D Hands and Objects in the Wild

Accurate 3D understanding of human hands and objects during manipulation remains a significant challenge for egocentric computer vision. Existing hand-object interaction datasets are predominantly captured in controlled studio settings, which limits both environmental diversity and the ability of models trained on such data to generalize to real-world scenarios. To address this challenge, we introduce a novel marker-less multi-camera system that allows for nearly unconstrained mobility in genuinely in-the-wild conditions, while still having the ability to generate precise 3D annotations of hands and objects. The capture system consists of a lightweight, back-mounted, multi-camera rig that is synchronized and calibrated with a user-worn VR headset. For 3D ground-truth annotation of hands and objects, we develop an ego-exo tracking pipeline and rigorously evaluate its quality. Finally, we present SHOW3D, the first large-scale dataset with 3D annotations that show hands interacting with objects in diverse real-world environments, including outdoor settings. Our approach significantly reduces the fundamental trade-off between environmental realism and accuracy of 3D annotations, which we validate with experiments on several downstream tasks. show3d-dataset.github.io

cs.CV

Ego-Exo 3D Hand Tracking in the Wild with a Mobile Multi-Camera Rig

Accurate 3D tracking of hands and their interactions with the world in unconstrained settings remains a significant challenge for egocentric computer vision. With few exceptions, existing datasets are predominantly captured in controlled lab setups, limiting environmental diversity and model generalization. To address this, we introduce a novel marker-less multi-camera system designed to capture precise 3D hands and objects, which allows for nearly unconstrained mobility in genuinely in-the-wild conditions. We combine a lightweight, back-mounted capture rig with eight exocentric cameras, and a user-worn Meta Quest 3 headset, which contributes two egocentric views. We design an ego-exo tracking pipeline to generate accurate 3D hand pose ground truth from this system, and rigorously evaluate its quality. By collecting an annotated dataset featuring synchronized multi-view images and precise 3D hand poses, we demonstrate the capability of our approach to significantly reduce the trade-off between environmental realism and 3D annotation accuracy.

cs.CV

Lay-Your-Scene: Natural Scene Layout Generation with Diffusion Transformers

We present Lay-Your-Scene (shorthand LayouSyn), a novel text-to-layout generation pipeline for natural scenes. Prior scene layout generation methods are either closed-vocabulary or use proprietary large language models for open-vocabulary generation, limiting their modeling capabilities and broader applicability in controllable image generation. In this work, we propose to use lightweight open-source language models to obtain scene elements from text prompts and a novel aspect-aware diffusion Transformer architecture trained in an open-vocabulary manner for conditional layout generation. Extensive experiments demonstrate that LayouSyn outperforms existing methods and achieves state-of-the-art performance on challenging spatial and numerical reasoning benchmarks. Additionally, we present two applications of LayouSyn. First, we show that coarse initialization from large language models can be seamlessly combined with our method to achieve better results. Second, we present a pipeline for adding objects to images, demonstrating the potential of LayouSyn in image editing applications.

cs.CV

Automated Query-Product Relevance Labeling using Large Language Models for E-commerce Search

Accurate query-product relevance labeling is indispensable to generate ground truth dataset for search ranking in e-commerce. Traditional approaches for annotating query-product pairs rely on human-based labeling services, which is expensive, time-consuming and prone to errors. In this work, we explore the application of Large Language Models (LLMs) to automate query-product relevance labeling for large-scale e-commerce search. We use several publicly available and proprietary LLMs for this task, and conducted experiments on two open-source datasets and an in-house e-commerce search dataset. Using prompt engineering techniques such as Chain-of-Thought (CoT) prompting, In-context Learning (ICL), and Retrieval Augmented Generation (RAG) with Maximum Marginal Relevance (MMR), we show that LLM's performance has the potential to approach human-level accuracy on this task in a fraction of the time and cost required by human-labelers, thereby suggesting that our approach is more efficient than the conventional methods. We have generated query-product relevance labels using LLMs at scale, and are using them for evaluating improvements to our search algorithms. Our work demonstrates the potential of LLMs to improve query-product relevance thus enhancing e-commerce search user experience. More importantly, this scalable alternative to human-annotation has significant implications for information retrieval domains including search and recommendation systems, where relevance scoring is crucial for optimizing the ranking of products and content to improve customer engagement and other conversion metrics.

cs.IR

A Model of Proactive Safety Based on Knowledge Graph

In contemporary safety management, despite the abundance of safety data gathered from routine operation tasks and safety management activities, actions cannot prevent all accidents effectively due to a lack of effective utilization of these data as safety knowledge. To bridge this gap, this paper proposes a hybrid proactive safety model integrating data-driven and knowledge-driven approaches. The model comprises three main steps: proactive safety actions to generate safety data, data-driven approaches to mine safety data, and knowledge-driven approaches to depicting risk knowledge graphs. Application of this model to a continuous stirred tank reactor (CSTR) scenario demonstrates its efficacy in identifying and addressing safety issues proactively. The results demonstrate the effectiveness and practicality of the proposed proactive safety model, suggesting its endorsement within both academic and industrial applications.

cs.SI

Rasterized Edge Gradients: Handling Discontinuities Differentiably

Computing the gradients of a rendering process is paramount for diverse applications in computer vision and graphics. However, accurate computation of these gradients is challenging due to discontinuities and rendering approximations, particularly for surface-based representations and rasterization-based rendering. We present a novel method for computing gradients at visibility discontinuities for rasterization-based differentiable renderers. Our method elegantly simplifies the traditionally complex problem through a carefully designed approximation strategy, allowing for a straightforward, effective, and performant solution. We introduce a novel concept of micro-edges, which allows us to treat the rasterized images as outcomes of a differentiable, continuous process aligned with the inherently non-differentiable, discrete-pixel rasterization. This technique eliminates the necessity for rendering approximations or other modifications to the forward pass, preserving the integrity of the rendered image, which makes it applicable to rasterized masks, depth, and normals images where filtering is prohibitive. Utilizing micro-edges simplifies gradient interpretation at discontinuities and enables handling of geometry intersections, offering an advantage over the prior art. We showcase our method in dynamic human head scene reconstruction, demonstrating effective handling of camera images and segmentation masks.

cs.CV

URHand: Universal Relightable Hands

Existing photorealistic relightable hand models require extensive identity-specific observations in different views, poses, and illuminations, and face challenges in generalizing to natural illuminations and novel identities. To bridge this gap, we present URHand, the first universal relightable hand model that generalizes across viewpoints, poses, illuminations, and identities. Our model allows few-shot personalization using images captured with a mobile phone, and is ready to be photorealistically rendered under novel illuminations. To simplify the personalization process while retaining photorealism, we build a powerful universal relightable prior based on neural relighting from multi-view images of hands captured in a light stage with hundreds of identities. The key challenge is scaling the cross-identity training while maintaining personalized fidelity and sharp details without compromising generalization under natural illuminations. To this end, we propose a spatially varying linear lighting model as the neural renderer that takes physics-inspired shading as input feature. By removing non-linear activations and bias, our specifically designed lighting model explicitly keeps the linearity of light transport. This enables single-stage training from light-stage data while generalizing to real-time rendering under arbitrary continuous illuminations across diverse identities. In addition, we introduce the joint learning of a physically based model and our neural relighting model, which further improves fidelity and generalization. Extensive experiments show that our approach achieves superior performance over existing methods in terms of both quality and generalizability. We also demonstrate quick personalization of URHand from a short phone scan of an unseen identity.

cs.CV

RDBench: ML Benchmark for Relational Databases

Benefiting from high-quality datasets and standardized evaluation metrics, machine learning (ML) has achieved sustained progress and widespread applications. However, while applying machine learning to relational databases (RDBs), the absence of a well-established benchmark remains a significant obstacle to the development of ML. To address this issue, we introduce ML Benchmark For Relational Databases (RDBench), a standardized benchmark that aims to promote reproducible ML research on RDBs that include multiple tables. RDBench offers diverse RDB datasets of varying scales, domains, and relational structures, organized into 4 levels. Notably, to simplify the adoption of RDBench for diverse ML domains, for any given database, RDBench exposes three types of interfaces including tabular data, homogeneous graphs, and heterogeneous graphs, sharing the same underlying task definition. For the first time, RDBench enables meaningful comparisons between ML methods from diverse domains, ranging from XGBoost to Graph Neural Networks, under RDB prediction tasks. We design multiple classification and regression tasks for each RDB dataset and report averaged results over the same dataset, further enhancing the robustness of the experimental findings. RDBench is implemented with DBGym, a user-friendly platform for ML research and application on databases, enabling benchmarking new ML methods with RDBench at ease.

cs.LG

Vulnerability Assessment of Industrial Control System with an Improved CVSS

Cyberattacks on industrial control systems (ICS) have been drawing attention in academia. However, this has not raised adequate concerns among some industrial practitioners. Therefore, it is necessary to identify the vulnerable locations and components in the ICS and investigate the attack scenarios and techniques. This study proposes a method to assess the risk of cyberattacks on ICS with an improved Common Vulnerability Scoring System (CVSS) and applies it to a continuous stirred tank reactor (CSTR) model. The results show the physical system levels of ICS have the highest severity once cyberattacked, and controllers, workstations, and human-machine interface are the crucial components in the cyberattack and defense.

cs.CR

The Digital Divide in Process Safety: Quantitative Risk Analysis of Human-AI Collaboration

Digital technologies have dramatically accelerated the digital transformation in process industries, boosted new industrial applications, upgraded the production system, and enhanced operational efficiency. In contrast, the challenges and gaps between human and artificial intelligence (AI) have become more and more prominent, whereas the digital divide in process safety is aggregating. The study attempts to address the following questions: (i)What is AI in the process safety context? (ii)What is the difference between AI and humans in process safety? (iii)How do AI and humans collaborate in process safety? (iv)What are the challenges and gaps in human-AI collaboration? (v)How to quantify the risk of human-AI collaboration in process safety? Qualitative risk analysis based on brainstorming and literature review, and quantitative risk analysis based on layer of protection analysis (LOPA) and Bayesian network (BN), were applied to explore and model. The importance of human reliability should be stressed in the digital age, not usually to increase the reliability of AI, and human-centered AI design in process safety needs to be propagated.

cs.HC

Alert of the Second Decision-maker: An Introduction to Human-AI Conflict

The collaboration between humans and artificial intelligence (AI) is a significant feature in this digital age. However, humans and AI may have observation, interpretation, and action conflicts when working synchronously. This phenomenon is often masked by faults and, unfortunately, overlooked. This paper systematically introduces the human-AI conflict concept, causes, measurement methods, and risk assessment. The results highlight that there is a potential second decision-maker besides the human, which is the AI; the human-AI conflict is a unique and emerging risk in digitalized process systems; and this is an interdisciplinary field that needs to be distinguished from traditional fault and failure analysis; the conflict risk is significant and cannot be ignored.

cs.HC

Garment Avatars: Realistic Cloth Driving using Pattern Registration

Virtual telepresence is the future of online communication. Clothing is an essential part of a person's identity and self-expression. Yet, ground truth data of registered clothes is currently unavailable in the required resolution and accuracy for training telepresence models for realistic cloth animation. Here, we propose an end-to-end pipeline for building drivable representations for clothing. The core of our approach is a multi-view patterned cloth tracking algorithm capable of capturing deformations with high accuracy. We further rely on the high-quality data produced by our tracking method to build a Garment Avatar: an expressive and fully-drivable geometry model for a piece of clothing. The resulting model can be animated using a sparse set of views and produces highly realistic reconstructions which are faithful to the driving signals. We demonstrate the efficacy of our pipeline on a realistic virtual telepresence application, where a garment is being reconstructed from two views, and a user can pick and swap garment design as they wish. In addition, we show a challenging scenario when driven exclusively with body pose, our drivable garment avatar is capable of producing realistic cloth geometry of significantly higher quality than the state-of-the-art.

cs.CV

Rethinking the Data Annotation Process for Multi-view 3D Pose Estimation with Active Learning and Self-Training

Pose estimation of the human body and hands is a fundamental problem in computer vision, and learning-based solutions require a large amount of annotated data. In this work, we improve the efficiency of the data annotation process for 3D pose estimation problems with Active Learning (AL) in a multi-view setting. AL selects examples with the highest value to annotate under limited annotation budgets (time and cost), but choosing the selection strategy is often nontrivial. We present a framework to efficiently extend existing single-view AL strategies. We then propose two novel AL strategies that make full use of multi-view geometry. Moreover, we demonstrate additional performance gains by incorporating pseudo-labels computed during the AL process, which is a form of self-training. Our system significantly outperforms simulated annotation baselines in 3D body and hand pose estimation on two large-scale benchmarks: CMU Panoptic Studio and InterHand2.6M. Notably, on CMU Panoptic Studio, we are able to reduce the turn-around time by 60% and annotation cost by 80% when compared to the conventional annotation process.

cs.CV

Modeling Clothing as a Separate Layer for an Animatable Human Avatar

We have recently seen great progress in building photorealistic animatable full-body codec avatars, but generating high-fidelity animation of clothing is still difficult. To address these difficulties, we propose a method to build an animatable clothed body avatar with an explicit representation of the clothing on the upper body from multi-view captured videos. We use a two-layer mesh representation to register each 3D scan separately with the body and clothing templates. In order to improve the photometric correspondence across different frames, texture alignment is then performed through inverse rendering of the clothing geometry and texture predicted by a variational autoencoder. We then train a new two-layer codec avatar with separate modeling of the upper clothing and the inner body layer. To learn the interaction between the body dynamics and clothing states, we use a temporal convolution network to predict the clothing latent code based on a sequence of input skeletal poses. We show photorealistic animation output for three different actors, and demonstrate the advantage of our clothed-body avatars over the single-layer avatars used in previous work. We also show the benefit of an explicit clothing model that allows the clothing texture to be edited in the animation output.

cs.CV