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Monan Wang

Publications and source records attributed to Monan Wang.

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RiverONE: Generating Knowledge-Intensive VLM by Simulated Quantum Machines

Quantum computing provides a powerful paradigm for representing and transforming high-dimensional information through superposition, entanglement, and measurement-induced nonlinear features. While current quantum hardware is not yet practical for direct large-scale vision-language model (VLM) inference, simulated quantum computation can be used during model construction to generate structured parameters for compact classical AI systems. We build RiverONE, a lightweight vision-language model for quantum calibration plot understanding, using simulated quantum computation. It employs a specialized visual encoder and an InternVL-based language backbone. To compensate for compression-induced information loss, we introduce quantum-generated parameters, which are materialized as classical tensors after training. This allows RiverONE to run entirely on classical GPUs at inference time, with no quantum hardware or runtime quantum simulation. With approximately 1.9 billion parameters, RiverONE achieves at least 95\% of the performance of NVIDIA Ising Calibration 1 on quantum calibration plot understanding tasks while using less than 10\% of its parameter count. These results suggest that simulated quantum computation can serve as a practical construction-stage mechanism for building lightweight, knowledge-intensive scientific VLMs. Our code is available at https://github.com/THeWakeSystems/RiverOne.

quant-ph

A Marching Cube Algorithm Based on Edge Growth

Marching Cube algorithm is currently one of the most popular 3D reconstruction surface rendering algorithms. It forms cube voxels through the input image, and then uses 15 basic topological configurations to extract the iso-surfaces in the voxels. It processes each cube voxel in a traversal manner, but it does not consider the relationship between iso-surfaces in adjacent cubes. Due to ambiguity, the final reconstructed model may have holes. We propose a Marching Cube algorithm based on edge growth. The algorithm first extracts seed triangles, then grows the seed triangles and reconstructs the entire 3D model. According to the position of the growth edge, we propose 17 topological configurations with iso-surfaces. From the reconstruction results, the algorithm can reconstruct the 3D model well. When only the main contour of the 3D model needs to be organized, the algorithm performs well. In addition, when there are multiple scattered parts in the data, the algorithm can extract only the 3D contours of the parts connected to the seed by setting the region selected by the seed.

cs.GR