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Jiajun Wu

Publications and source records attributed to Jiajun Wu.

At least 163 records · Page 9Linked to original sources

Digital Twin Catalog: A Large-Scale Photorealistic 3D Object Digital Twin Dataset

We introduce the Digital Twin Catalog (DTC), a new large-scale photorealistic 3D object digital twin dataset. A digital twin of a 3D object is a highly detailed, virtually indistinguishable representation of a physical object, accurately capturing its shape, appearance, physical properties, and other attributes. Recent advances in neural-based 3D reconstruction and inverse rendering have significantly improved the quality of 3D object reconstruction. Despite these advancements, there remains a lack of a large-scale, digital twin-quality real-world dataset and benchmark that can quantitatively assess and compare the performance of different reconstruction methods, as well as improve reconstruction quality through training or fine-tuning. Moreover, to democratize 3D digital twin creation, it is essential to integrate creation techniques with next-generation egocentric computing platforms, such as AR glasses. Currently, there is no dataset available to evaluate 3D object reconstruction using egocentric captured images. To address these gaps, the DTC dataset features 2,000 scanned digital twin-quality 3D objects, along with image sequences captured under different lighting conditions using DSLR cameras and egocentric AR glasses. This dataset establishes the first comprehensive real-world evaluation benchmark for 3D digital twin creation tasks, offering a robust foundation for comparing and improving existing reconstruction methods. The DTC dataset is already released at https://www.projectaria.com/datasets/dtc/ and we will also make the baseline evaluations open-source.

cs.GR↗

Vision to Specification: Automating the Transition from Conceptual Features to Functional Requirements

The translation of high-level abstract features into clear, and testable functional requirements (FRs) is a crucial step in software development, bridging the gap between user needs and technical specifications. In engineering practice, significant expert effort is needed for this translation. Our approach, EasyFR, streamlines the process by recommending Semantic Role Labeling (SRL) sequences for the given abstract features to guide Pre-trained Language Models (PLMs) in producing cohesive FR statements. By analyzing ten diverse datasets, we induce two variable SRL templates, each including two configurable parts. For concrete features, our proposed Key2Temp model can construct the appropriate variant of the SRL template by identifying a variable SRL template and placing the feature tokens in the appropriate slots. In this way, our approach reframes the process of requirement generation into a structured slot-filling activity. Experimental validation on four open datasets demonstrates that EasyFR outperforms three advanced Natural language generation (NLG) approaches, including GPT4, particularly when existing FRs are available for training. The positive influence of our SRL template variant recommendations is further confirmed through an ablation study. We believe that our results indicate a notable step forward in the realm of automated requirements synthesis, holding potential to improve the process of requirements specification in future software projects.

cs.SE↗

Incorporating Verification Standards for Security Requirements Generation from Functional Specifications

In the current software driven era, ensuring privacy and security is critical. Despite this, the specification of security requirements for software is still largely a manual and labor intensive process. Engineers are tasked with analyzing potential security threats based on functional requirements (FRs), a procedure prone to omissions and errors due to the expertise gap between cybersecurity experts and software engineers. To bridge this gap, we introduce F2SRD (Function to Security Requirements Derivation), an automated approach that proactively derives security requirements (SRs) from functional specifications under the guidance of relevant security verification requirements (VRs) drawn from the well recognized OWASP Application Security Verification Standard (ASVS). F2SRD operates in two main phases: Initially, we develop a VR retriever trained on a custom database of FR and VR pairs, enabling it to adeptly select applicable VRs from ASVS. This targeted retrieval informs the precise and actionable formulation of SRs. Subsequently, these VRs are used to construct structured prompts that direct GPT4 in generating SRs. Our comparative analysis against two established models demonstrates F2SRD's enhanced performance in producing SRs that excel in inspiration, diversity, and specificity essential attributes for effective security requirement generation. By leveraging security verification standards, we believe that the generated SRs are not only more focused but also resonate stronger with the needs of engineers.

cs.SE↗

TWIST: Teleoperated Whole-Body Imitation System

Teleoperating humanoid robots in a whole-body manner marks a fundamental step toward developing general-purpose robotic intelligence, with human motion providing an ideal interface for controlling all degrees of freedom. Yet, most current humanoid teleoperation systems fall short of enabling coordinated whole-body behavior, typically limiting themselves to isolated locomotion or manipulation tasks. We present the Teleoperated Whole-Body Imitation System (TWIST), a system for humanoid teleoperation through whole-body motion imitation. We first generate reference motion clips by retargeting human motion capture data to the humanoid robot. We then develop a robust, adaptive, and responsive whole-body controller using a combination of reinforcement learning and behavior cloning (RL+BC). Through systematic analysis, we demonstrate how incorporating privileged future motion frames and real-world motion capture (MoCap) data improves tracking accuracy. TWIST enables real-world humanoid robots to achieve unprecedented, versatile, and coordinated whole-body motor skills--spanning whole-body manipulation, legged manipulation, locomotion, and expressive movement--using a single unified neural network controller. Our project website: https://humanoid-teleop.github.io

cs.RO↗

Lifting Motion to the 3D World via 2D Diffusion

Estimating 3D motion from 2D observations is a long-standing research challenge. Prior work typically requires training on datasets containing ground truth 3D motions, limiting their applicability to activities well-represented in existing motion capture data. This dependency particularly hinders generalization to out-of-distribution scenarios or subjects where collecting 3D ground truth is challenging, such as complex athletic movements or animal motion. We introduce MVLift, a novel approach to predict global 3D motion -- including both joint rotations and root trajectories in the world coordinate system -- using only 2D pose sequences for training. Our multi-stage framework leverages 2D motion diffusion models to progressively generate consistent 2D pose sequences across multiple views, a key step in recovering accurate global 3D motion. MVLift generalizes across various domains, including human poses, human-object interactions, and animal poses. Despite not requiring 3D supervision, it outperforms prior work on five datasets, including those methods that require 3D supervision.

cs.CV↗

The Incentive Guarantees Behind Nash Welfare in Divisible Resources Allocation

We study the problem of allocating divisible resources among $n$ agents, hopefully in a fair and efficient manner. With the presence of strategic agents, additional incentive guarantees are also necessary, and the problem of designing fair and efficient mechanisms becomes much less tractable. While there are flourishing positive results against strategic agents for homogeneous divisible items, very few of them are known to hold in cake cutting. We show that the Maximum Nash Welfare (MNW) mechanism, which provides desirable fairness and efficiency guarantees and achieves an incentive ratio of $2$ for homogeneous divisible items, also has an incentive ratio of $2$ in cake cutting. Remarkably, this result holds even without the free disposal assumption, which is hard to get rid of in the design of truthful cake cutting mechanisms. Moreover, we show that, for cake cutting, the Partial Allocation (PA) mechanism proposed by Cole et al. (EC'13), which is truthful and $1/e$-MNW for homogeneous divisible items, has an incentive ratio between $[e^{1 / e}, e]$ and when randomization is allowed, can be turned to be truthful in expectation. Given two alternatives for a trade-off between incentive ratio and Nash welfare provided by the MNW and PA mechanisms, we establish an interpolation between them for both cake cutting and homogeneous divisible items. Finally, we study the optimal incentive ratio achievable by envy-free cake cutting mechanisms. We first give an envy-free mechanism for two agents with an incentive ratio of $4 / 3$. Then, we show that any envy-free cake cutting mechanism with the connected pieces constraint has an incentive ratio of $Θ(n)$.

cs.GT↗

DROID: A Large-Scale In-The-Wild Robot Manipulation Dataset

The creation of large, diverse, high-quality robot manipulation datasets is an important stepping stone on the path toward more capable and robust robotic manipulation policies. However, creating such datasets is challenging: collecting robot manipulation data in diverse environments poses logistical and safety challenges and requires substantial investments in hardware and human labour. As a result, even the most general robot manipulation policies today are mostly trained on data collected in a small number of environments with limited scene and task diversity. In this work, we introduce DROID (Distributed Robot Interaction Dataset), a diverse robot manipulation dataset with 76k demonstration trajectories or 350 hours of interaction data, collected across 564 scenes and 84 tasks by 50 data collectors in North America, Asia, and Europe over the course of 12 months. We demonstrate that training with DROID leads to policies with higher performance and improved generalization ability. We open source the full dataset, policy learning code, and a detailed guide for reproducing our robot hardware setup.

cs.RO↗

Range, not Independence, Drives Modularity in Biologically Inspired Representations

Why do biological and artificial neurons sometimes modularise, each encoding a single meaningful variable, and sometimes entangle their representation of many variables? In this work, we develop a theory of when biologically inspired networks -- those that are nonnegative and energy efficient -- modularise their representation of source variables (sources). We derive necessary and sufficient conditions on a sample of sources that determine whether the neurons in an optimal biologically-inspired linear autoencoder modularise. Our theory applies to any dataset, extending far beyond the case of statistical independence studied in previous work. Rather we show that sources modularise if their support is ``sufficiently spread''. From this theory, we extract and validate predictions in a variety of empirical studies on how data distribution affects modularisation in nonlinear feedforward and recurrent neural networks trained on supervised and unsupervised tasks. Furthermore, we apply these ideas to neuroscience data, showing that range independence can be used to understand the mixing or modularising of spatial and reward information in entorhinal recordings in seemingly conflicting experiments. Further, we use these results to suggest alternate origins of mixed-selectivity, beyond the predominant theory of flexible nonlinear classification. In sum, our theory prescribes precise conditions on when neural activities modularise, providing tools for inducing and elucidating modular representations in brains and machines.

q-bio.NC↗

X-Capture: An Open-Source Portable Device for Multi-Sensory Learning

Understanding objects through multiple sensory modalities is fundamental to human perception, enabling cross-sensory integration and richer comprehension. For AI and robotic systems to replicate this ability, access to diverse, high-quality multi-sensory data is critical. Existing datasets are often limited by their focus on controlled environments, simulated objects, or restricted modality pairings. We introduce X-Capture, an open-source, portable, and cost-effective device for real-world multi-sensory data collection, capable of capturing correlated RGBD images, tactile readings, and impact audio. With a build cost under $1,000, X-Capture democratizes the creation of multi-sensory datasets, requiring only consumer-grade tools for assembly. Using X-Capture, we curate a sample dataset of 3,000 total points on 500 everyday objects from diverse, real-world environments, offering both richness and variety. Our experiments demonstrate the value of both the quantity and the sensory breadth of our data for both pretraining and fine-tuning multi-modal representations for object-centric tasks such as cross-sensory retrieval and reconstruction. X-Capture lays the groundwork for advancing human-like sensory representations in AI, emphasizing scalability, accessibility, and real-world applicability.

cs.CV↗

The Scene Language: Representing Scenes with Programs, Words, and Embeddings

We introduce the Scene Language, a visual scene representation that concisely and precisely describes the structure, semantics, and identity of visual scenes. It represents a scene with three key components: a program that specifies the hierarchical and relational structure of entities in the scene, words in natural language that summarize the semantic class of each entity, and embeddings that capture the visual identity of each entity. This representation can be inferred from pre-trained language models via a training-free inference technique, given text or image inputs. The resulting scene can be rendered into images using traditional, neural, or hybrid graphics renderers. Together, this forms a robust, automated system for high-quality 3D and 4D scene generation. Compared with existing representations like scene graphs, our proposed Scene Language generates complex scenes with higher fidelity, while explicitly modeling the scene structures to enable precise control and editing.

cs.CV↗

CRAFT: Designing Creative and Functional 3D Objects

For designing a wide range of everyday objects, the design process should be aware of both the human body and the underlying semantics of the design specification. However, these two objectives present significant challenges to the current AI-based designing tools. In this work, we present a method to synthesize body-aware 3D objects from a base mesh given an input body geometry and either text or image as guidance. The generated objects can be simulated on virtual characters, or fabricated for real-world use. We propose to use a mesh deformation procedure that optimizes for both semantic alignment as well as contact and penetration losses. Using our method, users can generate both virtual or real-world objects from text, image, or sketch, without the need for manual artist intervention. We present both qualitative and quantitative results on various object categories, demonstrating the effectiveness of our approach.

cs.CV↗

PGC: Physics-Based Gaussian Cloth from a Single Pose

We introduce a novel approach to reconstruct simulation-ready garments with intricate appearance. Despite recent advancements, existing methods often struggle to balance the need for accurate garment reconstruction with the ability to generalize to new poses and body shapes or require large amounts of data to achieve this. In contrast, our method only requires a multi-view capture of a single static frame. We represent garments as hybrid mesh-embedded 3D Gaussian splats, where the Gaussians capture near-field shading and high-frequency details, while the mesh encodes far-field albedo and optimized reflectance parameters. We achieve novel pose generalization by exploiting the mesh from our hybrid approach, enabling physics-based simulation and surface rendering techniques, while also capturing fine details with Gaussians that accurately reconstruct garment details. Our optimized garments can be used for simulating garments on novel poses, and garment relighting. Project page: https://phys-gaussian-cloth.github.io .

cs.GR↗

WonderWorld: Interactive 3D Scene Generation from a Single Image

We present WonderWorld, a novel framework for interactive 3D scene generation that enables users to interactively specify scene contents and layout and see the created scenes in low latency. The major challenge lies in achieving fast generation of 3D scenes. Existing scene generation approaches fall short of speed as they often require (1) progressively generating many views and depth maps, and (2) time-consuming optimization of the scene geometry representations. We introduce the Fast Layered Gaussian Surfels (FLAGS) as our scene representation and an algorithm to generate it from a single view. Our approach does not need multiple views, and it leverages a geometry-based initialization that significantly reduces optimization time. Another challenge is generating coherent geometry that allows all scenes to be connected. We introduce the guided depth diffusion that allows partial conditioning of depth estimation. WonderWorld generates connected and diverse 3D scenes in less than 10 seconds on a single A6000 GPU, enabling real-time user interaction and exploration. We demonstrate the potential of WonderWorld for user-driven content creation and exploration in virtual environments. We release full code and software for reproducibility. Project website: https://kovenyu.com/WonderWorld/.

cs.CV↗

Self-Supervised Learning of Motion Concepts by Optimizing Counterfactuals

Estimating motion in videos is an essential computer vision problem with many downstream applications, including controllable video generation and robotics. Current solutions are primarily trained using synthetic data or require tuning of situation-specific heuristics, which inherently limits these models' capabilities in real-world contexts. Despite recent developments in large-scale self-supervised learning from videos, leveraging such representations for motion estimation remains relatively underexplored. In this work, we develop Opt-CWM, a self-supervised technique for flow and occlusion estimation from a pre-trained next-frame prediction model. Opt-CWM works by learning to optimize counterfactual probes that extract motion information from a base video model, avoiding the need for fixed heuristics while training on unrestricted video inputs. We achieve state-of-the-art performance for motion estimation on real-world videos while requiring no labeled data.

cs.CV↗

Lattice QCD study of $Λ_c Λ_c$ scattering

We present the first lattice result of the near threshold $Λ_cΛ_c$ scattering with $I(J^P) = 0(0^+)$. The calculation is performed on two $N_f = 2+1$ Wilson-Clover ensembles with pion mass $m_π\sim 303$\,MeV and lattice spacing $a = 0.07746$\,fm. The Lüscher's finite volume method is utilized to extract the scattering parameters from the finite-volume spectrum. The coupled channel $Ξ_{cc}N$ is ignored in the scattering analysis based on the observation that the energy levels computed from the $Λ_cΛ_c$ and $Ξ_{cc}N$ operators do not mix. The $Σ_cΣ_c$ channel is not included either since the energy range explored in this study is well below its threshold. Our results indicate that the interaction in the $Λ_cΛ_c$ single channel is repulsive, and the scattering length is determined to be $a_0 = -0.21(4)(8)$\,fm, where the first error is the statistical error and the second is the systematic error.

hep-lat↗

ZeroHSI: Zero-Shot 4D Human-Scene Interaction by Video Generation

Human-scene interaction (HSI) generation is crucial for applications in embodied AI, virtual reality, and robotics. Yet, existing methods cannot synthesize interactions in unseen environments such as in-the-wild scenes or reconstructed scenes, as they rely on paired 3D scenes and captured human motion data for training, which are unavailable for unseen environments. We present ZeroHSI, a novel approach that enables zero-shot 4D human-scene interaction synthesis, eliminating the need for training on any MoCap data. Our key insight is to distill human-scene interactions from state-of-the-art video generation models, which have been trained on vast amounts of natural human movements and interactions, and use differentiable rendering to reconstruct human-scene interactions. ZeroHSI can synthesize realistic human motions in both static scenes and environments with dynamic objects, without requiring any ground-truth motion data. We evaluate ZeroHSI on a curated dataset of different types of various indoor and outdoor scenes with different interaction prompts, demonstrating its ability to generate diverse and contextually appropriate human-scene interactions.

cs.CV↗

LayoutVLM: Differentiable Optimization of 3D Layout via Vision-Language Models

Spatial reasoning is a fundamental aspect of human cognition, enabling intuitive understanding and manipulation of objects in three-dimensional space. While foundation models demonstrate remarkable performance on some benchmarks, they still struggle with 3D reasoning tasks like arranging objects in space according to open-ended language instructions, particularly in dense and physically constrained environments. We introduce LayoutVLM, a framework and scene layout representation that exploits the semantic knowledge of Vision-Language Models (VLMs) and supports differentiable optimization to ensure physical plausibility. LayoutVLM employs VLMs to generate two mutually reinforcing representations from visually marked images, and a self-consistent decoding process to improve VLMs spatial planning. Our experiments show that LayoutVLM addresses the limitations of existing LLM and constraint-based approaches, producing physically plausible 3D layouts better aligned with the semantic intent of input language instructions. We also demonstrate that fine-tuning VLMs with the proposed scene layout representation extracted from existing scene datasets can improve their reasoning performance.

cs.CV↗

Large-Scale AI in Telecom: Charting the Roadmap for Innovation, Scalability, and Enhanced Digital Experiences

This white paper discusses the role of large-scale AI in the telecommunications industry, with a specific focus on the potential of generative AI to revolutionize network functions and user experiences, especially in the context of 6G systems. It highlights the development and deployment of Large Telecom Models (LTMs), which are tailored AI models designed to address the complex challenges faced by modern telecom networks. The paper covers a wide range of topics, from the architecture and deployment strategies of LTMs to their applications in network management, resource allocation, and optimization. It also explores the regulatory, ethical, and standardization considerations for LTMs, offering insights into their future integration into telecom infrastructure. The goal is to provide a comprehensive roadmap for the adoption of LTMs to enhance scalability, performance, and user-centric innovation in telecom networks.

cs.NI↗