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Ruining Li

Publications and source records attributed to Ruining Li.

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Categorical Tensor-Graph Semantics for Quantum Algorithms

This paper investigates foundational quantum computing protocols from the intuitive perspective of categorical tensor-graph semantics within the category \textbf{FHilb}. While conventional Hilbert-space formalisms often conceal the structural nature of quantum algorithms behind high-dimensional matrix operations, the topological framework directly encodes algorithmic functionalities into their graphical skeletons. We provide a comprehensive topological reinterpretation of the Bernstein--Vazirani and Simon algorithms, demonstrating how topological transformations distill their core mathematical essence and clarify the operational mechanisms of oracles. Going beyond the standard qubit model, we construct explicit representations for the qutrit-adapted topological Deutsch--Jozsa and single-shot Grover algorithms. In particular, we establish a necessary and sufficient condition for the single-shot Grover search. We further implement CNOT gates via complementary Frobenius structures and investigate a diagrammatic decomposition scheme for the W-state preparation protocol. By bridging tensor category theory with practical quantum algorithmic design, this work furnishes a composable, scalable diagrammatic toolkit essential for automated circuit optimization across the evolving quantum hardware ecosystem.

quant-ph

Instruct-Particulate: Scaling Feed-Forward 3D Object Articulation with Kinematic Control

Reconstructing articulated 3D objects is important for animation, gaming, and robotic simulations. Recent neural networks can estimate the articulated structure of 3D objects, but their generalization remains limited by the scarcity of annotated data for this task. To address this gap, we introduce Instruct-Particulate, a model that takes a 3D mesh together with a target kinematic specification, including part descriptions, connectivity, joint types, and optional point prompts, and predicts the corresponding kinematic part segmentation and joint motion parameters. The kinematic specification disambiguates the task and allows the model to target annotations of different granularity, thereby making it possible to use more abundant heterogeneous training data. At test time, the kinematic specification can be obtained automatically from large-scale vision-language models, so the model can be applied to any input mesh. To train our model at scale, we construct a heterogeneous dataset of more than 150,000 articulated 3D objects, extending existing publicly available collections with data obtained by partially labelling other 3D models (monolithic or already decomposed into parts) with kinematic labels by means of vision-language models. Experiments show that our model generalizes better across categories and to AI-generated meshes, enabling articulated asset reconstruction from real-world images via image-to-3D models.

cs.CV

Articraft: An Agentic System for Scalable Articulated 3D Asset Generation

A bottleneck in learning to understand articulated 3D objects is the lack of large and diverse datasets. In this paper, we propose to leverage large language models (LLMs) to close this gap and generate articulated assets at scale. We reduce the problem of generating an articulated 3D asset to that of writing a program that builds it. We then introduce a new agentic system, Articraft, that writes such programs automatically. We design a programmatic interface and harness to help the LLM do so effectively. The LLM writes code against a domain-specific SDK for defining parts, composing geometry, specifying joints, and writing tests to validate the resulting assets. The harness exposes a restricted workspace and interface to the LLM, validates the resulting assets, and returns structured feedback. In this way, the LLM is not distracted by details such as authoring a URDF file or managing a complex software environment. We show that this produces higher-quality assets than both state-of-the-art articulated-asset generators and general-purpose coding agents. Using Articraft, we build Articraft-10K, a curated dataset of over 10K articulated assets spanning 245 categories, and show its utility both for training models of articulated assets and in downstream applications such as robotics simulation and virtual reality.

cs.CV

Particulate: Feed-Forward 3D Object Articulation

We introduce Particulate, a feed-forward model that, given a 3D mesh of an object, infers its articulations, including its 3D parts, their kinematic structure, and the motion constraints. The model is based on a transformer network, the Part Articulation Transformer, which predicts all these parameters for all joints. We train the network end-to-end on a diverse collection of articulated 3D assets from public datasets. During inference, Particulate maps the output of the network back to the input mesh, yielding a fully articulated 3D model in seconds, much faster than prior approaches that require per-object optimization. Particulate also works on AI-generated 3D assets, enabling the generation of articulated 3D objects from a single (real or synthetic) image when combined with an off-the-shelf image-to-3D model. We further introduce a new challenging benchmark for 3D articulation estimation curated from high-quality public 3D assets, and redesign the evaluation protocol to be more consistent with human preferences. Empirically, Particulate significantly outperforms state-of-the-art approaches.

cs.CV

Active View Selector: Fast and Accurate Active View Selection with Cross Reference Image Quality Assessment

We tackle active view selection in novel view synthesis and 3D reconstruction. Existing methods like FisheRF and ActiveNeRF select the next best view by minimizing uncertainty or maximizing information gain in 3D, but they require specialized designs for different 3D representations and involve complex modelling in 3D space. Instead, we reframe this as a 2D image quality assessment (IQA) task, selecting views where current renderings have the lowest quality. Since ground-truth images for candidate views are unavailable, full-reference metrics like PSNR and SSIM are inapplicable, while no-reference metrics, such as MUSIQ and MANIQA, lack the essential multi-view context. Inspired by a recent cross-referencing quality framework CrossScore, we train a model to predict SSIM within a multi-view setup and use it to guide view selection. Our cross-reference IQA framework achieves substantial quantitative and qualitative improvements across standard benchmarks, while being agnostic to 3D representations, and runs 14-33 times faster than previous methods.

cs.CV

On Vanishing Variance in Transformer Length Generalization

It is a widely known issue that Transformers, when trained on shorter sequences, fail to generalize robustly to longer ones at test time. This raises the question of whether Transformer models are real reasoning engines, despite their impressive abilities in mathematical problem solving and code synthesis. In this paper, we offer a vanishing variance perspective on this issue. To the best of our knowledge, we are the first to demonstrate that even for today's frontier models, a longer sequence length results in a decrease in variance in the output of the multi-head attention modules. On the argmax retrieval and dictionary lookup tasks, our experiments show that applying layer normalization after the attention outputs leads to significantly better length generalization. Our analyses attribute this improvement to a reduction-though not a complete elimination-of the distribution shift caused by vanishing variance.

cs.LG

DSO: Aligning 3D Generators with Simulation Feedback for Physical Soundness

Most 3D object generators prioritize aesthetic quality, often neglecting the physical constraints necessary for practical applications. One such constraint is that a 3D object should be self-supporting, i.e., remain balanced under gravity. Previous approaches to generating stable 3D objects relied on differentiable physics simulators to optimize geometry at test time, which is slow, unstable, and prone to local optima. Inspired by the literature on aligning generative models with external feedback, we propose Direct Simulation Optimization (DSO). This framework leverages feedback from a (non-differentiable) simulator to increase the likelihood that the 3D generator directly outputs stable 3D objects. We construct a dataset of 3D objects labeled with stability scores obtained from the physics simulator. This dataset enables fine-tuning of the 3D generator using the stability score as an alignment metric, via direct preference optimization (DPO) or direct reward optimization (DRO) - a novel objective we introduce to align diffusion models without requiring pairwise preferences. Our experiments demonstrate that the fine-tuned feed-forward generator, using either the DPO or DRO objective, is significantly faster and more likely to produce stable objects than test-time optimization. Notably, the DSO framework functions even without any ground-truth 3D objects for training, allowing the 3D generator to self-improve by automatically collecting simulation feedback on its own outputs.

cs.CV

DreamHOI: Subject-Driven Generation of 3D Human-Object Interactions with Diffusion Priors

We present DreamHOI, a novel method for zero-shot synthesis of human-object interactions (HOIs), enabling a 3D human model to realistically interact with any given object based on a textual description. This task is complicated by the varying categories and geometries of real-world objects and the scarcity of datasets encompassing diverse HOIs. To circumvent the need for extensive data, we leverage text-to-image diffusion models trained on billions of image-caption pairs. We optimize the articulation of a skinned human mesh using Score Distillation Sampling (SDS) gradients obtained from these models, which predict image-space edits. However, directly backpropagating image-space gradients into complex articulation parameters is ineffective due to the local nature of such gradients. To overcome this, we introduce a dual implicit-explicit representation of a skinned mesh, combining (implicit) neural radiance fields (NeRFs) with (explicit) skeleton-driven mesh articulation. During optimization, we transition between implicit and explicit forms, grounding the NeRF generation while refining the mesh articulation. We validate our approach through extensive experiments, demonstrating its effectiveness in generating realistic HOIs.

cs.CV

Puppet-Master: Scaling Interactive Video Generation as a Motion Prior for Part-Level Dynamics

We introduce Puppet-Master, an interactive video generator that captures the internal, part-level motion of objects, serving as a proxy for modeling object dynamics universally. Given an image of an object and a set of "drags" specifying the trajectory of a few points on the object, the model synthesizes a video where the object's parts move accordingly. To build Puppet-Master, we extend a pre-trained image-to-video generator to encode the input drags. We also propose all-to-first attention, an alternative to conventional spatial attention that mitigates artifacts caused by fine-tuning a video generator on out-of-domain data. The model is fine-tuned on Objaverse-Animation-HQ, a new dataset of curated part-level motion clips obtained by rendering synthetic 3D animations. Unlike real videos, these synthetic clips avoid confounding part-level motion with overall object and camera motion. We extensively filter sub-optimal animations and augment the synthetic renderings with meaningful drags that emphasize the internal dynamics of objects. We demonstrate that Puppet-Master learns to generate part-level motions, unlike other motion-conditioned video generators that primarily move the object as a whole. Moreover, Puppet-Master generalizes well to out-of-domain real images, outperforming existing methods on real-world benchmarks in a zero-shot manner.

cs.CV

DragAPart: Learning a Part-Level Motion Prior for Articulated Objects

We introduce DragAPart, a method that, given an image and a set of drags as input, generates a new image of the same object that responds to the action of the drags. Differently from prior works that focused on repositioning objects, DragAPart predicts part-level interactions, such as opening and closing a drawer. We study this problem as a proxy for learning a generalist motion model, not restricted to a specific kinematic structure or object category. We start from a pre-trained image generator and fine-tune it on a new synthetic dataset, Drag-a-Move, which we introduce. Combined with a new encoding for the drags and dataset randomization, the model generalizes well to real images and different categories. Compared to prior motion-controlled generators, we demonstrate much better part-level motion understanding.

cs.CV

Learning the 3D Fauna of the Web

Learning 3D models of all animals on the Earth requires massively scaling up existing solutions. With this ultimate goal in mind, we develop 3D-Fauna, an approach that learns a pan-category deformable 3D animal model for more than 100 animal species jointly. One crucial bottleneck of modeling animals is the limited availability of training data, which we overcome by simply learning from 2D Internet images. We show that prior category-specific attempts fail to generalize to rare species with limited training images. We address this challenge by introducing the Semantic Bank of Skinned Models (SBSM), which automatically discovers a small set of base animal shapes by combining geometric inductive priors with semantic knowledge implicitly captured by an off-the-shelf self-supervised feature extractor. To train such a model, we also contribute a new large-scale dataset of diverse animal species. At inference time, given a single image of any quadruped animal, our model reconstructs an articulated 3D mesh in a feed-forward fashion within seconds.

cs.CV

Farm3D: Learning Articulated 3D Animals by Distilling 2D Diffusion

We present Farm3D, a method for learning category-specific 3D reconstructors for articulated objects, relying solely on "free" virtual supervision from a pre-trained 2D diffusion-based image generator. Recent approaches can learn a monocular network that predicts the 3D shape, albedo, illumination, and viewpoint of any object occurrence, given a collection of single-view images of an object category. However, these approaches heavily rely on manually curated clean training data, which are expensive to obtain. We propose a framework that uses an image generator, such as Stable Diffusion, to generate synthetic training data that are sufficiently clean and do not require further manual curation, enabling the learning of such a reconstruction network from scratch. Additionally, we incorporate the diffusion model as a score to enhance the learning process. The idea involves randomizing certain aspects of the reconstruction, such as viewpoint and illumination, generating virtual views of the reconstructed 3D object, and allowing the 2D network to assess the quality of the resulting image, thus providing feedback to the reconstructor. Unlike work based on distillation, which produces a single 3D asset for each textual prompt, our approach yields a monocular reconstruction network capable of outputting a controllable 3D asset from any given image, whether real or generated, in a single forward pass in a matter of seconds. Our network can be used for analysis, including monocular reconstruction, or for synthesis, generating articulated assets for real-time applications such as video games.

cs.CV

MagicPony: Learning Articulated 3D Animals in the Wild

We consider the problem of predicting the 3D shape, articulation, viewpoint, texture, and lighting of an articulated animal like a horse given a single test image as input. We present a new method, dubbed MagicPony, that learns this predictor purely from in-the-wild single-view images of the object category, with minimal assumptions about the topology of deformation. At its core is an implicit-explicit representation of articulated shape and appearance, combining the strengths of neural fields and meshes. In order to help the model understand an object's shape and pose, we distil the knowledge captured by an off-the-shelf self-supervised vision transformer and fuse it into the 3D model. To overcome local optima in viewpoint estimation, we further introduce a new viewpoint sampling scheme that comes at no additional training cost. MagicPony outperforms prior work on this challenging task and demonstrates excellent generalisation in reconstructing art, despite the fact that it is only trained on real images.

cs.CV

Memes in the Wild: Assessing the Generalizability of the Hateful Memes Challenge Dataset

Hateful memes pose a unique challenge for current machine learning systems because their message is derived from both text- and visual-modalities. To this effect, Facebook released the Hateful Memes Challenge, a dataset of memes with pre-extracted text captions, but it is unclear whether these synthetic examples generalize to `memes in the wild'. In this paper, we collect hateful and non-hateful memes from Pinterest to evaluate out-of-sample performance on models pre-trained on the Facebook dataset. We find that memes in the wild differ in two key aspects: 1) Captions must be extracted via OCR, injecting noise and diminishing performance of multimodal models, and 2) Memes are more diverse than `traditional memes', including screenshots of conversations or text on a plain background. This paper thus serves as a reality check for the current benchmark of hateful meme detection and its applicability for detecting real world hate.

cs.CV