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Jie Guo

Publications and source records attributed to Jie Guo.

At least 37 records · Page 2Linked to original sources

Flatten The Complex: Joint B-Rep Generation via Compositional $k$-Cell Particles

Boundary Representation (B-Rep) is the widely adopted standard in Computer-Aided Design (CAD) and manufacturing. However, generative modeling of B-Reps remains a formidable challenge due to their inherent heterogeneity as geometric cell complexes, which entangles topology with geometry across cells of varying orders (i.e., $k$-cells such as vertices, edges, faces). Previous methods typically rely on cascaded sequences to handle this hierarchy, which fails to fully exploit the geometric relationships between cells, such as adjacency and sharing, limiting context awareness and error recovery. To fill this gap, we introduce a novel paradigm that reformulates B-Reps into sets of compositional $k$-cell particles. Our approach encodes each topological entity as a composition of particles, where adjacent cells share identical latents at their interfaces, thereby promoting geometric coupling along shared boundaries. By decoupling the rigid hierarchy, our representation unifies vertices, edges, and faces, enabling the joint generation of topology and geometry with global context awareness. We synthesize these particle sets using a multi-modal flow matching framework to handle unconditional generation as well as precise conditional tasks, such as 3D reconstruction from single-view or point cloud. Furthermore, the explicit and localized nature of our representation naturally extends to downstream tasks like local in-painting and enables the direct synthesis of non-manifold structures (e.g., wireframes). Extensive experiments demonstrate that our method produces high-fidelity CAD models with superior validity and editability compared to state-of-the-art methods.

cs.CV↗

CombatVLA: An Efficient Vision-Language-Action Model for Combat Tasks in 3D Action Role-Playing Games

Recent advances in Vision-Language-Action models (VLAs) have expanded the capabilities of embodied intelligence. However, significant challenges remain in real-time decision-making in complex 3D environments, which demand second-level responses, high-resolution perception, and tactical reasoning under dynamic conditions. To advance the field, we introduce CombatVLA, an efficient VLA model optimized for combat tasks in 3D action role-playing games(ARPGs). Specifically, our CombatVLA is a 3B model trained on video-action pairs collected by an action tracker, where the data is formatted as action-of-thought (AoT) sequences. Thereafter, CombatVLA seamlessly integrates into an action execution framework, allowing efficient inference through our truncated AoT strategy. Experimental results demonstrate that CombatVLA not only outperforms all existing models on the combat understanding benchmark but also achieves a 50-fold acceleration in game combat. Moreover, it has a higher task success rate than human players. We will open-source all resources, including the action tracker, dataset, benchmark, model weights, training code, and the implementation of the framework at https://combatvla.github.io/.

cs.CV↗

IGDMRec: Behavior Conditioned Item Graph Diffusion for Multimodal Recommendation

Multimodal recommender systems (MRSs) are critical for various online platforms, offering users more accurate personalized recommendations by incorporating multimodal information of items. Structure-based MRSs have achieved state-of-the-art performance by constructing semantic item graphs, which explicitly model relationships between items based on modality feature similarity. However, such semantic item graphs are often noisy due to 1) inherent noise in multimodal information and 2) misalignment between item semantics and user-item co-occurrence relationships, which introduces false links and leads to suboptimal recommendations. To address this challenge, we propose Item Graph Diffusion for Multimodal Recommendation (IGDMRec), a novel method that leverages a diffusion model with classifier-free guidance to denoise the semantic item graph by integrating user behavioral information. Specifically, IGDMRec introduces a Behavior-conditioned Graph Diffusion (BGD) module, incorporating interaction data as conditioning information to guide the denoising of the semantic item graph. Additionally, a Conditional Denoising Network (CD-Net) is designed to implement the denoising process with manageable complexity. Finally, we propose a contrastive representation augmentation scheme that leverages both the denoised item graph and the original item graph to enhance item representations. \LL{Extensive experiments on four real-world datasets demonstrate the superiority of IGDMRec over competitive baselines, with robustness analysis validating its denoising capability and ablation studies verifying the effectiveness of its key components.

cs.IR↗

$k$-Entanglement Measure for Multipartite Systems without Convex-Roof Extensions and its Evaluation

Multipartite entanglement underpins quantum technologies but its study is limited by the lack of universal measures, unified frameworks, and the intractability of convex-roof extensions. We establish an axiomatic framework and introduce the first \emph{true} $k$-entanglement measure, $E_w^{(k,n)}$, which satisfies all axioms, establishes $k$-entanglement as a multipartite quantum resource, avoids convex-roof constructions, and is efficiently computable. A universal algorithm evaluates arbitrary finite-dimensional states, with open-source software covering all partitions of four-qubit systems. Numerical tests certify $k$-entanglement within 200 seconds, consistent with necessary-and-sufficient criteria, tightening bounds and revealing new thresholds. This framework offers a scalable, practical tool for rigorous multipartite entanglement quantification.

quant-ph↗

LoDAvatar: Hierarchical Embedding and Selective Detail Enhancement for Adaptive Levels of Detail Gaussian Avatars

With the advancement of virtual reality, the demand for 3D human avatars is increasing. The emergence of Gaussian Splatting technology has enabled the rendering of Gaussian avatars with superior visual quality and reduced computational costs. Despite numerous methods researchers propose for implementing drivable Gaussian avatars, limited attention has been given to balancing visual quality and computational costs. In this paper, we introduce LoDAvatar, a method that introduces levels of detail into Gaussian avatars through hierarchical embedding and selective detail enhancement methods. The key steps of LoDAvatar encompass data preparation, Gaussian embedding, Gaussian optimization, and selective detail enhancement. We conducted experiments involving Gaussian avatars at various levels of detail, employing both objective assessments and subjective evaluations. The outcomes indicate that incorporating levels of detail into Gaussian avatars can decrease computational costs during rendering while upholding commendable visual quality, thereby enhancing runtime frame rates. We advocate adopting LoDAvatar to render multiple dynamic Gaussian avatars or extensive Gaussian scenes to balance visual quality and computational costs.

cs.GR↗

MatMart: Material Reconstruction of 3D Objects via Diffusion

Applying diffusion models to physically-based material estimation and generation has recently gained prominence. In this paper, we propose \ttt, a novel material reconstruction framework for 3D objects, offering the following advantages. First, \ttt\ adopts a two-stage reconstruction, starting with accurate material prediction from inputs and followed by prior-guided material generation for unobserved views, yielding high-fidelity results. Second, by utilizing progressive inference alongside the proposed view-material cross-attention (VMCA), \ttt\ enables reconstruction from an arbitrary number of input images, demonstrating strong scalability and flexibility. Finally, \ttt\ achieves both material prediction and generation capabilities through end-to-end optimization of a single diffusion model, without relying on additional pre-trained models, thereby exhibiting enhanced stability across various types of objects. Extensive experiments demonstrate that \ttt\ achieves superior performance in material reconstruction compared to existing methods.

cs.GR↗

Finite time blow-up analysis for the generalized Proudman-Johnson model

In this paper, we study the generalized Proudman-Johnson equation posed on the torus. In the critical regime where the parameter $a$ is close to and slightly greater than 1, we establish finite time blow-up of smooth solutions to the inviscid case. Moreover, we show that the blow-up is asymptotically self-similar for a class of smooth initial data. In contrast, when the parameter $a$ lies slightly below 1, we prove the global in time existence for the same initial data. In addition, we demonstrate that inviscid Proudman-Johnson equation with Hölder continuous data also develops a self-similar blow-up. Finally, for the viscous case with $a>1$, we prove that smooth initial data can still lead to finite time blow-up.

math.AP↗

LoG3D: Ultra-High-Resolution 3D Shape Modeling via Local-to-Global Partitioning

Generating high-fidelity 3D contents remains a fundamental challenge due to the complexity of representing arbitrary topologies-such as open surfaces and intricate internal structures-while preserving geometric details. Prevailing methods based on signed distance fields (SDFs) are hampered by costly watertight preprocessing and struggle with non-manifold geometries, while point-cloud representations often suffer from sampling artifacts and surface discontinuities. To overcome these limitations, we propose a novel 3D variational autoencoder (VAE) framework built upon unsigned distance fields (UDFs)-a more robust and computationally efficient representation that naturally handles complex and incomplete shapes. Our core innovation is a local-to-global (LoG) architecture that processes the UDF by partitioning it into uniform subvolumes, termed UBlocks. This architecture couples 3D convolutions for capturing local detail with sparse transformers for enforcing global coherence. A Pad-Average strategy further ensures smooth transitions at subvolume boundaries during reconstruction. This modular design enables seamless scaling to ultra-high resolutions up to $2048^3$-a regime previously unattainable for 3D VAEs. Experiments demonstrate state-of-the-art performance in both reconstruction accuracy and generative quality, yielding superior surface smoothness and geometric flexibility.

cs.CV↗

Actial: Activate Spatial Reasoning Ability of Multimodal Large Language Models

Recent advances in Multimodal Large Language Models (MLLMs) have significantly improved 2D visual understanding, prompting interest in their application to complex 3D reasoning tasks. However, it remains unclear whether these models can effectively capture the detailed spatial information required for robust real-world performance, especially cross-view consistency, a key requirement for accurate 3D reasoning. Considering this issue, we introduce Viewpoint Learning, a task designed to evaluate and improve the spatial reasoning capabilities of MLLMs. We present the Viewpoint-100K dataset, consisting of 100K object-centric image pairs with diverse viewpoints and corresponding question-answer pairs. Our approach employs a two-stage fine-tuning strategy: first, foundational knowledge is injected to the baseline MLLM via Supervised Fine-Tuning (SFT) on Viewpoint-100K, resulting in significant improvements across multiple tasks; second, generalization is enhanced through Reinforcement Learning using the Group Relative Policy Optimization (GRPO) algorithm on a broader set of questions. Additionally, we introduce a hybrid cold-start initialization method designed to simultaneously learn viewpoint representations and maintain coherent reasoning thinking. Experimental results show that our approach significantly activates the spatial reasoning ability of MLLM, improving performance on both in-domain and out-of-domain reasoning tasks. Our findings highlight the value of developing foundational spatial skills in MLLMs, supporting future progress in robotics, autonomous systems, and 3D scene understanding.

cs.CV↗

Tensor State Space-based Dynamic Multilayer Network Modeling

Understanding the complex interactions within dynamic multilayer networks is critical for advancements in various scientific domains. Existing models often fail to capture such networks' temporal and cross-layer dynamics. This paper introduces a novel Tensor State Space Model for Dynamic Multilayer Networks (TSSDMN), utilizing a latent space model framework. TSSDMN employs a symmetric Tucker decomposition to represent latent node features, their interaction patterns, and layer transitions. Then by fixing the latent features and allowing the interaction patterns to evolve over time, TSSDMN uniquely captures both the temporal dynamics within layers and across different layers. The model identifiability conditions are discussed. By treating latent features as variables whose posterior distributions are approximated using a mean-field variational inference approach, a variational Expectation Maximization algorithm is developed for efficient model inference. Numerical simulations and case studies demonstrate the efficacy of TSSDMN for understanding dynamic multilayer networks.

stat.ML↗

Support or Refute: Analyzing the Stance of Evidence to Detect Out-of-Context Mis- and Disinformation

Mis- and disinformation online have become a major societal problem as major sources of online harms of different kinds. One common form of mis- and disinformation is out-of-context (OOC) information, where different pieces of information are falsely associated, e.g., a real image combined with a false textual caption or a misleading textual description. Although some past studies have attempted to defend against OOC mis- and disinformation through external evidence, they tend to disregard the role of different pieces of evidence with different stances. Motivated by the intuition that the stance of evidence represents a bias towards different detection results, we propose a stance extraction network (SEN) that can extract the stances of different pieces of multi-modal evidence in a unified framework. Moreover, we introduce a support-refutation score calculated based on the co-occurrence relations of named entities into the textual SEN. Extensive experiments on a public large-scale dataset demonstrated that our proposed method outperformed the state-of-the-art baselines, with the best model achieving a performance gain of 3.2% in accuracy. The source code and checkpoints are publicly available at https://github.com/yx3266/SEN.

cs.CL↗

StableIntrinsic: Detail-preserving One-step Diffusion Model for Multi-view Material Estimation

Recovering material information from images has been extensively studied in computer graphics and vision. Recent works in material estimation leverage diffusion model showing promising results. However, these diffusion-based methods adopt a multi-step denoising strategy, which is time-consuming for each estimation. Such stochastic inference also conflicts with the deterministic material estimation task, leading to a high variance estimated results. In this paper, we introduce StableIntrinsic, a one-step diffusion model for multi-view material estimation that can produce high-quality material parameters with low variance. To address the overly-smoothing problem in one-step diffusion, StableIntrinsic applies losses in pixel space, with each loss designed based on the properties of the material. Additionally, StableIntrinsic introduces a Detail Injection Network (DIN) to eliminate the detail loss caused by VAE encoding, while further enhancing the sharpness of material prediction results. The experimental results indicate that our method surpasses the current state-of-the-art techniques by achieving a $9.9\%$ improvement in the Peak Signal-to-Noise Ratio (PSNR) of albedo, and by reducing the Mean Square Error (MSE) for metallic and roughness by $44.4\%$ and $60.0\%$, respectively.

cs.CV↗

Who is a Better Player: LLM against LLM

Adversarial board games, as a paradigmatic domain of strategic reasoning and intelligence, have long served as both a popular competitive activity and a benchmark for evaluating artificial intelligence (AI) systems. Building on this foundation, we propose an adversarial benchmarking framework to assess the comprehensive performance of Large Language Models (LLMs) through board games competition, compensating the limitation of data dependency of the mainstream Question-and-Answer (Q&A) based benchmark method. We introduce Qi Town, a specialized evaluation platform that supports 5 widely played games and involves 20 LLM-driven players. The platform employs both the Elo rating system and a novel Performance Loop Graph (PLG) to quantitatively evaluate the technical capabilities of LLMs, while also capturing Positive Sentiment Score (PSS) throughout gameplay to assess mental fitness. The evaluation is structured as a round-robin tournament, enabling systematic comparison across players. Experimental results indicate that, despite technical differences, most LLMs remain optimistic about winning and losing, demonstrating greater adaptability to high-stress adversarial environments than humans. On the other hand, the complex relationship between cyclic wins and losses in PLGs exposes the instability of LLMs' skill play during games, warranting further explanation and exploration.

cs.AI↗

GaRe: Relightable 3D Gaussian Splatting for Outdoor Scenes from Unconstrained Photo Collections

We propose a 3D Gaussian splatting-based framework for outdoor relighting that leverages intrinsic image decomposition to precisely integrate sunlight, sky radiance, and indirect lighting from unconstrained photo collections. Unlike prior methods that compress the per-image global illumination into a single latent vector, our approach enables simultaneously diverse shading manipulation and the generation of dynamic shadow effects. This is achieved through three key innovations: (1) a residual-based sun visibility extraction method to accurately separate direct sunlight effects, (2) a region-based supervision framework with a structural consistency loss for physically interpretable and coherent illumination decomposition, and (3) a ray-tracing-based technique for realistic shadow simulation. Extensive experiments demonstrate that our framework synthesizes novel views with competitive fidelity against state-of-the-art relighting solutions and produces more natural and multifaceted illumination and shadow effects.

cs.CV↗

Test-Time-Matching: Decouple Personality, Memory, and Linguistic Style in LLM-based Role-Playing Language Agent

The rapid advancement of large language models (LLMs) has enabled role-playing language agents to demonstrate significant potential in various applications. However, relying solely on prompts and contextual inputs often proves insufficient for achieving deep immersion in specific roles, particularly well-known fictional or public figures. On the other hand, fine-tuning-based approaches face limitations due to the challenges associated with data collection and the computational resources required for training, thereby restricting their broader applicability. To address these issues, we propose Test-Time-Matching (TTM), a training-free role-playing framework through test-time scaling and context engineering. TTM uses LLM agents to automatically decouple a character's features into personality, memory, and linguistic style. Our framework involves a structured, three-stage generation pipeline that utilizes these features for controlled role-playing. It achieves high-fidelity role-playing performance, also enables seamless combinations across diverse linguistic styles and even variations in personality and memory. We evaluate our framework through human assessment, and the results demonstrate that our method achieves the outstanding performance in generating expressive and stylistically consistent character dialogues.

cs.CL↗

SLIF-MR: Self-loop Iterative Fusion of Heterogeneous Auxiliary Information for Multimodal Recommendation

Knowledge graphs (KGs) and multimodal item information, which respectively capture relational and attribute features, play a crucial role in improving recommender system accuracy. Recent studies have attempted to integrate them via multimodal knowledge graphs (MKGs) to further enhance recommendation performance. However, existing methods typically freeze the MKG structure during training, which limits the full integration of structural information from heterogeneous graphs (e.g., KG and user-item interaction graph), and results in sub-optimal performance. To address this challenge, we propose a novel framework, termed Self-loop Iterative Fusion of Heterogeneous Auxiliary Information for Multimodal Recommendation (SLIF-MR), which leverages item representations from previous training epoch as feedback signals to dynamically optimize the heterogeneous graph structures composed of KG, multimodal item feature graph, and user-item interaction graph. Through this iterative fusion mechanism, both user and item representations are refined, thus improving the final recommendation performance. Specifically, based on the feedback item representations, SLIF-MR constructs an item-item correlation graph, then integrated into the establishment process of heterogeneous graphs as additional new structural information in a self-loop manner. Consequently, the internal structures of heterogeneous graphs are updated with the feedback item representations during training. Moreover, a semantic consistency learning strategy is proposed to align heterogeneous item representations across modalities. The experimental results show that SLIF-MR significantly outperforms existing methods, particularly in terms of accuracy and robustness.

cs.IR↗

Stability and Instability on the De Gregorio Modification of the Constantin-Lax-Majda model

The Constantin-Lax-Majda (CLM) model and the De Gregorio model which is a modification of the CLM model are well-known for their ability to emulate the behavior of the 3D Euler equations, particularly their potential to develop finite-time singularities. The stability properties of the De Gregorio model on the torus near the ground state $-\sinθ$ have been well studied. However, the stability analysis near excited states $-\sin kθ$ with $k\ge 2$ remains challenging. This paper focuses on analyzing the stability and instability of the De Gregorio model on torus around the first excited state $-\sin 2θ$. The linear and nonlinear instability are established for a broad class of initial data, while nonlinear stability is proved for another large class of initial data in this paper. Our analysis reveals that solution behavior to the De Gregorio model near excited states demonstrates different stability patterns depending on initial conditions. One of new ingredients in our instability analysis involves deriving a second-order ordinary differential equation (ODE) governing the Fourier coefficients of solutions and examining the spectral properties of a positive definite quadratic form emerging from this ODE. The approach of this paper would be applicable to other related models and problems.

math.AP↗

Detecting Machine-Generated Texts: Not Just "AI vs Humans" and Explainability is Complicated

As LLMs rapidly advance, increasing concerns arise regarding risks about actual authorship of texts we see online and in real world. The task of distinguishing LLM-authored texts is complicated by the nuanced and overlapping behaviors of both machines and humans. In this paper, we challenge the current practice of considering LLM-generated text detection a binary classification task of differentiating human from AI. Instead, we introduce a novel ternary text classification scheme, adding an "undecided" category for texts that could be attributed to either source, and we show that this new category is crucial to understand how to make the detection result more explainable to lay users. This research shifts the paradigm from merely classifying to explaining machine-generated texts, emphasizing need for detectors to provide clear and understandable explanations to users. Our study involves creating four new datasets comprised of texts from various LLMs and human authors. Based on new datasets, we performed binary classification tests to ascertain the most effective SOTA detection methods and identified SOTA LLMs capable of producing harder-to-detect texts. We constructed a new dataset of texts generated by two top-performing LLMs and human authors, and asked three human annotators to produce ternary labels with explanation notes. This dataset was used to investigate how three top-performing SOTA detectors behave in new ternary classification context. Our results highlight why "undecided" category is much needed from the viewpoint of explainability. Additionally, we conducted an analysis of explainability of the three best-performing detectors and the explanation notes of the human annotators, revealing insights about the complexity of explainable detection of machine-generated texts. Finally, we propose guidelines for developing future detection systems with improved explanatory power.

cs.CL↗