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Jinjin He

Publications and source records attributed to Jinjin He.

14 recordsLinked to original sources

Physics-Informed One-Step Generation on Long-short flow maps

Physics-informed generative models should produce samples that are both data-aligned and physically valid, yet existing methods are often iterative and too slow for practical use. Achieving this with a one-step flow-map model is difficult because both data-distribution and physics-constraint learning are enforced only indirectly through surrogate objectives, making their joint learning fragile for long-range flow maps. We propose \textbf{Physics-Informed Long-Short Flow Maps with Direct Guidance (LSFM-DG)}, which makes direct target computation feasible by decomposing one-step generation into a long flow map for global evolution and a near-terminal short flow map with computable closed-form solutions and physics potentials. As the short flow map shrinks to zero, it provides both direct distributional and physical targets for learning the long flow map. This yields a unified one-step flow-map model that removes Jensen's gap, improves training stability, and achieves stronger data fidelity and physical consistency without distillation.

cs.LG↗

A Level Set Method on Particle Flow Maps

Accurate interface tracking is central to numerical simulations involving moving boundaries, including multiphase flows, free-surface dynamics, phase-change problems, and other interface-driven processes in computational mechanics. Although level set methods provide a flexible implicit representation of evolving interfaces, their grid-based advection and reinitialization procedures often introduce numerical diffusion, volume loss, and degradation of thin or highly curved structures. This paper introduces a Particle Flow Map Level Set (PFM-LS) method that addresses these limitations by transporting interface geometry through particle-carried bidirectional flow maps. In contrast to particle level set methods that use particles mainly as corrective markers, PFM-LS uses particles as primary carriers of level-set values, gradients, and Hessians within a narrow band around the interface. The method combines long-range flow-map transport, high-order particle-grid reconstruction, adaptive particle control, and a hybrid particle-grid redistancing scheme to preserve both signed-distance consistency and sub-grid geometric features. Numerical benchmarks in two and three dimensions, including topology-change tests, chamfer and Hausdorff shape-error metrics, and coupling to an incompressible free-surface flow solver, show that PFM-LS achieves strong volume preservation, high shape fidelity, and near fourth-order convergence, outperforming a broad range of existing level set and reference-map-based methods.

physics.comp-ph↗

Rethinking the Roles of Diffusion and Decoding: Predictive-State Flows for Parallel Language Generation

In continuous diffusion language models (DLMs), latents generated by the diffusion prior are mapped almost deterministically to tokens, either by a decoder or through a token embedding matrix. Unlike in image generation, where visual details can vary continuously, the diffusion prior must capture fine-grained discrete token choices in continuous space, which can make the joint latent distribution difficult to model. We argue that generative roles should instead be divided: the diffusion prior should generate high-level predictive information, while the decoder should resolve the remaining token-level choices. Based on this view, we introduce Predictive-State Flows (PSF), which partitions a sequence into blocks and associates each block with a predictive state computed solely from the preceding context. A rectified-flow prior generates the sequence of predictive states, after which a block-causal decoder generates all blocks in parallel, autoregressively only within each block. This design reduces diffusion from L token-level states to K << L predictive states and reduces token-level sequential depth to L/K. On unconditional OpenWebText generation, a 197M-parameter model with K=8 achieves a generative perplexity of 22.8 at entropy 5.16 using 0.31 TFLOPs per 1024-token document, versus 24.0 and 7.2 TFLOPs for ELF-B with 32 sampling steps. The corresponding measured operating points yield MAUVE@512 of 0.93 and 0.73, respectively. Controlled comparisons further show that content states, which additionally encode their own blocks, yield 8-16% higher generative perplexity than predictive states, and that replacing sampled predictive-state trajectories with a shared mean lowers MAUVE@512 by 0.11. These results suggest that latent design for continuous DLMs should consider not only how compactly text is represented, but also how generative roles are divided between the prior and the decoder.

cs.CL↗

LoCoSplat: Real-Time Feed-Forward 3D Gaussian Splatting with Minimal 3D Reasoning

Feed-forward 3D Gaussian Splatting (3DGS) increasingly aggregates multi-view evidence with heavy learned 3D networks. We propose LoCoSplat (Local-Context Splatting), motivated by the observation that a Gaussian is a local primitive: once depth is predicted, what the 3D stage must add (scale, rotation, opacity) depends on the point cloud around each anchor, and a fixed local average of that neighbourhood is enough to supply it, no heavy network required. LoCoSplat realises exactly this average: it splats a 16-d linear projection of the point features into a fine and a coarse grid and reads both back at each anchor with a 0.14M-parameter pointwise MLP; with no learned 3D network and no dynamic sparse computation, its whole encoder runs as one fp16 CUDA graph. On RealEstate10K, LoCoSplat outperforms every prior feed-forward method on PSNR, SSIM, and LPIPS at 6, 12, and 24 views, with a margin that widens as views densify (+3.3 PSNR over VolSplat, the prior voxel-aligned state of the art, at 24 views) and grows further under zero-shot transfer to ACID and fine-tuning on ScanNet. It reconstructs a 6-view scene in 33 ms on one NVIDIA RTX PRO 6000 GPU, the fastest of seven feed-forward methods and $4.2\times$ faster than the previous state of the art, trains $2.7\times$ faster ($5.9\times$ at 24 views), and uses $6.7\times$ less inference memory.

cs.CV↗

From Knowledge Access to Source Learning: Developing Source-Specific Competence

Large language model (LLM) agents increasingly rely on persistent external sources to solve sequences of knowledge-intensive tasks. Existing methods improve how source content is accessed and organized, while agent-memory systems preserve reusable knowledge from prior interactions, but repeated use of the same source is still largely treated as repeated access rather than an opportunity to progressively improve understanding of that source. We study source learning: developing reusable source-specific competence over a persistent authoritative source. We represent this competence with a persistent source model that captures reusable understanding of the source, including how its knowledge is structured, interpreted, and applied. To construct and progressively refine such models, we propose SourceLearn, which combines two complementary learning mechanisms. Self-Directed Source Learning identifies what remains incompletely understood and adaptively revisits the source, while Task-Guided Source Learning uses downstream experience to reveal local representational gaps and recurring needs in how source knowledge should be organized. In both cases, learning signals determine what should be reconsidered, while persistent updates are reconstructed from the authoritative source. Across five benchmarks and three LLM backends, SourceLearn achieves the best performance in 13 of 15 settings, with gains of up to 22.6 points over Hybrid RAG and substantial overall improvements over static source representations and experience-based memory baselines.

cs.CL↗

Audible World Models: Spatially Aware Sound Generation for 3D Worlds

Text- and image-conditioned world generators can create visually rich 3D environments, yet these worlds often remain silent or rely on soundtracks synthesized solely from text or rendered video. Although such audio can convey what should be heard, it lacks an explicit representation of where sound sources are located and how their perceived sound should vary with listener movement. We introduce Audible World Models, a training-free framework that incorporates sound into the generated world state. Starting from a text prompt, our system constructs a panoramic 3D proxy, separates it into semantic layers, identifies sound-producing foreground objects and ambient background regions, and synthesizes dry audio for each sound label. It then anchors these sources to reconstructed geometry and renders listener-dependent spatial audio using geometric acoustic propagation. By explicitly linking semantics, geometry, and sound propagation, the framework maintains persistent source locations while adapting the rendered audio to changes in listener viewpoint and motion. Experiments across 80 generated scenes demonstrate substantial gains in spatial consistency over text-, video-, and panorama-conditioned baselines, while preserving competitive semantic alignment. VLM-based assessments and human evaluations further indicate that our soundtracks are preferred for their audio-visual consistency, spatial plausibility, and motion-dependent behavior.

cs.CV↗

GPUPhysBench: Benchmarking Coding Agents for Correct and Efficient GPU Physics Simulation

Writing fast GPU code for physical simulation is difficult: implementations must preserve numerical accuracy while handling irregular data access, synchronization, and iterative solvers. We introduce GPUPhysBench, a benchmark of 50 tasks testing whether coding agents can meet these demands. Tasks cover fluids, deformable solids, and granular materials, from individual simulation operators to complete simulators. Agents write, compile, test, and optimize GPU code with access to a NVIDIA GPU under fixed time budgets. We report pass rates and runtime performance relative to expert-optimized reference implementations. In a single-attempt evaluation of six frontier model-harness pairs, the two strongest pass all 50 tasks, but even the fastest reaches at least 0.9 the reference speed on only 22% of them, and no submission is more than 5% faster than the reference. The largest gaps arise in collision detection, constraint solving, and iterative solvers. GPUPhysBench brings physical simulation workloads to coding-agent evaluation, testing both the ability to implement numerical methods correctly and the ability to make them run efficiently.

cs.DC↗

Neural Harmonic Measure Operator

We introduce Neural Harmonic Measure Operator (NHMO), a neural solver for elliptic PDE problems on variable-shape domains. The harmonic measure of a domain is the boundary probability distribution that, integrated against any boundary data, returns the Dirichlet Laplace solution. It depends only on the geometry, not on the boundary data. NHMO parameterizes the density of this measure as a transformer-based boundary kernel supervised by Walk-on-Spheres exit samples, so one trained kernel handles different boundary values on a shape with no retraining. We extend it to Poisson via a classical decomposition, with an auxiliary network amortizing the source-induced correction and avoiding the singular volume quadrature that breaks direct evaluation. At inference, new boundary values and new sources both yield PDE solutions by re-integration against the fitted kernel and lift, with no retraining. NHMO improves over four prior baselines on the MCB-B 3D variable-shape Poisson benchmark across all five categories, and is competitive with major neural-operator baselines on a controlled 2D testbed.

cs.LG↗

A Variational Optimal Transport Operator on Incompressible Flow

We present the Variational Incompressible Optimal Transport (VIOT) operator, a generative neural operator for amortized incompressible density transport. Given a new source-target density pair, VIOT predicts a divergence-free velocity field and generates the full transport trajectory by feed-forward inference, replacing the hour-scale per-pair optimization used by adjoint fluid solvers and differentiable simulation baselines. The system consists of three components: a stream-function or vector-potential representation that enforces incompressibility by construction, a regularized incompressible transport objective that balances endpoint accuracy and flow smoothness, and a Fourier Neural Operator backbone that amortizes the solve across new pairs and grid resolutions. Together, these components make incompressible transport a reusable neural operator that facilitates various transport processes. Further, the generative capability extends beyond the training distribution, with VIOT producing incompressible transports for user-drawn source-target pairs in a real-time interactive system. We demonstrate VIOT on 2D and 3D density-transport benchmarks. Both 2D and 3D rollouts complete in seconds per pair, while per-instance baselines in our 2D comparisons optimize each new pair from scratch and require on the order of an hour, a roughly $10^4\times$ online speedup.

cs.LG↗

Hamiltonian Two-Way Coupling of Nonlinear Waves and 3D Flows

Simulating large-scale free-surface water by coupling a localized 3D fluid solver to a cheaper 2D surface model has long faced a mismatch in wave dynamics: efficient 2D wave models used in graphics are typically either linear or non-dispersive. These models are fast, simple, and accurate for calm, small-amplitude seas, but coupling them with strongly nonlinear 3D solvers produces visible reflections and artifacts at the 2D--3D interface. We address this problem by introducing a nonlinear and dispersive 2D wave model based on the canonical Zakharov formulation. Its Hamiltonian structure, in which the surface elevation and surface potential form a canonical pair ($η$, $ψ$) governed by the wave energy, enables a canonically consistent two-way coupling scheme, allowing information to pass smoothly across the 2D--3D interface. Our 2D solver reduces mean wave-height error by 1.7--5$\times$ over SWE, BEM, and Airy baselines while running more than $10^3\times$ faster than BEM; it achieves greater nonlinear accuracy and coupling fidelity than SWE and Airy, with minor losses in speed and stability. Coupling it with a 3D Navier--Stokes solver yields a full system that suppresses visible seam artifacts across a range of experiments, including dispersion-matching and Kelvin-wake tests, and runs over 4$\times$ faster than a pure GPU NB-FLIP simulation on the same domain.

cs.GR↗

Hermite-NGP: Gradient-Augmented Hash Encoding for Learning PDEs

We propose Hermite-NGP, a gradient-augmented multi-resolution hash encoding designed to enable fast and accurate computation of spatial derivatives for neural PDE solvers. Unlike existing NGP-based approaches that rely on automatic differentiation or finite differences and suffer from instability or high cost, Hermite-NGP explicitly stores function values and mixed partial derivatives at hash grid vertices, allowing fully analytic evaluation of gradients, Jacobians, and Hessians via Hermite interpolation. This design preserves the efficiency and spatial adaptivity of NGP while supporting analytic differential operators up to second order. We further introduce a multi-resolution curriculum training strategy analogous to multigrid V-cycles to enable coarse-to-fine optimization. Across a range of 2D and 3D PDE benchmarks, Hermite-NGP achieves up to approximately 20 times lower error than prior neural PDE methods, and reduces wall-clock convergence time by 2 to 10 times compared to other solvers, with per-epoch training times as low as 3.5 ms for models with up to 17M parameters.

cs.LG↗

Generative Modeling with Orbit-Space Particle Flow Matching

We present Orbit-Space Geometric Probability Paths (OGPP), a particle-native flow-matching framework for generative modeling of particle systems. OGPP is motivated by two insights: (i) particles are defined up to permutation symmetries, so anonymous indexing inflates per-index target variance and yields curved, hard-to-learn flows; and (ii) particles live in physical space, so the flow terminal velocity has physical meaning and can encode geometric attributes, e.g., surface normals. OGPP instantiates three key components: (1) orbit-space canonicalization of the probability-path terminal endpoint, (2) particle index embeddings for role specialization, and (3) geometric probability paths with arc-length-aware terminal velocities that generate normals as a byproduct of the flow. We evaluate OGPP on minimal-surface benchmarks, where it reduces metric error by up to two orders of magnitude in a single inference step; on ShapeNet, where it matches the state of the art with 5x fewer steps and reaches airplane EMD comparable to DiT-3D with 26x fewer parameters and 5x fewer steps; and on single-shape encoding, where it produces normals and reconstructions competitive with 6D generators while operating entirely in 3D.

cs.GR↗

Trajectory Consistency for One-Step Generation on Euler Mean Flows

We propose \emph{Euler Mean Flows (EMF)}, a flow-based generative framework for one-step and few-step generation that enforces long-range trajectory consistency with minimal sampling cost. The key idea of EMF is to replace the trajectory consistency constraint, which is difficult to supervise and optimize over long time scales, with a principled linear surrogate that enables direct data supervision for long-horizon flow-map compositions. We derive this approximation from the semigroup formulation of flow-based models and show that, under mild regularity assumptions, it faithfully approximates the original consistency objective while being substantially easier to optimize. This formulation leads to a unified, JVP-free training framework that supports both $u$-prediction and $x_1$-prediction variants, avoiding explicit Jacobian computations and significantly reducing memory and computational overhead. Experiments on image synthesis, particle-based geometry generation, and functional generation demonstrate improved optimization stability and sample quality under fixed sampling budgets, together with approximately $50\%$ reductions in training time and memory consumption compared to existing one-step methods for image generation.

cs.LG↗

An Adjoint Method for Differentiable Fluid Simulation on Flow Maps

This paper presents a novel adjoint solver for differentiable fluid simulation based on bidirectional flow maps. Our key observation is that the forward fluid solver and its corresponding backward, adjoint solver share the same flow map as the forward simulation. In the forward pass, this map transports fluid impulse variables from the initial frame to the current frame to simulate vortical dynamics. In the backward pass, the same map propagates adjoint variables from the current frame back to the initial frame to compute gradients. This shared long-range map allows the accuracy of gradient computation to benefit directly from improvements in flow map construction. Building on this insight, we introduce a novel adjoint solver that solves the adjoint equations directly on the flow map, enabling long-range and accurate differentiation of incompressible flows without differentiating intermediate numerical steps or storing intermediate variables, as required in conventional adjoint methods. To further improve efficiency, we propose a long-short time-sparse flow map representation for evolving adjoint variables. Our approach has low memory usage, requiring only 6.53GB of data at a resolution of $192^3$ while preserving high accuracy in tracking vorticity, enabling new differentiable simulation tasks that require precise identification, prediction, and control of vortex dynamics.

cs.GR↗