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Wei Yang

Publications and source records attributed to Wei Yang.

At least 343 records · Page 19Linked to original sources

A new class of exactly-solvable potentials by means of the hypergeometric equation

We obtained a new class of exactly-solvable potentials by means of the hypergeometric equation for Schrodinger equation, which different from the exactly-solvable potentials introduced by Bose and Natanzon. Using the new class of solvable potentials, we can obtain the corresponding complex PT-invariant potentials. This method can also apply to the other Fuchs equations.

quant-ph↗

Energy Efficiency of Massive Random Access in MIMO Quasi-Static Rayleigh Fading Channels with Finite Blocklength

This paper considers the massive random access problem in MIMO quasi-static Rayleigh fading channels. Specifically, we derive achievability and converse bounds on the minimum energy-per-bit required for each active user to transmit $J$ bits with blocklength $n$ and power $P$ under a per-user probability of error (PUPE) constraint, in the cases with and without \emph{a priori} channel state information at the receiver (CSIR and no-CSI). In the case of no-CSI, we consider both the settings with and without knowing the number $K_a$ of active users. The achievability bounds rely on the design of the ``good region''. Numerical evaluation shows the gap between achievability and converse bounds is less than $2.5$ dB in the CSIR case and less than $4$ dB in the no-CSI case in most considered regimes. When the distribution of $K_a$ is known, the performance gap between the cases with and without knowing the value of $K_a$ is small. For example, in the setup with blocklength $n=1000$, payload $J=100$, error requirement $ε=0.001$, and $L=128$ receive antennas, compared to the case with known $K_a$, the extra required energy-per-bit when $K_a$ is unknown and distributed as $K_a\sim\text{Binom}(K,0.4)$ is less than $0.3$ dB on the converse side and $1.1$ dB on the achievability side. The spectral efficiency grows approximately linearly with $L$ in the CSIR case, whereas the growth rate decreases with no-CSI. Moreover, we study the performance of a pilot-assisted scheme, which is suboptimal especially when $K_a$ is large. Building on non-asymptotic results, when all users are active and $J=Θ(1)$, we obtain scaling laws as follows: when $L=Θ\left(n^2\right)$ and $P=Θ\left(\frac{1}{n^2}\right)$, one can reliably serve $K=\mathcal{O}(n^2)$ users with no-CSI; under mild conditions with CSIR, the PUPE requirement is satisfied if and only if $\frac{nL\ln KP}{K}=Ω\left(1\right)$.

cs.IT↗

DeepPerform: An Efficient Approach for Performance Testing of Resource-Constrained Neural Networks

Today, an increasing number of Adaptive Deep Neural Networks (AdNNs) are being used on resource-constrained embedded devices. We observe that, similar to traditional software, redundant computation exists in AdNNs, resulting in considerable performance degradation. The performance degradation is dependent on the input and is referred to as input-dependent performance bottlenecks (IDPBs). To ensure an AdNN satisfies the performance requirements of resource-constrained applications, it is essential to conduct performance testing to detect IDPBs in the AdNN. Existing neural network testing methods are primarily concerned with correctness testing, which does not involve performance testing. To fill this gap, we propose DeepPerform, a scalable approach to generate test samples to detect the IDPBs in AdNNs. We first demonstrate how the problem of generating performance test samples detecting IDPBs can be formulated as an optimization problem. Following that, we demonstrate how DeepPerform efficiently handles the optimization problem by learning and estimating the distribution of AdNNs' computational consumption. We evaluate DeepPerform on three widely used datasets against five popular AdNN models. The results show that DeepPerform generates test samples that cause more severe performance degradation (FLOPs: increase up to 552\%). Furthermore, DeepPerform is substantially more efficient than the baseline methods in generating test inputs(runtime overhead: only 6-10 milliseconds).

cs.LG↗

Inference and Prediction Using Functional Principal Components Analysis: Application to Diabetic Kidney Disease Progression in the Chronic Renal Insufficiency Cohort (CRIC) Study

Repeated longitudinal measurements are commonly used to model long-term disease progression, and timing and number of assessments per patient may vary, leading to irregularly spaced and sparse data. Longitudinal trajectories may exhibit curvilinear patterns, in which mixed linear regression methods may fail to capture true trends in the data. We applied functional principal components analysis to model kidney disease progression via estimated glomerular filtration rate (eGFR) trajectories. In a cohort of 2641 participants with diabetes and up to 15 years of annual follow-up from the Chronic Renal Insufficiency Cohort (CRIC) study, we detected novel dominant modes of variation and patterns of diabetic kidney disease (DKD) progression among subgroups defined by the presence of albuminuria. We conducted inferential permutation tests to assess differences in longitudinal eGFR patterns between groups. To determine whether fitting a full cohort model or separate group-specific models is more optimal for modeling long-term trajectories, we evaluated model fit, using our goodness-of-fit procedure, and future prediction accuracy. Our findings indicated advantages for both modeling approaches in accomplishing different objectives. Beyond DKD, the methods described are applicable to other settings with longitudinally assessed biomarkers as indicators of disease progression. Supplementary materials for this article are available online.

stat.AP↗

Honor of Kings Arena: an Environment for Generalization in Competitive Reinforcement Learning

This paper introduces Honor of Kings Arena, a reinforcement learning (RL) environment based on Honor of Kings, one of the world's most popular games at present. Compared to other environments studied in most previous work, ours presents new generalization challenges for competitive reinforcement learning. It is a multi-agent problem with one agent competing against its opponent; and it requires the generalization ability as it has diverse targets to control and diverse opponents to compete with. We describe the observation, action, and reward specifications for the Honor of Kings domain and provide an open-source Python-based interface for communicating with the game engine. We provide twenty target heroes with a variety of tasks in Honor of Kings Arena and present initial baseline results for RL-based methods with feasible computing resources. Finally, we showcase the generalization challenges imposed by Honor of Kings Arena and possible remedies to the challenges. All of the software, including the environment-class, are publicly available at https://github.com/tencent-ailab/hok_env . The documentation is available at https://aiarena.tencent.com/hok/doc/ .

cs.LG↗

TestAug: A Framework for Augmenting Capability-based NLP Tests

The recently proposed capability-based NLP testing allows model developers to test the functional capabilities of NLP models, revealing functional failures that cannot be detected by the traditional heldout mechanism. However, existing work on capability-based testing requires extensive manual efforts and domain expertise in creating the test cases. In this paper, we investigate a low-cost approach for the test case generation by leveraging the GPT-3 engine. We further propose to use a classifier to remove the invalid outputs from GPT-3 and expand the outputs into templates to generate more test cases. Our experiments show that TestAug has three advantages over the existing work on behavioral testing: (1) TestAug can find more bugs than existing work; (2) The test cases in TestAug are more diverse; and (3) TestAug largely saves the manual efforts in creating the test suites. The code and data for TestAug can be found at our project website (https://guanqun-yang.github.io/testaug/) and GitHub (https://github.com/guanqun-yang/testaug).

cs.SE↗

Misaligned orientations of 4f optical neural network for image classification accuracy on various datasets

In recent years, the optical 4f system has drawn much attention in building high-speed and ultra-low-power optical neural networks (ONNs). Most optical systems suffer from the misalignment of the optical devices during installment. The performance of ONN based on the optical 4f system (4f-ONN) is considered sensitive to the misalignment in the optical path introduced. In order to comprehensively investigate the influence caused by the misalignment, we proposed a method for estimating the performance of a 4f-ONN in response to various misalignment in the context of the image classification task.The misalignment in numerical simulation is estimated by manipulating the optical intensity distributions in the fourth focus plane in the 4f system. Followed by a series of physical experiments to validate the simulation results. Using our method to test the impact of misalignment of 4f system on the classification accuracy of two popular image classification datasets, MNIST and Quickdraw16. On both datasets, we found that the performances of 4f-ONN generally degraded dramatically as the positioning error increased. Different positioning error tolerance in the misalignment orientations was observed over the two datasets. Classification performance could be preserved by positioning errors up to 200 microns in a specific direction.

physics.optics↗

DexTransfer: Real World Multi-fingered Dexterous Grasping with Minimal Human Demonstrations

Teaching a multi-fingered dexterous robot to grasp objects in the real world has been a challenging problem due to its high dimensional state and action space. We propose a robot-learning system that can take a small number of human demonstrations and learn to grasp unseen object poses given partially occluded observations. Our system leverages a small motion capture dataset and generates a large dataset with diverse and successful trajectories for a multi-fingered robot gripper. By adding domain randomization, we show that our dataset provides robust grasping trajectories that can be transferred to a policy learner. We train a dexterous grasping policy that takes the point clouds of the object as input and predicts continuous actions to grasp objects from different initial robot states. We evaluate the effectiveness of our system on a 22-DoF floating Allegro Hand in simulation and a 23-DoF Allegro robot hand with a KUKA arm in real world. The policy learned from our dataset can generalize well on unseen object poses in both simulation and the real world

cs.CV↗

Video-driven Neural Physically-based Facial Asset for Production

Production-level workflows for producing convincing 3D dynamic human faces have long relied on an assortment of labor-intensive tools for geometry and texture generation, motion capture and rigging, and expression synthesis. Recent neural approaches automate individual components but the corresponding latent representations cannot provide artists with explicit controls as in conventional tools. In this paper, we present a new learning-based, video-driven approach for generating dynamic facial geometries with high-quality physically-based assets. For data collection, we construct a hybrid multiview-photometric capture stage, coupling with ultra-fast video cameras to obtain raw 3D facial assets. We then set out to model the facial expression, geometry and physically-based textures using separate VAEs where we impose a global MLP based expression mapping across the latent spaces of respective networks, to preserve characteristics across respective attributes. We also model the delta information as wrinkle maps for the physically-based textures, achieving high-quality 4K dynamic textures. We demonstrate our approach in high-fidelity performer-specific facial capture and cross-identity facial motion retargeting. In addition, our multi-VAE-based neural asset, along with the fast adaptation schemes, can also be deployed to handle in-the-wild videos. Besides, we motivate the utility of our explicit facial disentangling strategy by providing various promising physically-based editing results with high realism. Comprehensive experiments show that our technique provides higher accuracy and visual fidelity than previous video-driven facial reconstruction and animation methods.

cs.CV↗

Fast localization and single-pixel imaging of the moving object using time-division multiplexing

When imaging moving objects, single-pixel imaging produces motion blur. This paper proposes a new single-pixel imaging method, which can achieve anti-motion blur imaging of a fast-moving object. The geometric moment patterns and Hadamard patterns are used to alternately encode the position information and the image information of the object with time-division multiplexing. In the reconstruction process, the object position information is extracted independently and combining motion-compensation reconstruction algorithm to decouple the object motion from image information. As a result, the anti-motion blur image and the high frame rate object positions are obtained. Experimental results show that for a moving object with an angular velocity of up to 0.5rad/s relative to the imaging system, the proposed method achieves a localization frequency of 5.55kHz, and gradually reconstructs a clear image of the fast-moving object with a pseudo resolution of 512x512. The method has application prospects in single-pixel imaging of the fast-moving object.

eess.IV↗

Learning Perceptual Concepts by Bootstrapping from Human Queries

When robots operate in human environments, it's critical that humans can quickly teach them new concepts: object-centric properties of the environment that they care about (e.g. objects near, upright, etc). However, teaching a new perceptual concept from high-dimensional robot sensor data (e.g. point clouds) is demanding, requiring an unrealistic amount of human labels. To address this, we propose a framework called Perceptual Concept Bootstrapping (PCB). First, we leverage the inherently lower-dimensional privileged information, e.g., object poses and bounding boxes, available from a simulator only at training time to rapidly learn a low-dimensional, geometric concept from minimal human input. Second, we treat this low-dimensional concept as an automatic labeler to synthesize a large-scale high-dimensional data set with the simulator. With these two key ideas, PCB alleviates human label burden while still learning perceptual concepts that work with real sensor input where no privileged information is available. We evaluate PCB for learning spatial concepts that describe object state or multi-object relationships, and show it achieves superior performance compared to baseline methods. We also demonstrate the utility of the learned concepts in motion planning tasks on a 7-DoF Franka Panda robot.

cs.RO↗

Neural Motion Fields: Encoding Grasp Trajectories as Implicit Value Functions

The pipeline of current robotic pick-and-place methods typically consists of several stages: grasp pose detection, finding inverse kinematic solutions for the detected poses, planning a collision-free trajectory, and then executing the open-loop trajectory to the grasp pose with a low-level tracking controller. While these grasping methods have shown good performance on grasping static objects on a table-top, the problem of grasping dynamic objects in constrained environments remains an open problem. We present Neural Motion Fields, a novel object representation which encodes both object point clouds and the relative task trajectories as an implicit value function parameterized by a neural network. This object-centric representation models a continuous distribution over the SE(3) space and allows us to perform grasping reactively by leveraging sampling-based MPC to optimize this value function.

cs.RO↗

Temperature-linear Resistivity in Twisted Double Bilayer Graphene

We report an experimental study of carrier density (n), displacement field (D) and twist angle (θ) dependence of temperature (T)-linear resistivity in twisted double bilayer graphene (TDBG). For a large twist angle (θ>1.5°) where correlated insulating states are absent, we observe a T-linear resistivity (with the slope of the order ~10Ω/K) over a wide range of carrier density and its slope decreases with increasing of n, in agreement with acoustic phonon scattering model semi-quantitatively. The slope of T-linear resistivity is non-monotonically dependent on the displacement field with a single peak structure. For device with θ~1.23° at which correlated states emerge, the slope of T-linear resistivity is found maximum (~100Ω/K) at the boundary of the halo structure where phase transition occurs, with signatures of continuous phase transition, Planckian dissipation, and the diverging effective mass; these observations are in line with quantum critical behaviors, which might be due to the symmetry-breaking instability at the critical points. Our results shed new light on correlated physics in TDBG and other twisted moiré systems.

cond-mat.mes-hall↗

Hofstadter Butterfly in Graphene

This is a short review of the recent progresses on Hofstadter butterfly in graphene, organized in the following. We first briefly introduce the Hofstadter butterfly, including the theoretic toy model of Bloch electrons in the magnetic field, the resulting Harper's equation and its solution, and realizations in non-graphene systems. Then, we discuss the ways to realize the fractal Hofstadter spectra in graphene, and introduce three types of graphene superlattice structure, including graphene-hBN, twisted graphene layers, nanofabricated graphene superlattice. In particular, details about the fractal Hofstadter spectrum in graphene will be focused and discussed in the graphene-hBN superlattice and the twisted bilayer graphene.

cond-mat.mes-hall↗

Artemis: Articulated Neural Pets with Appearance and Motion synthesis

We, humans, are entering into a virtual era and indeed want to bring animals to the virtual world as well for companion. Yet, computer-generated (CGI) furry animals are limited by tedious off-line rendering, let alone interactive motion control. In this paper, we present ARTEMIS, a novel neural modeling and rendering pipeline for generating ARTiculated neural pets with appEarance and Motion synthesIS. Our ARTEMIS enables interactive motion control, real-time animation, and photo-realistic rendering of furry animals. The core of our ARTEMIS is a neural-generated (NGI) animal engine, which adopts an efficient octree-based representation for animal animation and fur rendering. The animation then becomes equivalent to voxel-level deformation based on explicit skeletal warping. We further use a fast octree indexing and efficient volumetric rendering scheme to generate appearance and density features maps. Finally, we propose a novel shading network to generate high-fidelity details of appearance and opacity under novel poses from appearance and density feature maps. For the motion control module in ARTEMIS, we combine state-of-the-art animal motion capture approach with recent neural character control scheme. We introduce an effective optimization scheme to reconstruct the skeletal motion of real animals captured by a multi-view RGB and Vicon camera array. We feed all the captured motion into a neural character control scheme to generate abstract control signals with motion styles. We further integrate ARTEMIS into existing engines that support VR headsets, providing an unprecedented immersive experience where a user can intimately interact with a variety of virtual animals with vivid movements and photo-realistic appearance. We make available our ARTEMIS model and dynamic furry animal dataset at https://haiminluo.github.io/publication/artemis/.

cs.GR↗

HandoverSim: A Simulation Framework and Benchmark for Human-to-Robot Object Handovers

We introduce a new simulation benchmark "HandoverSim" for human-to-robot object handovers. To simulate the giver's motion, we leverage a recent motion capture dataset of hand grasping of objects. We create training and evaluation environments for the receiver with standardized protocols and metrics. We analyze the performance of a set of baselines and show a correlation with a real-world evaluation. Code is open sourced at https://handover-sim.github.io.

cs.RO↗

Transformer Tracking with Cyclic Shifting Window Attention

Transformer architecture has been showing its great strength in visual object tracking, for its effective attention mechanism. Existing transformer-based approaches adopt the pixel-to-pixel attention strategy on flattened image features and unavoidably ignore the integrity of objects. In this paper, we propose a new transformer architecture with multi-scale cyclic shifting window attention for visual object tracking, elevating the attention from pixel to window level. The cross-window multi-scale attention has the advantage of aggregating attention at different scales and generates the best fine-scale match for the target object. Furthermore, the cyclic shifting strategy brings greater accuracy by expanding the window samples with positional information, and at the same time saves huge amounts of computational power by removing redundant calculations. Extensive experiments demonstrate the superior performance of our method, which also sets the new state-of-the-art records on five challenging datasets, along with the VOT2020, UAV123, LaSOT, TrackingNet, and GOT-10k benchmarks.

cs.CV↗

Spin Manipulation by Giant Valley-Zeeman Spin-Orbit Field in Atom-Thick WSe2

The phenomenon originating from spin-orbit coupling (SOC) provides energy-efficient strategies for spin manipulation and device applications. The broken inversion symmetry interface and resulting electric field induce a Rashba-type spin-orbit field (SOF), which has been demonstrated to generate spin-orbit torque for data storage applications. In this study, we found that spin flipping can be achieved by the valley-Zeeman SOF in monolayer WSe2 at room temperature, which manifests as a negative magnetoresistance in the vertical spin valve. Quantum transmission calculations based on an effective model near the K valley of WSe2 confirm the precessional spin transport of carriers under the giant SOF, which is estimated to be 650 T. In particular, the valley-Zeeman SOF-induced spin dynamics was demonstrated to be tunable with the layer number and stacking phase of WSe2 as well as the gate voltage, which provides a novel strategy for spin manipulation and can benefit the development of ultralow-power spintronic devices.

cond-mat.mes-hall↗