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Kuixiang Shao

Publications and source records attributed to Kuixiang Shao.

7 recordsLinked to original sources

MouseGPT: A Large-scale Vision-Language Model for Mouse Behavior Analysis

Analyzing animal behavior is crucial in neuroscience, yet deciphering its intricate dynamics remains challenging. Traditional machine vision approaches detect spontaneous behaviors but are constrained by limited interpretability and reliance on manual labeling, restricting exploration of the full behavioral spectrum. Here, we introduce MouseGPT, an integrated vision-language model and analytical framework that translates raw video of animal activity into natural language to automate open-vocabulary behavior analysis. Built upon a comprehensive dataset of over 42 million frames spanning diverse psychiatric conditions, MouseGPT maps multi-view or single-camera recordings directly into computable semantic representations. An agentic framework leverages these representations for detailed behavior profiling, cross-view stable clustering, and zero-shot novel behavior discovery without requiring labor-intensive annotation. Surpassing conventional kinematics-based pipelines and generalist vision-language models in behavioral precision and adaptability, MouseGPT establishes continuous semantic representations as a powerful tool for deciphering complex ethological dynamics in animal models.

cs.CV↗

FACT: Fidelity-Aware Construction of Articulated Twins

Visually plausible articulated assets may still fail during contact interactions or exhibit inaccurate motion. We present FACT (Fidelity-Aware Construction of Articulated Twins), an agentic framework that progressively constructs articulated twins to improve geometry, contact, and dynamic fidelity. The agent drives an evidence--diagnosis--revision loop on a shared editable representation, selecting measurements and model edits using quantitative feedback, while numerical tools execute and validate the updates. It reconstructs editable articulated geometry from images through feature planning, targeted measurements, and diagnostic refinement. On this reference, it repairs collision proxies through task-aware local repartitioning before fidelity-constrained compression. Finally, it constructs response models from passive-response videos, using simulation residuals to guide model revision and constrained physical parameter fitting. Experiments show that FACT improves geometric reconstruction over baselines, enables more reliable interaction with simpler collision proxies, and better reproduces held-out physical responses than direct parameter inference.

cs.RO↗

LIVIN: Benchmarking Spatial and Embodied Intelligence in Digital Twins of Lived-In Homes

Realistic household simulation must capture not only diverse environments but also the lived-in object arrangements and spatial constraints that shape robot motion and interaction. Existing resources often trade off scale, real-world correspondence, and interaction readiness, leaving a gap in faithful, interactive replicas of how real homes are actually arranged. To this end, we introduce LIVIN, a benchmark for spatial and embodied intelligence built on digital twins of 30 diverse lived-in homes. These replicas preserve observed room layouts, furniture configurations, and everyday belongings. To construct them, we design a human-in-the-loop workflow comprising instance recognition, architectural reconstruction, and object generation and placement, with intermediate results reviewed and corrected by humans against the source observations at each stage. We evaluate four tasks in LIVIN: 3D detection, 3D reconstruction, navigation, and loco-manipulation. Our evaluations show that current methods remain challenged by the dense object arrangements, occlusions, limited free space, and constrained interaction regions found in realistic lived-in homes. We hope LIVIN will help advance embodied AI in real-world homes, from spatial understanding to robotic interaction, and ultimately bring embodied intelligence into everyday home environments.

cs.CV↗

3DRAG: 3D-Native Object Drag Editing with Generative Models

The rapid progress of 3D generative models has made 3D asset creation increasingly accessible. However, achieving intuitive, precise, and interactive user control, such as point-based drag editing, remains challenging. Existing 3D drag methods either rely on slow 2D diffusion priors, such as Score Distillation Sampling, or directly warp geometry, often causing multi-view inconsistency and topological artifacts. In this paper, we present 3DRAG, a training-free framework that executes precise drag editing natively within the explicit 3D latent space of large-scale generative models, without SDS-based optimization or iterative point tracking. To ensure geometrically plausible deformations, 3DRAG explicitly extends the drag displacement field into 3D space, incorporating an Occupancy-Aware Winner-Takes-All (OA-WTA) strategy to robustly handle sparse geometries. Furthermore, we introduce a generative editing pipeline that explicitly transforms latent representations via the 3D displacement field. By fully leveraging the model's generative capabilities, it achieves smooth geometric deformations while maintaining the object's identity. To further transfer original geometry and texture with high fidelity, we propose Logits-Level Token Fusion, which accurately injects source information into the destination region. To evaluate 3D point-based editing, we construct a novel dataset featuring diverse 3D assets and complex multi-point drag instructions. Quantitative and qualitative experiments demonstrate that 3DRAG achieves state-of-the-art performance, surpassing existing baselines in drag accuracy, geometric fidelity, and unedited region preservation.

cs.GR↗

PARSE: Part-Aware Relational Spatial Modeling

Inter-object relations underpin spatial intelligence, yet existing representations -- linguistic prepositions or object-level scene graphs -- are too coarse to specify which regions actually support, contain, or contact one another, leading to ambiguous and physically inconsistent layouts. To address these ambiguities, a part-level formulation is needed; therefore, we introduce PARSE, a framework that explicitly models how object parts interact to determine feasible and spatially grounded scene configurations. PARSE centers on the Part-centric Assembly Graph (PAG), which encodes geometric relations between specific object parts, and a Part-Aware Spatial Configuration Solver that converts these relations into geometric constraints to assemble collision-free, physically valid scenes. Using PARSE, we build PARSE-10K, a dataset of 10,000 3D indoor scenes constructed from real-image layout priors and a curated part-annotated shape database, each with dense contact structures and a part-level contact graph. With this structured, spatially grounded supervision, fine-tuning Qwen3-VL on PARSE-10K yields stronger object-level layout reasoning and more accurate part-level relation understanding; furthermore, leveraging PAGs as structural priors in 3D generation models leads to scenes with substantially improved physical realism and structural complexity. Together, these results show that PARSE significantly advances geometry-grounded spatial reasoning and supports the generation of physically consistent 3D scenes.

cs.CV↗

SPREAD: Spatial-Physical REasoning via geometry Aware Diffusion

Automated 3D scene generation is pivotal for applications spanning virtual reality, digital content creation, and Embodied AI. While computer graphics prioritizes aesthetic layouts, vision and robotics demand scenes that mirror real-world complexity which current data-driven methods struggle to achieve due to limited unstructured training data and insufficient spatial and physical modeling. We propose SPREAD, a diffusion-based framework that jointly learns spatial and physical relationships through a graph transformer, explicitly conditioning on posed scene point clouds for geometric awareness. Moreover, our model integrates differentiable guidance for collision avoidance, relational constraint, and gravity, ensuring physically coherent scenes without sacrificing relational context. Our experiments on 3D-FRONT and ProcTHOR datasets demonstrate state-of-the-art performance in spatial-relational reasoning and physical metrics. Moreover, \ours{} outperforms baselines in scene consistency and stability during pre- and post-physics simulation, proving its capability to generate simulation-ready environments for embodied AI agents.

cs.GR↗

Relightable Neural Human Assets from Multi-view Gradient Illuminations

Human modeling and relighting are two fundamental problems in computer vision and graphics, where high-quality datasets can largely facilitate related research. However, most existing human datasets only provide multi-view human images captured under the same illumination. Although valuable for modeling tasks, they are not readily used in relighting problems. To promote research in both fields, in this paper, we present UltraStage, a new 3D human dataset that contains more than 2,000 high-quality human assets captured under both multi-view and multi-illumination settings. Specifically, for each example, we provide 32 surrounding views illuminated with one white light and two gradient illuminations. In addition to regular multi-view images, gradient illuminations help recover detailed surface normal and spatially-varying material maps, enabling various relighting applications. Inspired by recent advances in neural representation, we further interpret each example into a neural human asset which allows novel view synthesis under arbitrary lighting conditions. We show our neural human assets can achieve extremely high capture performance and are capable of representing fine details such as facial wrinkles and cloth folds. We also validate UltraStage in single image relighting tasks, training neural networks with virtual relighted data from neural assets and demonstrating realistic rendering improvements over prior arts. UltraStage will be publicly available to the community to stimulate significant future developments in various human modeling and rendering tasks. The dataset is available at https://miaoing.github.io/RNHA.

cs.CV↗