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Li Cheng

Publications and source records attributed to Li Cheng.

At least 19 recordsLinked to original sources

Feed-Forward Hierarchical Gaussian Diffusion for Extreme CT Reconstruction

Reconstructing three-dimensional computed tomography (CT) from severely constrained projections is highly ill-posed. Sparse angular sampling, restricted angular coverage, and low photon counts can occur individually or jointly, obscuring global anatomy and local tissue detail. Many learned CT reconstruction methods are tailored to a single dominant degradation. Existing diffusion and Gaussian approaches commonly recover global structure and local detail within a shared representation. We propose HiGDiff, a feed-forward hierarchical Gaussian diffusion framework that decomposes reconstruction both spatially and from structure to detail. Physics-conditioned anatomical anchors and a foreground capacity field allocate learnable Gaussian primitives to informative regions. A structure diffusion stage first recovers global attenuation geometry, and its learned representation conditions a detail diffusion stage for residual boundaries and tissue transitions. The resulting Gaussian banks are rendered as attenuation fields and further refined by a gradient-isolated residual module. Experiments on three distinct CT benchmark datasets demonstrate state-of-the-art reconstruction performance across isolated, paired, and joint degradation settings, including improvements of 5.81 dB in macro-average peak signal-to-noise ratio (PSNR) and 0.113 in structural similarity index measure (SSIM) on the Low Dose CT Image and Projection Data (LDCT-PD) collection. Code and experimental configurations are openly available at https://github.com/Bean-Young/HiGDiff.

cs.CV

Progressive Pose-Guided 4D Animal Reconstruction from Monocular Video

Reconstructing 4D animals from monocular videos is challenging due to large inter-species variation, complex articulations, and the lack of reliable templates. Existing approaches typically rely on either strict category-specific priors that restrict generalization, or unconstrained generative models that sacrifice input fidelity. To bridge this gap, we present a progressive test-time optimization framework built on 3D Gaussian Splatting for high-fidelity 4D animal reconstruction from a single video. Our key insight is that a coarse shape prior suffices when coupled with a progressive strategy that disentangles articulated pose from non-rigid deformation. Specifically, we employ a symmetry-aware temporal encoding that exploits bilateral cues while absorbing camera estimation drift and a part-conditioned deformation mechanism guided by learnable part anchors and a learnable skinning field. Extensive experiments demonstrate that our approach generalizes robustly across diverse species, achieving superior geometric accuracy, temporal consistency, and visual fidelity compared to existing baselines, even under severe prior mismatch.

cs.CV

PICS: Pairwise Image Compositing with Spatial Interactions

Despite strong single-turn performance, diffusion-based image compositing often struggles to preserve coherent spatial relations in pairwise or sequential edits, where subsequent insertions may overwrite previously generated content and disrupt physical consistency. We introduce PICS, a self-supervised composition-by-decomposition paradigm that composes objects in parallel while explicitly modeling the compositional interactions among (fully-/partially-)visible objects and background. At its core, an Interaction Transformer employs mask-guided Mixture-of-Experts to route background, exclusive, and overlap regions to dedicated experts, with an adaptive {\alpha}-blending strategy that infers a compatibility-aware fusion of overlapping objects while preserving boundary fidelity. To further enhance robustness to geometric variations, we incorporate geometry-aware augmentations covering both out-of-plane and in-plane pose changes of objects. Our method delivers superior pairwise compositing quality and substantially improved stability, with extensive evaluations across virtual try-on, indoor, and street scene settings showing consistent gains over state-of-the-art baselines. Code and data are available at https://github.com/RyanHangZhou/PICS

cs.CV

MirageNet:A Secure, Efficient, and Scalable On-Device Model Protection in Heterogeneous TEE and GPU System

As edge devices gain stronger computing power, deploying high-performance DNN models on untrusted hardware has become a practical approach to cut inference latency and protect user data privacy. Given high model training costs and user experience requirements, balancing model privacy and low runtime overhead is critical. TEEs offer a viable defense, and prior work has proposed heterogeneous GPU-TEE inference frameworks via parameter obfuscation to balance efficiency and confidentiality. However, recent studies find partial obfuscation defenses ineffective, while robust schemes cause unacceptable latency. To resolve these issues, we propose ConvShatter, a novel obfuscation scheme that achieves low latency and high accuracy while preserving model confidentiality and integrity. It leverages convolution linearity to decompose kernels into critical and common ones, inject confounding decoys, and permute channel/kernel orders. Pre-deployment, it performs kernel decomposition, decoy injection and order obfuscation, storing minimal recovery parameters securely in the TEE. During inference, the TEE reconstructs outputs of obfuscated convolutional layers. Extensive experiments show ConvShatter substantially reduces latency overhead with strong security guarantees; versus comparable schemes, it cuts overhead by 16% relative to GroupCover while maintaining accuracy on par with the original model.

cs.CR

SAM3-I: Segment Anything with Instructions

Segment Anything Model 3 (SAM3) advances open-vocabulary segmentation through promptable concept segmentation, enabling users to segment all instances associated with a given concept using short noun-phrase (NP) prompts. While effective for concept-level grounding, real-world interactions often involve far richer natural-language instructions that combine attributes, relations, actions, states, or implicit reasoning. Currently, SAM3 relies on external multi-modal agents to convert complex instructions into NPs and conducts iterative mask filtering, leading to coarse representations and limited instance specificity. In this work, we present SAM3-I, an instruction-following extension of the SAM family that unifies concept-level grounding and instruction-level reasoning within a single segmentation framework. Built upon SAM3, SAM3-I introduces an instruction-aware cascaded adaptation mechanism with dedicated alignment losses that progressively aligns expressive instruction semantics with SAM3's vision-language representations, enabling direct interpretation of natural-language instructions while preserving its strong concept recall ability. To enable instruction-following learning, we introduce HMPL-Instruct, a large-scale instruction-centric dataset that systematically covers hierarchical instruction semantics and diverse target granularities. Experiments demonstrate that SAM3-I achieves appealing performance across referring and reasoning-based segmentation, showing that SAM3 can be effectively extended to follow complex natural-language instructions without sacrificing its original concept-driven strengths. Code and dataset are available at https://github.com/debby-0527/SAM3-I.

cs.CV

VPHO: Joint Visual-Physical Cue Learning and Aggregation for Hand-Object Pose Estimation

Estimating the 3D poses of hands and objects from a single RGB image is a fundamental yet challenging problem, with broad applications in augmented reality and human-computer interaction. Existing methods largely rely on visual cues alone, often producing results that violate physical constraints such as interpenetration or non-contact. Recent efforts to incorporate physics reasoning typically depend on post-optimization or non-differentiable physics engines, which compromise visual consistency and end-to-end trainability. To overcome these limitations, we propose a novel framework that jointly integrates visual and physical cues for hand-object pose estimation. This integration is achieved through two key ideas: 1) joint visual-physical cue learning: The model is trained to extract 2D visual cues and 3D physical cues, thereby enabling more comprehensive representation learning for hand-object interactions; 2) candidate pose aggregation: A novel refinement process that aggregates multiple diffusion-generated candidate poses by leveraging both visual and physical predictions, yielding a final estimate that is visually consistent and physically plausible. Extensive experiments demonstrate that our method significantly outperforms existing state-of-the-art approaches in both pose accuracy and physical plausibility.

cs.CV

Giant tunneling magnetoresistance based on spin-valley-mismatched ferromagnetic metals

Half metals, which are amenable to perfect spin filtering, can be utilized for high-magnetoresistive devices. However, available half metals are very limited. Here, we demonstrate that materials with intrinsic spin-valley-mismatched (SVM) states can be used to block charge transport, resembling half metals and leading to giant tunneling magnetoresistance. As an example, by using first-principles transport calculations, we show that ferromagnetic 1\emph{T}-VSe$_2$, 1\emph{T}-VS$_2$, and 2\emph{H}-VS$_2$ are such spin-valley-mismatched metals, and giant magnetoresistance of more than 99\% can be realized in spin-valve van der Waals (vdW) junctions using these metals as electrodes. Owing to the intrinsic mismatch of spin states, the central-layer materials for the vdW junctions can be arbitrary nonmagnetic materials, in principle. Our research provides clear physical insights into the mechanism for high magnetoresistance and opens new avenues for the search and design of high-magnetoresistance devices.

cond-mat.mtrl-sci

Act to See, See to Act: Diffusion-Driven Perception-Action Interplay for Adaptive Policies

Existing imitation learning methods decouple perception and action, which overlooks the causal reciprocity between sensory representations and action execution that humans naturally leverage for adaptive behaviors. To bridge this gap, we introduce Action-Guided Diffusion Policy (DP-AG), a unified representation learning that explicitly models a dynamic interplay between perception and action through probabilistic latent dynamics. DP-AG encodes latent observations into a Gaussian posterior via variational inference and evolves them using an action-guided SDE, where the Vector-Jacobian Product (VJP) of the diffusion policy's noise predictions serves as a structured stochastic force driving latent updates. To promote bidirectional learning between perception and action, we introduce a cycle-consistent contrastive loss that organizes the gradient flow of the noise predictor into a coherent perception-action loop, enforcing mutually consistent transitions in both latent updates and action refinements. Theoretically, we derive a variational lower bound for the action-guided SDE, and prove that the contrastive objective enhances continuity in both latent and action trajectories. Empirically, DP-AG significantly outperforms state-of-the-art methods across simulation benchmarks and real-world UR5 manipulation tasks. As a result, our DP-AG offers a promising step toward bridging biological adaptability and artificial policy learning.

cs.RO

Modeling of thin plate flexural vibrations by Partition of Unity Finite Element Method

This paper presents a conforming thin plate bending element based on the Partition of Unity Finite Element Method (PUFEM), for the simulation of steady-state forced vibration. The issue of ensuring the continuity of displacement and slope between elements is addressed by the use of cubic Hermite-type Partition of Unity (PU) functions. With appropriate PU functions, the PUFEM allows the incorporation of the special enrichment functions into the finite elements to better cope with plate oscillations in a broad frequency band. The enrichment strategies consist of the sum of a power series up to a given order and a combination of progressive flexural wave solutions with polynomials. The applicability and the effectiveness of the PUFEM plate elements is first verified via the structural frequency response. Investigation is then carried out to analyze the role of polynomial enrichment orders and enriched plane wave distributions for achieving good computational performance in terms of accuracy and data reduction. Numerical results show that the PUFEM with high-order polynomials and hybrid wave-polynomial combinations can provide highly accurate prediction results by using reduced degrees of freedom and improved rate of convergence, as compared with the classical FEM.

math.NA

CasaGPT: Cuboid Arrangement and Scene Assembly for Interior Design

We present a novel approach for indoor scene synthesis, which learns to arrange decomposed cuboid primitives to represent 3D objects within a scene. Unlike conventional methods that use bounding boxes to determine the placement and scale of 3D objects, our approach leverages cuboids as a straightforward yet highly effective alternative for modeling objects. This allows for compact scene generation while minimizing object intersections. Our approach, coined CasaGPT for Cuboid Arrangement and Scene Assembly, employs an autoregressive model to sequentially arrange cuboids, producing physically plausible scenes. By applying rejection sampling during the fine-tuning stage to filter out scenes with object collisions, our model further reduces intersections and enhances scene quality. Additionally, we introduce a refined dataset, 3DFRONT-NC, which eliminates significant noise presented in the original dataset, 3D-FRONT. Extensive experiments on the 3D-FRONT dataset as well as our dataset demonstrate that our approach consistently outperforms the state-of-the-art methods, enhancing the realism of generated scenes, and providing a promising direction for 3D scene synthesis.

cs.CV

MotionDreamer: One-to-Many Motion Synthesis with Localized Generative Masked Transformer

Generative masked transformers have demonstrated remarkable success across various content generation tasks, primarily due to their ability to effectively model large-scale dataset distributions with high consistency. However, in the animation domain, large datasets are not always available. Applying generative masked modeling to generate diverse instances from a single MoCap reference may lead to overfitting, a challenge that remains unexplored. In this work, we present MotionDreamer, a localized masked modeling paradigm designed to learn internal motion patterns from a given motion with arbitrary topology and duration. By embedding the given motion into quantized tokens with a novel distribution regularization method, MotionDreamer constructs a robust and informative codebook for local motion patterns. Moreover, a sliding window local attention is introduced in our masked transformer, enabling the generation of natural yet diverse animations that closely resemble the reference motion patterns. As demonstrated through comprehensive experiments, MotionDreamer outperforms the state-of-the-art methods that are typically GAN or Diffusion-based in both faithfulness and diversity. Thanks to the consistency and robustness of the quantization-based approach, MotionDreamer can also effectively perform downstream tasks such as temporal motion editing, \textcolor{update}{crowd animation}, and beat-aligned dance generation, all using a single reference motion. Visit our project page: https://motiondreamer.github.io/

cs.CV

BOOTPLACE: Bootstrapped Object Placement with Detection Transformers

In this paper, we tackle the copy-paste image-to-image composition problem with a focus on object placement learning. Prior methods have leveraged generative models to reduce the reliance for dense supervision. However, this often limits their capacity to model complex data distributions. Alternatively, transformer networks with a sparse contrastive loss have been explored, but their over-relaxed regularization often leads to imprecise object placement. We introduce BOOTPLACE, a novel paradigm that formulates object placement as a placement-by-detection problem. Our approach begins by identifying suitable regions of interest for object placement. This is achieved by training a specialized detection transformer on object-subtracted backgrounds, enhanced with multi-object supervisions. It then semantically associates each target compositing object with detected regions based on their complementary characteristics. Through a boostrapped training approach applied to randomly object-subtracted images, our model enforces meaningful placements through extensive paired data augmentation. Experimental results on established benchmarks demonstrate BOOTPLACE's superior performance in object repositioning, markedly surpassing state-of-the-art baselines on Cityscapes and OPA datasets with notable improvements in IOU scores. Additional ablation studies further showcase the compositionality and generalizability of our approach, supported by user study evaluations.

cs.CV

InterMask: 3D Human Interaction Generation via Collaborative Masked Modeling

Generating realistic 3D human-human interactions from textual descriptions remains a challenging task. Existing approaches, typically based on diffusion models, often produce results lacking realism and fidelity. In this work, we introduce InterMask, a novel framework for generating human interactions using collaborative masked modeling in discrete space. InterMask first employs a VQ-VAE to transform each motion sequence into a 2D discrete motion token map. Unlike traditional 1D VQ token maps, it better preserves fine-grained spatio-temporal details and promotes spatial awareness within each token. Building on this representation, InterMask utilizes a generative masked modeling framework to collaboratively model the tokens of two interacting individuals. This is achieved by employing a transformer architecture specifically designed to capture complex spatio-temporal inter-dependencies. During training, it randomly masks the motion tokens of both individuals and learns to predict them. For inference, starting from fully masked sequences, it progressively fills in the tokens for both individuals. With its enhanced motion representation, dedicated architecture, and effective learning strategy, InterMask achieves state-of-the-art results, producing high-fidelity and diverse human interactions. It outperforms previous methods, achieving an FID of $5.154$ (vs $5.535$ of in2IN) on the InterHuman dataset and $0.399$ (vs $5.207$ of InterGen) on the InterX dataset. Additionally, InterMask seamlessly supports reaction generation without the need for model redesign or fine-tuning.

cs.CV

RegionGrasp: A Novel Task for Contact Region Controllable Hand Grasp Generation

Can machine automatically generate multiple distinct and natural hand grasps, given specific contact region of an object in 3D? This motivates us to consider a novel task of \textit{Region Controllable Hand Grasp Generation (RegionGrasp)}, as follows: given as input a 3D object, together with its specific surface area selected as the intended contact region, to generate a diverse set of plausible hand grasps of the object, where the thumb finger tip touches the object surface on the contact region. To address this task, RegionGrasp-CVAE is proposed, which consists of two main parts. First, to enable contact region-awareness, we propose ConditionNet as the condition encoder that includes in it a transformer-backboned object encoder, O-Enc; a pretraining strategy is adopted by O-Enc, where the point patches of object surface are randomly masked off and subsequently restored, to further capture surface geometric information of the object. Second, to realize interaction awareness, HOINet is introduced to encode hand-object interaction features by entangling high-level hand features with embedded object features through geometric-aware multi-head cross attention. Empirical evaluations demonstrate the effectiveness of our approach qualitatively and quantitatively where it is shown to compare favorably with respect to the state of the art methods.

cs.CV

TexGen: Text-Guided 3D Texture Generation with Multi-view Sampling and Resampling

Given a 3D mesh, we aim to synthesize 3D textures that correspond to arbitrary textual descriptions. Current methods for generating and assembling textures from sampled views often result in prominent seams or excessive smoothing. To tackle these issues, we present TexGen, a novel multi-view sampling and resampling framework for texture generation leveraging a pre-trained text-to-image diffusion model. For view consistent sampling, first of all we maintain a texture map in RGB space that is parameterized by the denoising step and updated after each sampling step of the diffusion model to progressively reduce the view discrepancy. An attention-guided multi-view sampling strategy is exploited to broadcast the appearance information across views. To preserve texture details, we develop a noise resampling technique that aids in the estimation of noise, generating inputs for subsequent denoising steps, as directed by the text prompt and current texture map. Through an extensive amount of qualitative and quantitative evaluations, we demonstrate that our proposed method produces significantly better texture quality for diverse 3D objects with a high degree of view consistency and rich appearance details, outperforming current state-of-the-art methods. Furthermore, our proposed texture generation technique can also be applied to texture editing while preserving the original identity. More experimental results are available at https://dong-huo.github.io/TexGen/

cs.CV

GSD: View-Guided Gaussian Splatting Diffusion for 3D Reconstruction

We present GSD, a diffusion model approach based on Gaussian Splatting (GS) representation for 3D object reconstruction from a single view. Prior works suffer from inconsistent 3D geometry or mediocre rendering quality due to improper representations. We take a step towards resolving these shortcomings by utilizing the recent state-of-the-art 3D explicit representation, Gaussian Splatting, and an unconditional diffusion model. This model learns to generate 3D objects represented by sets of GS ellipsoids. With these strong generative 3D priors, though learning unconditionally, the diffusion model is ready for view-guided reconstruction without further model fine-tuning. This is achieved by propagating fine-grained 2D features through the efficient yet flexible splatting function and the guided denoising sampling process. In addition, a 2D diffusion model is further employed to enhance rendering fidelity, and improve reconstructed GS quality by polishing and re-using the rendered images. The final reconstructed objects explicitly come with high-quality 3D structure and texture, and can be efficiently rendered in arbitrary views. Experiments on the challenging real-world CO3D dataset demonstrate the superiority of our approach. Project page: https://yxmu.foo/GSD/

cs.CV

Autonomous Ground Navigation in Highly Constrained Spaces: Lessons learned from The 3rd BARN Challenge at ICRA 2024

The 3rd BARN (Benchmark Autonomous Robot Navigation) Challenge took place at the 2024 IEEE International Conference on Robotics and Automation (ICRA 2024) in Yokohama, Japan and continued to evaluate the performance of state-of-the-art autonomous ground navigation systems in highly constrained environments. Similar to the trend in The 1st and 2nd BARN Challenge at ICRA 2022 and 2023 in Philadelphia (North America) and London (Europe), The 3rd BARN Challenge in Yokohama (Asia) became more regional, i.e., mostly Asian teams participated. The size of the competition has slightly shrunk (six simulation teams, four of which were invited to the physical competition). The competition results, compared to last two years, suggest that the field has adopted new machine learning approaches while at the same time slightly converged to a few common practices. However, the regional nature of the physical participants suggests a challenge to promote wider participation all over the world and provide more resources to travel to the venue. In this article, we discuss the challenge, the approaches used by the three winning teams, and lessons learned to direct future research and competitions.

cs.RO

RACon: Retrieval-Augmented Simulated Character Locomotion Control

In computer animation, driving a simulated character with lifelike motion is challenging. Current generative models, though able to generalize to diverse motions, often pose challenges to the responsiveness of end-user control. To address these issues, we introduce RACon: Retrieval-Augmented Simulated Character Locomotion Control. Our end-to-end hierarchical reinforcement learning method utilizes a retriever and a motion controller. The retriever searches motion experts from a user-specified database in a task-oriented fashion, which boosts the responsiveness to the user's control. The selected motion experts and the manipulation signal are then transferred to the controller to drive the simulated character. In addition, a retrieval-augmented discriminator is designed to stabilize the training process. Our method surpasses existing techniques in both quality and quantity in locomotion control, as demonstrated in our empirical study. Moreover, by switching extensive databases for retrieval, it can adapt to distinctive motion types at run time.

cs.CV