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Jingbo Zhang

Publications and source records attributed to Jingbo Zhang.

At least 19 recordsLinked to original sources

GeniWorld: A Generalizable Interactive World Model for Robotic Manipulation via Visual Actions

Generalist robot policies exhibit strong capabilities, but their robustness in complex and unseen environments remains limited. Scaling robot learning and evaluation in diverse real-world environments remains costly and challenging. Action-conditioned world models offer a promising alternative, but they often suffer from limited action controllability and poor generalization to out-of-distribution (OOD) scenarios. To this end, we present GeniWorld, an interactive world model for robots that generalizes robustly across unseen scenarios. Building on pretrained video generative models, we use URDF-based rendering to transform numerical actions into visual action representations, enabling spatially grounded action control. By explicitly decoupling embodiment kinematics from environmental dynamics, our model mitigates scene overfitting and facilitates modeling of robot-environment interactions. To achieve closed-loop control, we construct an autoregressive video prediction model integrated with high-frequency robot kinematic control, enabling interaction with both robot policies and human teleoperators. In our experiments, even when trained solely on limited fixed-scene data, our model achieves superior in-domain performance and robust zero-shot generalization to highly randomized, unseen environments. For downstream applications, GeniWorld serves as a scalable policy evaluator that remains reliable under environmental perturbations. Furthermore, even with limited real-world demonstrations, GeniWorld generates diverse manipulation trajectories within the world model, improving downstream policy performance and robustness in complex environments.

cs.RO

Active Movable-Element RIS Assisted Vehicular Semantic Communications: Modeling and Optimization

Severe signal blockage and fast-varying channels in vehicular environments pose critical challenges to reliable semantic communication. To address these, this paper proposes a novel Row-Movable Active Reconfigurable Intelligent Surface (RM-A-RIS) assisted vehicular semantic communication system. This architecture uniquely combines active signal amplification with element mobility to compensate for multiplicative fading and reconstruct channel geometry, thereby enhancing spatial diversity. We formulate a joint optimization problem to maximize Semantic Spectral Efficiency (SSE) by coordinating RIS element positions, active reflection coefficients, and semantic symbol length. An efficient Alternating Optimization (AO) algorithm is developed to tackle the coupled non-convexity. Simulation results demonstrate that the proposed scheme substantially outperforms existing benchmarks, achieving up to 132.9%, 9.2%, and 35.2% improvements in Sum-Semantic Spectral Efficiency (Sum-SSE) compared to the passive RIS, fixed-position active RIS, and QPSO baselines, respectively.

cs.NI

ContractHIL-HLS: Contract-Aligned Multi-Agent Workflow with Hardware-in-the-Loop Feedback for HLS Design

This paper presents ContractHIL-HLS, a contract-aligned multi-agent workflow for practical high-level synthesis (HLS) engineering. The workflow makes three contributions. First, it introduces a structured contract as the semantic-alignment and task-execution artifact that translates natural language requirements into explicit interfaces, constraints, validation checks, and rollback rules. Second, it incorporates hardware information into the feedback loop by feeding HLS, Vivado, PYNQ runtime, power, and failure evidence back into generation, thereby extending LLM-assisted HLS from kernel code toward system- and board-level closure. Third, it decomposes agents by semantic lowering and execution tasks rather than by conversational roles: a Contract Agent lowers natural language into the contract, an HTML Agent renders the contract as persistent structured HTML, and a Hardware-in-the-Loop Agent implements and revises the design with measured evidence. We evaluate ContractHIL-HLS in two parts. On 94 locally executable HLS-Eval tasks, the structured contract provides the largest small design gain, improving the estimated single-sample testbench pass rate from 64.0% to 70.2%; the full flow reaches 70.4% pass@1 and 76.6% pass@5. Because HLS-Eval does not exercise board-level design, we also validate ContractHIL-HLS on a board tested ML-KEM/ML-DSA post-quantum cryptography (PQC) secure-message accelerator, where the retained dual-bitstream organization reduces six-message average text runtime from 207.3 ms to 52.4 ms with positive routed WNS on both images while preserving decrypted-message verification. We open-source our work at BJUT-CS316-LAB/ContractHIL-HLS (https://github.com/BJUT-CS316-LAB/ContractHIL-HLS).

cs.AI

ImageWAM: Do World Action Models Really Need Video Generation, or Just Image Editing?

World Action Models (WAMs) commonly rely on video generation to bridge visual world modeling and robot control. However, video-based WAMs face three coupled limitations: dense multi-frame future tokens make inference costly, full video prediction spends capacity on action-irrelevant temporal and appearance details, and long-horizon future imagination may introduce errors that mislead action prediction. These issues raise a simple question: Does world action model really need video generation? We propose ImageWAM, a simple WAM framework that repurposes pretrained image editing models for robot action prediction. In contrast to video generation, image editing provides a better-matched prior: it only needs to model a target-frame transformation, focuses on action-relevant current-to-target visual differences, and grounds task instructions to localized visual changes through edit pretraining. In practice, ImageWAM does not decode the target frame at inference time; instead, it conditions a flow-matching action expert on the KV caches produced by image-editing denoising, using them as a compact world-action context. ImageWAM outperforms standard VLA baselines and matching competitive WAMs without additional policy pretraining across different simulator and real-world experiments. It also reduces FLOPs to 1/6 and latency to 1/4 of video-based WAMs. Attention analysis further shows that editing caches focus on task-relevant change regions, supporting image editing as an effective alternative to video-based world-action modeling.

cs.CV

MaskWAM: Unifying Mask Prompting and Prediction for World-Action Models

World Action Models (WAMs) present a promising paradigm for robotic control via video prediction. However, current WAMs suffer from fundamental spatial bottlenecks: standard text inputs introduce referential ambiguity in cluttered scenes, while unstructured RGB predictions lack semantic grounding and remain biased by task-irrelevant backgrounds. To overcome these limitations, we introduce MaskWAM, an object-centric world-action model. By jointly integrating masks as both explicit inputs and predictions via a unified Mixture of Transformers (MoT), MaskWAM unlocks robust policy generalization. This design provides two key benefits: (1) predicting future masks yields object-centric semantic supervision that suppresses visual noise, significantly enhancing even standard text-conditioned WAMs; and (2) coupling this predictive supervision with first-frame visual prompts, such as target object masks, establishes a precise spatial anchor that substantially reduces language ambiguity. Crucially, as WAMs are inherently vision-driven architectures, direct mask conditioning yields substantially stronger guidance than text alone, establishing a precise and robust paradigm for manipulating unseen objects. Evaluations on LIBERO, RoboTwin, and real-world tasks demonstrate that MaskWAM significantly outperforms baselines in both language-clear and language-ambiguous tasks.

cs.CV

PPO-Based Hybrid Optimization for RIS-Assisted Semantic Vehicular Edge Computing

To support latency-sensitive Internet of Vehicles (IoV) applications amidst dynamic environments and intermittent links, this paper proposes a Reconfigurable Intelligent Surface (RIS)-aided semantic-aware Vehicle Edge Computing (VEC) framework. This approach integrates RIS to optimize wireless connectivity and semantic communication to minimize latency by transmitting semantic features. We formulate a comprehensive joint optimization problem by optimizing offloading ratios, the number of semantic symbols, and RIS phase shifts. Considering the problem's high dimensionality and non-convexity, we propose a two-tier hybrid scheme that employs Proximal Policy Optimization (PPO) for discrete decision-making and Linear Programming (LP) for offloading optimization. {The simulation results have validated the proposed framework's superiority over existing methods. Specifically, the proposed PPO-based hybrid optimization scheme reduces the average end-to-end latency by approximately 40% to 50% compared to Genetic Algorithm (GA) and Quantum-behaved Particle Swarm Optimization (QPSO). Moreover, the system demonstrates strong scalability by maintaining low latency even in congested scenarios with up to 30 vehicles.

cs.LG

Hyper-Compression: Model Compression via Hyperfunction

The rapid growth of large models' size has far outpaced that of computing resources. To bridge this gap, encouraged by the parsimonious relationship between genotype and phenotype in the brain's growth and development, we propose the so-called Hyper-Compression that turns the model compression into the issue of parameter representation via a hyperfunction. Specifically, it is known that the trajectory of some low-dimensional dynamic systems can fill the high-dimensional space eventually. Thus, Hyper-Compression, using these dynamic systems as the hyperfunctions, represents the parameters of the target network by their corresponding composition number or trajectory length. This suggests a novel mechanism for model compression, substantially different from the existing pruning, quantization, distillation, and decomposition. Along this direction, we methodologically identify a suitable dynamic system with the irrational winding as the hyperfunction and theoretically derive its associated error bound. Next, guided by our theoretical insights, we propose several engineering twists to make the Hyper-Compression pragmatic and effective. Lastly, systematic and comprehensive experiments on \textcolor{black}{NLP models such as LLaMA and Qwen series and vision models} confirm that Hyper-Compression enjoys the following \textbf{PNAS} merits: 1) \textbf{P}referable compression ratio; 2) \textbf{N}o post-hoc retraining; 3) \textbf{A}ffordable inference time; and 4) \textbf{S}hort compression time. It compresses LLaMA2-7B in an hour and achieves close-to-int4-quantization performance, without retraining and with a performance drop of less than 1\%. We have open-sourced our code in https://github.com/Juntongkuki/Hyper-Compression.git for free download and evaluation.

cs.LG

Semantic-Aware Cooperative Communication and Computation Framework in Vehicular Networks

Semantic Communication (SC) combined with Vehicular edge computing (VEC) provides an efficient edge task processing paradigm for Internet of Vehicles (IoV). Focusing on highway scenarios, this paper proposes a Tripartite Cooperative Semantic Communication (TCSC) framework, which enables Vehicle Users (VUs) to perform semantic task offloading via Vehicle-to-Infrastructure (V2I) and Vehicle-to-Vehicle (V2V) communications. Considering task latency and the number of semantic symbols, the framework constructs a Mixed-Integer Nonlinear Programming (MINLP) problem, which is transformed into two subproblems. First, we innovatively propose a multi-agent proximal policy optimization task offloading optimization method based on parametric distribution noise (MAPPO-PDN) to solve the optimization problem of the number of semantic symbols; second, linear programming (LP) is used to solve offloading ratio. Simulations show that performance of this scheme is superior to that of other algorithms.

cs.LG

DetAny4D: Detect Anything 4D Temporally in a Streaming RGB Video

Reliable 4D object detection, which refers to 3D object detection in streaming video, is crucial for perceiving and understanding the real world. Existing open-set 4D object detection methods typically make predictions on a frame-by-frame basis without modeling temporal consistency, or rely on complex multi-stage pipelines that are prone to error propagation across cascaded stages. Progress in this area has been hindered by the lack of large-scale datasets that capture continuous reliable 3D bounding box (b-box) annotations. To overcome these challenges, we first introduce DA4D, a large-scale 4D detection dataset containing over 280k sequences with high-quality b-box annotations collected under diverse conditions. Building on DA4D, we propose DetAny4D, an open-set end-to-end framework that predicts 3D b-boxes directly from sequential inputs. DetAny4D fuses multi-modal features from pre-trained foundational models and designs a geometry-aware spatiotemporal decoder to effectively capture both spatial and temporal dynamics. Furthermore, it adopts a multi-task learning architecture coupled with a dedicated training strategy to maintain global consistency across sequences of varying lengths. Extensive experiments show that DetAny4D achieves competitive detection accuracy and significantly improves temporal stability, effectively addressing long-standing issues of jitter and inconsistency in 4D object detection. Data and code will be released upon acceptance.

cs.CV

High-Precision Mixed Feature Fusion Network Using Hypergraph Computation for Cervical Abnormal Cell Detection

Automatic detection of abnormal cervical cells from Thinprep Cytologic Test (TCT) images is a critical component in the development of intelligent computer-aided diagnostic systems. However, existing algorithms typically fail to effectively model the correlations of visual features, while these spatial correlation features actually contain critical diagnostic information. Furthermore, no detection algorithm has the ability to integrate inter-correlation features of cells with intra-discriminative features of cells, lacking a fusion strategy for the end-to-end detection model. In this work, we propose a hypergraph-based cell detection network that effectively fuses different types of features, combining spatial correlation features and deep discriminative features. Specifically, we use a Multi-level Fusion Sub-network (MLF-SNet) to enhance feature extractioncapabilities. Then we introduce a Cross-level Feature Fusion Strategy with Hypergraph Computation module (CLFFS-HC), to integrate mixed features. Finally, we conducted experiments on three publicly available datasets, and the results demonstrate that our method significantly improves the performance of cervical abnormal cell detection.

cs.CV

WordCraft: Interactive Artistic Typography with Attention Awareness and Noise Blending

Artistic typography aims to stylize input characters with visual effects that are both creative and legible. Traditional approaches rely heavily on manual design, while recent generative models, particularly diffusion-based methods, have enabled automated character stylization. However, existing solutions remain limited in interactivity, lacking support for localized edits, iterative refinement, multi-character composition, and open-ended prompt interpretation. We introduce WordCraft, an interactive artistic typography system that integrates diffusion models to address these limitations. WordCraft features a training-free regional attention mechanism for precise, multi-region generation and a noise blending that supports continuous refinement without compromising visual quality. To support flexible, intent-driven generation, we incorporate a large language model to parse and structure both concrete and abstract user prompts. These components allow our framework to synthesize high-quality, stylized typography across single- and multi-character inputs across multiple languages, supporting diverse user-centered workflows. Our system significantly enhances interactivity in artistic typography synthesis, opening up creative possibilities for artists and designers.

cs.CV

Generative Object Insertion in Gaussian Splatting with a Multi-View Diffusion Model

Generating and inserting new objects into 3D content is a compelling approach for achieving versatile scene recreation. Existing methods, which rely on SDS optimization or single-view inpainting, often struggle to produce high-quality results. To address this, we propose a novel method for object insertion in 3D content represented by Gaussian Splatting. Our approach introduces a multi-view diffusion model, dubbed MVInpainter, which is built upon a pre-trained stable video diffusion model to facilitate view-consistent object inpainting. Within MVInpainter, we incorporate a ControlNet-based conditional injection module to enable controlled and more predictable multi-view generation. After generating the multi-view inpainted results, we further propose a mask-aware 3D reconstruction technique to refine Gaussian Splatting reconstruction from these sparse inpainted views. By leveraging these fabricate techniques, our approach yields diverse results, ensures view-consistent and harmonious insertions, and produces better object quality. Extensive experiments demonstrate that our approach outperforms existing methods.

cs.CV

A Comprehensive Survey on Joint Resource Allocation Strategies in Federated Edge Learning

Federated Edge Learning (FEL), an emerging distributed Machine Learning (ML) paradigm, enables model training in a distributed environment while ensuring user privacy by using physical separation for each user data. However, with the development of complex application scenarios such as the Internet of Things (IoT) and Smart Earth, the conventional resource allocation schemes can no longer effectively support these growing computational and communication demands. Therefore, joint resource optimization may be the key solution to the scaling problem. This paper simultaneously addresses the multifaceted challenges of computation and communication, with the growing multiple resource demands. We systematically review the joint allocation strategies for different resources (computation, data, communication, and network topology) in FEL, and summarize the advantages in improving system efficiency, reducing latency, enhancing resource utilization and enhancing robustness. In addition, we present the potential ability of joint optimization to enhance privacy preservation by reducing communication requirements, indirectly. This work not only provides theoretical support for resource management in federated learning (FL) systems, but also provides ideas for potential optimal deployment in multiple real-world scenarios. By thoroughly discussing the current challenges and future research directions, it also provides some important insights into multi-resource optimization in complex application environments.

cs.LG

Text2NeRF: Text-Driven 3D Scene Generation with Neural Radiance Fields

Text-driven 3D scene generation is widely applicable to video gaming, film industry, and metaverse applications that have a large demand for 3D scenes. However, existing text-to-3D generation methods are limited to producing 3D objects with simple geometries and dreamlike styles that lack realism. In this work, we present Text2NeRF, which is able to generate a wide range of 3D scenes with complicated geometric structures and high-fidelity textures purely from a text prompt. To this end, we adopt NeRF as the 3D representation and leverage a pre-trained text-to-image diffusion model to constrain the 3D reconstruction of the NeRF to reflect the scene description. Specifically, we employ the diffusion model to infer the text-related image as the content prior and use a monocular depth estimation method to offer the geometric prior. Both content and geometric priors are utilized to update the NeRF model. To guarantee textured and geometric consistency between different views, we introduce a progressive scene inpainting and updating strategy for novel view synthesis of the scene. Our method requires no additional training data but only a natural language description of the scene as the input. Extensive experiments demonstrate that our Text2NeRF outperforms existing methods in producing photo-realistic, multi-view consistent, and diverse 3D scenes from a variety of natural language prompts. Our code is available at https://github.com/eckertzhang/Text2NeRF.

cs.CV

Advances in 3D Generation: A Survey

Generating 3D models lies at the core of computer graphics and has been the focus of decades of research. With the emergence of advanced neural representations and generative models, the field of 3D content generation is developing rapidly, enabling the creation of increasingly high-quality and diverse 3D models. The rapid growth of this field makes it difficult to stay abreast of all recent developments. In this survey, we aim to introduce the fundamental methodologies of 3D generation methods and establish a structured roadmap, encompassing 3D representation, generation methods, datasets, and corresponding applications. Specifically, we introduce the 3D representations that serve as the backbone for 3D generation. Furthermore, we provide a comprehensive overview of the rapidly growing literature on generation methods, categorized by the type of algorithmic paradigms, including feedforward generation, optimization-based generation, procedural generation, and generative novel view synthesis. Lastly, we discuss available datasets, applications, and open challenges. We hope this survey will help readers explore this exciting topic and foster further advancements in the field of 3D content generation.

cs.CV

HumanRef: Single Image to 3D Human Generation via Reference-Guided Diffusion

Generating a 3D human model from a single reference image is challenging because it requires inferring textures and geometries in invisible views while maintaining consistency with the reference image. Previous methods utilizing 3D generative models are limited by the availability of 3D training data. Optimization-based methods that lift text-to-image diffusion models to 3D generation often fail to preserve the texture details of the reference image, resulting in inconsistent appearances in different views. In this paper, we propose HumanRef, a 3D human generation framework from a single-view input. To ensure the generated 3D model is photorealistic and consistent with the input image, HumanRef introduces a novel method called reference-guided score distillation sampling (Ref-SDS), which effectively incorporates image guidance into the generation process. Furthermore, we introduce region-aware attention to Ref-SDS, ensuring accurate correspondence between different body regions. Experimental results demonstrate that HumanRef outperforms state-of-the-art methods in generating 3D clothed humans with fine geometry, photorealistic textures, and view-consistent appearances.

cs.CV

VQ-NeRF: Neural Reflectance Decomposition and Editing with Vector Quantization

We propose VQ-NeRF, a two-branch neural network model that incorporates Vector Quantization (VQ) to decompose and edit reflectance fields in 3D scenes. Conventional neural reflectance fields use only continuous representations to model 3D scenes, despite the fact that objects are typically composed of discrete materials in reality. This lack of discretization can result in noisy material decomposition and complicated material editing. To address these limitations, our model consists of a continuous branch and a discrete branch. The continuous branch follows the conventional pipeline to predict decomposed materials, while the discrete branch uses the VQ mechanism to quantize continuous materials into individual ones. By discretizing the materials, our model can reduce noise in the decomposition process and generate a segmentation map of discrete materials. Specific materials can be easily selected for further editing by clicking on the corresponding area of the segmentation outcomes. Additionally, we propose a dropout-based VQ codeword ranking strategy to predict the number of materials in a scene, which reduces redundancy in the material segmentation process. To improve usability, we also develop an interactive interface to further assist material editing. We evaluate our model on both computer-generated and real-world scenes, demonstrating its superior performance. To the best of our knowledge, our model is the first to enable discrete material editing in 3D scenes.

cs.CV

AvatarCraft: Transforming Text into Neural Human Avatars with Parameterized Shape and Pose Control

Neural implicit fields are powerful for representing 3D scenes and generating high-quality novel views, but it remains challenging to use such implicit representations for creating a 3D human avatar with a specific identity and artistic style that can be easily animated. Our proposed method, AvatarCraft, addresses this challenge by using diffusion models to guide the learning of geometry and texture for a neural avatar based on a single text prompt. We carefully design the optimization framework of neural implicit fields, including a coarse-to-fine multi-bounding box training strategy, shape regularization, and diffusion-based constraints, to produce high-quality geometry and texture. Additionally, we make the human avatar animatable by deforming the neural implicit field with an explicit warping field that maps the target human mesh to a template human mesh, both represented using parametric human models. This simplifies animation and reshaping of the generated avatar by controlling pose and shape parameters. Extensive experiments on various text descriptions show that AvatarCraft is effective and robust in creating human avatars and rendering novel views, poses, and shapes. Our project page is: https://avatar-craft.github.io/.

cs.CV