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Jiahao Lu

Publications and source records attributed to Jiahao Lu.

At least 19 recordsLinked to original sources

GuardianBench: A Same-Scene Instruction-Contrastive Benchmark for Latent Contextual Risk in Embodied AI

In embodied AI, safety risk can be latent: a benign instruction and a safe scene become hazardous only when composed. Prior work has advanced embodied safety by varying visual contexts or evaluating execution-time dynamics, but the complementary axis of fixing the scene and varying only the instruction remains underexplored. We introduce GuardianBench, an instruction-contrastive benchmark grounded in international safety standards that isolates this latent contextual risk through 3,024 instruction-scene examples organized as same-scene Safe/Unsafe contrastive pairs across various hazard categories. Benchmarking state-of-the-art vision-language models (VLMs) reveals instruction-insensitive verdicts: models disproportionately approve both instructions under a given scene; across the primary models, average pair accuracy is only 24.1%. Our systematic rationale audit localizes the dominant failure: models fail to bind the instruction-relevant cues that differentiate safe from unsafe compositions. As a post-training case study, Verdict Log-Odds Supervision (VLOS), a lightweight verdict-level objective, substantially improves performance on open-weight backbones. Together, our latent contextual risk task formulation, standards-grounded contrastive benchmark construction, pair-level and rationale-level failure diagnosis, and benchmark-enabled verdict calibration establish GuardianBench as a controlled evaluation suite for exposing and improving safety reasoning over instruction-scene compositions under latent contextual risk.

cs.AI

SWE-bench Science: Can Coding Agents Resolve Engineering Tasks in Science?

Software increasingly functions as part of the scientific instrument itself, making failures in scientific code capable of compromising not only program behavior but also the evidence underlying scientific conclusions. Yet existing evaluations of coding agents largely emphasize aggregate task success, providing limited insight into why agents fail when repairing scientific software. We introduce \textbf{SWE-bench Science}, a repository-level benchmark for scientific software engineering comprising 119 tasks from 98 GitHub repositories across 20 scientific domains. Each task is organized into one of three paradigms: Issue-driven, Expert-exploratory, and Engineering-integration. Even the best-performing agent, \textbf{Claude Code with Opus-5 (max), achieves a pass@1 below 50\%}, highlighting the substantial challenges posed by scientific software engineering. We identify four recurring failure mechanisms: deficits in scientific knowledge or abstraction, misguided exploration or surface-level repair, incomplete repair coverage or system integration, and failures to generalize scientific knowledge beyond observed cases in our analysis. We further conduct a paired ablation that removes explicit scientific guidance while preserving the repository and executable engineering context. The results show that scientific knowledge is not uniformly beneficial: well-grounded information can constrain repair and improve average performance and token efficiency, whereas poorly aligned guidance can induce anchoring and does not necessarily improve exact repair success. Together, SWE-bench Science provides a broad testbed for studying both the capabilities and failure mechanisms of coding agents in scientific software engineering.

cs.CL

WAT3R: Feedforward Underwater 3D Reconstruction

Reliable feedforward underwater 3D reconstruction remains challenging due to severe light attenuation and backscattering, which degrade visual quality and disrupt feature consistency across views, leading to inaccurate multi-view geometry. To address this issue, we propose WAT3R, a feed-forward framework for reconstructing 3D scenes directly from underwater images. By leveraging degradation adaptation as a geometry-constrained process, WAT3R integrates a lightweight neural adaptation module to flexibly account for these underwater imaging effects, thereby improving multi-view reconstruction quality. Implemented in a single forward pass, WAT3R directly and efficiently outputs pixel-aligned 3D point maps and camera poses from underwater videos, allowing a high-quality underwater 3D reconstruction. Experiments conducted on the FLSea, SQUID, and USOD10K datasets show that our method consistently outperforms state-of-the-art approaches on 3D reconstruction tasks, including multi-view/monocular depth estimation and camera pose estimation.

cs.CV

Rethinking Scientific Discovery in the Agentic Era

Artificial intelligence has advanced scientific discovery, but most AI4Science systems remain fragmented tools that rely on humans to coordinate problem formulation, literature grounding, model use, simulation, validation, and knowledge reuse. This paper presents \textbf{SCION (Scientific Collaborative Innovation with Agentic Organizational Nexus)}, an agentic scientific operating system that acts as an \textbf{organizational nexus}. Through a Science Agent serving as a \textbf{Meta-Harness}, SCION connects scientific tasks, tools, agents, artifacts, and memory, transforming research into an executable, auditable, and reusable operational process. At its core is the \textbf{Research Execution Plan (REP)}, which compiles high-level scientific intent into staged objectives, dependencies, verification checkpoints, tool requirements, expected artifacts, and fallback conditions. SCION further integrates hierarchical multi-agent execution, profile-driven specialization, selective context construction, governed delegation, and layered epistemic memory to support long-horizon scientific work. We formulate discovery under SCION as \textbf{Target-conditioned Inverse Search} and extend it to hidden-target settings through batch active search under finite experimental budgets. Applications in materials analysis, molecule design, and protein or antibody screening, together with experiments on scientific reading, idea generation, molecule generation, and antibody screening, show that SCION outperforms existing autonomous research-agent baselines, especially in decomposition, verification, refinement, and memory reuse. Overall, SCION shifts AI from isolated tools toward a coordinated operational layer for traceable and reusable scientific innovation.

cs.CL

SCoPE: Sightline-Coordinate Positional Encoding for Video Diffusion Transformers

Video diffusion transformers address their tokens by position on the pixel-time grid: an address in the tensor, not in the world. The address we would want, the world point a token depicts, lies on a surface not yet generated, while its camera ray is fixed once the user specifies a trajectory. SCoPE therefore treats the ray as a second positional coordinate, and camera control becomes a property of the coordinate system, not an added module. The ray is added to the pretrained attention's queries and keys, and the score gains a term that reads the two rays alone. Its canonical form, the reciprocal product of line geometry, measures how nearly two lines of sight meet. Normalize-Gate-Inject makes a single encoding trainable across metric and up-to-scale pose sources. The retrofit keeps RoPE bit-exact, starts from the unchanged pretrained DiT, and adds under 0.1/% new parameters. On Wan2.2 at 5B and 14B under matched data and budget, SCoPE improves every camera-controllability and fidelity metric, leads all closed-loop revisit metrics, and shows widening margins with model size. At 14B, rotation error falls 29/% and FVD 43/% below the strongest baseline.

cs.CV

AdaptR1: Reinforcement Learning Based Adaptive Interleaved Thinking in Multi-hop Question Answering

Large Language Models (LLMs) have achieved remarkable performance in complex reasoning tasks through Chain-of-Thought (CoT) prompting. However, this approach often leads to ``over-thinking,'' where models generate unnecessarily long reasoning traces for simple queries and incur avoidable inference cost. While recent work has explored adaptive reasoning, existing methods typically make a single query-level decision about whether to reason. This overlooks the dynamic nature of multi-step tasks, where the need for explicit reasoning varies across intermediate stages. To address this limitation, we introduce AdaptR1, a Reinforcement Learning (RL) based framework for adaptive interleaved thinking in multi-hop Question Answering (QA). Unlike previous approaches that require Supervised Fine-Tuning (SFT) for cold-start initialization, AdaptR1 uses a fully RL-based strategy with a quality-gated efficiency reward to dynamically allocate reasoning budgets at each step. Under the Graph-R1 setting, AdaptR1 reduces average think tokens by 69.71\%, with a 90.35\% reduction on HotpotQA, while maintaining performance comparable to or better than standard baselines. Furthermore, our analysis reveals that overthinking in multi-hop reasoning is not uniformly distributed but occurs predominantly during the initial planning stages, highlighting the effectiveness of step-wise adaptive budget allocation.

cs.CL

Most Transformer Modifications Still Do Not Transfer at 1-3B: A 2020-2026 Update to Narang et al. (2021) with Downstream Evaluation and a Noise Floor

Narang et al. (2021) evaluated 40+ Transformer modifications at T5-base scale and concluded that most did not transfer. Five years later, the typical working regime has moved to 1-3B parameters, downstream evaluation has replaced pretraining perplexity, and a substantially different catalogue of modifications has emerged. We revisit their question by testing 20 post-2021 Transformer modifications at 1.2B and 3B under strict iso-data, iso-compute, iso-recipe control, with a multi-seed baseline noise floor and CLIMB-12 downstream evaluation as the primary metric. The central finding reproduces theirs at this curated set: most modifications do not transfer. Of the 20 modifications, only two clear Bonferroni correction at 1.2B; one of those two further fails to train stably at 3B under the shared recipe. We also find that the loss-downstream gap reported by Tay et al. (2023) enlarges several-fold for attention-output modifications: two significant failures converge to within 2-3% of baseline validation loss yet drop 6-16 CLIMB-points. We conclude that noise-floor reporting, downstream evaluation, and cross-scale stability testing are now prerequisites for architecture comparisons at 1-3B.

cs.LG

ReFlow: Self-correction Motion Learning for Dynamic Scene Reconstruction

We present ReFlow, a unified framework for monocular dynamic scene reconstruction that learns 3D motion in a novel self-correction manner from raw video. Existing methods often suffer from incomplete scene initialization for dynamic regions, leading to unstable reconstruction and motion estimation, which often resorts to external dense motion guidance such as pre-computed optical flow to further stabilize and constrain the reconstruction of dynamic components. However, this introduces additional complexity and potential error propagation. To address these issues, ReFlow integrates a Complete Canonical Space Construction module for enhanced initialization of both static and dynamic regions, and a Separation-Based Dynamic Scene Modeling module that decouples static and dynamic components for targeted motion supervision. The core of ReFlow is a novel self-correction flow matching mechanism, consisting of Full Flow Matching to align 3D scene flow with time-varying 2D observations, and Camera Flow Matching to enforce multi-view consistency for static objects. Together, these modules enable robust and accurate dynamic scene reconstruction. Extensive experiments across diverse scenarios demonstrate that ReFlow achieves superior reconstruction quality and robustness, establishing a novel self-correction paradigm for monocular 4D reconstruction.

cs.CV

Prototype-Guided Concept Erasure in Diffusion Models

Concept erasure is extensively utilized in image generation to prevent text-to-image models from generating undesired content. Existing methods can effectively erase narrow concepts that are specific and concrete, such as distinct intellectual properties (e.g. Pikachu) or recognizable characters (e.g. Elon Musk). However, their performance degrades on broad concepts such as ``sexual'' or ``violent'', whose wide scope and multi-faceted nature make them difficult to erase reliably. To overcome this limitation, we exploit the model's intrinsic embedding geometry to identify latent embeddings that encode a given concept. By clustering these embeddings, we derive a set of concept prototypes that summarize the model's internal representations of the concept, and employ them as negative conditioning signals during inference to achieve precise and reliable erasure. Extensive experiments across multiple benchmarks show that our approach achieves substantially more reliable removal of broad concepts while preserving overall image quality, marking a step towards safer and more controllable image generation.

cs.CV

Track4World: Feedforward World-centric Dense 3D Tracking of All Pixels

Estimating the 3D trajectory of every pixel from a monocular video is crucial and promising for a comprehensive understanding of the 3D dynamics of videos. Recent monocular 3D tracking works demonstrate impressive performance, but are limited to either tracking sparse points on the first frame or a slow optimization-based framework for dense tracking. In this paper, we propose a feedforward model, called Track4World, enabling an efficient holistic 3D tracking of every pixel in the world-centric coordinate system. Built on the global 3D scene representation encoded by a VGGT-style ViT, Track4World applies a novel 3D correlation scheme to simultaneously estimate the pixel-wise 2D and 3D dense flow between arbitrary frame pairs. The estimated scene flow, along with the reconstructed 3D geometry, enables subsequent efficient 3D tracking of every pixel of this video. Extensive experiments on multiple benchmarks demonstrate that our approach consistently outperforms existing methods in 2D/3D flow estimation and 3D tracking, highlighting its robustness and scalability for real-world 4D reconstruction tasks.

cs.CV

Buy versus Build an LLM: A Decision Framework for Governments

Large Language Models (LLMs) represent a new frontier of digital infrastructure that can support a wide range of public-sector applications, from general purpose citizen services to specialized and sensitive state functions. When expanding AI access, governments face a set of strategic choices over whether to buy existing services, build domestic capabilities, or adopt hybrid approaches across different domains and use cases. These are critical decisions especially when leading model providers are often foreign corporations, and LLM outputs are increasingly treated as trusted inputs to public decision-making and public discourse. In practice, these decisions are not intended to mandate a single approach across all domains; instead, national AI strategies are typically pluralistic, with sovereign, commercial and open-source models coexisting to serve different purposes. Governments may rely on commercial models for non-sensitive or commodity tasks, while pursuing greater control for critical, high-risk or strategically important applications. This paper provides a strategic framework for making this decision by evaluating these options across dimensions including sovereignty, safety, cost, resource capability, cultural fit, and sustainability. Importantly, "building" does not imply that governments must act alone: domestic capabilities may be developed through public research institutions, universities, state-owned enterprises, joint ventures, or broader national ecosystems. By detailing the technical requirements and practical challenges of each pathway, this work aims to serve as a reference for policy-makers to determine whether a buy or build approach best aligns with their specific national needs and societal goals.

cs.CY

MotionCrafter: Dense Geometry and Motion Reconstruction with a 4D VAE

We present MotionCrafter, a framework that leverages video generators to jointly reconstruct 4D geometry and estimate dense motion from a monocular video. The key idea is a joint representation of dense 3D point maps and 3D scene flows in a shared coordinate system, together with a 4D VAE tailored to learn this representation effectively. Unlike prior work that strictly aligns 3D values and latents with RGB VAE latents-despite their fundamentally different distributions-we show that such alignment is unnecessary and can hurt performance. Instead, we propose a new data normalization and VAE training strategy that better transfers diffusion priors and greatly improves reconstruction quality. Extensive experiments on multiple datasets show that MotionCrafter achieves state-of-the-art performance in both geometry reconstruction and dense scene flow estimation, delivering 38.64% and 25.0% improvements in geometry and motion reconstruction, respectively, all without any post-optimization. Project page: https://ruijiezhu94.github.io/MotionCrafter_Page

cs.CV

AgentLongBench: A Controllable Long Benchmark For Long-Contexts Agents via Environment Rollouts

The evolution of Large Language Models (LLMs) into autonomous agents necessitates the management of extensive, dynamic contexts. Current benchmarks, however, remain largely static, relying on passive retrieval tasks that fail to simulate the complexities of agent-environment interaction, such as non-linear reasoning and iterative feedback. To address this, we introduce \textbf{AgentLongBench}, which evaluates agents through simulated environment rollouts based on Lateral Thinking Puzzles. This framework generates rigorous interaction trajectories across knowledge-intensive and knowledge-free scenarios. Experiments with state-of-the-art models and memory systems (32K to 4M tokens) expose a critical weakness: while adept at static retrieval, agents struggle with the dynamic information synthesis essential for workflows. Our analysis indicates that this degradation is driven by the minimum number of tokens required to resolve a query. This factor explains why the high information density inherent in massive tool responses poses a significantly greater challenge than the memory fragmentation typical of long-turn dialogues.

cs.CL

A High Performance and Efficient Post-Quantum Crypto-Processor for FrodoKEM

FrodoKEM is a lattice-based post-quantum key encapsulation mechanism (KEM). It has been considered for standardization by the International Organization for Standardization (ISO) due to its robust security profile. However, its hardware implementation exhibits a weakness of high latency and heavy resource burden, hindering its practical application. Moreover, diverse usage scenarios call for comprehensive functionality. To address these challenges, this paper presents a high-performance and efficient crypto-processor for FrodoKEM. A multiple-instruction overlapped execution scheme is introduced to enable efficient multi-module scheduling and minimize operational latency. Furthermore, a high-speed, reconfigurable parallel multiplier array is integrated to handle intensive matrix computations under diverse computation patterns, significantly enhancing hardware efficiency. In addition, a compact memory scheduling strategy shortens the lifespan of intermediate matrices, thereby reducing overall storage requirements. The proposed design provides full support for all FrodoKEM security levels and protocol phases. It consumes 13467 LUTs, 6042 FFs, and 14 BRAMs on an Artix-7 FPGA and achieves the fastest reported execution time. Compared with state-of-the-art hardware implementations, our design improves the area-time product (ATP) by 1.75-2.00 times.

cs.CR

CoMoVi: Co-Generation of 3D Human Motions and Realistic Videos

In this paper, we find that the generation of 3D human motions and 2D human videos is intrinsically coupled. 3D motions provide the structural prior for plausibility and consistency in videos, while pre-trained video models offer strong generalization capabilities for motions. Based on this, we present CoMoVi, a co-generative framework that generates 3D human motions and videos synchronously within a single diffusion denoising loop. However, since the 3D human motions and the 2D human-centric videos have a modality gap between each other, we propose to project the 3D human motion into an effective 2D human motion representation that effectively aligns with the 2D videos. Then, we design a dual-branch diffusion model to couple human motion and the video generation process with mutual feature interaction and 3D-2D cross attentions. To train and evaluate our model, we curate CoMoVi-Dataset, a large-scale real-world human video dataset with text and motion annotations, covering diverse and challenging human motions. Extensive experiments demonstrate that our method generates high-quality 3D human motion with a better generalization ability and that our method can generate high-quality human-centric videos without external motion references.

cs.CV

UniSH: Unifying Scene and Human Reconstruction in a Feed-Forward Pass

We present UniSH, a unified, feed-forward framework for joint metric-scale 3D scene and human reconstruction. A key challenge in this domain is the scarcity of large-scale, annotated real-world data, forcing a reliance on synthetic datasets. This reliance introduces a significant sim-to-real domain gap, leading to poor generalization, low-fidelity human geometry, and poor alignment on in-the-wild videos. To address this, we propose an innovative training paradigm that effectively leverages unlabeled in-the-wild data. Our framework bridges strong, disparate priors from scene reconstruction and HMR, and is trained with two core components: (1) a robust distillation strategy to refine human surface details by distilling high-frequency details from an expert depth model, and (2) a two-stage supervision scheme, which first learns coarse localization on synthetic data, then fine-tunes on real data by directly optimizing the geometric correspondence between the SMPL mesh and the human point cloud. This approach enables our feed-forward model to jointly recover high-fidelity scene geometry, human point clouds, camera parameters, and coherent, metric-scale SMPL bodies, all in a single forward pass. Extensive experiments demonstrate that our model achieves state-of-the-art performance on human-centric scene reconstruction and delivers highly competitive results on global human motion estimation, comparing favorably against both optimization-based frameworks and HMR-only methods. Project page: https://murphylmf.github.io/UniSH/

cs.CV

Frequency Regularization: Unveiling the Spectral Inductive Bias of Deep Neural Networks

Regularization techniques such as L2 regularization (Weight Decay) and Dropout are fundamental to training deep neural networks, yet their underlying physical mechanisms regarding feature frequency selection remain poorly understood. In this work, we investigate the Spectral Bias of modern Convolutional Neural Networks (CNNs). We introduce a Visual Diagnostic Framework to track the dynamic evolution of weight frequencies during training and propose a novel metric, the Spectral Suppression Ratio (SSR), to quantify the "low-pass filtering" intensity of different regularizers. By addressing the aliasing issue in small kernels (e.g., 3x3) through discrete radial profiling, our empirical results on ResNet-18 and CIFAR-10 demonstrate that L2 regularization suppresses high-frequency energy accumulation by over 3x compared to unregularized baselines. Furthermore, we reveal a critical Accuracy-Robustness Trade-off: while L2 models are sensitive to broadband Gaussian noise due to over-specialization in low frequencies, they exhibit superior robustness against high-frequency information loss (e.g., low resolution), outperforming baselines by >6% in blurred scenarios. This work provides a signal-processing perspective on generalization, confirming that regularization enforces a strong spectral inductive bias towards low-frequency structures.

cs.LG

TrackingWorld: World-centric Monocular 3D Tracking of Almost All Pixels

Monocular 3D tracking aims to capture the long-term motion of pixels in 3D space from a single monocular video and has witnessed rapid progress in recent years. However, we argue that the existing monocular 3D tracking methods still fall short in separating the camera motion from foreground dynamic motion and cannot densely track newly emerging dynamic subjects in the videos. To address these two limitations, we propose TrackingWorld, a novel pipeline for dense 3D tracking of almost all pixels within a world-centric 3D coordinate system. First, we introduce a tracking upsampler that efficiently lifts the arbitrary sparse 2D tracks into dense 2D tracks. Then, to generalize the current tracking methods to newly emerging objects, we apply the upsampler to all frames and reduce the redundancy of 2D tracks by eliminating the tracks in overlapped regions. Finally, we present an efficient optimization-based framework to back-project dense 2D tracks into world-centric 3D trajectories by estimating the camera poses and the 3D coordinates of these 2D tracks. Extensive evaluations on both synthetic and real-world datasets demonstrate that our system achieves accurate and dense 3D tracking in a world-centric coordinate frame.

cs.CV