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Jiahao Lu

Publications and source records attributed to Jiahao Lu.

At least 37 records · Page 2Linked to original sources

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↗

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↗

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↗

HuPrior3R: Incorporating Human Priors for Better 3D Dynamic Reconstruction from Monocular Videos

Monocular dynamic video reconstruction faces significant challenges in dynamic human scenes due to geometric inconsistencies and resolution degradation issues. Existing methods lack 3D human structural understanding, producing geometrically inconsistent results with distorted limb proportions and unnatural human-object fusion, while memory-constrained downsampling causes human boundary drift toward background geometry. To address these limitations, we propose to incorporate hybrid geometric priors that combine SMPL human body models with monocular depth estimation. Our approach leverages structured human priors to maintain surface consistency while capturing fine-grained geometric details in human regions. We introduce HuPrior3R, featuring a hierarchical pipeline with refinement components that processes full-resolution images for overall scene geometry, then applies strategic cropping and cross-attention fusion for human-specific detail enhancement. The method integrates SMPL priors through a Feature Fusion Module to ensure geometrically plausible reconstruction while preserving fine-grained human boundaries. Extensive experiments on TUM Dynamics and GTA-IM datasets demonstrate superior performance in dynamic human reconstruction.

cs.CV↗

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↗

MeshSplat: Generalizable Sparse-View Surface Reconstruction via Gaussian Splatting

Surface reconstruction has been widely studied in computer vision and graphics. However, existing surface reconstruction works struggle to recover accurate scene geometry when the input views are extremely sparse. To address this issue, we propose MeshSplat, a generalizable sparse-view surface reconstruction framework via Gaussian Splatting. Our key idea is to leverage 2DGS as a bridge, which connects novel view synthesis to learned geometric priors and then transfers these priors to achieve surface reconstruction. Specifically, we incorporate a feed-forward network to predict per-view pixel-aligned 2DGS, which enables the network to synthesize novel view images and thus eliminates the need for direct 3D ground-truth supervision. To improve the accuracy of 2DGS position and orientation prediction, we propose a Weighted Chamfer Distance Loss to regularize the depth maps, especially in overlapping areas of input views, and also a normal prediction network to align the orientation of 2DGS with normal vectors predicted by a monocular normal estimator. Extensive experiments validate the effectiveness of our proposed improvement, demonstrating that our method achieves state-of-the-art performance in generalizable sparse-view mesh reconstruction tasks. Project Page: https://hanzhichang.github.io/meshsplat_web

cs.GR↗

Reconstructing 4D Spatial Intelligence: A Survey

Reconstructing 4D spatial intelligence from visual observations has long been a central yet challenging task in computer vision, with broad real-world applications. These range from entertainment domains like movies, where the focus is often on reconstructing fundamental visual elements, to embodied AI, which emphasizes interaction modeling and physical realism. Fueled by rapid advances in 3D representations and deep learning architectures, the field has evolved quickly, outpacing the scope of previous surveys. Additionally, existing surveys rarely offer a comprehensive analysis of the hierarchical structure of 4D scene reconstruction. To address this gap, we present a new perspective that organizes existing methods into five progressive levels of 4D spatial intelligence: (1) Level 1 -- reconstruction of low-level 3D attributes (e.g., depth, pose, and point maps); (2) Level 2 -- reconstruction of 3D scene components (e.g., objects, humans, structures); (3) Level 3 -- reconstruction of 4D dynamic scenes; (4) Level 4 -- modeling of interactions among scene components; and (5) Level 5 -- incorporation of physical laws and constraints. We conclude the survey by discussing the key challenges at each level and highlighting promising directions for advancing toward even richer levels of 4D spatial intelligence. To track ongoing developments, we maintain an up-to-date project page: https://github.com/yukangcao/Awesome-4D-Spatial-Intelligence.

cs.CV↗

Relation3D: Enhancing Relation Modeling for Point Cloud Instance Segmentation

3D instance segmentation aims to predict a set of object instances in a scene, representing them as binary foreground masks with corresponding semantic labels. Currently, transformer-based methods are gaining increasing attention due to their elegant pipelines and superior predictions. However, these methods primarily focus on modeling the external relationships between scene features and query features through mask attention. They lack effective modeling of the internal relationships among scene features as well as between query features. In light of these disadvantages, we propose \textbf{Relation3D: Enhancing Relation Modeling for Point Cloud Instance Segmentation}. Specifically, we introduce an adaptive superpoint aggregation module and a contrastive learning-guided superpoint refinement module to better represent superpoint features (scene features) and leverage contrastive learning to guide the updates of these features. Furthermore, our relation-aware self-attention mechanism enhances the capabilities of modeling relationships between queries by incorporating positional and geometric relationships into the self-attention mechanism. Extensive experiments on the ScanNetV2, ScanNet++, ScanNet200 and S3DIS datasets demonstrate the superior performance of Relation3D.

cs.CV↗

Reasoning LLMs are Wandering Solution Explorers

Large Language Models (LLMs) have demonstrated impressive reasoning abilities through test-time computation (TTC) techniques such as chain-of-thought prompting and tree-based reasoning. However, we argue that current reasoning LLMs (RLLMs) lack the ability to systematically explore the solution space. This paper formalizes what constitutes systematic problem solving and identifies common failure modes that reveal reasoning LLMs to be wanderers rather than systematic explorers. Through qualitative and quantitative analysis across multiple state-of-the-art LLMs, we uncover persistent issues: invalid reasoning steps, redundant explorations, hallucinated or unfaithful conclusions, and so on. Our findings suggest that current models' performance can appear to be competent on simple tasks yet degrade sharply as complexity increases. Based on the findings, we advocate for new metrics and tools that evaluate not just final outputs but the structure of the reasoning process itself.

cs.CL↗

MERA: Multimodal and Multiscale Self-Explanatory Model with Considerably Reduced Annotation for Lung Nodule Diagnosis

Lung cancer, a leading cause of cancer-related deaths globally, emphasises the importance of early detection for better patient outcomes. Pulmonary nodules, often early indicators of lung cancer, necessitate accurate, timely diagnosis. Despite Explainable Artificial Intelligence (XAI) advances, many existing systems struggle providing clear, comprehensive explanations, especially with limited labelled data. This study introduces MERA, a Multimodal and Multiscale self-Explanatory model designed for lung nodule diagnosis with considerably Reduced Annotation requirements. MERA integrates unsupervised and weakly supervised learning strategies (self-supervised learning techniques and Vision Transformer architecture for unsupervised feature extraction) and a hierarchical prediction mechanism leveraging sparse annotations via semi-supervised active learning in the learned latent space. MERA explains its decisions on multiple levels: model-level global explanations via semantic latent space clustering, instance-level case-based explanations showing similar instances, local visual explanations via attention maps, and concept explanations using critical nodule attributes. Evaluations on the public LIDC dataset show MERA's superior diagnostic accuracy and self-explainability. With only 1% annotated samples, MERA achieves diagnostic accuracy comparable to or exceeding state-of-the-art methods requiring full annotation. The model's inherent design delivers comprehensive, robust, multilevel explanations aligned closely with clinical practice, enhancing trustworthiness and transparency. Demonstrated viability of unsupervised and weakly supervised learning lowers the barrier to deploying diagnostic AI in broader medical domains. Our complete code is open-source available: https://github.com/diku-dk/credanno.

cs.CV↗

SAS: Segment Any 3D Scene with Integrated 2D Priors

The open vocabulary capability of 3D models is increasingly valued, as traditional methods with models trained with fixed categories fail to recognize unseen objects in complex dynamic 3D scenes. In this paper, we propose a simple yet effective approach, SAS, to integrate the open vocabulary capability of multiple 2D models and migrate it to 3D domain. Specifically, we first propose Model Alignment via Text to map different 2D models into the same embedding space using text as a bridge. Then, we propose Annotation-Free Model Capability Construction to explicitly quantify the 2D model's capability of recognizing different categories using diffusion models. Following this, point cloud features from different 2D models are fused with the guide of constructed model capabilities. Finally, the integrated 2D open vocabulary capability is transferred to 3D domain through feature distillation. SAS outperforms previous methods by a large margin across multiple datasets, including ScanNet v2, Matterport3D, and nuScenes, while its generalizability is further validated on downstream tasks, e.g., gaussian segmentation and instance segmentation.

cs.CV↗

Poison-splat: Computation Cost Attack on 3D Gaussian Splatting

3D Gaussian splatting (3DGS), known for its groundbreaking performance and efficiency, has become a dominant 3D representation and brought progress to many 3D vision tasks. However, in this work, we reveal a significant security vulnerability that has been largely overlooked in 3DGS: the computation cost of training 3DGS could be maliciously tampered by poisoning the input data. By developing an attack named Poison-splat, we reveal a novel attack surface where the adversary can poison the input images to drastically increase the computation memory and time needed for 3DGS training, pushing the algorithm towards its worst computation complexity. In extreme cases, the attack can even consume all allocable memory, leading to a Denial-of-Service (DoS) that disrupts servers, resulting in practical damages to real-world 3DGS service vendors. Such a computation cost attack is achieved by addressing a bi-level optimization problem through three tailored strategies: attack objective approximation, proxy model rendering, and optional constrained optimization. These strategies not only ensure the effectiveness of our attack but also make it difficult to defend with simple defensive measures. We hope the revelation of this novel attack surface can spark attention to this crucial yet overlooked vulnerability of 3DGS systems. Our code is available at https://github.com/jiahaolu97/poison-splat .

cs.CV↗

Beyond the Final Layer: Hierarchical Query Fusion Transformer with Agent-Interpolation Initialization for 3D Instance Segmentation

3D instance segmentation aims to predict a set of object instances in a scene and represent them as binary foreground masks with corresponding semantic labels. Currently, transformer-based methods are gaining increasing attention due to their elegant pipelines, reduced manual selection of geometric properties, and superior performance. However, transformer-based methods fail to simultaneously maintain strong position and content information during query initialization. Additionally, due to supervision at each decoder layer, there exists a phenomenon of object disappearance with the deepening of layers. To overcome these hurdles, we introduce Beyond the Final Layer: Hierarchical Query Fusion Transformer with Agent-Interpolation Initialization for 3D Instance Segmentation (BFL). Specifically, an Agent-Interpolation Initialization Module is designed to generate resilient queries capable of achieving a balance between foreground coverage and content learning. Additionally, a Hierarchical Query Fusion Decoder is designed to retain low overlap queries, mitigating the decrease in recall with the deepening of layers. Extensive experiments on ScanNetV2, ScanNet200, ScanNet++ and S3DIS datasets demonstrate the superior performance of BFL.

cs.CV↗

Pamba: Enhancing Global Interaction in Point Clouds via State Space Model

Transformers have demonstrated impressive results for 3D point cloud semantic segmentation. However, the quadratic complexity of transformer makes computation costs high, limiting the number of points that can be processed simultaneously and impeding the modeling of long-range dependencies between objects in a single scene. Drawing inspiration from the great potential of recent state space models (SSM) for long sequence modeling, we introduce Mamba, an SSM-based architecture, to the point cloud domain and propose Pamba, a novel architecture with strong global modeling capability under linear complexity. Specifically, to make the disorderness of point clouds fit in with the causal nature of Mamba, we propose a multi-path serialization strategy applicable to point clouds. Besides, we propose the ConvMamba block to compensate for the shortcomings of Mamba in modeling local geometries and in unidirectional modeling. Pamba obtains state-of-the-art results on several 3D point cloud segmentation tasks, including ScanNet v2, ScanNet200, S3DIS and nuScenes, while its effectiveness is validated by extensive experiments.

cs.CV↗

Diffusion as Shader: 3D-aware Video Diffusion for Versatile Video Generation Control

Diffusion models have demonstrated impressive performance in generating high-quality videos from text prompts or images. However, precise control over the video generation process, such as camera manipulation or content editing, remains a significant challenge. Existing methods for controlled video generation are typically limited to a single control type, lacking the flexibility to handle diverse control demands. In this paper, we introduce Diffusion as Shader (DaS), a novel approach that supports multiple video control tasks within a unified architecture. Our key insight is that achieving versatile video control necessitates leveraging 3D control signals, as videos are fundamentally 2D renderings of dynamic 3D content. Unlike prior methods limited to 2D control signals, DaS leverages 3D tracking videos as control inputs, making the video diffusion process inherently 3D-aware. This innovation allows DaS to achieve a wide range of video controls by simply manipulating the 3D tracking videos. A further advantage of using 3D tracking videos is their ability to effectively link frames, significantly enhancing the temporal consistency of the generated videos. With just 3 days of fine-tuning on 8 H800 GPUs using less than 10k videos, DaS demonstrates strong control capabilities across diverse tasks, including mesh-to-video generation, camera control, motion transfer, and object manipulation.

cs.CV↗