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Wei Yang

Publications and source records attributed to Wei Yang.

At least 217 records · Page 12Linked to original sources

TANGLED: Generating 3D Hair Strands from Images with Arbitrary Styles and Viewpoints

Hairstyles are intricate and culturally significant with various geometries, textures, and structures. Existing text or image-guided generation methods fail to handle the richness and complexity of diverse styles. We present TANGLED, a novel approach for 3D hair strand generation that accommodates diverse image inputs across styles, viewpoints, and quantities of input views. TANGLED employs a three-step pipeline. First, our MultiHair Dataset provides 457 diverse hairstyles annotated with 74 attributes, emphasizing complex and culturally significant styles to improve model generalization. Second, we propose a diffusion framework conditioned on multi-view linearts that can capture topological cues (e.g., strand density and parting lines) while filtering out noise. By leveraging a latent diffusion model with cross-attention on lineart features, our method achieves flexible and robust 3D hair generation across diverse input conditions. Third, a parametric post-processing module enforces braid-specific constraints to maintain coherence in complex structures. This framework not only advances hairstyle realism and diversity but also enables culturally inclusive digital avatars and novel applications like sketch-based 3D strand editing for animation and augmented reality.

cs.CV↗

TourRank: Utilizing Large Language Models for Documents Ranking with a Tournament-Inspired Strategy

Large Language Models (LLMs) are increasingly employed in zero-shot documents ranking, yielding commendable results. However, several significant challenges still persist in LLMs for ranking: (1) LLMs are constrained by limited input length, precluding them from processing a large number of documents simultaneously; (2) The output document sequence is influenced by the input order of documents, resulting in inconsistent ranking outcomes; (3) Achieving a balance between cost and ranking performance is challenging. To tackle these issues, we introduce a novel documents ranking method called TourRank, which is inspired by the sport tournaments, such as FIFA World Cup. Specifically, we 1) overcome the limitation in input length and reduce the ranking latency by incorporating a multi-stage grouping strategy similar to the parallel group stage of sport tournaments; 2) improve the ranking performance and robustness to input orders by using a points system to ensemble multiple ranking results. We test TourRank with different LLMs on the TREC DL datasets and the BEIR benchmark. The experimental results demonstrate that TourRank delivers state-of-the-art performance at a modest cost. The code of TourRank can be seen on https://github.com/chenyiqun/TourRank.

cs.IR↗

Alternative Mixed Integer Linear Programming Optimization for Joint Job Scheduling and Data Allocation in Grid Computing

This paper presents a novel approach to the joint optimization of job scheduling and data allocation in grid computing environments. We formulate this joint optimization problem as a mixed integer quadratically constrained program. To tackle the nonlinearity in the constraint, we alternatively fix a subset of decision variables and optimize the remaining ones via Mixed Integer Linear Programming (MILP). We solve the MILP problem at each iteration via an off-the-shelf MILP solver. Our experimental results show that our method significantly outperforms existing heuristic methods, employing either independent optimization or joint optimization strategies. We have also verified the generalization ability of our method over grid environments with various sizes and its high robustness to the algorithm hyper-parameters.

cs.DC↗

SARATR-X: Toward Building A Foundation Model for SAR Target Recognition

Despite the remarkable progress in synthetic aperture radar automatic target recognition (SAR ATR), recent efforts have concentrated on detecting and classifying a specific category, e.g., vehicles, ships, airplanes, or buildings. One of the fundamental limitations of the top-performing SAR ATR methods is that the learning paradigm is supervised, task-specific, limited-category, closed-world learning, which depends on massive amounts of accurately annotated samples that are expensively labeled by expert SAR analysts and have limited generalization capability and scalability. In this work, we make the first attempt towards building a foundation model for SAR ATR, termed SARATR-X. SARATR-X learns generalizable representations via self-supervised learning (SSL) and provides a cornerstone for label-efficient model adaptation to generic SAR target detection and classification tasks. Specifically, SARATR-X is trained on 0.18 M unlabelled SAR target samples, which are curated by combining contemporary benchmarks and constitute the largest publicly available dataset till now. Considering the characteristics of SAR images, a backbone tailored for SAR ATR is carefully designed, and a two-step SSL method endowed with multi-scale gradient features was applied to ensure the feature diversity and model scalability of SARATR-X. The capabilities of SARATR-X are evaluated on classification under few-shot and robustness settings and detection across various categories and scenes, and impressive performance is achieved, often competitive with or even superior to prior fully supervised, semi-supervised, or self-supervised algorithms. Our SARATR-X and the curated dataset are released at https://github.com/waterdisappear/SARATR-X to foster research into foundation models for SAR image interpretation.

cs.CV↗

SE-BSFV: Online Subspace Learning based Shadow Enhancement and Background Suppression for ViSAR under Complex Background

Video synthetic aperture radar (ViSAR) has attracted substantial attention in the moving target detection (MTD) field due to its ability to continuously monitor changes in the target area. In ViSAR, the moving targets' shadows will not offset and defocus, which is widely used as a feature for MTD. However, the shadows are difficult to distinguish from the low scattering region in the background, which will cause more missing and false alarms. Therefore, it is worth investigating how to enhance the distinction between the shadows and background. In this study, we proposed the Shadow Enhancement and Background Suppression for ViSAR (SE-BSFV) algorithm. The SE-BSFV algorithm is based on the low-rank representation (LRR) theory and adopts online subspace learning technique to enhance shadows and suppress background for ViSAR images. Firstly, we use a registration algorithm to register the ViSAR images and utilize Gaussian mixture distribution (GMD) to model the ViSAR data. Secondly, the knowledge learned from the previous frames is leveraged to estimate the GMD parameters of the current frame, and the Expectation-maximization (EM) algorithm is used to estimate the subspace parameters. Then, the foreground matrix of the current frame can be obtained. Finally, the alternating direction method of multipliers (ADMM) is used to eliminate strong scattering objects in the foreground matrix to obtain the final results. The experimental results indicate that the SE-BSFV algorithm significantly enhances the shadows' saliency and greatly improves the detection performance while ensuring efficiency compared with several other advanced pre-processing algorithms.

cs.CV↗

Boundary-enhanced time series data imputation with long-term dependency diffusion models

Data imputation is crucial for addressing challenges posed by missing values in multivariate time series data across various fields, such as healthcare, traffic, and economics, and has garnered significant attention. Among various methods, diffusion model-based approaches show notable performance improvements. However, existing methods often cause disharmonious boundaries between missing and known regions and overlook long-range dependencies in missing data estimation, leading to suboptimal results. To address these issues, we propose a Diffusion-based time Series Data Imputation (DSDI) framework. We develop a weight-reducing injection strategy that incorporates the predicted values of missing points with reducing weights into the reverse diffusion process to mitigate boundary inconsistencies. Further, we introduce a multi-scale S4-based U-Net, which combines hierarchical information from different levels via multi-resolution integration to capture long-term dependencies. Experimental results demonstrate that our model outperforms existing imputation methods.

cs.LG↗

LLM4SR: A Survey on Large Language Models for Scientific Research

In recent years, the rapid advancement of Large Language Models (LLMs) has transformed the landscape of scientific research, offering unprecedented support across various stages of the research cycle. This paper presents the first systematic survey dedicated to exploring how LLMs are revolutionizing the scientific research process. We analyze the unique roles LLMs play across four critical stages of research: hypothesis discovery, experiment planning and implementation, scientific writing, and peer reviewing. Our review comprehensively showcases the task-specific methodologies and evaluation benchmarks. By identifying current challenges and proposing future research directions, this survey not only highlights the transformative potential of LLMs, but also aims to inspire and guide researchers and practitioners in leveraging LLMs to advance scientific inquiry. Resources are available at the following repository: https://github.com/du-nlp-lab/LLM4SR

cs.CL↗

SynH2R: Synthesizing Hand-Object Motions for Learning Human-to-Robot Handovers

Vision-based human-to-robot handover is an important and challenging task in human-robot interaction. Recent work has attempted to train robot policies by interacting with dynamic virtual humans in simulated environments, where the policies can later be transferred to the real world. However, a major bottleneck is the reliance on human motion capture data, which is expensive to acquire and difficult to scale to arbitrary objects and human grasping motions. In this paper, we introduce a framework that can generate plausible human grasping motions suitable for training the robot. To achieve this, we propose a hand-object synthesis method that is designed to generate handover-friendly motions similar to humans. This allows us to generate synthetic training and testing data with 100x more objects than previous work. In our experiments, we show that our method trained purely with synthetic data is competitive with state-of-the-art methods that rely on real human motion data both in simulation and on a real system. In addition, we can perform evaluations on a larger scale compared to prior work. With our newly introduced test set, we show that our model can better scale to a large variety of unseen objects and human motions compared to the baselines. Project page: https://eth-ait.github.io/synthetic-handovers/

cs.RO↗

Segmented Private Data Aggregation in the Multi-message Shuffle Model

The shuffle model of differential privacy (DP) offers compelling privacy-utility trade-offs in decentralized settings (e.g., internet of things, mobile edge networks). Particularly, the multi-message shuffle model, where each user may contribute multiple messages, has shown that accuracy can approach that of the central model of DP. However, existing studies typically assume a uniform privacy protection level for all users, which may deter conservative users from participating and prevent liberal users from contributing more information, thereby reducing the overall data utility, such as the accuracy of aggregated statistics. In this work, we pioneer the study of segmented private data aggregation within the multi-message shuffle model of DP, introducing flexible privacy protection for users and enhanced utility for the aggregation server. Our framework not only protects users' data but also anonymizes their privacy level choices to prevent potential data leakage from these choices. To optimize the privacy-utility-communication trade-offs, we explore approximately optimal configurations for the number of blanket messages and conduct almost tight privacy amplification analyses within the shuffle model. Through extensive experiments, we demonstrate that our segmented multi-message shuffle framework achieves a reduction of about 50\% in estimation error compared to existing approaches, significantly enhancing both privacy and utility.

cs.CR↗

Video Anomaly Detection with Motion and Appearance Guided Patch Diffusion Model

A recent endeavor in one class of video anomaly detection is to leverage diffusion models and posit the task as a generation problem, where the diffusion model is trained to recover normal patterns exclusively, thus reporting abnormal patterns as outliers. Yet, existing attempts neglect the various formations of anomaly and predict normal samples at the feature level regardless that abnormal objects in surveillance videos are often relatively small. To address this, a novel patch-based diffusion model is proposed, specifically engineered to capture fine-grained local information. We further observe that anomalies in videos manifest themselves as deviations in both appearance and motion. Therefore, we argue that a comprehensive solution must consider both of these aspects simultaneously to achieve accurate frame prediction. To address this, we introduce innovative motion and appearance conditions that are seamlessly integrated into our patch diffusion model. These conditions are designed to guide the model in generating coherent and contextually appropriate predictions for both semantic content and motion relations. Experimental results in four challenging video anomaly detection datasets empirically substantiate the efficacy of our proposed approach, demonstrating that it consistently outperforms most existing methods in detecting abnormal behaviors.

cs.CV↗

ProGDF: Progressive Gaussian Differential Field for Controllable and Flexible 3D Editing

3D editing plays a crucial role in editing and reusing existing 3D assets, thereby enhancing productivity. Recently, 3DGS-based methods have gained increasing attention due to their efficient rendering and flexibility. However, achieving desired 3D editing results often requires multiple adjustments in an iterative loop, resulting in tens of minutes of training time cost for each attempt and a cumbersome trial-and-error cycle for users. This in-the-loop training paradigm results in a poor user experience. To address this issue, we introduce the concept of process-oriented modelling for 3D editing and propose the Progressive Gaussian Differential Field (ProGDF), an out-of-loop training approach that requires only a single training session to provide users with controllable editing capability and variable editing results through a user-friendly interface in real-time. ProGDF consists of two key components: Progressive Gaussian Splatting (PGS) and Gaussian Differential Field (GDF). PGS introduces the progressive constraint to extract the diverse intermediate results of the editing process and employs rendering quality regularization to improve the quality of these results. Based on these intermediate results, GDF leverages a lightweight neural network to model the editing process. Extensive results on two novel applications, namely controllable 3D editing and flexible fine-grained 3D manipulation, demonstrate the effectiveness, practicality and flexibility of the proposed ProGDF.

cs.GR↗

Playable Game Generation

In recent years, Artificial Intelligence Generated Content (AIGC) has advanced from text-to-image generation to text-to-video and multimodal video synthesis. However, generating playable games presents significant challenges due to the stringent requirements for real-time interaction, high visual quality, and accurate simulation of game mechanics. Existing approaches often fall short, either lacking real-time capabilities or failing to accurately simulate interactive mechanics. To tackle the playability issue, we propose a novel method called \emph{PlayGen}, which encompasses game data generation, an autoregressive DiT-based diffusion model, and a comprehensive playability-based evaluation framework. Validated on well-known 2D and 3D games, PlayGen achieves real-time interaction, ensures sufficient visual quality, and provides accurate interactive mechanics simulation. Notably, these results are sustained even after over 1000 frames of gameplay on an NVIDIA RTX 2060 GPU. Our code is publicly available: https://github.com/GreatX3/Playable-Game-Generation. Our playable demo generated by AI is: http://124.156.151.207.

cs.AI↗

MaGS: Reconstructing and Simulating Dynamic 3D Objects with Mesh-adsorbed Gaussian Splatting

3D reconstruction and simulation, although interrelated, have distinct objectives: reconstruction requires a flexible 3D representation that can adapt to diverse scenes, while simulation needs a structured representation to model motion principles effectively. This paper introduces the Mesh-adsorbed Gaussian Splatting (MaGS) method to address this challenge. MaGS constrains 3D Gaussians to roam near the mesh, creating a mutually adsorbed mesh-Gaussian 3D representation. Such representation harnesses both the rendering flexibility of 3D Gaussians and the structured property of meshes. To achieve this, we introduce RMD-Net, a network that learns motion priors from video data to refine mesh deformations, alongside RGD-Net, which models the relative displacement between the mesh and Gaussians to enhance rendering fidelity under mesh constraints. To generalize to novel, user-defined deformations beyond input video without reliance on temporal data, we propose MPE-Net, which leverages inherent mesh information to bootstrap RMD-Net and RGD-Net. Due to the universality of meshes, MaGS is compatible with various deformation priors such as ARAP, SMPL, and soft physics simulation. Extensive experiments on the D-NeRF, DG-Mesh, and PeopleSnapshot datasets demonstrate that MaGS achieves state-of-the-art performance in both reconstruction and simulation.

cs.CV↗

Hokoff: Real Game Dataset from Honor of Kings and its Offline Reinforcement Learning Benchmarks

The advancement of Offline Reinforcement Learning (RL) and Offline Multi-Agent Reinforcement Learning (MARL) critically depends on the availability of high-quality, pre-collected offline datasets that represent real-world complexities and practical applications. However, existing datasets often fall short in their simplicity and lack of realism. To address this gap, we propose Hokoff, a comprehensive set of pre-collected datasets that covers both offline RL and offline MARL, accompanied by a robust framework, to facilitate further research. This data is derived from Honor of Kings, a recognized Multiplayer Online Battle Arena (MOBA) game known for its intricate nature, closely resembling real-life situations. Utilizing this framework, we benchmark a variety of offline RL and offline MARL algorithms. We also introduce a novel baseline algorithm tailored for the inherent hierarchical action space of the game. We reveal the incompetency of current offline RL approaches in handling task complexity, generalization and multi-task learning.

cs.AI↗

Advancing Pose-Guided Image Synthesis with Progressive Conditional Diffusion Models

Recent work has showcased the significant potential of diffusion models in pose-guided person image synthesis. However, owing to the inconsistency in pose between the source and target images, synthesizing an image with a distinct pose, relying exclusively on the source image and target pose information, remains a formidable challenge. This paper presents Progressive Conditional Diffusion Models (PCDMs) that incrementally bridge the gap between person images under the target and source poses through three stages. Specifically, in the first stage, we design a simple prior conditional diffusion model that predicts the global features of the target image by mining the global alignment relationship between pose coordinates and image appearance. Then, the second stage establishes a dense correspondence between the source and target images using the global features from the previous stage, and an inpainting conditional diffusion model is proposed to further align and enhance the contextual features, generating a coarse-grained person image. In the third stage, we propose a refining conditional diffusion model to utilize the coarsely generated image from the previous stage as a condition, achieving texture restoration and enhancing fine-detail consistency. The three-stage PCDMs work progressively to generate the final high-quality and high-fidelity synthesized image. Both qualitative and quantitative results demonstrate the consistency and photorealism of our proposed PCDMs under challenging scenarios.The code and model will be available at https://github.com/tencent-ailab/PCDMs.

cs.CV↗

IP-MOT: Instance Prompt Learning for Cross-Domain Multi-Object Tracking

Multi-Object Tracking (MOT) aims to associate multiple objects across video frames and is a challenging vision task due to inherent complexities in the tracking environment. Most existing approaches train and track within a single domain, resulting in a lack of cross-domain generalizability to data from other domains. While several works have introduced natural language representation to bridge the domain gap in visual tracking, these textual descriptions often provide too high-level a view and fail to distinguish various instances within the same class. In this paper, we address this limitation by developing IP-MOT, an end-to-end transformer model for MOT that operates without concrete textual descriptions. Our approach is underpinned by two key innovations: Firstly, leveraging a pre-trained vision-language model, we obtain instance-level pseudo textual descriptions via prompt-tuning, which are invariant across different tracking scenes; Secondly, we introduce a query-balanced strategy, augmented by knowledge distillation, to further boost the generalization capabilities of our model. Extensive experiments conducted on three widely used MOT benchmarks, including MOT17, MOT20, and DanceTrack, demonstrate that our approach not only achieves competitive performance on same-domain data compared to state-of-the-art models but also significantly improves the performance of query-based trackers by large margins for cross-domain inputs.

cs.CV↗

AI Surrogate Model for Distributed Computing Workloads

Large-scale international scientific collaborations, such as ATLAS, Belle II, CMS, and DUNE, generate vast volumes of data. These experiments necessitate substantial computational power for varied tasks, including structured data processing, Monte Carlo simulations, and end-user analysis. Centralized workflow and data management systems are employed to handle these demands, but current decision-making processes for data placement and payload allocation are often heuristic and disjointed. This optimization challenge potentially could be addressed using contemporary machine learning methods, such as reinforcement learning, which, in turn, require access to extensive data and an interactive environment. Instead, we propose a generative surrogate modeling approach to address the lack of training data and concerns about privacy preservation. We have collected and processed real-world job submission records, totaling more than two million jobs through 150 days, and applied four generative models for tabular data -- TVAE, CTAGGAN+, SMOTE, and TabDDPM -- to these datasets, thoroughly evaluating their performance. Along with measuring the discrepancy among feature-wise distributions separately, we also evaluate pair-wise feature correlations, distance to closest record, and responses to pre-trained models. Our experiments indicate that SMOTE and TabDDPM can generate similar tabular data, almost indistinguishable from the ground truth. Yet, as a non-learning method, SMOTE ranks the lowest in privacy preservation. As a result, we conclude that the probabilistic-diffusion-model-based TabDDPM is the most suitable generative model for managing job record data.

cs.DC↗

Probing band topology in ABAB and ABBA stacked twisted double bilayer graphene

Twisted graphene moire superlattice has been demonstrated as an exotic platform for investigating correlated states and nontrivial topology. Among the moire family, twisted double bilayer graphene (TDBG) is a tunable flat band system expected to show stacking-dependent topological properties. However, electron correlations and the band topology are usually intertwined in the flat band limit, rendering the unique topological property due to stacking still elusive. Focusing on a large-angle TDBG with weak electron correlations, here we probe the Landau level (LL) spectra in two differently stacked TDBG, i.e. ABBA- and ABAB-TDBG, to unveil their distinct topological properties. For ABBA-TDBG, we observe non-trivial topology at zero electric displacement filed, evident from both the emergence of Chern bands from half fillings and the closure of gap at CNP above a critical magnetic field. For ABAB-TDBG, by contrast, we find that the moire band is topologically trivial, supported by the absence of LLs from half fillings and the persistence of the gap at CNP above the critical magnetic fields. In addition, we also observe an evolution of the trivial-to-nontrivial topological transition at finite D fields, confirmed by the emerged Landau fans originating from quarter filling v = 1. Our result demonstrates, for the first time, the unique stacking-dependent topology in TDBG, offering a promising avenue for future investigations on topological states in correlated systems.

cond-mat.mes-hall↗