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Mengchao Wang

Publications and source records attributed to Mengchao Wang.

7 recordsLinked to original sources

ABot-World-0: Infinite Interactive World Rollout on a Single Desktop GPU

We present ABot-World-0, an action-conditioned video world model for real-time, long-horizon closed-loop interaction, supported by a multi-source data infrastructure spanning AAA games, simulation engines, and internet videos to learn controllable world dynamics. WorldExplorer performs agent-driven collection guided by training feedback, while a unified pipeline applies 14 deterministic quality checks, VLM-based assessment, and synchronized action and text annotation. We progressively distill a bidirectional action-conditioned teacher into a causal student through teacher forcing and ODE distillation, and introduce LongForcing to align long student self-rollouts with an extended-horizon teacher, mitigating accumulated distribution shift and autoregressive drift. Raw keyboard actions provide a unified control interface for scene roaming and third-person character interaction, while reference-character memory provides persistent appearance cues for identity consistency during third-person rollouts. For deployment, we co-design a streaming inference stack with a lightweight VAE decoder, efficient attention, memory-aware scheduling, and low-bit DiT inference. Across optimized low-bit configurations, ABot-World-0 streams 720P video at up to 16 FPS on a single NVIDIA RTX 5090 desktop GPU, with 1.2s action-to-first-frame latency and approximately 19GiB peak VRAM. Experiments on WorldRoamBench and extended interactive rollouts demonstrate competitive controllability and coherent long-horizon world evolution.

cs.CV

Ergodicity and error estimate of laws for a random splitting Langevin Monte Carlo

The random splitting Langevin Monte Carlo could mitigate the first order bias in Langevin Monte Carlo with little extra work compared other high order schemes. We develop in this work an analysis framework for the sampling error under Wasserstein distance regarding the random splitting Langevin Monte Carlo. First, the sharp local truncation error is obtained by the relative entropy approach together with the explicit formulas for the commutator of related semi-groups. The necessary pointwise estimates of the gradient and Hessian of the logarithmic density are established by the Bernstein type approach in PDE theory. Second, the geometric ergodicity is established by accommodation of the reflection coupling. Combining the ergodicity with the local error estimate, we establish a uniform-in-time sampling error bound, showing that the invariant measure of the method approximates the true Gibbs distribution with $O(τ^2)$ accuracy where $τ$ is the time step. Lastly, we perform numerical experiments to validate the theoretical results.

math.NA

FantasyHSI: Video-Generation-Centric 4D Human Synthesis In Any Scene through A Graph-based Multi-Agent Framework

Human-Scene Interaction (HSI) seeks to generate realistic human behaviors within complex environments, yet it faces significant challenges in handling long-horizon, high-level tasks and generalizing to unseen scenes. To address these limitations, we introduce FantasyHSI, a novel HSI framework centered on video generation and multi-agent systems that operates without paired data. We model the complex interaction process as a dynamic directed graph, upon which we build a collaborative multi-agent system. This system comprises a scene navigator agent for environmental perception and high-level path planning, and a planning agent that decomposes long-horizon goals into atomic actions. Critically, we introduce a critic agent that establishes a closed-loop feedback mechanism by evaluating the deviation between generated actions and the planned path. This allows for the dynamic correction of trajectory drifts caused by the stochasticity of the generative model, thereby ensuring long-term logical consistency. To enhance the physical realism of the generated motions, we leverage Direct Preference Optimization (DPO) to train the action generator, significantly reducing artifacts such as limb distortion and foot-sliding. Extensive experiments on our custom SceneBench benchmark demonstrate that FantasyHSI significantly outperforms existing methods in terms of generalization, long-horizon task completion, and physical realism. Ours project page: https://fantasy-amap.github.io/fantasy-hsi/

cs.CV

Estimates of the numerical density for stochastic differential equations with multiplicative noise

We investigate the estimates of the density for the traditional Euler-Maruyama discretization of stochastic differential equations (SDEs) with multiplicative noise. Our estimates focus on two key aspects: (1) the $L^p$-upper bounds for derivatives of the logarithmic numerical density, (2) the sharp error order of the Euler scheme under the relative entropy (or Kullback-Leibler divergence). For the first aspect, we present estimates for the first-order and second-order derivatives of the logarithmic numerical density. The key technique is to adopt the Malliavin calculus to derive expressions of the derivatives of the logarithmic Green's function and to obtain an estimate for the inverse Malliavin matrix. Moreover, for the relative entropy error, we obtain a bound that is second order in time step, which then naturally leads to first-order error bounds under the total variation distance and Wasserstein distances. Compared with the usual weak error estimate for SDEs, such estimate can give an error bound for the worst case of a family of test functions instead of one test function.

math.NA

FantasyPortrait: Enhancing Multi-Character Portrait Animation with Expression-Augmented Diffusion Transformers

Producing expressive facial animations from static images is a challenging task. Prior methods relying on explicit geometric priors (e.g., facial landmarks or 3DMM) often suffer from artifacts in cross reenactment and struggle to capture subtle emotions. Furthermore, existing approaches lack support for multi-character animation, as driving features from different individuals frequently interfere with one another, complicating the task. To address these challenges, we propose FantasyPortrait, a diffusion transformer based framework capable of generating high-fidelity and emotion-rich animations for both single- and multi-character scenarios. Our method introduces an expression-augmented learning strategy that utilizes implicit representations to capture identity-agnostic facial dynamics, enhancing the model's ability to render fine-grained emotions. For multi-character control, we design a masked cross-attention mechanism that ensures independent yet coordinated expression generation, effectively preventing feature interference. To advance research in this area, we propose the Multi-Expr dataset and ExprBench, which are specifically designed datasets and benchmarks for training and evaluating multi-character portrait animations. Extensive experiments demonstrate that FantasyPortrait significantly outperforms state-of-the-art methods in both quantitative metrics and qualitative evaluations, excelling particularly in challenging cross reenactment and multi-character contexts. Our project page is https://fantasy-amap.github.io/fantasy-portrait/.

cs.CV

FantasyTalking: Realistic Talking Portrait Generation via Coherent Motion Synthesis

Creating a realistic animatable avatar from a single static portrait remains challenging. Existing approaches often struggle to capture subtle facial expressions, the associated global body movements, and the dynamic background. To address these limitations, we propose a novel framework that leverages a pretrained video diffusion transformer model to generate high-fidelity, coherent talking portraits with controllable motion dynamics. At the core of our work is a dual-stage audio-visual alignment strategy. In the first stage, we employ a clip-level training scheme to establish coherent global motion by aligning audio-driven dynamics across the entire scene, including the reference portrait, contextual objects, and background. In the second stage, we refine lip movements at the frame level using a lip-tracing mask, ensuring precise synchronization with audio signals. To preserve identity without compromising motion flexibility, we replace the commonly used reference network with a facial-focused cross-attention module that effectively maintains facial consistency throughout the video. Furthermore, we integrate a motion intensity modulation module that explicitly controls expression and body motion intensity, enabling controllable manipulation of portrait movements beyond mere lip motion. Extensive experimental results show that our proposed approach achieves higher quality with better realism, coherence, motion intensity, and identity preservation. Ours project page: https://fantasy-amap.github.io/fantasy-talking/.

cs.CV

On the backward Euler method for a generalized Ait-Sahalia-type rate model with Poisson jumps

This article aims to reveal the mean-square convergence rate of the backward Euler method (BEM) for a generalized Ait-Sahaliz interest rate model with Poisson jumps. The main difficulty in the analysis is caused by the non-globally Lipschitz drift and diffusion coefficients of the model. We show that the BEM preserves positivity of the original problem. Furthermore, we successfully recover the mean-square convergence rate of order one-half for the BEM. The theoretical findings are accompanied by several numerical examples.

math.NA