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Sho Kuno

Publications and source records attributed to Sho Kuno.

4 recordsLinked to original sources

The Implicit Bias of Hyperbolic Representation Learning for Multiclass Data: A Busemann Risk Perspective

We study the implicit bias of Riemannian gradient flow for hyperbolic multiclass classification with fixed class prototypes in hyperbolic space $\mathbb H^n$. Our framework accommodates general permutation invariant relative margin (PERM) losses, a class that includes cross entropy and other standard multiclass losses. Our analysis is based on a decomposition: at large radius, the distance to each prototype splits into a radial term and a direction dependent term described by the Busemann function. This yields two main results. First, we prove a radial dichotomy: the sign of a drift coefficient $μ$ determines whether the radius is pushed toward the ideal boundary or back toward the interior; if the positive drift persists, then $r(t)=\tfrac12\log t+O(1)$, while persistent negative drift returns the trajectory to the large radius threshold in finite time. Second, we show that large-radius directions can approach critical points of the Busemann risk on $\partial\mathbb H^n$, even during radial return. These results provide a rigorous large-radius perspective on two phenomena we refer to as boundary saturation and near-boundary clustering in hyperbolic representation learning.

cs.LG↗

EditHero: A Benchmark for Long-Horizon Part-Level 3D Editing and Vibe Modeling

3D editing methods are usually tested on a single edit, yet an asset is built through a long sequence of revisions, each of which must implement the requested change while leaving everything else unchanged. We introduce EditHero, to our knowledge the first benchmark for long-horizon, part-level 3D editing, with natural-language instructions and target images for both geometry and texture. A deterministic assembly engine produces the exact target after every edit, and every sequence is reviewed by hand. We use EditHero to compare 2 opposite approaches to 3D editing. Non-agentic methods operate top down, regenerating the object from a learned 3D representation and inferring what to keep. In contrast, LLM/VLM agents operate bottom up, editing through code that inspects the mesh and rewrites only the parts required by instructions. The non-agentic methods often miss the requested change and disturb regions that should stay fixed. Most LLMs follow instructions more closely, and all of them preserve the unedited parts better, but each of their edits takes minutes. We will release the engine and the edit sequences to support research on reliable iterative 3D editing.

cs.CV↗

KaiNinja: Extending Native 3D Generators to the Part Level

Native 3D generators turn one image into a single mesh. TRELLIS.2 and its peers deliver high-fidelity non-watertight geometry with materials, but the output is one fused object, while downstream work such as editing, rigging and simulation operates on part-level assets. A naive idea is to run a 3D segmentation network on the fused mesh that TRELLIS.2 generates, but such pipelines are slow and bounded by the accuracy of the segmentation. We want a simple way to extend an existing native 3D generator to the part level. But we face a critical problem: the O-Voxel grid stores one sheet of surface per voxel, so a single volume cannot represent the interface where two parts touch, at any resolution. We introduce a dual-volume representation to solve this problem and put forward KaiNinja, a part-level extension of TRELLIS.2 built on a dual-volume form of its O-Voxel representation. KaiNinja keeps the generation speed and quality of TRELLIS.2 while extending it to the part level, with no mask or segmenter in the pipeline. Its training data come from sources of many kinds, including CAD models and assets authored by an LLM-driven agent; to our knowledge it is the first 3D generative model trained on agent-authored part data. Surprisingly, we also find that whole-object fidelity improves over the same backbone fine-tuned on the same dataset. Against part generation pipelines of different paradigms, it lowers whole-object Chamfer distance by 40% and raises strict part F-score by 16%.

cs.GR↗

Forecasting the Forced van der Pol Equation with Frequent Phase Shifts Using Reservoir Computing

We tested the performance of reservoir computing (RC) in predicting the dynamics of a certain non-autonomous dynamical system. Specifically, we considered a van del Pol oscillator subjected to periodic external force with frequent phase shifts. The reservoir computer, which was trained and optimized with simulation data generated for a particular phase shift, was designed to predict the oscillation dynamics under periodic external forces with different phase shifts. The results suggest that if the training data have some complexity, it is possible to quantitatively predict the oscillation dynamics exposed to different phase shifts. The setting of this study was motivated by the problem of predicting the state of the circadian rhythm of shift workers and designing a better shift work schedule for each individual. Our results suggest that RC could be exploited for such applications.

nlin.AO↗