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Runjia Li

Publications and source records attributed to Runjia Li.

At least 19 recordsLinked to original sources

Automatic Red Teaming for Implicit Vulnerabilities of Text-to-Image Models

Red-teaming Text-to-Image (T2I) models is essential for safe deployment, yet it remains particularly challenging against implicit adversarial prompts. Unlike explicit adversarial prompts that can be readily identified and blocked, implicit ones are much harder to detect: the prompts appear benign on the text surface yet still lead to inappropriate visual content. To address this, we propose Adversarial Probing for Implicit VulnErabilities (AdvPIE), a multimodal agentic framework to expose implicit vulnerabilities without requiring access to the parameters of target models. AdvPIE adopts a policy agent to generate and refine implicit adversarial prompts based on the feedback from a judge agent. To construct informative feedback, the judge agent provides modality-specific safety evaluation at both global and relative levels across iterations. To effectively leverage the feedback, we propose a novel Cumulative Adversarial Decoding strategy for the policy agent, which dynamically reweights token distributions to favor tokens that lead to more harmful images while preserving sampling diversity. Extensive experiments on standard and safety-aligned T2I models show that AdvPIE1 effectively uncovers implicit vulnerabilities, outperforming various baseline methods.

cs.CV

EgoPlay: Event-Triggered Video Editing for Egocentric Streams

We introduce EgoPlay, an event-triggered video-to-video editor for egocentric streams, obtained by fine-tuning a pretrained V2V diffusion transformer on event-conditioned data built primarily from Ego4D. Given a monocular video and an event-triggered prompt of the form "when X happens, do Y," EgoPlay infers whether and when event X occurs, preserves pre-event frames, and applies edit Y only to the post-event continuation. Rather than cascading a separate event detector with an editor, EgoPlay learns event recognition, temporal restraint, and pixel-level editing jointly in a single end-to-end model, while also handling negative and multi-event prompts. To support this, we construct a large-scale dataset of 106K event-triggered clip-prompt pairs spanning positive triggers, fabricated-trigger negatives, and multi-event prompts. We then train a bidirectional video diffusion editor with event-triggered supervision and derive a causal variant for chunk-by-chunk streamable inference. We further introduce an event-aware evaluation protocol that separately measures post-trigger editing quality, pre-trigger preservation, and false-trigger robustness. On the Ego4D benchmark, EgoPlay substantially outperforms EgoEdit, the state-of-the-art instruction-based egocentric video editing baseline, with relative gains of 17.7%, 16.9%, and 16.4% in editing quality, visual quality, and background consistency. It also surpasses a VLM-guided detector-editor baseline by 15.7%, 14.5%, and 13.5% on the same metrics, while using less than half the GPU memory.

cs.CV

A Diamagnetic, Light-Driven Tesla Engine Based on a Mechanically Displaced, Magnetically Levitated Graphene Disk

Ferromagnetic materials are widely used in Tesla thermomagnetic engines, whereas diamagnetic counterparts have remained unexplored. Here, we demonstrate the first diamagnetic Tesla engine by exploiting the strong diamagnetism of graphene. A graphene disk, fabricated by stacking graphene sheets, serves as the engine wheel. We first show that the conventional Tesla engine design using a permanent magnet placed near the disk edge to create unbalanced thermomagnetic forces under asymmetric local heating fails to generate rotation. We achieve stable operation by laterally displacing the levitated disk from equilibrium, creating a strong restoring force that drives rotation under light excitation. Calculations and measurements establish the displacement-dependent force, with an optimal offset of 0.8 mm yielding speeds up to 2000 rpm under laser heating and 1000 rpm under direct sunlight. Adding vanes allows the disk to function as a gear, powering a graphene vehicle and transferring energy to another disk. This design utilizes the strong and anisotropic diamagnetism of graphene and paves the way for light-powered sensors, actuators, and micro-vehicles.

physics.app-ph

Reliable and Responsible Foundation Models: A Comprehensive Survey

Foundation models, including Large Language Models (LLMs), Multimodal Large Language Models (MLLMs), Image Generative Models (i.e, Text-to-Image Models and Image-Editing Models), and Video Generative Models, have become essential tools with broad applications across various domains such as law, medicine, education, finance, science, and beyond. As these models see increasing real-world deployment, ensuring their reliability and responsibility has become critical for academia, industry, and government. This survey addresses the reliable and responsible development of foundation models. We explore critical issues, including bias and fairness, security and privacy, uncertainty, explainability, and distribution shift. Our research also covers model limitations, such as hallucinations, as well as methods like alignment and Artificial Intelligence-Generated Content (AIGC) detection. For each area, we review the current state of the field and outline concrete future research directions. Additionally, we discuss the intersections between these areas, highlighting their connections and shared challenges. We hope our survey fosters the development of foundation models that are not only powerful but also ethical, trustworthy, reliable, and socially responsible.

cs.LG

EgoEdit: Dataset, Real-Time Streaming Model, and Benchmark for Egocentric Video Editing

We study instruction-guided editing of egocentric videos for interactive AR applications. While recent AI video editors perform well on third-person footage, egocentric views present unique challenges - including rapid egomotion and frequent hand-object interactions - that create a significant domain gap. Moreover, existing offline editing pipelines suffer from high latency, limiting real-time interaction. To address these issues, we present a complete ecosystem for egocentric video editing. First, we construct EgoEditData, a carefully designed and manually curated dataset specifically designed for egocentric editing scenarios, featuring rich hand-object interactions, while explicitly preserving hands. Second, we develop EgoEdit, an instruction-following egocentric video editor that supports real-time streaming inference on a single GPU. Finally, we introduce EgoEditBench, an evaluation suite targeting instruction faithfulness, hand and interaction preservation, and temporal stability under egomotion. Across both egocentric and general editing tasks, EgoEdit produces temporally stable, instruction-faithful results with interactive latency. It achieves clear gains on egocentric editing benchmarks-where existing methods struggle-while maintaining performance comparable to the strongest baselines on general editing tasks. EgoEditData and EgoEditBench will be made public for the research community. See our website at https://snap-research.github.io/EgoEdit

cs.CV

VMem: Consistent Interactive Video Scene Generation with Surfel-Indexed View Memory

We propose a novel memory module for building video generators capable of interactively exploring environments. Previous approaches have achieved similar results either by out-painting 2D views of a scene while incrementally reconstructing its 3D geometry-which quickly accumulates errors-or by using video generators with a short context window, which struggle to maintain scene coherence over the long term. To address these limitations, we introduce Surfel-Indexed View Memory (VMem), a memory module that remembers past views by indexing them geometrically based on the 3D surface elements (surfels) they have observed. VMem enables efficient retrieval of the most relevant past views when generating new ones. By focusing only on these relevant views, our method produces consistent explorations of imagined environments at a fraction of the computational cost required to use all past views as context. We evaluate our approach on challenging long-term scene synthesis benchmarks and demonstrate superior performance compared to existing methods in maintaining scene coherence and camera control.

cs.CV

Generalized Few-shot 3D Point Cloud Segmentation with Vision-Language Model

Generalized few-shot 3D point cloud segmentation (GFS-PCS) adapts models to new classes with few support samples while retaining base class segmentation. Existing GFS-PCS methods enhance prototypes via interacting with support or query features but remain limited by sparse knowledge from few-shot samples. Meanwhile, 3D vision-language models (3D VLMs), generalizing across open-world novel classes, contain rich but noisy novel class knowledge. In this work, we introduce a GFS-PCS framework that synergizes dense but noisy pseudo-labels from 3D VLMs with precise yet sparse few-shot samples to maximize the strengths of both, named GFS-VL. Specifically, we present a prototype-guided pseudo-label selection to filter low-quality regions, followed by an adaptive infilling strategy that combines knowledge from pseudo-label contexts and few-shot samples to adaptively label the filtered, unlabeled areas. Additionally, we design a novel-base mix strategy to embed few-shot samples into training scenes, preserving essential context for improved novel class learning. Moreover, recognizing the limited diversity in current GFS-PCS benchmarks, we introduce two challenging benchmarks with diverse novel classes for comprehensive generalization evaluation. Experiments validate the effectiveness of our framework across models and datasets. Our approach and benchmarks provide a solid foundation for advancing GFS-PCS in the real world. The code is at https://github.com/ZhaochongAn/GFS-VL

cs.CV

A Doubly Robust Instrumental Variable Approach for Estimating Average Treatment Effects in Time-to-Event Data with Unmeasured Confounding: Application to Real-World Data on ICU Patients with Septic Shock

Motivated by conflicting conclusions regarding hydrocortisone's treatment effect on ICU patients with vasopressor-dependent septic shock, we developed a novel instrumental variable (IV) estimator to assess the average treatment effect (ATE) in time-to-event data. In real-world data, IV methods are widely used for estimating causal treatment effects in the presence of unmeasured confounding, but existing approaches for time-to-event outcomes are often constrained by strong parametric assumptions and lack desired statistical properties. Based on our derived the efficient influence function (EIF), the proposed estimator possesses double robustness and achieves asymptotic efficiency. It is also flexible to accommodate machine learning models for outcome, treatment, instrument, and censoring for handling complex real-world data. Through extensive simulations, we demonstrate its double robustness, asymptotic normality, and ideal performance in complex data settings. Using electronic health records (EHR) from ICU patients, we identified physician preferences for prescribing hydrocortisone as the IV to evaluate the treatment effect of hydrocortisone on mortality. Our analysis shows no significant benefit or harm of hydrocortisone on these patients. Applying the proposed doubly robust IV method provides reliable estimates in the presence of unmeasured confounders and offers clinicians with valuable evidence-based guidance for prescribing decisions.

stat.ME

No Culture Left Behind: ArtELingo-28, a Benchmark of WikiArt with Captions in 28 Languages

Research in vision and language has made considerable progress thanks to benchmarks such as COCO. COCO captions focused on unambiguous facts in English; ArtEmis introduced subjective emotions and ArtELingo introduced some multilinguality (Chinese and Arabic). However we believe there should be more multilinguality. Hence, we present ArtELingo-28, a vision-language benchmark that spans $\textbf{28}$ languages and encompasses approximately $\textbf{200,000}$ annotations ($\textbf{140}$ annotations per image). Traditionally, vision research focused on unambiguous class labels, whereas ArtELingo-28 emphasizes diversity of opinions over languages and cultures. The challenge is to build machine learning systems that assign emotional captions to images. Baseline results will be presented for three novel conditions: Zero-Shot, Few-Shot and One-vs-All Zero-Shot. We find that cross-lingual transfer is more successful for culturally-related languages. Data and code are provided at www.artelingo.org.

cs.CL

Multimodality Helps Few-shot 3D Point Cloud Semantic Segmentation

Few-shot 3D point cloud segmentation (FS-PCS) aims at generalizing models to segment novel categories with minimal annotated support samples. While existing FS-PCS methods have shown promise, they primarily focus on unimodal point cloud inputs, overlooking the potential benefits of leveraging multimodal information. In this paper, we address this gap by introducing a multimodal FS-PCS setup, utilizing textual labels and the potentially available 2D image modality. Under this easy-to-achieve setup, we present the MultiModal Few-Shot SegNet (MM-FSS), a model effectively harnessing complementary information from multiple modalities. MM-FSS employs a shared backbone with two heads to extract intermodal and unimodal visual features, and a pretrained text encoder to generate text embeddings. To fully exploit the multimodal information, we propose a Multimodal Correlation Fusion (MCF) module to generate multimodal correlations, and a Multimodal Semantic Fusion (MSF) module to refine the correlations using text-aware semantic guidance. Additionally, we propose a simple yet effective Test-time Adaptive Cross-modal Calibration (TACC) technique to mitigate training bias, further improving generalization. Experimental results on S3DIS and ScanNet datasets demonstrate significant performance improvements achieved by our method. The efficacy of our approach indicates the benefits of leveraging commonly-ignored free modalities for FS-PCS, providing valuable insights for future research. The code is available at https://github.com/ZhaochongAn/Multimodality-3D-Few-Shot

cs.CV

Unified Convergence Analysis for Score-Based Diffusion Models with Deterministic Samplers

Score-based diffusion models have emerged as powerful techniques for generating samples from high-dimensional data distributions. These models involve a two-phase process: first, injecting noise to transform the data distribution into a known prior distribution, and second, sampling to recover the original data distribution from noise. Among the various sampling methods, deterministic samplers stand out for their enhanced efficiency. However, analyzing these deterministic samplers presents unique challenges, as they preclude the use of established techniques such as Girsanov's theorem, which are only applicable to stochastic samplers. Furthermore, existing analysis for deterministic samplers usually focuses on specific examples, lacking a generalized approach for general forward processes and various deterministic samplers. Our paper addresses these limitations by introducing a unified convergence analysis framework. To demonstrate the power of our framework, we analyze the variance-preserving (VP) forward process with the exponential integrator (EI) scheme, achieving iteration complexity of $\tilde O(d^2/\epsilon)$. Additionally, we provide a detailed analysis of Denoising Diffusion Implicit Models (DDIM)-type samplers, which have been underexplored in previous research, achieving polynomial iteration complexity.

cs.LG

Semantic Score Distillation Sampling for Compositional Text-to-3D Generation

Generating high-quality 3D assets from textual descriptions remains a pivotal challenge in computer graphics and vision research. Due to the scarcity of 3D data, state-of-the-art approaches utilize pre-trained 2D diffusion priors, optimized through Score Distillation Sampling (SDS). Despite progress, crafting complex 3D scenes featuring multiple objects or intricate interactions is still difficult. To tackle this, recent methods have incorporated box or layout guidance. However, these layout-guided compositional methods often struggle to provide fine-grained control, as they are generally coarse and lack expressiveness. To overcome these challenges, we introduce a novel SDS approach, Semantic Score Distillation Sampling (SemanticSDS), designed to effectively improve the expressiveness and accuracy of compositional text-to-3D generation. Our approach integrates new semantic embeddings that maintain consistency across different rendering views and clearly differentiate between various objects and parts. These embeddings are transformed into a semantic map, which directs a region-specific SDS process, enabling precise optimization and compositional generation. By leveraging explicit semantic guidance, our method unlocks the compositional capabilities of existing pre-trained diffusion models, thereby achieving superior quality in 3D content generation, particularly for complex objects and scenes. Experimental results demonstrate that our SemanticSDS framework is highly effective for generating state-of-the-art complex 3D content. Code: https://github.com/YangLing0818/SemanticSDS-3D

cs.CV

DreamBeast: Distilling 3D Fantastical Animals with Part-Aware Knowledge Transfer

We present DreamBeast, a novel method based on score distillation sampling (SDS) for generating fantastical 3D animal assets composed of distinct parts. Existing SDS methods often struggle with this generation task due to a limited understanding of part-level semantics in text-to-image diffusion models. While recent diffusion models, such as Stable Diffusion 3, demonstrate a better part-level understanding, they are prohibitively slow and exhibit other common problems associated with single-view diffusion models. DreamBeast overcomes this limitation through a novel part-aware knowledge transfer mechanism. For each generated asset, we efficiently extract part-level knowledge from the Stable Diffusion 3 model into a 3D Part-Affinity implicit representation. This enables us to instantly generate Part-Affinity maps from arbitrary camera views, which we then use to modulate the guidance of a multi-view diffusion model during SDS to create 3D assets of fantastical animals. DreamBeast significantly enhances the quality of generated 3D creatures with user-specified part compositions while reducing computational overhead, as demonstrated by extensive quantitative and qualitative evaluations.

cs.CV

Doubly Robust Targeted Estimation of Subgroup Average Treatment Effects for Time-to-event Outcomes with Competing Risks

In recent years, precision treatment strategies have gained significant attention in medical research, particularly for patient care. We propose a novel framework for estimating subgroup average treatment effects (ATE) in time-to-event data with competing risks, using ICU patients with sepsis as an illustrative example. Our approach, based on cumulative incidence functions and targeted maximum likelihood estimation (TMLE), achieves both asymptotic efficiency and double robustness. The primary contribution of this work lies in our derivation of the efficient influence function for the targeted causal parameter, subgroup ATE. We established the theoretical proofs for these properties, and subsequently confirmed them through simulations. Our TMLE framework is flexible, accommodating various regression and machine learning models, making it applicable in diverse scenarios. In order to identify variables contributing to treatment effect heterogeneity and to facilitate accurate estimation of subgroup ATE, we developed two distinct variable importance measures (VIMs). This work provides a powerful tool for optimizing personalized treatment strategies, furthering the pursuit of precision medicine.

stat.ME

kNN-CLIP: Retrieval Enables Training-Free Segmentation on Continually Expanding Large Vocabularies

Continual segmentation has not yet tackled the challenge of improving open-vocabulary segmentation models with training data for accurate segmentation across large, continually expanding vocabularies. We discover that traditional continual training results in severe catastrophic forgetting, failing to outperform a zero-shot segmentation baseline. We introduce a novel training-free strategy, kNN-CLIP, which augments the model with a database of instance embeddings for semantic and panoptic segmentation that achieves zero forgetting. We demonstrate that kNN-CLIP can adapt to continually growing vocabularies without the need for retraining or large memory costs. kNN-CLIP enables open-vocabulary segmentation methods to expand their vocabularies on any domain with a single pass through the data, while only storing compact embeddings. This approach minimizes both compute and memory costs. kNN-CLIP achieves state-of-the-art performance across large-vocabulary semantic and panoptic segmentation datasets. We hope kNN-CLIP represents a significant step forward in enabling more efficient and adaptable continual segmentation, paving the way for advances in real-world large-vocabulary continual segmentation methods.

cs.CV

CLIP as RNN: Segment Countless Visual Concepts without Training Endeavor

Existing open-vocabulary image segmentation methods require a fine-tuning step on mask labels and/or image-text datasets. Mask labels are labor-intensive, which limits the number of categories in segmentation datasets. Consequently, the vocabulary capacity of pre-trained VLMs is severely reduced after fine-tuning. However, without fine-tuning, VLMs trained under weak image-text supervision tend to make suboptimal mask predictions. To alleviate these issues, we introduce a novel recurrent framework that progressively filters out irrelevant texts and enhances mask quality without training efforts. The recurrent unit is a two-stage segmenter built upon a frozen VLM. Thus, our model retains the VLM's broad vocabulary space and equips it with segmentation ability. Experiments show that our method outperforms not only the training-free counterparts, but also those fine-tuned with millions of data samples, and sets the new state-of-the-art records for both zero-shot semantic and referring segmentation. Concretely, we improve the current record by 28.8, 16.0, and 6.9 mIoU on Pascal VOC, COCO Object, and Pascal Context.

cs.CV

OxfordTVG-HIC: Can Machine Make Humorous Captions from Images?

This paper presents OxfordTVG-HIC (Humorous Image Captions), a large-scale dataset for humour generation and understanding. Humour is an abstract, subjective, and context-dependent cognitive construct involving several cognitive factors, making it a challenging task to generate and interpret. Hence, humour generation and understanding can serve as a new task for evaluating the ability of deep-learning methods to process abstract and subjective information. Due to the scarcity of data, humour-related generation tasks such as captioning remain under-explored. To address this gap, OxfordTVG-HIC offers approximately 2.9M image-text pairs with humour scores to train a generalizable humour captioning model. Contrary to existing captioning datasets, OxfordTVG-HIC features a wide range of emotional and semantic diversity resulting in out-of-context examples that are particularly conducive to generating humour. Moreover, OxfordTVG-HIC is curated devoid of offensive content. We also show how OxfordTVG-HIC can be leveraged for evaluating the humour of a generated text. Through explainability analysis of the trained models, we identify the visual and linguistic cues influential for evoking humour prediction (and generation). We observe qualitatively that these cues are aligned with the benign violation theory of humour in cognitive psychology.

cs.CV

Flexible Seamless 2-in-1 Design with Sample Size Adaptation

2-in-1 design (Chen et al. 2018) is becoming popular in oncology drug development, with the flexibility of using different endpoints at different decision time. Based on the observed interim data, sponsors choose either to seamlessly advance a small phase 2 trial to a full-scale confirmatory phase 3 trial with a pre-determined maximum sample size, or to remain in a phase 2 trial. This approach may increase efficiency in drug development but is rigid and requires a pre-specified fixed sample size. In this paper, we propose a flexible 2-in-1 design with sample size adaptation, while retains the advantage of allowing intermediate endpoint for interim decision. The proposed design reflects the needs of recent FDA's Project FrontRunner initiative to encourage using an earlier surrogate endpoint to potentially support accelerated approval with conversion to standard approval with long term endpoint from the same randomized study. Additionally, we identify the interim decision cut-off to allow conventional test procedure at the final analysis. Extensive simulation studies showed the proposed design require much smaller sample size and shorter timeline than the simple 2-in-1 design, while achieving similar power. A case study in multiple myeloma is used to demonstrate the benefits of the proposed design.

stat.ME