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Minghao Chen

Publications and source records attributed to Minghao Chen.

At least 37 records · Page 2Linked to original sources

REALM: An MLLM-Agent Framework for Open World 3D Reasoning Segmentation and Editing on Gaussian Splatting

Bridging the gap between complex human instructions and precise 3D object grounding remains a significant challenge in vision and robotics. Existing 3D segmentation methods often struggle to interpret ambiguous, reasoning-based instructions, while 2D vision-language models that excel at such reasoning lack intrinsic 3D spatial understanding. In this paper, we introduce REALM, an innovative MLLM-agent framework that enables open-world reasoning-based segmentation without requiring extensive 3D-specific post-training. We perform segmentation directly on 3D Gaussian Splatting representations, capitalizing on their ability to render photorealistic novel views that are highly suitable for MLLM comprehension. As directly feeding one or more rendered views to the MLLM can lead to high sensitivity to viewpoint selection, we propose a novel Global-to-Local Spatial Grounding strategy. Specifically, multiple global views are first fed into the MLLM agent in parallel for coarse-level localization, aggregating responses to robustly identify the target object. Then, several close-up novel views of the object are synthesized to perform fine-grained local segmentation, yielding accurate and consistent 3D masks. Extensive experiments show that REALM achieves remarkable performance in interpreting both explicit and implicit instructions across LERF, 3D-OVS, and our newly introduced REALM3D benchmarks. Furthermore, our agent framework seamlessly supports a range of 3D interaction tasks, including object removal, replacement, and style transfer, demonstrating its practical utility and versatility. Project page: https://ChangyueShi.github.io/REALM.

cs.CV↗

On Discrete Age of Information of Status Updating System With General Packet Arrival Processes

Characterizing Age of Information (AoI) in status updating systems with general arrival and service processes has great significance considering that the interarrival and service time of updates can possibly be arbitrary in a real world. While expressions of average continuous AoI under G/G/1/1 queues have been derived in the paper by Soysal and Ulukus, the discrete case remained unsolved. To address it, this paper gives a fully characterization of probability generation functions (PGF) of discrete AoI under G/G/1/1 settings when preemption is allowed. In the non-preemptive case, this paper gives the expressions of PGF of discrete AoI under G/Geo/1/1 settings, which also extends the former results. The average discrete AoI is derived and discussed based on these new theoretical findings.

eess.SY↗

WorldGen: From Text to Traversable and Interactive 3D Worlds

We introduce WorldGen, a system that enables the automatic creation of large-scale, interactive 3D worlds directly from text prompts. Our approach transforms natural language descriptions into traversable, fully textured environments that can be immediately explored or edited within standard game engines. By combining LLM-driven scene layout reasoning, procedural generation, diffusion-based 3D generation, and object-aware scene decomposition, WorldGen bridges the gap between creative intent and functional virtual spaces, allowing creators to design coherent, navigable worlds without manual modeling or specialized 3D expertise. The system is fully modular and supports fine-grained control over layout, scale, and style, producing worlds that are geometrically consistent, visually rich, and efficient to render in real time. This work represents a step towards accessible, generative world-building at scale, advancing the frontier of 3D generative AI for applications in gaming, simulation, and immersive social environments.

cs.CV↗

Sensing-enabled Secure Rotatable Array System Enhanced by Multi-Layer Transmitting RIS

Programmable metasurfaces and adjustable antennas are promising technologies. The security of a rotatable array system is investigated in this paper. A dual-base-station (BS) architecture is adopted, in which the BSs collaboratively perform integrated sensing of the eavesdropper (the target) and communication tasks. To address the security challenge when the sensing target is located on the main communication link, the problem of maximizing the secrecy rate (SR) under sensing signal-to-interference-plus-noise ratio requirements and discrete constraints is formulated. This problem involves the joint optimization of the array pose, the antenna distribution on the array surface, the multi-layer transmitting RIS phase matrices, and the beamforming matrices, which is non-convex. To solve this challenge, an two-stage online algorithm based on the generalized Rayleigh quotient and an offline algorithm based on the Multi-Agent Deep Deterministic Policy Gradient are proposed. Simulation results validate the effectiveness of the proposed algorithms. Compared to conventional schemes without array pose adjustment, the proposed approach achieves approximately 22\% improvement in SR. Furthermore, array rotation provides higher performance gains than position changes.

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SRSplat: Feed-Forward Super-Resolution Gaussian Splatting from Sparse Multi-View Images

Feed-forward 3D reconstruction from sparse, low-resolution (LR) images is a crucial capability for real-world applications, such as autonomous driving and embodied AI. However, existing methods often fail to recover fine texture details. This limitation stems from the inherent lack of high-frequency information in LR inputs. To address this, we propose \textbf{SRSplat}, a feed-forward framework that reconstructs high-resolution 3D scenes from only a few LR views. Our main insight is to compensate for the deficiency of texture information by jointly leveraging external high-quality reference images and internal texture cues. We first construct a scene-specific reference gallery, generated for each scene using Multimodal Large Language Models (MLLMs) and diffusion models. To integrate this external information, we introduce the \textit{Reference-Guided Feature Enhancement (RGFE)} module, which aligns and fuses features from the LR input images and their reference twin image. Subsequently, we train a decoder to predict the Gaussian primitives using the multi-view fused feature obtained from \textit{RGFE}. To further refine predicted Gaussian primitives, we introduce \textit{Texture-Aware Density Control (TADC)}, which adaptively adjusts Gaussian density based on the internal texture richness of the LR inputs. Extensive experiments demonstrate that our SRSplat outperforms existing methods on various datasets, including RealEstate10K, ACID, and DTU, and exhibits strong cross-dataset and cross-resolution generalization capabilities.

cs.CV↗

Sparse4DGS: 4D Gaussian Splatting for Sparse-Frame Dynamic Scene Reconstruction

Dynamic Gaussian Splatting approaches have achieved remarkable performance for 4D scene reconstruction. However, these approaches rely on dense-frame video sequences for photorealistic reconstruction. In real-world scenarios, due to equipment constraints, sometimes only sparse frames are accessible. In this paper, we propose Sparse4DGS, the first method for sparse-frame dynamic scene reconstruction. We observe that dynamic reconstruction methods fail in both canonical and deformed spaces under sparse-frame settings, especially in areas with high texture richness. Sparse4DGS tackles this challenge by focusing on texture-rich areas. For the deformation network, we propose Texture-Aware Deformation Regularization, which introduces a texture-based depth alignment loss to regulate Gaussian deformation. For the canonical Gaussian field, we introduce Texture-Aware Canonical Optimization, which incorporates texture-based noise into the gradient descent process of canonical Gaussians. Extensive experiments show that when taking sparse frames as inputs, our method outperforms existing dynamic or few-shot techniques on NeRF-Synthetic, HyperNeRF, NeRF-DS, and our iPhone-4D datasets.

cs.CV↗

TRAVL: A Recipe for Making Video-Language Models Better Judges of Physics Implausibility

Despite impressive visual fidelity, modern video generative models frequently produce sequences that violate intuitive physical laws, such as objects floating, teleporting, or morphing in ways that defy causality. While humans can easily detect such implausibilities, there remains no robust method for quantitatively assessing physical realism in video. In this work, we explore whether Video-Language Models (VLMs) can be trained to serve as reliable judges of physical plausibility. We find that existing VLMs struggle to identify physics violations, exposing fundamental limitations in their temporal and causal reasoning. To address this, we introduce TRAVL, a fine-tuning recipe that combines a balanced training dataset with a trajectory-aware attention module to improve motion encoding and discrimination in VLMs. To evaluate physical reasoning more rigorously, we propose ImplausiBench, a benchmark of 300 videos (150 real, 150 generated) that removes linguistic biases and isolates visual-temporal understanding. Performance is reported both with gold-standard human judgments and stricter LLM-as-judge metrics. Together, TRAVL and ImplausiBench offer a unified framework for probing and improving physical plausibility in multimodal models, shedding light on a challenging and underexplored aspect of visual-temporal understanding.

cs.CV↗

MTalk-Bench: Evaluating Speech-to-Speech Models in Multi-Turn Dialogues via Arena-style and Rubrics Protocols

The rapid advancement of speech-to-speech (S2S) large language models (LLMs) has significantly improved real-time spoken interaction. However, current evaluation frameworks remain inadequate for assessing performance in complex, multi-turn dialogues. To address this, we introduce MTalk-Bench, a multi-turn S2S benchmark covering three core dimensions: Semantic Information, Paralinguistic Information, and Ambient Sound. Each dimension includes nine realistic scenarios, along with targeted tasks to assess specific capabilities such as reasoning. Our dual-method evaluation framework combines Arena-style evaluation (pairwise comparison) and Rubrics-based evaluation (absolute scoring) for relative and absolute assessment. The benchmark includes both model and human outputs, evaluated by human evaluators and LLMs. Experimental results reveal two sets of findings. Overall performance of S2S LLMs: (1) models excel at semantic information processing yet underperform on paralinguistic information and ambient sounds perception; (2) models typically regain coherence by increasing response length, sacrificing efficiency in multi-turn dialogues; (3) modality-aware, task-specific designs outperform brute scaling. Evaluation framework and reliability: (1) Arena and Rubrics yield consistent, complementary rankings, but reliable distinctions emerge only when performance gaps are large; (2) LLM-as-a-judge aligns with humans when gaps are clear or criteria explicit, but exhibits position and length biases and is reliable on nonverbal evaluation only with text annotations. These results highlight current limitations in S2S evaluation and the need for more robust, speech-aware assessment frameworks.

cs.CL↗

OneLoc: Geo-Aware Generative Recommender Systems for Local Life Service

Local life service is a vital scenario in Kuaishou App, where video recommendation is intrinsically linked with store's location information. Thus, recommendation in our scenario is challenging because we should take into account user's interest and real-time location at the same time. In the face of such complex scenarios, end-to-end generative recommendation has emerged as a new paradigm, such as OneRec in the short video scenario, OneSug in the search scenario, and EGA in the advertising scenario. However, in local life service, an end-to-end generative recommendation model has not yet been developed as there are some key challenges to be solved. The first challenge is how to make full use of geographic information. The second challenge is how to balance multiple objectives, including user interests, the distance between user and stores, and some other business objectives. To address the challenges, we propose OneLoc. Specifically, we leverage geographic information from different perspectives: (1) geo-aware semantic ID incorporates both video and geographic information for tokenization, (2) geo-aware self-attention in the encoder leverages both video location similarity and user's real-time location, and (3) neighbor-aware prompt captures rich context information surrounding users for generation. To balance multiple objectives, we use reinforcement learning and propose two reward functions, i.e., geographic reward and GMV reward. With the above design, OneLoc achieves outstanding offline and online performance. In fact, OneLoc has been deployed in local life service of Kuaishou App. It serves 400 million active users daily, achieving 21.016% and 17.891% improvements in terms of gross merchandise value (GMV) and orders numbers.

cs.IR↗

AutoPartGen: Autogressive 3D Part Generation and Discovery

We introduce AutoPartGen, a model that generates objects composed of 3D parts in an autoregressive manner. This model can take as input an image of an object, 2D masks of the object's parts, or an existing 3D object, and generate a corresponding compositional 3D reconstruction. Our approach builds upon 3DShape2VecSet, a recent latent 3D representation with powerful geometric expressiveness. We observe that this latent space exhibits strong compositional properties, making it particularly well-suited for part-based generation tasks. Specifically, AutoPartGen generates object parts autoregressively, predicting one part at a time while conditioning on previously generated parts and additional inputs, such as 2D images, masks, or 3D objects. This process continues until the model decides that all parts have been generated, thus determining automatically the type and number of parts. The resulting parts can be seamlessly assembled into coherent objects or scenes without requiring additional optimization. We evaluate both the overall 3D generation capabilities and the part-level generation quality of AutoPartGen, demonstrating that it achieves state-of-the-art performance in 3D part generation.

cs.CV↗

Enhanced channel estimation for near-field IRS-aided multi-user MIMO system via a large deep residual network

In this paper, the channel estimation (CE) of intelligent reflecting surface-aided near-field (NF) multi-user communication is investigated. Initially, the least square (LS) estimator and minimum mean square error (MMSE) estimator for the estimated channel are designed, their mean square errors (MSEs) are derived, and the Cramer-Rao lower bound (CRLB) is derived to serve as a benchmark for performance evaluation. Subsequently, in view of the fact that the NF channel model is more sensitive to distance variations compared to the far-field model, this leads to pronounced discrepancies in the user channel characteristics in different regions. To effectively capture and utilize these diverse channel features, users are initially divided into distinct regions predicated on pivotal parameters, such as channel angle and distance. Correspondingly, a user region classifier based on convolutional neural networks is designed. Then, to fully harness the potential of deep residual networks (DRNs) in denoising, the aforementioned CE problem is reconceptualized as a denoising task, and a DRN-driven single region NF CE network, named SR-DRN-NFCE, is proposed. In addition, by integrating SR-DRN-NFCE networks corresponding to different regions and conducting joint training in a federated learning (FL) manner, a new network is obtained, named FL-DRN-NFCE. Simulation results demonstrate that the proposed FL-DRN-NFCE network outperforms LS, MMSE, and no residual connections in terms of MSE, and the proposed FL-DRN-NFCE method has higher CE accuracy than the SR-DRN-NFCE method.

eess.SP↗

AI-empowered Channel Estimation for Block-based Active IRS-enhanced Hybrid-field IoT Network

In this paper, channel estimation (CE) for uplink hybrid-field communications involving multiple Internet of Things (IoT) devices assisted by an active intelligent reflecting surface (IRS) is investigated. Firstly, to reduce the complexity of near-field (NF) channel modeling and estimation between IoT devices and active IRS, a sub-blocking strategy for active IRS is proposed. Specifically, the entire active IRS is divided into multiple smaller sub-blocks, so that IoT devices are located in the far-field (FF) region of each sub block, while also being located in the NF region of the entire active IRS. This strategy significantly simplifies the channel model and reduces the parameter estimation dimension by decoupling the high-dimensional NF channel parameter space into low dimensional FF sub channels. Subsequently, the relationship between channel approximation error and CE error with respect to the number of sub blocks is derived, and the optimal number of sub blocks is solved based on the criterion of minimizing the total error. In addition, considering that the amplification capability of active IRS requires power consumption, a closed-form expression for the optimal power allocation factor is derived. To further reduce the pilot overhead, a lightweight CE algorithm based on convolutional autoencoder (CAE) and multi-head attention mechanism, called CAEformer, is designed. The Cramer-Rao lower bound is derived to evaluate the proposed algorithm's performance. Finally, simulation results demonstrate the proposed CAEformer network significantly outperforms the conventional least square and minimum mean square error scheme in terms of estimation accuracy.

eess.SP↗

VGGT: Visual Geometry Grounded Transformer

We present VGGT, a feed-forward neural network that directly infers all key 3D attributes of a scene, including camera parameters, point maps, depth maps, and 3D point tracks, from one, a few, or hundreds of its views. This approach is a step forward in 3D computer vision, where models have typically been constrained to and specialized for single tasks. It is also simple and efficient, reconstructing images in under one second, and still outperforming alternatives that require post-processing with visual geometry optimization techniques. The network achieves state-of-the-art results in multiple 3D tasks, including camera parameter estimation, multi-view depth estimation, dense point cloud reconstruction, and 3D point tracking. We also show that using pretrained VGGT as a feature backbone significantly enhances downstream tasks, such as non-rigid point tracking and feed-forward novel view synthesis. Code and models are publicly available at https://github.com/facebookresearch/vggt.

cs.CV↗

PartGen: Part-level 3D Generation and Reconstruction with Multi-View Diffusion Models

Text- or image-to-3D generators and 3D scanners can now produce 3D assets with high-quality shapes and textures. These assets typically consist of a single, fused representation, like an implicit neural field, a Gaussian mixture, or a mesh, without any useful structure. However, most applications and creative workflows require assets to be made of several meaningful parts that can be manipulated independently. To address this gap, we introduce PartGen, a novel approach that generates 3D objects composed of meaningful parts starting from text, an image, or an unstructured 3D object. First, given multiple views of a 3D object, generated or rendered, a multi-view diffusion model extracts a set of plausible and view-consistent part segmentations, dividing the object into parts. Then, a second multi-view diffusion model takes each part separately, fills in the occlusions, and uses those completed views for 3D reconstruction by feeding them to a 3D reconstruction network. This completion process considers the context of the entire object to ensure that the parts integrate cohesively. The generative completion model can make up for the information missing due to occlusions; in extreme cases, it can hallucinate entirely invisible parts based on the input 3D asset. We evaluate our method on generated and real 3D assets and show that it outperforms segmentation and part-extraction baselines by a large margin. We also showcase downstream applications such as 3D part editing.

cs.CV↗

DGE: Direct Gaussian 3D Editing by Consistent Multi-view Editing

We consider the problem of editing 3D objects and scenes based on open-ended language instructions. A common approach to this problem is to use a 2D image generator or editor to guide the 3D editing process, obviating the need for 3D data. However, this process is often inefficient due to the need for iterative updates of costly 3D representations, such as neural radiance fields, either through individual view edits or score distillation sampling. A major disadvantage of this approach is the slow convergence caused by aggregating inconsistent information across views, as the guidance from 2D models is not multi-view consistent. We thus introduce the Direct Gaussian Editor (DGE), a method that addresses these issues in two stages. First, we modify a given high-quality image editor like InstructPix2Pix to be multi-view consistent. To do so, we propose a training-free approach that integrates cues from the 3D geometry of the underlying scene. Second, given a multi-view consistent edited sequence of images, we directly and efficiently optimize the 3D representation, which is based on 3D Gaussian Splatting. Because it avoids incremental and iterative edits, DGE is significantly more accurate and efficient than existing approaches and offers additional benefits, such as enabling selective editing of parts of the scene.

cs.CV↗

Multi-modal Iterative and Deep Fusion Frameworks for Enhanced Passive DOA Sensing via a Green Massive H2AD MIMO Receiver

Most existing DOA estimation methods assume ideal source incident angles with minimal noise. Moreover, directly using pre-estimated angles to calculate weighted coefficients can lead to performance loss. Thus, a green multi-modal (MM) fusion DOA framework is proposed to realize a more practical, low-cost and high time-efficiency DOA estimation for a H$^2$AD array. Firstly, two more efficient clustering methods, global maximum cos\_similarity clustering (GMaxCS) and global minimum distance clustering (GMinD), are presented to infer more precise true solutions from the candidate solution sets. Based on this, an iteration weighted fusion (IWF)-based method is introduced to iteratively update weighted fusion coefficients and the clustering center of the true solution classes by using the estimated values. Particularly, the coarse DOA calculated by fully digital (FD) subarray, serves as the initial cluster center. The above process yields two methods called MM-IWF-GMaxCS and MM-IWF-GMinD. To further provide a higher-accuracy DOA estimation, a fusion network (fusionNet) is proposed to aggregate the inferred two-part true angles and thus generates two effective approaches called MM-fusionNet-GMaxCS and MM-fusionNet-GMinD. The simulation outcomes show the proposed four approaches can achieve the ideal DOA performance and the CRLB. Meanwhile, proposed MM-fusionNet-GMaxCS and MM-fusionNet-GMinD exhibit superior DOA performance compared to MM-IWF-GMaxCS and MM-IWF-GMinD, especially in extremely-low SNR range.

cs.AI↗

AutoManual: Constructing Instruction Manuals by LLM Agents via Interactive Environmental Learning

Large Language Models (LLM) based agents have shown promise in autonomously completing tasks across various domains, e.g., robotics, games, and web navigation. However, these agents typically require elaborate design and expert prompts to solve tasks in specific domains, which limits their adaptability. We introduce AutoManual, a framework enabling LLM agents to autonomously build their understanding through interaction and adapt to new environments. AutoManual categorizes environmental knowledge into diverse rules and optimizes them in an online fashion by two agents: 1) The Planner codes actionable plans based on current rules for interacting with the environment. 2) The Builder updates the rules through a well-structured rule system that facilitates online rule management and essential detail retention. To mitigate hallucinations in managing rules, we introduce a *case-conditioned prompting* strategy for the Builder. Finally, the Formulator agent compiles these rules into a comprehensive manual. The self-generated manual can not only improve the adaptability but also guide the planning of smaller LLMs while being human-readable. Given only one simple demonstration, AutoManual significantly improves task success rates, achieving 97.4\% with GPT-4-turbo and 86.2\% with GPT-3.5-turbo on ALFWorld benchmark tasks. The code is available at https://github.com/minghchen/automanual.

cs.AI↗

Adapt2Reward: Adapting Video-Language Models to Generalizable Robotic Rewards via Failure Prompts

For a general-purpose robot to operate in reality, executing a broad range of instructions across various environments is imperative. Central to the reinforcement learning and planning for such robotic agents is a generalizable reward function. Recent advances in vision-language models, such as CLIP, have shown remarkable performance in the domain of deep learning, paving the way for open-domain visual recognition. However, collecting data on robots executing various language instructions across multiple environments remains a challenge. This paper aims to transfer video-language models with robust generalization into a generalizable language-conditioned reward function, only utilizing robot video data from a minimal amount of tasks in a singular environment. Unlike common robotic datasets used for training reward functions, human video-language datasets rarely contain trivial failure videos. To enhance the model's ability to distinguish between successful and failed robot executions, we cluster failure video features to enable the model to identify patterns within. For each cluster, we integrate a newly trained failure prompt into the text encoder to represent the corresponding failure mode. Our language-conditioned reward function shows outstanding generalization to new environments and new instructions for robot planning and reinforcement learning.

cs.CV↗