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Song Guo

Publications and source records attributed to Song Guo.

At least 55 records · Page 3Linked to original sources

KVDrive: A Holistic Multi-Tier KV Cache Management System for Long-Context LLM Inference

Supporting long-context LLMs is challenging due to the substantial memory demands of the key-value (KV) cache. Existing offloading systems store the full cache in host memory and selectively fetch critical entries during decoding, but this strategy quickly hits a ceiling: sparsity cannot be pushed further without degrading accuracy. As a result, when context length and batch size grow, the volume of KV transfers rises sharply and becomes the dominant source of decoding latency. We present KVDrive, a holistic multi-tier KV cache management system spanning GPU memory, host DRAM, and SSD. Unlike prior work that pursues greater sparsity through algorithmic refinements, KVDrive tackles the problem from a systems perspective - jointly orchestrating cache placement, pipeline scheduling, and cross-tier coordination to sustain high-throughput inference under tight GPU budgets. KVDrive advances three fundamental capabilities: it adapts cache management to attention behavior to maximize reuse and minimize redundant data movement; it restructures the decoding pipeline to overlap I/O- and CPU/GPU compute-bound stages, eliminating stalls across heterogeneous resources; and it harmonizes data movement across memory tiers to unlock scalable long-context inference far beyond GPU and DRAM limits. We have implemented a fully functional prototype of KVDrive and evaluated it on long-context benchmarks with popular LLMs. The system achieves up to 1.74x higher throughput compared to state-of-the-art works while preserving accuracy.

cs.CL↗

EMFormer: Efficient Multi-Scale Transformer for Accumulative Context Weather Forecasting

Long-term weather forecasting is critical for socioeconomic planning and disaster preparedness. While recent approaches employ finetuning to extend prediction horizons, they remain constrained by the issues of catastrophic forgetting, error accumulation, and high training overhead. To address these limitations, we present a novel pipeline across pretraining, finetuning and forecasting to enhance long-context modeling while reducing computational overhead. First, we introduce an Efficient Multi-scale Transformer (EMFormer) to extract multi-scale features through a single convolution in both training and inference. Based on the new architecture, we further employ an accumulative context finetuning to improve temporal consistency without degrading short-term accuracy. Additionally, we propose a composite loss that dynamically balances different terms via a sinusoidal weighting, thereby adaptively guiding the optimization trajectory throughout pretraining and finetuning. Experiments show that our approach achieves strong performance in weather forecasting and extreme event prediction, substantially improving long-term forecast accuracy. Moreover, EMFormer demonstrates strong generalization on vision benchmarks (ImageNet-1K and ADE20K) while delivering a 5.69x speedup over conventional multi-scale modules. Code: https://github.com/chenhao-zju/emformer

cs.CV↗

From Visual Synthesis to Interactive Worlds: Toward Production-Ready 3D Asset Generation

Three-dimensional content generation has progressed from producing isolated, visually plausible shapes to constructing structured assets that can be deployed in real-time interactive environments. This trajectory is driven by converging demands from game development, embodied AI, world simulation, digital twins, and spatial computing, all of which require 3D content that goes beyond surface appearance to satisfy engine-level constraints on topology, UV parameterization, physically based materials, skeletal rigging, and physics-aware scene layout. Despite rapid advances in generative modeling, a persistent gap separates the outputs of current methods from the production-ready standard expected by interactive applications. This survey addresses that gap by organizing the literature around the asset production pipeline rather than algorithmic families. Along the horizontal axis we distinguish three asset tiers, namely general objects, characters, and scenes, while the vertical axis traces each tier through the full production lifecycle from data foundations and geometry synthesis through topology optimization, UV unwrapping, PBR appearance, rigging, and scene assembly. Through this two-dimensional taxonomy we assess not only what current methods can generate but whether their outputs are directly usable in downstream engines and simulation platforms. We further consolidate evaluation metrics and protocols that span geometric fidelity, appearance quality, asset usability, and scene-level physical plausibility. The survey concludes by identifying open challenges in data quality, generation controllability, end-to-end assetization, and physically grounded generation, and by situating production-ready 3D content as foundational infrastructure for emerging interactive world models and embodied intelligent systems.

cs.GR↗

MeshFIM: Local Low-Poly Mesh Editing via Fill-in-the-Middle Autoregressive Generation

Autoregressive (AR) models can generate high-quality low-poly meshes from point clouds, but they still operate in an all-or-nothing manner: when a local region is unsatisfactory, the entire mesh must be regenerated, wasting computation and destroying satisfactory mesh structure elsewhere. We introduce MeshFIM, a Fill-in-the-Middle (FIM) framework that regenerates a target region of a low-poly mesh conditioned on the surrounding context. MeshFIM addresses three mesh-specific challenges: enforcing exact attachment along the exposed boundary, preserving topological order in the context, and suppressing overflow beyond the intended region. It does so with five complementary design choices: boundary vertex markers, context positional embeddings, expanded context width, context augmentation, and a low-poly geometry encoder whose gated subtraction mechanism focuses generation on the missing region by leveraging the difference between the reference surface and the existing mesh. Detailed ablation studies are presented to show the effectiveness of every introduced component. Based on MeshFIM, we demonstrate two applications: interactive brush-based editing and automatic defect repair on low-poly mesh (see Figure 1). Last but not least, experiments show that MeshFIM outperforms a range of baselines in mesh refinement, mesh repair and whole mesh generation plus stitch-back scheme.

cs.GR↗

3D Generation for Embodied AI and Robotic Simulation: A Survey

Embodied AI and robotic systems increasingly depend on scalable, diverse, and physically grounded 3D content for simulation-based training and real-world deployment. While 3D generative modeling has advanced rapidly, embodied applications impose requirements far beyond visual realism: generated objects must carry kinematic structure and material properties, scenes must support interaction and task execution, and the resulting content must bridge the gap between simulation and reality. This survey reviews 3D generation for embodied AI and organizes the literature around three roles that 3D generation plays in embodied systems. In Data Generator, 3D generation produces simulation-ready objects and assets, including articulated, physically grounded, and deformable content for downstream interaction; in Simulation Environments, it constructs interactive and task-oriented worlds, spanning structure-aware, controllable, and agentic scene generation; and in Sim2Real Bridge, it supports digital twin reconstruction, data augmentation, and synthetic demonstrations for downstream robot learning and real-world transfer. We also show that the field is shifting from visual realism toward interaction readiness, and we identify the main bottlenecks, including limited physical annotations, the gap between geometric quality and physical validity, fragmented evaluation, and the persistent sim-to-real divide, that must be addressed for 3D generation to become a dependable foundation for embodied intelligence. Our project page is at https://3dgen4robot.github.io.

cs.RO↗

VLM-based automatic multi-granularity graph representation of building layouts for design informatics

Architectural floorplan images encode rich relational knowledge among functional spaces, which underpins design retrieval, knowledge-based reasoning, and BIM enrichment through the building lifecycle. However, it remains challenging to automatically construct task-adaptive graph representations for public buildings. To address this gap, we first define a multi-granularity Level-of-Graphs (LoGs) for public building layouts. Methodologically, we present a Vision-Language Model (VLM)-based automatic LoG construction through node identification, edge inference, text parsing, and graph coarsening. VLM-generated representations are systematically evaluated and tested in real-world tasks, using 147 academic library floorplans worldwide as a case study. Experiments showed VLM-generated graphs were broadly consistent with human-labeled graphs (matched node ratio >= 92%; 509.3 s per floor plan for three-LoG graph generation). Meso-grained graphs yield the best node-level zone prediction (Macro F1 = 0.647, at 65% of fine-grained complexity), while coarse-grained graphs are most effective for graph-level layout quality evaluation (Spearman's \r{ho} = 0.610, at 16% of fine-grained complexity). By enabling scalable, annotation-free extraction of structured layout information from floorplan images, this study advances design informatics by converting plan images into knowledge representations, thereby enhancing the utilization of design information across the building life cycle.

cs.AI↗

What You Think is What You See: Driving Exploration in VLM Agents via Visual-Linguistic Curiosity

To navigate partially observable visual environments, recent VLM agents increasingly internalize world modeling capabilities into their policies via explicit CoT reasoning, enabling them to mentally simulate futures before acting. However, relying solely on passive reasoning over visited states is insufficient for sparse-reward tasks, as it lacks the epistemic drive to actively uncover the ``known unknown'' required for robust generalization. We ask: Can VLM agents actively find signals that challenge and refine their internal world model through curiosity-driven exploration? In this work, we propose GLANCE, a unified framework that bridges reasoning and exploration by grounding the agent's linguistic world model into the stable visual representations of an evolving target network. Crucially, GLANCE leverages the discrepancy between linguistic prediction and visual reality as an intrinsic curiosity signal within reinforcement learning, steering the agent to actively explore areas where its internal model is uncertain. Extensive experiments across a series of agentic tasks show the effectiveness of GLANCE, and demonstrate that aligning ``what the agent thinks'' with ``what the agent sees'' is key to solving complex or sparse agentic tasks.

cs.AI↗

GUI Agents with Reinforcement Learning: Toward Digital Inhabitants

Graphical User Interface (GUI) agents have emerged as a promising paradigm for intelligent systems that perceive and interact with graphical interfaces visually. Yet supervised fine-tuning alone cannot handle long-horizon credit assignment, distribution shifts, and safe exploration in irreversible environments, making Reinforcement Learning (RL) a central methodology for advancing automation. In this work, we present the first comprehensive overview of the intersection between RL and GUI agents, and examine how this research direction may evolve toward digital inhabitants. We propose a principled taxonomy that organizes existing methods into Offline RL, Online RL, and Hybrid Strategies, and complement it with analyses of reward engineering, data efficiency, and key technical innovations. Our analysis reveals several emerging trends: the tension between reliability and scalability is motivating the adoption of composite, multi-tier reward architectures; GUI I/O latency bottlenecks are accelerating the shift toward world-model-based training, which can yield substantial performance gains; and the spontaneous emergence of System-2-style deliberation suggests that explicit reasoning supervision may not be necessary when sufficiently rich reward signals are available. We distill these findings into a roadmap covering process rewards, continual RL, cognitive architectures, and safe deployment, aiming to guide the next generation of robust GUI automation and its agent-native infrastructure.

cs.AI↗

STCast: Adaptive Boundary Alignment for Global and Regional Weather Forecasting

To gain finer regional forecasts, many works have explored the regional integration from the global atmosphere, e.g., by solving boundary equations in physics-based methods or cropping regions from global forecasts in data-driven methods. However, the effectiveness of these methods is often constrained by static and imprecise regional boundaries, resulting in poor generalization ability. To address this issue, we propose Spatial-Temporal Weather Forecasting (STCast), a novel AI-driven framework for adaptive regional boundary optimization and dynamic monthly forecast allocation. Specifically, our approach employs a Spatial-Aligned Attention (SAA) mechanism, which aligns global and regional spatial distributions to initialize boundaries and adaptively refines them based on attention-derived alignment patterns. Furthermore, we design a Temporal Mixture-of-Experts (TMoE) module, where atmospheric variables from distinct months are dynamically routed to specialized experts using a discrete Gaussian distribution, enhancing the model's ability to capture temporal patterns. Beyond global and regional forecasting, we evaluate our STCast on extreme event prediction and ensemble forecasting. Experimental results demonstrate consistent superiority over state-of-the-art methods across all four tasks. Code: https://github.com/chenhao-zju/STCast

cs.LG↗

Generative 3D Gaussian Splatting for Arbitrary-ResolutionAtmospheric Downscaling and Forecasting

While AI-based numerical weather prediction (NWP) enables rapid forecasting, generating high-resolution outputs remains computationally demanding due to limited multi-scale adaptability and inefficient data representations. We propose the 3D Gaussian splatting-based scale-aware vision transformer (GSSA-ViT), a novel framework for arbitrary-resolution forecasting and flexible downscaling of high-dimensional atmospheric fields. Specifically, latitude-longitude grid points are treated as centers of 3D Gaussians. A generative 3D Gaussian prediction scheme is introduced to estimate key parameters, including covariance, attributes, and opacity, for unseen samples, improving generalization and mitigating overfitting. In addition, a scale-aware attention module is designed to capture cross-scale dependencies, enabling the model to effectively integrate information across varying downscaling ratios and support continuous resolution adaptation. To our knowledge, this is the first NWP approach that combines generative 3D Gaussian modeling with scale-aware attention for unified multi-scale prediction. Experiments on ERA5 show that the proposed method accurately forecasts 87 atmospheric variables at arbitrary resolutions, while evaluations on ERA5 and CMIP6 demonstrate its superior performance in downscaling tasks. The proposed framework provides an efficient and scalable solution for high-resolution, multi-scale atmospheric prediction and downscaling. Code is available at: https://github.com/binbin2xs/weather-GS.

cs.CV↗

TTVS: Boosting Self-Exploring Reinforcement Learning via Test-time Variational Synthesis

Despite significant advances in Large Reasoning Models (LRMs) driven by reinforcement learning with verifiable rewards (RLVR), this paradigm is fundamentally limited in specialized or novel domains where such supervision is prohibitively expensive or unavailable, posing a key challenge for test-time adaptation. While existing test-time methods offer a potential solution, they are constrained by learning from static query sets, risking overfitting to textual patterns. To address this gap, we introduce Test-Time Variational Synthesis (TTVS), a novel framework that enables LRMs to self-evolve by dynamically augmenting the training stream from unlabeled test queries. TTVS comprises two synergistic modules: (1) Online Variational Synthesis, which transforms static test queries into a dynamic stream of diverse, semantically-equivalent variations, enforcing the model to learn underlying problem logic rather than superficial patterns; (2) Test-time Hybrid Exploration, which balances accuracy-driven exploitation with consistency-driven exploration across synthetic variants. Extensive experiments show TTVS yields superior performance across eight model architectures. Notably, using only unlabeled test-time data, TTVS not only surpasses other test-time adaptation methods but also outperforms state-of-the-art supervised RL-based techniques trained on vast, high-quality labeled data.

cs.LG↗

Learning by Neighbor-Aware Semantics, Deciding by Open-form Flows: Towards Robust Zero-Shot Skeleton Action Recognition

Recognizing unseen skeleton action categories remains highly challenging due to the absence of corresponding skeletal priors. Existing approaches generally follow an ``align-then-classify'' paradigm but face two fundamental issues, \textit{i.e.}, (i) fragile point-to-point alignment arising from imperfect semantics, and (ii) rigid classifiers restricted by static decision boundaries and coarse-grained anchors. To address these issues, we propose a novel method for zero-shot skeleton action recognition, termed \texttt{\textbf{Flora}}, which builds upon \textbf{F}lexib\textbf{L}e neighb\textbf{O}r-aware semantic attunement and open-form dist\textbf{R}ibution-aware flow cl\textbf{A}ssifier. Specifically, we flexibly attune textual semantics by incorporating neighboring inter-class contextual cues to form direction-aware regional semantics, coupled with a cross-modal geometric consistency objective that ensures stable and robust point-to-region alignment. Furthermore, we employ noise-free flow matching to bridge the modality distribution gap between semantic and skeleton latent embeddings, while a condition-free contrastive regularization enhances discriminability, leading to a distribution-aware classifier with fine-grained decision boundaries achieved through token-level velocity predictions. Extensive experiments on three benchmark datasets validate the effectiveness of our method, showing particularly impressive performance even when trained with only 10% of the seen data. Code is available at https://github.com/cseeyangchen/Flora.

cs.CV↗

VisionCreator-R1: A Reflection-Enhanced Native Visual-Generation Agentic Model

Visual content generation has advanced from single-image to multi-image workflows, yet existing agents remain largely plan-driven and lack systematic reflection mechanisms to correct mid-trajectory visual errors. To address this limitation, we propose VisionCreator-R1, a native visual generation agent with explicit reflection, together with a Reflection-Plan Co-Optimization (RPCO) training methodology. Through extensive experiments and trajectory-level analysis, we uncover reflection-plan optimization asymmetry in reinforcement learning (RL): planning can be reliably optimized via plan rewards, while reflection learning is hindered by noisy credit assignment. Guided by this insight, our RPCO first trains on the self-constructed VCR-SFT dataset with reflection-strong single-image trajectories and planning-strong multi-image trajectories, then co-optimization on VCR-RL dataset via RL. This yields our unified VisionCreator-R1 agent, which consistently outperforms Gemini2.5Pro on existing benchmarks and our VCR-bench covering single-image and multi-image tasks.

cs.CV↗

VisionCreator: A Native Visual-Generation Agentic Model with Understanding, Thinking, Planning and Creation

Visual content creation tasks demand a nuanced understanding of design conventions and creative workflows-capabilities challenging for general models, while workflow-based agents lack specialized knowledge for autonomous creative planning. To overcome these challenges, we propose VisionCreator, a native visual-generation agentic model that unifies Understanding, Thinking, Planning, and Creation (UTPC) capabilities within an end-to-end learnable framework. Our work introduces four key contributions: (i) VisGenData-4k and its construction methodology using metacognition-based VisionAgent to generate high-quality creation trajectories with explicit UTPC structures; (ii) The VisionCreator agentic model, optimized through Progressive Specialization Training (PST) and Virtual Reinforcement Learning (VRL) within a high-fidelity simulated environment, enabling stable and efficient acquisition of UTPC capabilities for complex creation tasks; (iii) VisGenBench, a comprehensive benchmark featuring 1.2k test samples across diverse scenarios for standardized evaluation of multi-step visual creation capabilities; (iv) Remarkably, our VisionCreator-8B/32B models demonstrate superior performance over larger closed-source models across multiple evaluation dimensions. Overall, this work provides a foundation for future research in visual-generation agentic systems.

cs.CV↗

DualSentinel: A Lightweight Framework for Detecting Targeted Attacks in Black-box LLM via Dual Entropy Lull Pattern

Recent intelligent systems integrate powerful Large Language Models (LLMs) through APIs, but their trustworthiness may be critically undermined by targeted attacks like backdoor and prompt injection attacks, which secretly force LLMs to generate specific malicious sequences. Existing defensive approaches for such threats typically rely on high access rights, impose prohibitive costs, and hinder normal inference, rendering them impractical for real-world scenarios. To solve these limitations, we introduce DualSentinel, a lightweight and unified defense framework that can accurately and promptly detect the activation of targeted attacks alongside the LLM generation process. We first identify a characteristic of compromised LLMs, termed Entropy Lull: when a targeted attack successfully hijacks the generation process, the LLM exhibits a distinct period of abnormally low and stable token probability entropy, indicating it is following a fixed path rather than making creative choices. DualSentinel leverages this pattern by developing an innovative dual-check approach. It first employs a magnitude and trend-aware monitoring method to proactively and sensitively flag an entropy lull pattern at runtime. Upon such flagging, it triggers a lightweight yet powerful secondary verification based on task-flipping. An attack is confirmed only if the entropy lull pattern persists across both the original and the flipped task, proving that the LLM's output is coercively controlled. Extensive evaluations show that DualSentinel is both highly effective (superior detection accuracy with near-zero false positives) and remarkably efficient (negligible additional cost), offering a truly practical path toward securing deployed LLMs. The source code can be accessed at https://doi.org/10.5281/zenodo.18479273.

cs.CR↗

QuadGPT: Native Quadrilateral Mesh Generation with Autoregressive Models

The generation of quadrilateral-dominant meshes is a cornerstone of professional 3D content creation. However, existing generative models generate quad meshes by first generating triangle meshes and then merging triangles into quadrilaterals with some specific rules, which typically produces quad meshes with poor topology. In this paper, we introduce QuadGPT, the first autoregressive framework for generating quadrilateral meshes in an end-to-end manner. QuadGPT formulates this as a sequence prediction paradigm, distinguished by two key innovations: a unified tokenization method to handle mixed topologies of triangles and quadrilaterals, and a specialized Reinforcement Learning fine-tuning method tDPO for better generation quality. Extensive experiments demonstrate that QuadGPT significantly surpasses previous triangle-to-quad conversion pipelines in both geometric accuracy and topological quality. Our work establishes a new benchmark for native quad-mesh generation and showcases the power of combining large-scale autoregressive models with topology-aware RL refinement for creating structured 3D assets.

cs.CV↗

Mesh-Pro: Asynchronous Advantage-guided Ranking Preference Optimization for Artist-style Quadrilateral Mesh Generation

Reinforcement learning (RL) has demonstrated remarkable success in text and image generation, yet its potential in 3D generation remains largely unexplored. Existing attempts typically rely on offline direct preference optimization (DPO) method, which suffers from low training efficiency and limited generalization. In this work, we aim to enhance both the training efficiency and generation quality of RL in 3D mesh generation. Specifically, (1) we design the first asynchronous online RL framework tailored for 3D mesh generation post-training efficiency improvement, which is 3.75$\times$ faster than synchronous RL. (2) We propose Advantage-guided Ranking Preference Optimization (ARPO), a novel RL algorithm that achieves a better trade-off between training efficiency and generalization than current RL algorithms designed for 3D mesh generation, such as DPO and group relative policy optimization (GRPO). (3) Based on asynchronous ARPO, we propose Mesh-Pro, which additionally introduces a novel diagonal-aware mixed triangular-quadrilateral tokenization for mesh representation and a ray-based reward for geometric integrity. Mesh-Pro achieves state-of-the-art performance on artistic and dense meshes.

cs.CV↗

UNICBench: UNIfied Counting Benchmark for MLLM

Counting is a core capability for multimodal large language models (MLLMs), yet there is no unified counting dataset to rigorously evaluate this ability across image, text, and audio. We present UNICBench, a unified multimodal, multi level counting benchmark and evaluation toolkit with accurate ground truth, deterministic numeric parsing, and stratified reporting. The corpus comprises 5,300 images (5,508 QA), 872 documents (5,888 QA), and 2,069 audio clips (2,905 QA), annotated with a three level capability taxonomy and difficulty tags. Under a standardized protocol with fixed splits/prompts/seeds and modality specific matching rules, we evaluate 45 state-of-the-art MLLMs across modalities. Results show strong performance on some basic counting tasks but significant gaps on reasoning and the hardest partitions, highlighting long-tail errors and substantial headroom for improving general counting. UNICBench offers a rigorous and comparable basis for measurement and a public toolkit to accelerate progress.

cs.CV↗