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Junwei Zhou

Publications and source records attributed to Junwei Zhou.

33 records · Page 2Linked to original sources

An Impulse-formed Navier-Stokes Solver based on Long-range Particle Flow Maps

We present a particle-grid characteristic-mapping framework that extends long-range characteristic mapping from inviscid flows to general Navier-Stokes dynamics with viscosity, body forces, and complex boundaries. Unlike traditional grid-based and vorticity-centered characteristic methods, our method is built on the observation that particle trajectories naturally provide the long-range flow map, enabling geometric quantities and their gradients to be transported in a direct and effective manner. We identify the impulse, the gauge variable of the velocity field, as the primary quantity mapped along characteristics while remaining compatible with standard velocity-based incompressible solvers. Using the 1-form representation of the impulse equation, we derive an integral formulation that decomposes the impulse evolution into a component transported geometrically along the particle flow map and a complementary component generated by viscosity and body forces evaluated through path integrals accumulated along particle trajectories. These components together yield a unified characteristic-mapping solver capable of handling incompressible Navier-Stokes flows with viscosity and body forces while maintaining the accuracy and geometric fidelity of characteristic transport.

cs.CE↗

DSL-R1: From SQL to DSL for Training Retrieval Agents across Structured and Unstructured Data with Reinforcement Learning

Effective retrieval in complex domains requires bridging the gap between structured metadata and unstructured content. Existing systems typically isolate these capabilities, relying on either symbolic filtering or vector similarity, failing to capture their interplay. In this work, we propose DSL-R1, a unified framework that synergizes logical reasoning with semantic matching via a novel Domain-Specific Language (DSL). By embedding vector primitives within SQL-style operators, our approach leverages the complementary strengths of symbolic precision and semantic coverage. We further introduce a reinforcement learning mechanism where rule-based execution feedback and retrieval quality rewards jointly optimize the DSL generation, balancing structural correctness and semantic alignment. Evaluations on a large-scale industrial email benchmark demonstrate that DSL-R1 achieves a +12.3% improvement in Hit@1/3, consistently outperforming decoupled baselines and establishing a robust paradigm for hybrid retrieval.

cs.IR↗

PredicateFix: Repairing Static Analysis Alerts with Bridging Predicates

Fixing static analysis alerts in source code with Large Language Models (LLMs) is becoming increasingly popular. However, LLMs often hallucinate and perform poorly for complex and less common alerts. Retrieval-augmented generation (RAG) aims to solve this problem by providing the model with a relevant example, but existing approaches face the challenge of unsatisfactory quality of such examples. To address this challenge, we utilize the predicates in the analysis rule, which serve as a bridge between the alert and relevant code snippets within a clean code corpus, called key examples. Based on this insight, we propose an algorithm to retrieve key examples for an alert automatically, and build PredicateFix as a RAG pipeline to fix alerts from two static code analyzers: CodeQL and GoInsight. Evaluation with multiple LLMs shows that PredicateFix increases the number of correct repairs by 27.1% ~ 69.3%, significantly outperforming other baseline RAG approaches.

cs.SE↗

VF-Plan: Bridging the Art Gallery Problem and Static LiDAR Scanning with Visibility Field Optimization

Viewpoint planning is critical for efficient 3D data acquisition in applications such as 3D reconstruction, building life-cycle management, navigation, and interior decoration. However, existing methods often neglect key optimization objectives specific to static LiDAR systems, resulting in redundant or disconnected viewpoint networks. The viewpoint planning problem (VPP) extends the classical Art Gallery Problem (AGP) by requiring full coverage, strong registrability, and coherent network connectivity under constrained sensor capabilities. To address these challenges, we introduce a novel Visibility Field (VF) that accurately captures the directional and range-dependent visibility properties of static LiDAR scanners. We further observe that visibility information naturally converges onto a 1D skeleton embedded in the 2D space, enabling significant searching space reduction. Leveraging these insights, we develop a greedy optimization algorithm tailored to the VPP, which constructs a minimal yet fully connected Viewpoint Network (VPN) with low redundancy. Experimental evaluations across diverse indoor and outdoor scenarios confirm the scalability and robustness of our method. Compared to expert-designed VPNs and existing state-of-the-art approaches, our algorithm achieves comparable or fewer viewpoints while significantly enhancing connectivity. In particular, it reduces the weighted average path length by approximately 95%, demonstrating substantial improvements in compactness and structural efficiency. Code is available at https://github.com/xiongbiaostar/VFPlan.

cs.RO↗

CoCo4D: Comprehensive and Complex 4D Scene Generation

Existing 4D synthesis methods primarily focus on object-level generation or dynamic scene synthesis with limited novel views, restricting their ability to generate multi-view consistent and immersive dynamic 4D scenes. To address these constraints, we propose a framework (dubbed as CoCo4D) for generating detailed dynamic 4D scenes from text prompts, with the option to include images. Our method leverages the crucial observation that articulated motion typically characterizes foreground objects, whereas background alterations are less pronounced. Consequently, CoCo4D divides 4D scene synthesis into two responsibilities: modeling the dynamic foreground and creating the evolving background, both directed by a reference motion sequence. Given a text prompt and an optional reference image, CoCo4D first generates an initial motion sequence utilizing video diffusion models. This motion sequence then guides the synthesis of both the dynamic foreground object and the background using a novel progressive outpainting scheme. To ensure seamless integration of the moving foreground object within the dynamic background, CoCo4D optimizes a parametric trajectory for the foreground, resulting in realistic and coherent blending. Extensive experiments show that CoCo4D achieves comparable or superior performance in 4D scene generation compared to existing methods, demonstrating its effectiveness and efficiency. More results are presented on our website https://colezwhy.github.io/coco4d/.

cs.CV↗

Fluid Simulation on Vortex Particle Flow Maps

We propose the Vortex Particle Flow Map (VPFM) method to simulate incompressible flow with complex vortical evolution in the presence of dynamic solid boundaries. The core insight of our approach is that vorticity is an ideal quantity for evolution on particle flow maps, enabling significantly longer flow map distances compared to other fluid quantities like velocity or impulse. To achieve this goal, we developed a hybrid Eulerian-Lagrangian representation that evolves vorticity and flow map quantities on vortex particles, while reconstructing velocity on a background grid. The method integrates three key components: (1) a vorticity-based particle flow map framework, (2) an accurate Hessian evolution scheme on particles, and (3) a solid boundary treatment for no-through and no-slip conditions in VPFM. These components collectively allow a substantially longer flow map length (3-12 times longer) than the state-of-the-art, enhancing vorticity preservation over extended spatiotemporal domains. We validated the performance of VPFM through diverse simulations, demonstrating its effectiveness in capturing complex vortex dynamics and turbulence phenomena.

cs.GR↗

DALC: Distributed Arithmetic Coding Aided by Linear Codes

Distributed Arithmetic Coding (DAC) has emerged as a feasible solution to the Slepian-Wolf problem, particularly in scenarios with non-stationary sources and for data sequences with lengths ranging from small to medium. Due to the inherent decoding ambiguity in DAC, the number of candidate paths grows exponentially with the increase in source length. To select the correct decoding path from the set of candidates, DAC decoders utilize the Maximum A Posteriori (MAP) metric to rank the decoding sequences, outputting the path with the highest MAP metric as the decoding result of the decoder. However, this method may still inadvertently output incorrect paths that have a MAP metric higher than the correct decoding path, despite not being the correct decoding path. To address the issue, we propose Distributed Arithmetic Coding Aided by Linear Codes (DALC), which employs linear codes to constrain the decoding process, thereby eliminating some incorrect paths and preserving the correct one. During the encoding phase, DALC generates the parity bits of the linear code for encoding the source data. In the decoding phase, each path in the set of candidate paths is verified in descending order according to the MAP metric until a path that meets the verification criteria is encountered, which is then outputted as the decoding result. DALC enhances the decoding performance of DAC by excluding candidate paths that do not meet the constraints imposed by linear codes. Our experimental results demonstrate that DALC reduces the Bit Error Rate(BER), with especially improvements in skewed source data scenarios.

cs.IT↗

Layout-your-3D: Controllable and Precise 3D Generation with 2D Blueprint

We present Layout-Your-3D, a framework that allows controllable and compositional 3D generation from text prompts. Existing text-to-3D methods often struggle to generate assets with plausible object interactions or require tedious optimization processes. To address these challenges, our approach leverages 2D layouts as a blueprint to facilitate precise and plausible control over 3D generation. Starting with a 2D layout provided by a user or generated from a text description, we first create a coarse 3D scene using a carefully designed initialization process based on efficient reconstruction models. To enforce coherent global 3D layouts and enhance the quality of instance appearances, we propose a collision-aware layout optimization process followed by instance-wise refinement. Experimental results demonstrate that Layout-Your-3D yields more reasonable and visually appealing compositional 3D assets while significantly reducing the time required for each prompt. Additionally, Layout-Your-3D can be easily applicable to downstream tasks, such as 3D editing and object insertion. Our project page is available at:https://colezwhy.github.io/layoutyour3d/

cs.CV↗

An Eulerian Vortex Method on Flow Maps

We present an Eulerian vortex method based on the theory of flow maps to simulate the complex vortical motions of incompressible fluids. Central to our method is the novel incorporation of the flow-map transport equations for line elements, which, in combination with a bi-directional marching scheme for flow maps, enables the high-fidelity Eulerian advection of vorticity variables. The fundamental motivation is that, compared to impulse $\mathbf{m}$, which has been recently bridged with flow maps to encouraging results, vorticity $\boldsymbolω$ promises to be preferable for its numerical stability and physical interpretability. To realize the full potential of this novel formulation, we develop a new Poisson solving scheme for vorticity-to-velocity reconstruction that is both efficient and able to accurately handle the coupling near solid boundaries. We demonstrate the efficacy of our approach with a range of vortex simulation examples, including leapfrog vortices, vortex collisions, cavity flow, and the formation of complex vortical structures due to solid-fluid interactions.

cs.GR↗

Solid-Fluid Interaction on Particle Flow Maps

We propose a novel solid-fluid interaction method for coupling elastic solids with impulse flow maps. Our key idea is to unify the representation of fluid and solid components as particle flow maps with different lengths and dynamics. The solid-fluid coupling is enabled by implementing two novel mechanisms: first, we developed an impulse-to-velocity transfer mechanism to unify the exchanged physical quantities; second, we devised a particle path integral mechanism to accumulate coupling forces along each flow-map trajectory. Our framework integrates these two mechanisms into an Eulerian-Lagrangian impulse fluid simulator to accommodate traditional coupling models, exemplified by the Material Point Method (MPM) and Immersed Boundary Method (IBM), within a particle flow map framework. We demonstrate our method's efficacy by simulating solid-fluid interactions exhibiting strong vortical dynamics, including various vortex shedding and interaction examples across swimming, falling, breezing, and combustion.

cs.GR↗

WeakSAM: Segment Anything Meets Weakly-supervised Instance-level Recognition

Weakly supervised visual recognition using inexact supervision is a critical yet challenging learning problem. It significantly reduces human labeling costs and traditionally relies on multi-instance learning and pseudo-labeling. This paper introduces WeakSAM and solves the weakly-supervised object detection (WSOD) and segmentation by utilizing the pre-learned world knowledge contained in a vision foundation model, i.e., the Segment Anything Model (SAM). WeakSAM addresses two critical limitations in traditional WSOD retraining, i.e., pseudo ground truth (PGT) incompleteness and noisy PGT instances, through adaptive PGT generation and Region of Interest (RoI) drop regularization. It also addresses the SAM's problems of requiring prompts and category unawareness for automatic object detection and segmentation. Our results indicate that WeakSAM significantly surpasses previous state-of-the-art methods in WSOD and WSIS benchmarks with large margins, i.e. average improvements of 7.4% and 8.5%, respectively. The code is available at \url{https://github.com/hustvl/WeakSAM}.

cs.CV↗

PACE: A Large-Scale Dataset with Pose Annotations in Cluttered Environments

We introduce PACE (Pose Annotations in Cluttered Environments), a large-scale benchmark designed to advance the development and evaluation of pose estimation methods in cluttered scenarios. PACE provides a large-scale real-world benchmark for both instance-level and category-level settings. The benchmark consists of 55K frames with 258K annotations across 300 videos, covering 238 objects from 43 categories and featuring a mix of rigid and articulated items in cluttered scenes. To annotate the real-world data efficiently, we develop an innovative annotation system with a calibrated 3-camera setup. Additionally, we offer PACE-Sim, which contains 100K photo-realistic simulated frames with 2.4M annotations across 931 objects. We test state-of-the-art algorithms in PACE along two tracks: pose estimation, and object pose tracking, revealing the benchmark's challenges and research opportunities. Our benchmark code and data is available on https://github.com/qq456cvb/PACE.

cs.CV↗

Eulerian-Lagrangian Fluid Simulation on Particle Flow Maps

We propose a novel Particle Flow Map (PFM) method to enable accurate long-range advection for incompressible fluid simulation. The foundation of our method is the observation that a particle trajectory generated in a forward simulation naturally embodies a perfect flow map. Centered on this concept, we have developed an Eulerian-Lagrangian framework comprising four essential components: Lagrangian particles for a natural and precise representation of bidirectional flow maps; a dual-scale map representation to accommodate the mapping of various flow quantities; a particle-to-grid interpolation scheme for accurate quantity transfer from particles to grid nodes; and a hybrid impulse-based solver to enforce incompressibility on the grid. The efficacy of PFM has been demonstrated through various simulation scenarios, highlighting the evolution of complex vortical structures and the details of turbulent flows. Notably, compared to NFM, PFM reduces computing time by up to 49 times and memory consumption by up to 41%, while enhancing vorticity preservation as evidenced in various tests like leapfrog, vortex tube, and turbulent flow.

cs.GR↗

Using Deep Learning to Solve Computer Security Challenges: A Survey

Although using machine learning techniques to solve computer security challenges is not a new idea, the rapidly emerging Deep Learning technology has recently triggered a substantial amount of interests in the computer security community. This paper seeks to provide a dedicated review of the very recent research works on using Deep Learning techniques to solve computer security challenges. In particular, the review covers eight computer security problems being solved by applications of Deep Learning: security-oriented program analysis, defending return-oriented programming (ROP) attacks, achieving control-flow integrity (CFI), defending network attacks, malware classification, system-event-based anomaly detection, memory forensics, and fuzzing for software security.

cs.CR↗

Robust Facial Landmark Localization Based on Texture and Pose Correlated Initialization

Robust facial landmark localization remains a challenging task when faces are partially occluded. Recently, the cascaded pose regression has attracted increasing attentions, due to it's superior performance in facial landmark localization and occlusion detection. However, such an approach is sensitive to initialization, where an improper initialization can severly degrade the performance. In this paper, we propose a Robust Initialization for Cascaded Pose Regression (RICPR) by providing texture and pose correlated initial shapes for the testing face. By examining the correlation of local binary patterns histograms between the testing face and the training faces, the shapes of the training faces that are most correlated with the testing face are selected as the texture correlated initialization. To make the initialization more robust to various poses, we estimate the rough pose of the testing face according to five fiducial landmarks located by multitask cascaded convolutional networks. Then the pose correlated initial shapes are constructed by the mean face's shape and the rough testing face pose. Finally, the texture correlated and the pose correlated initial shapes are joined together as the robust initialization. We evaluate RICPR on the challenging dataset of COFW. The experimental results demonstrate that the proposed scheme achieves better performances than the state-of-the-art methods in facial landmark localization and occlusion detection.

cs.CV↗