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Shi Qiu

Publications and source records attributed to Shi Qiu.

At least 55 records · Page 3Linked to original sources

GLIMPSE: Do Large Vision-Language Models Truly Think With Videos or Just Glimpse at Them?

Existing video benchmarks often resemble image-based benchmarks, with question types like "What actions does the person perform throughout the video?" or "What color is the woman's dress in the video?" For these, models can often answer by scanning just a few key frames, without deep temporal reasoning. This limits our ability to assess whether large vision-language models (LVLMs) can truly think with videos rather than perform superficial frame-level analysis. To address this, we introduce GLIMPSE, a benchmark specifically designed to evaluate whether LVLMs can genuinely think with videos. Unlike prior benchmarks, GLIMPSE emphasizes comprehensive video understanding beyond static image cues. It consists of 3,269 videos and over 4,342 highly visual-centric questions across 11 categories, including Trajectory Analysis, Temporal Reasoning, and Forensics Detection. All questions are carefully crafted by human annotators and require watching the entire video and reasoning over full video context-this is what we mean by thinking with video. These questions cannot be answered by scanning selected frames or relying on text alone. In human evaluations, GLIMPSE achieves 94.82% accuracy, but current LVLMs face significant challenges. Even the best-performing model, GPT-o3, reaches only 66.43%, highlighting that LVLMs still struggle to move beyond surface-level reasoning to truly think with videos.

cs.CV↗

ClipGS: Clippable Gaussian Splatting for Interactive Cinematic Visualization of Volumetric Medical Data

The visualization of volumetric medical data is crucial for enhancing diagnostic accuracy and improving surgical planning and education. Cinematic rendering techniques significantly enrich this process by providing high-quality visualizations that convey intricate anatomical details, thereby facilitating better understanding and decision-making in medical contexts. However, the high computing cost and low rendering speed limit the requirement of interactive visualization in practical applications. In this paper, we introduce ClipGS, an innovative Gaussian splatting framework with the clipping plane supported, for interactive cinematic visualization of volumetric medical data. To address the challenges posed by dynamic interactions, we propose a learnable truncation scheme that automatically adjusts the visibility of Gaussian primitives in response to the clipping plane. Besides, we also design an adaptive adjustment model to dynamically adjust the deformation of Gaussians and refine the rendering performance. We validate our method on five volumetric medical data (including CT and anatomical slice data), and reach an average 36.635 PSNR rendering quality with 156 FPS and 16.1 MB model size, outperforming state-of-the-art methods in rendering quality and efficiency.

cs.CV↗

Coordinated 2D-3D Visualization of Volumetric Medical Data in XR with Multimodal Interactions

Volumetric medical imaging technologies produce detailed 3D representations of anatomical structures. However, effective medical data visualization and exploration pose significant challenges, especially for individuals with limited medical expertise. We introduce a novel XR-based system with two key innovations: (1) a coordinated visualization module integrating Multi-layered Multi-planar Reconstruction with 3D mesh models and (2) a multimodal interaction framework combining hand gestures with LLM-enabled voice commands. We conduct preliminary evaluations, including a 15-participant user study and expert interviews, to demonstrate the system's abilities to enhance spatial understanding and reduce cognitive load. Experimental results show notable improvements in task completion times, usability metrics, and interaction effectiveness enhanced by LLM-driven voice control. While identifying areas for future refinement, our findings highlight the potential of this immersive visualization system to advance medical training and clinical practice. Our demo application and supplemental materials are available for download at: https://osf.io/bpjq5/.

cs.HC↗

From EduVisBench to EduVisAgent: A Benchmark and Multi-Agent Framework for Reasoning-Driven Pedagogical Visualization

While foundation models (FMs), such as diffusion models and large vision-language models (LVLMs), have been widely applied in educational contexts, their ability to generate pedagogically effective visual explanations remains limited. Most existing approaches focus primarily on textual reasoning, overlooking the critical role of structured and interpretable visualizations in supporting conceptual understanding. To better assess the visual reasoning capabilities of FMs in educational settings, we introduce EduVisBench, a multi-domain, multi-level benchmark. EduVisBench features diverse STEM problem sets requiring visually grounded solutions, along with a fine-grained evaluation rubric informed by pedagogical theory. Our empirical analysis reveals that existing models frequently struggle with the inherent challenge of decomposing complex reasoning and translating it into visual representations aligned with human cognitive processes. To address these limitations, we propose EduVisAgent, a multi-agent collaborative framework that coordinates specialized agents for instructional planning, reasoning decomposition, metacognitive prompting, and visualization design. Experimental results show that EduVisAgent substantially outperforms all baselines, achieving a 40.2% improvement and delivering more educationally aligned visualizations. EduVisBench and EduVisAgent are available at https://github.com/aiming-lab/EduVisBench and https://github.com/aiming-lab/EduVisAgent.

cs.AI↗

PHYBench: Holistic Evaluation of Physical Perception and Reasoning in Large Language Models

Current benchmarks for evaluating the reasoning capabilities of Large Language Models (LLMs) face significant limitations: task oversimplification, data contamination, and flawed evaluation items. These deficiencies necessitate more rigorous assessment methods. To address these limitations, we introduce PHYBench, a benchmark of 500 original physics problems ranging from high school to Physics Olympiad difficulty. PHYBench addresses data contamination through original content and employs a systematic curation pipeline to eliminate flawed items. Evaluations show that PHYBench activates more tokens and provides stronger differentiation between reasoning models compared to other baselines like AIME 2024, OlympiadBench and GPQA. Even the best-performing model, Gemini 2.5 Pro, achieves only 36.9% accuracy compared to human experts' 61.9%. To further enhance evaluation precision, we introduce the Expression Edit Distance (EED) Score for mathematical expression assessment, which improves sample efficiency by 204% over binary scoring. Moreover, PHYBench effectively elicits multi-step and multi-condition reasoning, providing a platform for examining models' reasoning robustness, preferences, and deficiencies. The benchmark results and dataset are publicly available at https://www.phybench.cn/.

cs.CL↗

A Dataset of Software Bill of Materials for Evaluating SBOM Consumption Tools

A Software Bill of Materials (SBOM) is becoming an essential tool for effective software dependency management. An SBOM is a list of components used in software, including details such as component names, versions, and licenses. Using SBOMs, developers can quickly identify software components and assess whether their software depends on vulnerable libraries. Numerous tools support software dependency management through SBOMs, which can be broadly categorized into two types: tools that generate SBOMs and tools that utilize SBOMs. A substantial collection of accurate SBOMs is required to evaluate tools that utilize SBOMs. However, there is no publicly available dataset specifically designed for this purpose, and research on SBOM consumption tools remains limited. In this paper, we present a dataset of SBOMs to address this gap. The dataset we constructed comprises 46 SBOMs generated from real-world Java projects, with plans to expand it to include a broader range of projects across various programming languages. Accurate and well-structured SBOMs enable researchers to evaluate the functionality of SBOM consumption tools and identify potential issues. We collected 3,271 Java projects from GitHub and generated SBOMs for 798 of them using Maven with an open-source SBOM generation tool. These SBOMs were refined through both automatic and manual corrections to ensure accuracy, currently resulting in 46 SBOMs that comply with the SPDX Lite profile, which defines minimal requirements tailored to practical workflows in industries. This process also revealed issues with the SBOM generation tools themselves. The dataset is publicly available on Zenodo (DOI: 10.5281/zenodo.14233415).

cs.SE↗

MMIE: Massive Multimodal Interleaved Comprehension Benchmark for Large Vision-Language Models

Interleaved multimodal comprehension and generation, enabling models to produce and interpret both images and text in arbitrary sequences, have become a pivotal area in multimodal learning. Despite significant advancements, the evaluation of this capability remains insufficient. Existing benchmarks suffer from limitations in data scale, scope, and evaluation depth, while current evaluation metrics are often costly or biased, lacking in reliability for practical applications. To address these challenges, we introduce MMIE, a large-scale knowledge-intensive benchmark for evaluating interleaved multimodal comprehension and generation in Large Vision-Language Models (LVLMs). MMIE comprises 20K meticulously curated multimodal queries, spanning 3 categories, 12 fields, and 102 subfields, including mathematics, coding, physics, literature, health, and arts. It supports both interleaved inputs and outputs, offering a mix of multiple-choice and open-ended question formats to evaluate diverse competencies. Moreover, we propose a reliable automated evaluation metric, leveraging a scoring model fine-tuned with human-annotated data and systematic evaluation criteria, aimed at reducing bias and improving evaluation accuracy. Extensive experiments demonstrate the effectiveness of our benchmark and metrics in providing a comprehensive evaluation of interleaved LVLMs. Specifically, we evaluate eight LVLMs, revealing that even the best models show significant room for improvement, with most achieving only moderate results. We believe MMIE will drive further advancements in the development of interleaved LVLMs. We publicly release our benchmark and code in https://mmie-bench.github.io/.

cs.CV↗

SuperGPQA: Scaling LLM Evaluation across 285 Graduate Disciplines

Large language models (LLMs) have demonstrated remarkable proficiency in mainstream academic disciplines such as mathematics, physics, and computer science. However, human knowledge encompasses over 200 specialized disciplines, far exceeding the scope of existing benchmarks. The capabilities of LLMs in many of these specialized fields-particularly in light industry, agriculture, and service-oriented disciplines-remain inadequately evaluated. To address this gap, we present SuperGPQA, a comprehensive benchmark that evaluates graduate-level knowledge and reasoning capabilities across 285 disciplines. Our benchmark employs a novel Human-LLM collaborative filtering mechanism to eliminate trivial or ambiguous questions through iterative refinement based on both LLM responses and expert feedback. Our experimental results reveal significant room for improvement in the performance of current state-of-the-art LLMs across diverse knowledge domains (e.g., the reasoning-focused model DeepSeek-R1 achieved the highest accuracy of 61.82% on SuperGPQA), highlighting the considerable gap between current model capabilities and artificial general intelligence. Additionally, we present comprehensive insights from our management of a large-scale annotation process, involving over 80 expert annotators and an interactive Human-LLM collaborative system, offering valuable methodological guidance for future research initiatives of comparable scope.

cs.CL↗

KDSelector: A Knowledge-Enhanced and Data-Efficient Model Selector Learning Framework for Time Series Anomaly Detection

Model selection has been raised as an essential problem in the area of time series anomaly detection (TSAD), because there is no single best TSAD model for the highly heterogeneous time series in real-world applications. However, despite the success of existing model selection solutions that train a classification model (especially neural network, NN) using historical data as a selector to predict the correct TSAD model for each series, the NN-based selector learning methods used by existing solutions do not make full use of the knowledge in the historical data and require iterating over all training samples, which limits the accuracy and training speed of the selector. To address these limitations, we propose KDSelector, a novel knowledge-enhanced and data-efficient framework for learning the NN-based TSAD model selector, of which three key components are specifically designed to integrate available knowledge into the selector and dynamically prune less important and redundant samples during the learning. We develop a TSAD model selection system with KDSelector as the internal, to demonstrate how users improve the accuracy and training speed of their selectors by using KDSelector as a plug-and-play module. Our demonstration video is hosted at https://youtu.be/2uqupDWvTF0.

cs.LG↗

Rethinking End-to-End 2D to 3D Scene Segmentation in Gaussian Splatting

Lifting multi-view 2D instance segmentation to a radiance field has proven to be effective to enhance 3D understanding. Existing methods rely on direct matching for end-to-end lifting, yielding inferior results; or employ a two-stage solution constrained by complex pre- or post-processing. In this work, we design a new end-to-end object-aware lifting approach, named Unified-Lift that provides accurate 3D segmentation based on the 3D Gaussian representation. To start, we augment each Gaussian point with an additional Gaussian-level feature learned using a contrastive loss to encode instance information. Importantly, we introduce a learnable object-level codebook to account for individual objects in the scene for an explicit object-level understanding and associate the encoded object-level features with the Gaussian-level point features for segmentation predictions. While promising, achieving effective codebook learning is non-trivial and a naive solution leads to degraded performance. Therefore, we formulate the association learning module and the noisy label filtering module for effective and robust codebook learning. We conduct experiments on three benchmarks: LERF-Masked, Replica, and Messy Rooms datasets. Both qualitative and quantitative results manifest that our Unified-Lift clearly outperforms existing methods in terms of segmentation quality and time efficiency. The code is publicly available at \href{https://github.com/Runsong123/Unified-Lift}{https://github.com/Runsong123/Unified-Lift}.

cs.CV↗

MJ-VIDEO: Fine-Grained Benchmarking and Rewarding Video Preferences in Video Generation

Recent advancements in video generation have significantly improved the ability to synthesize videos from text instructions. However, existing models still struggle with key challenges such as instruction misalignment, content hallucination, safety concerns, and bias. Addressing these limitations, we introduce MJ-BENCH-VIDEO, a large-scale video preference benchmark designed to evaluate video generation across five critical aspects: Alignment, Safety, Fineness, Coherence & Consistency, and Bias & Fairness. This benchmark incorporates 28 fine-grained criteria to provide a comprehensive evaluation of video preference. Building upon this dataset, we propose MJ-VIDEO, a Mixture-of-Experts (MoE)-based video reward model designed to deliver fine-grained reward. MJ-VIDEO can dynamically select relevant experts to accurately judge the preference based on the input text-video pair. This architecture enables more precise and adaptable preference judgments. Through extensive benchmarking on MJ-BENCH-VIDEO, we analyze the limitations of existing video reward models and demonstrate the superior performance of MJ-VIDEO in video preference assessment, achieving 17.58% and 15.87% improvements in overall and fine-grained preference judgments, respectively. Additionally, introducing MJ-VIDEO for preference tuning in video generation enhances the alignment performance. All our code, data, and models are available at https://aiming-lab.github.io/MJ-VIDEO.github.io/.

cs.CV↗

CvhSlicer 2.0: Immersive and Interactive Visualization of Chinese Visible Human Data in XR Environments

The study of human anatomy through advanced visualization techniques is crucial for medical research and education. In this work, we introduce CvhSlicer 2.0, an innovative XR system designed for immersive and interactive visualization of the Chinese Visible Human (CVH) dataset. Particularly, our proposed system operates entirely on a commercial XR headset, offering a range of visualization and interaction tools for dynamic 2D and 3D data exploration. By conducting comprehensive evaluations, our CvhSlicer 2.0 demonstrates strong capabilities in visualizing anatomical data, enhancing user engagement and improving educational effectiveness. A demo video is available at https://youtu.be/CfR72S_0N-4

cs.HC↗

Creating Virtual Environments with 3D Gaussian Splatting: A Comparative Study

3D Gaussian Splatting (3DGS) has recently emerged as an innovative and efficient 3D representation technique. While its potential for extended reality (XR) applications is frequently highlighted, its practical effectiveness remains underexplored. In this work, we examine three distinct 3DGS-based approaches for virtual environment (VE) creation, leveraging their unique strengths for efficient and visually compelling scene representation. By conducting a comparable study, we evaluate the feasibility of 3DGS in creating immersive VEs, identify its limitations in XR applications, and discuss future research and development opportunities.

cs.CV↗

Cluster Sliding Ferroelectricity in Trilayer Quasi-Hexagonal C$_{60}$

Electric polarization typically originates from non-centrosymmetric charge distributions in compounds. In elemental crystalline materials, chemical bonds between atoms of the same element favor symmetrically distributed electron charges and centrosymmetric structures, making elemental ferroelectrics rare. Compared to atoms, elemental clusters are intrinsically less symmetric and can have various preferred orientations when they are assembled to form crystals. Consequently, the assembly of clusters with different orientations tends to break the inversion symmetry. By exploiting this concept, we show that sliding ferroelectricity naturally emerges in trilayer quasi-hexagonal phase (qHP) C$_{60}$, a cluster-assembled carbon allotrope recently synthesized. Compared to many metallic or semi-metallic elemental ferroelectrics, trilayer qHP C$_{60}$'s have sizable band gaps and several ferroelectric structures, which are distinguishable by measuring their second-harmonic generation (SHG) responses. Some of these phases show both switchable out-of-plane and in-plane polarizations on the order of 0.2 pC/m. The out-of-plane and in-plane polarizations can be switched independently and enable an easy-to-implement construction of Van der Waals homostructures with ferroelectrically switchable chirality.

cond-mat.mtrl-sci↗

Advancing Extended Reality with 3D Gaussian Splatting: Innovations and Prospects

3D Gaussian Splatting (3DGS) has attracted significant attention for its potential to revolutionize 3D representation, rendering, and interaction. Despite the rapid growth of 3DGS research, its direct application to Extended Reality (XR) remains underexplored. Although many studies recognize the potential of 3DGS for XR, few have explicitly focused on or demonstrated its effectiveness within XR environments. In this paper, we aim to synthesize innovations in 3DGS that show specific potential for advancing XR research and development. We conduct a comprehensive review of publicly available 3DGS papers, with a focus on those referencing XR-related concepts. Additionally, we perform an in-depth analysis of innovations explicitly relevant to XR and propose a taxonomy to highlight their significance. Building on these insights, we propose several prospective XR research areas where 3DGS can make promising contributions, yet remain rarely touched. By investigating the intersection of 3DGS and XR, this paper provides a roadmap to push the boundaries of XR using cutting-edge 3DGS techniques.

cs.CV↗

MS2Mesh-XR: Multi-modal Sketch-to-Mesh Generation in XR Environments

We present MS2Mesh-XR, a novel multi-modal sketch-to-mesh generation pipeline that enables users to create realistic 3D objects in extended reality (XR) environments using hand-drawn sketches assisted by voice inputs. In specific, users can intuitively sketch objects using natural hand movements in mid-air within a virtual environment. By integrating voice inputs, we devise ControlNet to infer realistic images based on the drawn sketches and interpreted text prompts. Users can then review and select their preferred image, which is subsequently reconstructed into a detailed 3D mesh using the Convolutional Reconstruction Model. In particular, our proposed pipeline can generate a high-quality 3D mesh in less than 20 seconds, allowing for immersive visualization and manipulation in run-time XR scenes. We demonstrate the practicability of our pipeline through two use cases in XR settings. By leveraging natural user inputs and cutting-edge generative AI capabilities, our approach can significantly facilitate XR-based creative production and enhance user experiences. Our code and demo will be available at: https://yueqiu0911.github.io/MS2Mesh-XR/

cs.CV↗

A Comprehensive Overview of Large Language Models

Large Language Models (LLMs) have recently demonstrated remarkable capabilities in natural language processing tasks and beyond. This success of LLMs has led to a large influx of research contributions in this direction. These works encompass diverse topics such as architectural innovations, better training strategies, context length improvements, fine-tuning, multi-modal LLMs, robotics, datasets, benchmarking, efficiency, and more. With the rapid development of techniques and regular breakthroughs in LLM research, it has become considerably challenging to perceive the bigger picture of the advances in this direction. Considering the rapidly emerging plethora of literature on LLMs, it is imperative that the research community is able to benefit from a concise yet comprehensive overview of the recent developments in this field. This article provides an overview of the existing literature on a broad range of LLM-related concepts. Our self-contained comprehensive overview of LLMs discusses relevant background concepts along with covering the advanced topics at the frontier of research in LLMs. This review article is intended to not only provide a systematic survey but also a quick comprehensive reference for the researchers and practitioners to draw insights from extensive informative summaries of the existing works to advance the LLM research.

cs.CL↗

PCF-Lift: Panoptic Lifting by Probabilistic Contrastive Fusion

Panoptic lifting is an effective technique to address the 3D panoptic segmentation task by unprojecting 2D panoptic segmentations from multi-views to 3D scene. However, the quality of its results largely depends on the 2D segmentations, which could be noisy and error-prone, so its performance often drops significantly for complex scenes. In this work, we design a new pipeline coined PCF-Lift based on our Probabilis-tic Contrastive Fusion (PCF) to learn and embed probabilistic features throughout our pipeline to actively consider inaccurate segmentations and inconsistent instance IDs. Technical-wise, we first model the probabilistic feature embeddings through multivariate Gaussian distributions. To fuse the probabilistic features, we incorporate the probability product kernel into the contrastive loss formulation and design a cross-view constraint to enhance the feature consistency across different views. For the inference, we introduce a new probabilistic clustering method to effectively associate prototype features with the underlying 3D object instances for the generation of consistent panoptic segmentation results. Further, we provide a theoretical analysis to justify the superiority of the proposed probabilistic solution. By conducting extensive experiments, our PCF-lift not only significantly outperforms the state-of-the-art methods on widely used benchmarks including the ScanNet dataset and the challenging Messy Room dataset (4.4% improvement of scene-level PQ), but also demonstrates strong robustness when incorporating various 2D segmentation models or different levels of hand-crafted noise.

cs.CV↗