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Liwen Hu

Publications and source records attributed to Liwen Hu.

At least 19 recordsLinked to original sources

CAST: Non-Privileged Clipped Asymmetric Self-Teaching with Advantage Flipping for GRPO

Reinforcement learning with verifiable rewards (RLVR), especially Group Relative Policy Optimization (GRPO), has been widely used to improve reasoning in large language models. However, outcome-level rewards provide only sparse supervision, and group-relative advantages vanish when all sampled trajectories for a prompt are either correct or incorrect. On-Policy Self-Distillation (OPSD) offers dense token-level guidance, but its token preferences are not necessarily aligned with trajectory correctness; empirical diagnostics show that OPSD signals behave differently on correct and incorrect rollouts, with teacher-positive and teacher-negative gap signals exhibiting different noise profiles. These diagnostics are conducted under an OPSD-style privileged teacher context for analysis only, whereas CAST training uses answer-free self-teacher scoring.Motivated by these observations, this work proposes CAST, an answer-free self-distillation method for GRPO-style RLVR. CAST keeps the verifier-grounded GRPO objective, but uses a stop-gradient self-teacher to shape token-level advantages according to trajectory correctness. Unlike prior self-distilled RLVR methods, CAST does not require reference-solution-conditioned teacher scoring, keeps the self-teacher log-probability gap active throughout training, and applies bidirectional local advantage sign reversal: teacher-negative tokens in correct trajectories can receive negative token-level advantages, while teacher-positive tokens in incorrect trajectories can receive bounded positive local advantages. For zero-variance all-correct and all-wrong groups, CAST assigns bounded sign-constrained base advantages, so these otherwise zero-gradient groups can contribute verifier-signed token feedback. Experiments on mathematical reasoning show that CAST improves RLVR training while retaining a lightweight, verifier-grounded trajectory-level objective.

cs.AI

Splats in Splats++: Robust and Generalizable 3D Gaussian Splatting Steganography

3D Gaussian Splatting (3DGS) has recently redefined the paradigm of 3D reconstruction, striking an unprecedented balance between visual fidelity and computational efficiency. As its adoption proliferates, safeguarding the copyright of explicit 3DGS assets has become paramount. However, existing invisible message embedding frameworks struggle to reconcile secure and high-capacity data embedding with intrinsic asset utility, often disrupting the native rendering pipeline or exhibiting vulnerability to structural perturbations. In this work, we present \textbf{\textit{Splats in Splats++}}, a unified and pipeline-agnostic steganography framework that seamlessly embeds high-capacity 3D/4D content directly within the native 3DGS representation. Grounded in a principled analysis of the frequency distribution of Spherical Harmonics (SH), we propose an importance-graded SH coefficient encryption scheme that achieves imperceptible embedding without compromising the original expressive power. To fundamentally resolve the geometric ambiguities that lead to message leakage, we introduce a \textbf{Hash-Grid Guided Opacity Mapping} mechanism. Coupled with a novel \textbf{Gradient-Gated Opacity Consistency Loss}, our formulation enforces a stringent spatial-attribute coupling between the original and hidden scenes, effectively projecting the discrete attribute mapping into a continuous, attack-resilient latent manifold. Extensive experiments demonstrate that our method substantially outperforms existing approaches, achieving up to \textbf{6.28 db} higher message fidelity, \textbf{3$\times$} faster rendering, and exceptional robustness against aggressive 3D-targeted structural attacks (e.g., GSPure). Furthermore, our framework exhibits remarkable versatility, generalizing seamlessly to 2D image embedding, 4D dynamic scene steganography, and diverse downstream tasks.

cs.CV

Discovery of Density Limit Disruption Induced by Core-localized Alfv${\'e}$nic Ion Temperature Gradient Instabilities in a Tokamak Plasma

To achieve a high energy gain, the fusion reactor plasma must reach a very high density. However, the tokamak plasmas ofen undergo disruption when the density exceeds the Greenwald density. The density limit disruption in tokamak plasmas is a mysterious barrier to magnetic confinement nuclear fusion, and hitherto, is still an unresolved issue. Over the past several years, the high density experiments with Greenwald density ratio $n_e/n_{eG}\sim1$ has been carried out using the conventional gas-puff fuelling method in HL-2A NBI and Ohmically heated plasmas. It is found for the first time that there are multiple-branch MHD instabilities in the core plasmas while $n_e/n_{eG}>0.85$. The simulation analysis suggests that the core-localized magnetohydrodynamics (MHD) activities belong to Alfv${\'e}$nic ion temperature gradient (AITG) modes, and on experiment firstly, it is discovered that they trigger the minor or major disruption of bulk plasmas while the density is peaked. These new findings are of great importance to figure out and understand the origin of density limit disruptions, as well as to forecast and avoid them for future fusion rectors.

physics.plasm-ph

On-the-fly Large-scale 3D Reconstruction from Multi-Camera Rigs

Recent advances in 3D Gaussian Splatting (3DGS) have enabled efficient free-viewpoint rendering and photorealistic scene reconstruction. While on-the-fly extensions of 3DGS have shown promise for real-time reconstruction from monocular RGB streams, they often fail to achieve complete 3D coverage due to the limited field of view (FOV). Employing a multi-camera rig fundamentally addresses this limitation. In this paper, we present the first on-the-fly 3D reconstruction framework for multi-camera rigs. Our method incrementally fuses dense RGB streams from multiple overlapping cameras into a unified Gaussian representation, achieving drift-free trajectory estimation and efficient online reconstruction. We propose a hierarchical camera initialization scheme that enables coarse inter-camera alignment without calibration, followed by a lightweight multi-camera bundle adjustment that stabilizes trajectories while maintaining real-time performance. Furthermore, we introduce a redundancy-free Gaussian sampling strategy and a frequency-aware optimization scheduler to reduce the number of Gaussian primitives and the required optimization iterations, thereby maintaining both efficiency and reconstruction fidelity. Our method reconstructs hundreds of meters of 3D scenes within just 2 minutes using only raw multi-camera video streams, demonstrating unprecedented speed, robustness, and Fidelity for on-the-fly 3D scene reconstruction.

cs.CV

Can Protective Watermarking Safeguard the Copyright of 3D Gaussian Splatting?

3D Gaussian Splatting (3DGS) has emerged as a powerful representation for 3D scenes, widely adopted due to its exceptional efficiency and high-fidelity visual quality. Given the significant value of 3DGS assets, recent works have introduced specialized watermarking schemes to ensure copyright protection and ownership verification. However, can existing 3D Gaussian watermarking approaches genuinely guarantee robust protection of the 3D assets? In this paper, for the first time, we systematically explore and validate possible vulnerabilities of 3DGS watermarking frameworks. We demonstrate that conventional watermark removal techniques designed for 2D images do not effectively generalize to the 3DGS scenario due to the specialized rendering pipeline and unique attributes of each gaussian primitives. Motivated by this insight, we propose GSPure, the first watermark purification framework specifically for 3DGS watermarking representations. By analyzing view-dependent rendering contributions and exploiting geometrically accurate feature clustering, GSPure precisely isolates and effectively removes watermark-related Gaussian primitives while preserving scene integrity. Extensive experiments demonstrate that our GSPure achieves the best watermark purification performance, reducing watermark PSNR by up to 16.34dB while minimizing degradation to original scene fidelity with less than 1dB PSNR loss. Moreover, it consistently outperforms existing methods in both effectiveness and generalization. Our code is available at https://github.com/insightlab-CG-3DV/GSPure.

cs.CV

Seeing the Unseen in Low-light Spike Streams

Spike camera, a type of neuromorphic sensor with high-temporal resolution, shows great promise for high-speed visual tasks. Unlike traditional cameras, spike camera continuously accumulates photons and fires asynchronous spike streams. Due to unique data modality, spike streams require reconstruction methods to become perceptible to the human eye. However, lots of methods struggle to handle spike streams in low-light high-speed scenarios due to severe noise and sparse information. In this work, we propose Diff-SPK, a diffusion-based reconstruction method. Diff-SPK effectively leverages generative priors to supplement texture information under diverse low-light conditions. Specifically, it first employs an Enhanced Texture from Inter-spike Interval (ETFI) to aggregate sparse information from low-light spike streams. Then, the encoded ETFI by a suitable encoder serve as the input of ControlNet for high-speed scenes generation. To improve the quality of results, we introduce an ETFI-based feature fusion module during the generation process.

cs.CV

SOAP: Style-Omniscient Animatable Portraits

Creating animatable 3D avatars from a single image remains challenging due to style limitations (realistic, cartoon, anime) and difficulties in handling accessories or hairstyles. While 3D diffusion models advance single-view reconstruction for general objects, outputs often lack animation controls or suffer from artifacts because of the domain gap. We propose SOAP, a style-omniscient framework to generate rigged, topology-consistent avatars from any portrait. Our method leverages a multiview diffusion model trained on 24K 3D heads with multiple styles and an adaptive optimization pipeline to deform the FLAME mesh while maintaining topology and rigging via differentiable rendering. The resulting textured avatars support FACS-based animation, integrate with eyeballs and teeth, and preserve details like braided hair or accessories. Extensive experiments demonstrate the superiority of our method over state-of-the-art techniques for both single-view head modeling and diffusion-based generation of Image-to-3D. Our code and data are publicly available for research purposes at https://github.com/TingtingLiao/soap.

cs.CV

Exploring Representation Invariance in Finetuning

Foundation models pretrained on large-scale natural images are widely adapted to various cross-domain low-resource downstream tasks, benefiting from generalizable and transferable patterns captured by their representations. However, these representations are later found to gradually vanish during finetuning, accompanied by a degradation of model's original generalizability. In this paper, we argue that such tasks can be effectively adapted without sacrificing the benefits of pretrained representations. We approach this by introducing \textit{Representation Invariance FineTuning (RIFT)}, a regularization that maximizes the representation similarity between pretrained and finetuned models by leveraging orthogonal invariance of manifolds in a computationally efficient way. Experiments demonstrate that our method is compatible with mainstream finetuning methods, offering competitive or even enhanced performance and better preservation of the generalizability.

cs.CV

Splats in Splats: Robust and Effective 3D Steganography towards Gaussian Splatting

3D Gaussian splatting (3DGS) has demonstrated impressive 3D reconstruction performance with explicit scene representations. Given the widespread application of 3DGS in 3D reconstruction and generation tasks, there is an urgent need to protect the copyright of 3DGS assets. However, existing copyright protection techniques for 3DGS overlook the usability of 3D assets, posing challenges for practical deployment. Here we describe splats in splats, the first 3DGS steganography framework that embeds 3D content in 3DGS itself without modifying any attributes. To achieve this, we take a deep insight into spherical harmonics (SH) and devise an importance-graded SH coefficient encryption strategy to embed the hidden SH coefficients. Furthermore, we employ a convolutional autoencoder to establish a mapping between the original Gaussian primitives' opacity and the hidden Gaussian primitives' opacity. Extensive experiments indicate that our method significantly outperforms existing 3D steganography techniques, with 5.31% higher scene fidelity and 3x faster rendering speed, while ensuring security, robustness, and user experience.

cs.CV

PRTGS: Precomputed Radiance Transfer of Gaussian Splats for Real-Time High-Quality Relighting

We proposed Precomputed RadianceTransfer of GaussianSplats (PRTGS), a real-time high-quality relighting method for Gaussian splats in low-frequency lighting environments that captures soft shadows and interreflections by precomputing 3D Gaussian splats' radiance transfer. Existing studies have demonstrated that 3D Gaussian splatting (3DGS) outperforms neural fields' efficiency for dynamic lighting scenarios. However, the current relighting method based on 3DGS still struggles to compute high-quality shadow and indirect illumination in real time for dynamic light, leading to unrealistic rendering results. We solve this problem by precomputing the expensive transport simulations required for complex transfer functions like shadowing, the resulting transfer functions are represented as dense sets of vectors or matrices for every Gaussian splat. We introduce distinct precomputing methods tailored for training and rendering stages, along with unique ray tracing and indirect lighting precomputation techniques for 3D Gaussian splats to accelerate training speed and compute accurate indirect lighting related to environment light. Experimental analyses demonstrate that our approach achieves state-of-the-art visual quality while maintaining competitive training times and allows high-quality real-time (30+ fps) relighting for dynamic light and relatively complex scenes at 1080p resolution.

cs.CV

SpikeGS: Reconstruct 3D scene via fast-moving bio-inspired sensors

3D Gaussian Splatting (3DGS) demonstrates unparalleled superior performance in 3D scene reconstruction. However, 3DGS heavily relies on the sharp images. Fulfilling this requirement can be challenging in real-world scenarios especially when the camera moves fast, which severely limits the application of 3DGS. To address these challenges, we proposed Spike Gausian Splatting (SpikeGS), the first framework that integrates the spike streams into 3DGS pipeline to reconstruct 3D scenes via a fast-moving bio-inspired camera. With accumulation rasterization, interval supervision, and a specially designed pipeline, SpikeGS extracts detailed geometry and texture from high temporal resolution but texture lacking spike stream, reconstructs 3D scenes captured in 1 second. Extensive experiments on multiple synthetic and real-world datasets demonstrate the superiority of SpikeGS compared with existing spike-based and deblur 3D scene reconstruction methods. Codes and data will be released soon.

cs.CV

VOODOO XP: Expressive One-Shot Head Reenactment for VR Telepresence

We introduce VOODOO XP: a 3D-aware one-shot head reenactment method that can generate highly expressive facial expressions from any input driver video and a single 2D portrait. Our solution is real-time, view-consistent, and can be instantly used without calibration or fine-tuning. We demonstrate our solution on a monocular video setting and an end-to-end VR telepresence system for two-way communication. Compared to 2D head reenactment methods, 3D-aware approaches aim to preserve the identity of the subject and ensure view-consistent facial geometry for novel camera poses, which makes them suitable for immersive applications. While various facial disentanglement techniques have been introduced, cutting-edge 3D-aware neural reenactment techniques still lack expressiveness and fail to reproduce complex and fine-scale facial expressions. We present a novel cross-reenactment architecture that directly transfers the driver's facial expressions to transformer blocks of the input source's 3D lifting module. We show that highly effective disentanglement is possible using an innovative multi-stage self-supervision approach, which is based on a coarse-to-fine strategy, combined with an explicit face neutralization and 3D lifted frontalization during its initial training stage. We further integrate our novel head reenactment solution into an accessible high-fidelity VR telepresence system, where any person can instantly build a personalized neural head avatar from any photo and bring it to life using the headset. We demonstrate state-of-the-art performance in terms of expressiveness and likeness preservation on a large set of diverse subjects and capture conditions.

cs.CV

SCSim: A Realistic Spike Cameras Simulator

Spike cameras, with their exceptional temporal resolution, are revolutionizing high-speed visual applications. Large-scale synthetic datasets have significantly accelerated the development of these cameras, particularly in reconstruction and optical flow. However, current synthetic datasets for spike cameras lack sophistication. Addressing this gap, we introduce SCSim, a novel and more realistic spike camera simulator with a comprehensive noise model. SCSim is adept at autonomously generating driving scenarios and synthesizing corresponding spike streams. To enhance the fidelity of these streams, we've developed a comprehensive noise model tailored to the unique circuitry of spike cameras. Our evaluations demonstrate that SCSim outperforms existing simulation methods in generating authentic spike streams. Crucially, SCSim simplifies the creation of datasets, thereby greatly advancing spike-based visual tasks like reconstruction. Our project refers to https://github.com/Acnext/SCSim.

cs.CV

Spike-NeRF: Neural Radiance Field Based On Spike Camera

As a neuromorphic sensor with high temporal resolution, spike cameras offer notable advantages over traditional cameras in high-speed vision applications such as high-speed optical estimation, depth estimation, and object tracking. Inspired by the success of the spike camera, we proposed Spike-NeRF, the first Neural Radiance Field derived from spike data, to achieve 3D reconstruction and novel viewpoint synthesis of high-speed scenes. Instead of the multi-view images at the same time of NeRF, the inputs of Spike-NeRF are continuous spike streams captured by a moving spike camera in a very short time. To reconstruct a correct and stable 3D scene from high-frequency but unstable spike data, we devised spike masks along with a distinctive loss function. We evaluate our method qualitatively and numerically on several challenging synthetic scenes generated by blender with the spike camera simulator. Our results demonstrate that Spike-NeRF produces more visually appealing results than the existing methods and the baseline we proposed in high-speed scenes. Our code and data will be released soon.

cs.CV

Learning to Robustly Reconstruct Low-light Dynamic Scenes from Spike Streams

As a neuromorphic sensor with high temporal resolution, spike camera can generate continuous binary spike streams to capture per-pixel light intensity. We can use reconstruction methods to restore scene details in high-speed scenarios. However, due to limited information in spike streams, low-light scenes are difficult to effectively reconstruct. In this paper, we propose a bidirectional recurrent-based reconstruction framework, including a Light-Robust Representation (LR-Rep) and a fusion module, to better handle such extreme conditions. LR-Rep is designed to aggregate temporal information in spike streams, and a fusion module is utilized to extract temporal features. Additionally, we have developed a reconstruction benchmark for high-speed low-light scenes. Light sources in the scenes are carefully aligned to real-world conditions. Experimental results demonstrate the superiority of our method, which also generalizes well to real spike streams. Related codes and proposed datasets will be released after publication.

cs.CV

VOODOO 3D: Volumetric Portrait Disentanglement for One-Shot 3D Head Reenactment

We present a 3D-aware one-shot head reenactment method based on a fully volumetric neural disentanglement framework for source appearance and driver expressions. Our method is real-time and produces high-fidelity and view-consistent output, suitable for 3D teleconferencing systems based on holographic displays. Existing cutting-edge 3D-aware reenactment methods often use neural radiance fields or 3D meshes to produce view-consistent appearance encoding, but, at the same time, they rely on linear face models, such as 3DMM, to achieve its disentanglement with facial expressions. As a result, their reenactment results often exhibit identity leakage from the driver or have unnatural expressions. To address these problems, we propose a neural self-supervised disentanglement approach that lifts both the source image and driver video frame into a shared 3D volumetric representation based on tri-planes. This representation can then be freely manipulated with expression tri-planes extracted from the driving images and rendered from an arbitrary view using neural radiance fields. We achieve this disentanglement via self-supervised learning on a large in-the-wild video dataset. We further introduce a highly effective fine-tuning approach to improve the generalizability of the 3D lifting using the same real-world data. We demonstrate state-of-the-art performance on a wide range of datasets, and also showcase high-quality 3D-aware head reenactment on highly challenging and diverse subjects, including non-frontal head poses and complex expressions for both source and driver.

cs.CV

Watch Those Words: Video Falsification Detection Using Word-Conditioned Facial Motion

In today's era of digital misinformation, we are increasingly faced with new threats posed by video falsification techniques. Such falsifications range from cheapfakes (e.g., lookalikes or audio dubbing) to deepfakes (e.g., sophisticated AI media synthesis methods), which are becoming perceptually indistinguishable from real videos. To tackle this challenge, we propose a multi-modal semantic forensic approach to discover clues that go beyond detecting discrepancies in visual quality, thereby handling both simpler cheapfakes and visually persuasive deepfakes. In this work, our goal is to verify that the purported person seen in the video is indeed themselves by detecting anomalous facial movements corresponding to the spoken words. We leverage the idea of attribution to learn person-specific biometric patterns that distinguish a given speaker from others. We use interpretable Action Units (AUs) to capture a person's face and head movement as opposed to deep CNN features, and we are the first to use word-conditioned facial motion analysis. We further demonstrate our method's effectiveness on a range of fakes not seen in training including those without video manipulation, that were not addressed in prior work.

cs.CV

Learning to Listen: Modeling Non-Deterministic Dyadic Facial Motion

We present a framework for modeling interactional communication in dyadic conversations: given multimodal inputs of a speaker, we autoregressively output multiple possibilities of corresponding listener motion. We combine the motion and speech audio of the speaker using a motion-audio cross attention transformer. Furthermore, we enable non-deterministic prediction by learning a discrete latent representation of realistic listener motion with a novel motion-encoding VQ-VAE. Our method organically captures the multimodal and non-deterministic nature of nonverbal dyadic interactions. Moreover, it produces realistic 3D listener facial motion synchronous with the speaker (see video). We demonstrate that our method outperforms baselines qualitatively and quantitatively via a rich suite of experiments. To facilitate this line of research, we introduce a novel and large in-the-wild dataset of dyadic conversations. Code, data, and videos available at https://evonneng.github.io/learning2listen/.

cs.CV