Searcharxiv⌕ Search

arXiv subjects

Kun Zhou

Publications and source records attributed to Kun Zhou.

At least 73 records · Page 4Linked to original sources

TexSpot: 3D Texture Enhancement with Spatially-uniform Point Latent Representation

High-quality 3D texture generation remains a fundamental challenge due to the view-inconsistency inherent in current mainstream multi-view diffusion pipelines. Existing representations either rely on UV maps, which suffer from distortion during unwrapping, or point-based methods, which tightly couple texture fidelity to geometric density that limits high-resolution texture generation. To address these limitations, we introduce TexSpot, a diffusion-based texture enhancement framework. At its core is Texlet, a novel 3D texture representation that merges the geometric expressiveness of point-based 3D textures with the compactness of UV-based representation. Each Texlet latent vector encodes a local texture patch via a 2D encoder and is further aggregated using a 3D encoder to incorporate global shape context. A cascaded 3D-to-2D decoder reconstructs high-quality texture patches, enabling the Texlet space learning. Leveraging this representation, we train a diffusion transformer conditioned on Texlets to refine and enhance textures produced by multi-view diffusion methods. Extensive experiments demonstrate that TexSpot significantly improves visual fidelity, geometric consistency, and robustness over existing state-of-the-art 3D texture generation and enhancement approaches. Project page: https://texlet-arch.github.io/TexSpot-page.

cs.CV↗

Low-Light Video Enhancement with An Effective Spatial-Temporal Decomposition Paradigm

Low-Light Video Enhancement (LLVE) seeks to restore dynamic or static scenes plagued by severe invisibility and noise. In this paper, we present an innovative video decomposition strategy that incorporates view-independent and view-dependent components to enhance the performance of LLVE. The framework is called View-aware Low-light Video Enhancement (VLLVE). We leverage dynamic cross-frame correspondences for the view-independent term (which primarily captures intrinsic appearance) and impose a scene-level continuity constraint on the view-dependent term (which mainly describes the shading condition) to achieve consistent and satisfactory decomposition results. To further ensure consistent decomposition, we introduce a dual-structure enhancement network featuring a cross-frame interaction mechanism. By supervising different frames simultaneously, this network encourages them to exhibit matching decomposition features. This mechanism can seamlessly integrate with encoder-decoder single-frame networks, incurring minimal additional parameter costs. Building upon VLLVE, we propose a more comprehensive decomposition strategy by introducing an additive residual term, resulting in VLLVE++. This residual term can simulate scene-adaptive degradations, which are difficult to model using a decomposition formulation for common scenes, thereby further enhancing the ability to capture the overall content of videos. In addition, VLLVE++ enables bidirectional learning for both enhancement and degradation-aware correspondence refinement (end-to-end manner), effectively increasing reliable correspondences while filtering out incorrect ones. Notably, VLLVE++ demonstrates strong capability in handling challenging cases, such as real-world scenes and videos with high dynamics. Extensive experiments are conducted on widely recognized LLVE benchmarks.

cs.CV↗

Codified Finite-state Machines for Role-playing

Modeling latent character states is crucial for consistent and engaging role-playing (RP) with large language models (LLMs). Yet, existing prompting-based approaches mainly capture surface actions, often failing to track the latent states that drive interaction. We revisit finite-state machines (FSMs), long used in game design to model state transitions. While effective in small, well-specified state spaces, traditional hand-crafted, rule-based FSMs struggle to adapt to the open-ended semantic space of RP. To address this, we introduce Codified Finite-State Machines (CFSMs), a framework that automatically codifies textual character profiles into FSMs using LLM-based coding. CFSMs extract key states and transitions directly from the profile, producing interpretable structures that enforce character consistency. To further capture uncertainty and variability, we extend CFSMs into Codified Probabilistic Finite-State Machines (CPFSMs), where transitions are modeled as probability distributions over states. Through both synthetic evaluations and real-world RP scenarios in established artifacts, we demonstrate that CFSM and CPFSM outperform generally applied baselines, verifying effectiveness not only in structured tasks but also in open-ended stochastic state exploration.

cs.CL↗

Learning Modal-Mixed Chain-of-Thought Reasoning with Latent Embeddings

We study how to extend chain-of-thought (CoT) beyond language to better handle multimodal reasoning. While CoT helps LLMs and VLMs articulate intermediate steps, its text-only form often fails on vision-intensive problems where key intermediate states are inherently visual. We introduce modal-mixed CoT, which interleaves textual tokens with compact visual sketches represented as latent embeddings. To bridge the modality gap without eroding the original knowledge and capability of the VLM, we use the VLM itself as an encoder and train the language backbone to reconstruct its own intermediate vision embeddings, to guarantee the semantic alignment of the visual latent space. We further attach a diffusion-based latent decoder, invoked by a special control token and conditioned on hidden states from the VLM. In this way, the diffusion head carries fine-grained perceptual details while the VLM specifies high-level intent, which cleanly disentangles roles and reduces the optimization pressure of the VLM. Training proceeds in two stages: supervised fine-tuning on traces that interleave text and latents with a joint next-token and latent-reconstruction objective, followed by reinforcement learning that teaches when to switch modalities and how to compose long reasoning chains. Extensive experiments across 11 diverse multimodal reasoning tasks, demonstrate that our method yields better performance than language-only and other CoT methods. Our code will be publicly released.

cs.AI↗

Beyond Lips: Integrating Gesture and Lip Cues for Robust Audio-visual Speaker Extraction

Most audio-visual speaker extraction methods rely on synchronized lip recording to isolate the speech of a target speaker from a multi-talker mixture. However, in natural human communication, co-speech gestures are also temporally aligned with speech, often emphasizing specific words or syllables. These gestures provide complementary visual cues that can be especially valuable when facial or lip regions are occluded or distant. In this work, we move beyond lip-centric approaches and propose SeLG, a model that integrates both lip and upper-body gesture information for robust speaker extraction. SeLG features a cross-attention-based fusion mechanism that enables each visual modality to query and selectively attend to relevant speech features in the mixture. To improve the alignment of gesture representations with speech dynamics, SeLG also employs a contrastive InfoNCE loss that encourages gesture embeddings to align more closely with corresponding lip embeddings, which are more strongly correlated with speech. Experimental results on the YGD dataset, containing TED talks, demonstrate that the proposed contrastive learning strategy significantly improves gesture-based speaker extraction, and that our proposed SeLG model, by effectively fusing lip and gesture cues with an attention mechanism and InfoNCE loss, achieves superior performance compared to baselines, across both complete and partial (i.e., missing-modality) conditions.

eess.AS↗

Generative metamaterials based on large language models

Mechanical metamaterials utilize intricate architectural designs to achieve advanced properties beyond those of their bulk counterparts. Existing metamaterial designs often rely on design inspirations and extensive experimental and numerical studies operated by design professionals, which can be time- and resource-consuming and limited in exploring the vast design space. Here, we transform metamaterial design by developing ChatMetamaterials based on large language models, a prompt-based generative metamaterial design engine capable of inventing architecture codes, and conducting reasoning-based diagnostics and evolution for complex metamaterial systems based on simple text prompts or hand-drawn sketches. This approach changes the way metamaterials are designed, and provides new opportunities for high-throughput metamaterial discovery.

physics.app-ph↗

Emotional Dimension Control in Language Model-Based Text-to-Speech: Spanning a Broad Spectrum of Human Emotions

Emotional text-to-speech (TTS) systems sturggle to capture the full spectrum of human emotions due to the inherent complexity of emotional expressions and the limited coverage of existing emotion labels. To address this, we propose a language model-based TTS framework that synthesizes speech across a broad range of emotional styles. Our approach enables flexible user control along three continuous dimensions - pleasure, arousal, and dominance (PAD). To enable this, we train an emotional dimension predictor that maps categorical emotion labels in speech datasets into the PAD space, grounded in established psychological research. Importantly, while the emotional dimension predictor leverages categorical labels, the TTS framework itself does not require explict emotion labels during training. Objective and subjective evaluations demonstrate that our framework effectively generates more expressive emotional styles and enhances both naturalness and diversity compared to baselines.

eess.AS↗

Deriving Character Logic from Storyline as Codified Decision Trees

Role-playing (RP) agents rely on behavioral profiles to act consistently across diverse narrative contexts, yet existing profiles are largely unstructured, non-executable, and weakly validated, leading to brittle agent behavior. We propose Codified Decision Trees (CDT), a data-driven framework that induces an executable and interpretable decision structure from large-scale narrative data. CDT represents behavioral profiles as a tree of conditional rules, where internal nodes correspond to validated scene conditions and leaves encode grounded behavioral statements, enabling deterministic retrieval of context-appropriate rules at execution time. The tree is learned by iteratively inducing candidate scene-action rules, validating them against data, and refining them through hierarchical specialization, yielding profiles that support transparent inspection and principled updates. Across multiple benchmarks, CDT substantially outperforms human-written profiles and prior profile induction methods on $85$ characters across $16$ artifacts, indicating that codified and validated behavioral representations lead to more reliable agent grounding.

cs.CL↗

Beyond the Last Frame: Process-aware Evaluation for Generative Video Reasoning

Recent breakthroughs in video generation have demonstrated an emerging capability termed Chain-of-Frames (CoF) reasoning, where models resolve complex tasks through the generation of continuous frames. While these models show promise for Generative Video Reasoning (GVR), existing evaluation frameworks often rely on single-frame assessments, which can lead to outcome-hacking, where a model reaches a correct conclusion through an erroneous process. To address this, we propose a process-aware evaluation paradigm. We introduce VIPER, a comprehensive benchmark spanning 16 tasks across temporal, structural, symbolic, spatial, physics, and planning reasoning. Furthermore, we propose Process-outcome Consistency (POC@r), a new metric that utilizes VLM-as-Judge with a hierarchical rubric to evaluate both the validity of the intermediate steps and the final result. Our experiments reveal that state-of-the-art video models achieve POC@1.0 only about 20% and exhibit a significant outcome-hacking. We further explore the impact of test-time scaling and sampling robustness, highlighting a substantial gap between current video generation and true generalized visual reasoning. Our benchmark are released at https://github.com/RUCAIBox/VIPER.

cs.CV↗

Ability Transfer and Recovery via Modularized Parameters Localization

Large language models can be continually pre-trained or fine-tuned to improve performance in specific domains, languages, or skills, but this specialization often degrades other capabilities and may cause catastrophic forgetting. We investigate how abilities are distributed within LLM parameters by analyzing module activations under domain- and language-specific inputs for closely related models. Across layers and modules, we find that ability-related activations are highly concentrated in a small set of channels (typically <5\%), and these channels are largely disentangled with good sufficiency and stability. Building on these observations, we propose ACT (Activation-Guided Channel-wise Ability Transfer), which localizes ability-relevant channels via activation differences and selectively transfers only the corresponding parameters, followed by lightweight fine-tuning for compatibility. Experiments on multilingual mathematical and scientific reasoning show that ACT can recover forgotten abilities while preserving retained skills. It can also merge multiple specialized models to integrate several abilities into a single model with minimal interference. Our code and data will be publicly released.

cs.CL↗

Codified Foreshadowing-Payoff Text Generation

Foreshadowing and payoff are ubiquitous narrative devices through which authors introduce commitments early in a story and resolve them through concrete, observable outcomes. However, despite advances in story generation, large language models (LLMs) frequently fail to bridge these long-range narrative dependencies, often leaving "Chekhov's guns" unfired even when the necessary context is present. Existing evaluations largely overlook this structural failure, focusing on surface-level coherence rather than the logical fulfillment of narrative setups. In this paper, we introduce Codified Foreshadowing-Payoff Generation (CFPG), a novel framework that reframes narrative quality through the lens of payoff realization. Recognizing that LLMs struggle to intuitively grasp the "triggering mechanism" of a foreshadowed event, CFPG transforms narrative continuity into a set of executable causal predicates. By mining and encoding Foreshadow-Trigger-Payoff triples from the BookSum corpus, we provide structured supervision that ensures foreshadowed commitments are not only mentioned but also temporally and logically fulfilled. Experiments demonstrate that CFPG significantly outperforms standard prompting baselines in payoff accuracy and narrative alignment. Our findings suggest that explicitly codifying narrative mechanics is essential for moving LLMs from surface-level fluency to genuine narrative competence.

cs.CL↗

Demonstration of Discrete-Time Quantum Walks and Observation of Topological Edge States in a Superconducting Qutrit Chain

Quantum walk serves as a versatile tool for universal quantum computing and algorithmic research. However, the implementation of discrete-time quantum walks (DTQWs) with superconducting circuits is still constrained by some limitations such as operation precision, circuit depth and connectivity. With improved hardware efficiency by using superconducting qutrits (three-level systems), we experimentally demonstrate a scalable DTQW in a superconducting circuit, observing the ballistic spreading of quantum walk in a qutrit chain. The usage of qutrits in our implementation allows hardware efficiently encoding of the walker position and the coin degree of freedom. By exploiting the flexibility and intrinsic symmetries of qutrit-based DTQWs, we successfully prepare two topological phases in the chain. For the first time, particle-hole-symmetry-protected edge states, bounded at the interface between these two topological phases, are observed in the superconducting platform. Measured parameter dependencies further validate the properties of edge states. The scalability and gate-control compatibility of the demonstrated DTQWs enable a versatile tool for superconducting quantum computing and quantum simulation.

quant-ph↗

Information-Scrambling-Enhanced Quantum Sensing Beyond the Standard Quantum Limit

Quantum sensing promises measurement precision beyond classical limits, but its practical realization is often hindered by decoherence and the challenges of generating and stabilizing entanglement in large-scale systems. Here, we experimentally demonstrate a scalable, scrambling-enhanced quantum sensing protocol, referred to as butterfly metrology, implemented on a cross-shaped superconducting quantum processor. By harnessing quantum information scrambling, the protocol converts local interactions into delocalized metrologically useful correlations, enabling robust signal amplification through interference of the scrambled and polarized quantum states. We validate the time-reversal ability via Loschmidt echo measurements and quantify the information scrambling through out-of-time-ordered correlators, establishing the essential quantum resources of our protocol. Our measurements reveal that the sensing sensitivity surpasses the standard quantum limit (SQL) with increasing qubit number, reaching 3.78 in a 9-qubit configuration, compared to the SQL of 3.0. The scheme further exhibits inherent robustness to coherent control errors and probed signal noise. This work demonstrates a readily scalable path toward practical quantum sensing advantages with prevalent experimental platforms.

quant-ph↗

DeliveryBench: Can Agents Earn Profit in Real World?

LLMs and VLMs are increasingly deployed as embodied agents, yet existing benchmarks largely revolve around simple short-term tasks and struggle to capture rich realistic constraints that shape real-world decision making. To close this gap, we propose DeliveryBench, a city-scale embodied benchmark grounded in the real-world profession of food delivery. Food couriers naturally operate under long-horizon objectives (maximizing net profit over hours) while managing diverse constraints, e.g., delivery deadline, transportation expense, vehicle battery, and necessary interactions with other couriers and customers. DeliveryBench instantiates this setting in procedurally generated 3D cities with diverse road networks, buildings, functional locations, transportation modes, and realistic resource dynamics, enabling systematic evaluation of constraint-aware, long-horizon planning. We benchmark a range of VLM-based agents across nine cities and compare them with human players. Our results reveal a substantial performance gap to humans, and find that these agents are short-sighted and frequently break basic commonsense constraints. Additionally, we observe distinct personalities across models (e.g., adventurous GPT-5 vs. conservative Claude), highlighting both the brittleness and the diversity of current VLM-based embodied agents in realistic, constraint-dense environments. Our code, data, and benchmark are available at https://deliverybench.github.io.

cs.AI↗

Gaussian-Plus-SDF SLAM: High-fidelity 3D Reconstruction at 150+ fps

While recent Gaussian-based SLAM methods achieve photorealistic reconstruction from RGB-D data, their computational performance remains a critical bottleneck. State-of-the-art techniques operate at less than 20 fps, significantly lagging behind geometry-based approaches like KinectFusion (hundreds of fps). This limitation stems from the heavy computational burden: modeling scenes requires numerous Gaussians and complex iterative optimization to fit RGB-D data; insufficient Gaussian counts or optimization iterations cause severe quality degradation. To address this, we propose a Gaussian-SDF hybrid representation, combining a colorized signed distance field (SDF) for smooth geometry and appearance with 3D Gaussians to capture underrepresented details. The SDF is efficiently constructed via RGB-D fusion (as in geometry-based methods), while Gaussians undergo iterative optimization. Our representation enables significant Gaussian reduction (50% fewer) by avoiding full-scene Gaussian modeling, and efficient Gaussian optimization (75% fewer iterations) through targeted appearance refinement. Building upon this representation, we develop GPS-SLAM (Gaussian-plus-SDF SLAM), a real-time 3D reconstruction system achieving over 150 fps on real-world Azure Kinect sequences, faster by an order-of-magnitude than state-of-the-art techniques while maintaining comparable reconstruction quality. The source code and data are available at https://gapszju.github.io/GPS-SLAM.

cs.CV↗

When Gaussian Meets Surfel: Ultra-fast High-fidelity Radiance Field Rendering

We introduce Gaussian-enhanced Surfels (GESs), a bi-scale representation for radiance field rendering, wherein a set of 2D opaque surfels with view-dependent colors represent the coarse-scale geometry and appearance of scenes, and a few 3D Gaussians surrounding the surfels supplement fine-scale appearance details. The rendering with GESs consists of two passes -- surfels are first rasterized through a standard graphics pipeline to produce depth and color maps, and then Gaussians are splatted with depth testing and color accumulation on each pixel order independently. The optimization of GESs from multi-view images is performed through an elaborate coarse-to-fine procedure, faithfully capturing rich scene appearance. The entirely sorting-free rendering of GESs not only achieves very fast rates, but also produces view-consistent images, successfully avoiding popping artifacts under view changes. The basic GES representation can be easily extended to achieve anti-aliasing in rendering (Mip-GES), boosted rendering speeds (Speedy-GES) and compact storage (Compact-GES), and reconstruct better scene geometries by replacing 3D Gaussians with 2D Gaussians (2D-GES). Experimental results show that GESs advance the state-of-the-arts as a compelling representation for ultra-fast high-fidelity radiance field rendering.

cs.CV↗

3DTeethSAM: Taming SAM2 for 3D Teeth Segmentation

3D teeth segmentation, involving the localization of tooth instances and their semantic categorization in 3D dental models, is a critical yet challenging task in digital dentistry due to the complexity of real-world dentition. In this paper, we propose 3DTeethSAM, an adaptation of the Segment Anything Model 2 (SAM2) for 3D teeth segmentation. SAM2 is a pretrained foundation model for image and video segmentation, demonstrating a strong backbone in various downstream scenarios. To adapt SAM2 for 3D teeth data, we render images of 3D teeth models from predefined views, apply SAM2 for 2D segmentation, and reconstruct 3D results using 2D-3D projections. Since SAM2's performance depends on input prompts and its initial outputs often have deficiencies, and given its class-agnostic nature, we introduce three light-weight learnable modules: (1) a prompt embedding generator to derive prompt embeddings from image embeddings for accurate mask decoding, (2) a mask refiner to enhance SAM2's initial segmentation results, and (3) a mask classifier to categorize the generated masks. Additionally, we incorporate Deformable Global Attention Plugins (DGAP) into SAM2's image encoder. The DGAP enhances both the segmentation accuracy and the speed of the training process. Our method has been validated on the 3DTeethSeg benchmark, achieving an IoU of 91.90% on high-resolution 3D teeth meshes, establishing a new state-of-the-art in the field.

cs.CV↗

DualCamCtrl: Dual-Branch Diffusion Model for Geometry-Aware Camera-Controlled Video Generation

This paper presents DualCamCtrl, a novel end-to-end diffusion model for camera-controlled video generation. Recent works have advanced this field by representing camera poses as ray-based conditions, yet they often lack sufficient scene understanding and geometric awareness. DualCamCtrl specifically targets this limitation by introducing a dual-branch framework that mutually generates camera-consistent RGB and depth sequences. To harmonize these two modalities, we further propose the Semantic Guided Mutual Alignment (SIGMA) mechanism, which performs RGB-depth fusion in a semantics-guided and mutually reinforced manner. These designs collectively enable DualCamCtrl to better disentangle appearance and geometry modeling, generating videos that more faithfully adhere to the specified camera trajectories. Additionally, we analyze and reveal the distinct influence of depth and camera poses across denoising stages and further demonstrate that early and late stages play complementary roles in forming global structure and refining local details. Extensive experiments demonstrate that DualCamCtrl achieves more consistent camera-controlled video generation, with over 40\% reduction in camera motion errors compared with prior methods. Our project page: https://soyouthinkyoucantell.github.io/dualcamctrl-page/

cs.CV↗