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Weikai Lin

Publications and source records attributed to Weikai Lin.

14 recordsLinked to original sources

The Menu Is an Execution Prior: State-Path Tool Menus for Online Agents

Language models act through tools, yet practical agents face libraries containing thousands of interfaces. We introduce the tool menu as the short, ordered subset of available tools shown to an agent before execution. The agent can call only tools in this menu. Multi-step tasks require the final action and the prerequisite tools that create its inputs in a usable order. Current constructors rank tools by request relevance, which can surface the final action while omitting or delaying less obvious producers. We introduce the state path, a pre-execution route from the observable request state to the desired outcome, and propose State-Path Tool Menu to learn it. Our framework treats the menu as an execution prior over these routes. Its encoder represents which tools can run from the current state, how their outputs satisfy later inputs, and which orders recur in training paths. A retriever covers an executable entry, the missing-input producers, and the final action. A reranker then places producers before consumers. On ToolBench, our menu raises online success from 0.737 to 0.898 and outperforms retrieval, reranking, generation, and routing baselines without changing the agent. The State-Path menu also covers more complete chains with 32 tools than the official list covers with 128, and its success gain persists across executor families with different model capacities. Our code is at https://github.com/Met2348/State-Path.

cs.AI

MetaSapiens v2: Advancing Real-Time Foveated Neural Rendering via Foveation-Aware Pruning and Stereo Warping

Point-Based Neural Rendering (PBNR) is emerging as a promising class of rendering techniques, which are permeating all aspects of society, driven by a growing demand for real-time, photorealistic rendering in AR/VR and digital twins. However, achieving real-time PBNR on VR/AR devices is challenging. This paper proposes MetaSapiens v2, a PBNR system that delivers real-time neural rendering on VR/AR devices while maintaining human visual quality. MetaSapiens v2 combines four techniques. First, we present an efficiency-aware pruning technique to optimize rendering speed. Second, we introduce a Foveated Rendering (FR) method with an efficient primitive for PBNR, leveraging humans' low visual acuity in peripheral regions to relax rendering quality and improve rendering speed. Third, we leverage the redundancy between the two eyes and propose a selective warping method to further reduce the computation overhead in AR/VR binocular rendering. Finally, we propose an accelerator design for binocular FR, addressing the load imbalance issue in (FR-based) PBNR and supporting warping for efficient binocular rendering. Our evaluation shows that MetaSapiens v2 achieves an order of magnitude speedup over existing PBNR models while maintaining the visual quality.

cs.GR

UniMod: Enhancing Multi-Modal Medical Diagnosis through Cross-Modality and Within-Modality Alignment

Multi-modal learning combining medical images and clinical text is promising for disease diagnosis. However, standard multi-modal training leads to shortcut learning: models exploit the easier modality (e.g., diagnostic cues in text) while neglecting harder-to-learn features (e.g., subtle visual patterns). We propose UniMod, a framework that mitigates shortcut learning by requiring each modality to predict the diagnosis on its own. It supervises image-only, text-only, and multi-modal classification simultaneously, so each modality must extract diagnostic features. We add cross-modality alignment for knowledge transfer and within-modality supervised contrastive alignment over same-diagnosis patients. On Harvard-Glaucoma, UniMod reaches 0.850 AUC, outperforming OGM-GE and Gradient Blending by 1.6-1.8%; on CheXpert Plus, it reaches 0.966 AUC, surpassing them by over 5%. UniMod also extends to 5-class multi-label diagnosis without architectural change, improving mean AUC by 0.097 over CGGM.

cs.CV

LowPowAR: Power-Constrained Tone Mapping for Augmented Reality

Everyday-wearable Augmented Reality (AR) glasses must meet strict power limits, making displays a key target for optimization. We cast display power optimization as a power-constrained tone-mapping problem and propose a human-vision-grounded, learning-based framework that maximizes perceptual quality under a given power budget. We introduce an optimization-friendly tone-mapping operator (TMO) parameterization along with a progressive optimization strategy to effectively navigate the quality-vs-power landscape. We distill the iterative optimization into a lightweight feed-forward neural network for real-time deployment. Subjective experiments show that our method yields better perceptual quality than prior work at the same power budget. Project page: https://horizon-lab.org/lowpowar/.

cs.GR

MemRouter: Memory-as-Embedding Routing for Long-Term Conversational Agents

Long-term conversational agents must decide which turns to store in external memory, yet recent systems rely on autoregressive LLM generation at every turn to make that decision. We present MemRouter, a write-side memory router that decouples memory admission from the downstream answer backbone and replaces per-turn memory-management decoding with an embedding-based routing policy. MemRouter encodes each turn together with recent context, projects the resulting embeddings through a frozen LLM backbone, and predicts whether the turn should be stored using lightweight classification heads while training only 12M parameters. Under a controlled matched-harness comparison on LoCoMo, where the retrieval pipeline, answer prompts, and QA backbone (Qwen2.5-7B) are held identical, MemRouter outperforms an LLM-based memory manager on every question category (overall F1 52.0 vs 45.6, non-overlapping 95% CIs) while reducing memory-management p50 latency from 970ms to 58ms. Descriptive factorial averaging further shows that learned admission improves mean F1 by +10.3 over random storage, category-specific prompting adds +5.2 over a generic prompt, and retrieval contributes +0.7. These results suggest that write-side memory admission can be learned by a small supervised router, while answer generation remains a separate downstream component in long-horizon conversational QA.

cs.CL

SafeDream: Safety World Model for Proactive Early Jailbreak Detection

Multi-turn jailbreak attacks progressively erode LLM safety alignment across seemingly innocuous conversation turns, achieving success rates exceeding 90% against state-of-the-art models. Existing alignment-based and guardrail methods suffer from three key limitations: they require costly weight modification, evaluate each turn independently without modeling cumulative safety erosion, and detect attacks only after harmful content has been generated. To address these limitations, we first formulate the proactive early jailbreak detection problem with a new metric, detection lead, that measures how early an attack can be detected before the LLM complies. We then propose SAFEDREAM, a lightweight world-model-based framework that operates as an external module without modifying the LLM's weights. SAFEDREAM introduces three components: (1) a safety state world model that encodes LLM hidden states into a compact safety representation and predicts how it evolves across turns, (2) CUSUM detection that accumulates weak per-turn risk signals into reliable evidence, and (3) contrastive imagination that simultaneously rolls out attack and benign futures in latent space to issue early alarms before jailbreaks occur. On three multi-turn jailbreak benchmarks (XGuard-Train, SafeDialBench, SafeMTData) against 8 baselines, SAFEDREAM achieves the best detection timeliness across all benchmarks (1.06-1.20 turns before compliance) while maintaining competitive false positive rates and outperforming baselines in detection quality.

cs.CR

ControlHair: Synergizing Physics Simulator and Video Diffusion for Controllable Dynamic Hair Rendering

Hair simulation and rendering are challenging due to complex strand dynamics, diverse material properties, and intricate light-hair interactions. Recent video diffusion models can generate high-quality videos, but they lack fine-grained control over hair dynamics. We present ControlHair, a hybrid framework that integrates a physics simulator with conditional video diffusion to enable precise and controllable dynamic hair rendering. ControlHair adopts a three-stage pipeline: it first encodes physics conditions into per-frame geometry using a simulator, then extracts per-frame control signals, and finally feeds control signals into a video diffusion model to generate videos with desired hair dynamics. This cascaded design decouples physics reasoning from video generation, supports diverse physics, and makes training the video diffusion model easy. Trained on a curated 10K video dataset, ControlHair outperforms text- and pose-conditioned baselines, delivering precisely controlled hair dynamics. We also demonstrate three use cases of ControlHair, including dynamic hairstyle try-on, bullet-time effects, and cinemagraphic. Project page: https://linwk20.github.io/controlhair-web.

cs.GR

PowerGS: Display-Rendering Power Co-Optimization for Neural Rendering in Power-Constrained XR Systems

3D Gaussian Splatting (3DGS) combines classic image-based rendering, pointbased graphics, and modern differentiable techniques, and offers an interesting alternative to traditional physically-based rendering. 3DGS-family models are far from efficient for power-constrained Extended Reality (XR) devices, which need to operate at a Watt-level. This paper introduces PowerGS, the first framework to jointly minimize the rendering and display power in 3DGS under a quality constraint. We present a general problem formulation and show that solving the problem amounts to 1) identifying the iso-quality curve(s) in the landscape subtended by the display and rendering power and 2) identifying the power-minimal point on a given curve, which has a closed-form solution given a proper parameterization of the curves. PowerGS also readily supports foveated rendering for further power savings. Extensive experiments and user studies show that PowerGS achieves up to 86% total power reduction compared to state-of-the-art 3DGS models, with minimal loss in both subjective and objective quality. Code is available at https://github.com/horizon-research/PowerGS.

cs.GR

Lumina: Real-Time Mobile Neural Rendering by Exploiting Computational Redundancy

3D Gaussian Splatting (3DGS) has vastly advanced the pace of neural rendering, but it remains computationally demanding on today's mobile SoCs. To address this challenge, we propose Lumina, a hardware-algorithm co-designed system, which integrates two principal optimizations: a novel algorithm, S^2, and a radiance caching mechanism, RC, to improve the efficiency of neural rendering. S2 algorithm exploits temporal coherence in rendering to reduce the computational overhead, while RC leverages the color integration process of 3DGS to decrease the frequency of intensive rasterization computations. Coupled with these techniques, we propose an accelerator architecture, LuminCore, to further accelerate cache lookup and address the fundamental inefficiencies in Rasterization. We show that Lumina achieves 4.5x speedup and 5.3x energy reduction against a mobile Volta GPU, with a marginal quality loss (< 0.2 dB peak signal-to-noise ratio reduction) across synthetic and real-world datasets.

cs.AR

SnapPix: Efficient-Coding--Inspired In-Sensor Compression for Edge Vision

Energy-efficient image acquisition on the edge is crucial for enabling remote sensing applications where the sensor node has weak compute capabilities and must transmit data to a remote server/cloud for processing. To reduce the edge energy consumption, this paper proposes a sensor-algorithm co-designed system called SnapPix, which compresses raw pixels in the analog domain inside the sensor. We use coded exposure (CE) as the in-sensor compression strategy as it offers the flexibility to sample, i.e., selectively expose pixels, both spatially and temporally. SNAPPIX has three contributions. First, we propose a task-agnostic strategy to learn the sampling/exposure pattern based on the classic theory of efficient coding. Second, we co-design the downstream vision model with the exposure pattern to address the pixel-level non-uniformity unique to CE-compressed images. Finally, we propose lightweight augmentations to the image sensor hardware to support our in-sensor CE compression. Evaluating on action recognition and video reconstruction, SnapPix outperforms state-of-the-art video-based methods at the same speed while reducing the energy by up to 15.4x. We have open-sourced the code at: https://github.com/horizon-research/SnapPix.

cs.CV

SeeLe: A Unified Acceleration Framework for Real-Time Gaussian Splatting

3D Gaussian Splatting (3DGS) has become a crucial rendering technique for many real-time applications. However, the limited hardware resources on today's mobile platforms hinder these applications, as they struggle to achieve real-time performance. In this paper, we propose SeeLe, a general framework designed to accelerate the 3DGS pipeline for resource-constrained mobile devices. Specifically, we propose two GPU-oriented techniques: hybrid preprocessing and contribution-aware rasterization. Hybrid preprocessing alleviates the GPU compute and memory pressure by reducing the number of irrelevant Gaussians during rendering. The key is to combine our view-dependent scene representation with online filtering. Meanwhile, contribution-aware rasterization improves the GPU utilization at the rasterization stage by prioritizing Gaussians with high contributions while reducing computations for those with low contributions. Both techniques can be seamlessly integrated into existing 3DGS pipelines with minimal fine-tuning. Collectively, our framework achieves 2.6$\times$ speedup and 32.3\% model reduction while achieving superior rendering quality compared to existing methods.

cs.GR

StreamGrid: Streaming Point Cloud Analytics via Compulsory Splitting and Deterministic Termination

Point clouds are increasingly important in intelligent applications, but frequent off-chip memory traffic in accelerators causes pipeline stalls and leads to high energy consumption. While conventional line buffer techniques can eliminate off-chip traffic, they cannot be directly applied to point clouds due to their inherent computation patterns. To address this, we introduce two techniques: compulsory splitting and deterministic termination, enabling fully-streaming processing. We further propose StreamGrid, a framework that integrates these techniques and automatically optimizes on-chip buffer sizes. Our evaluation shows StreamGrid reduces on-chip memory by 61.3\% and energy consumption by 40.5\% with marginal accuracy loss compared to the baselines without our techniques. Additionally, we achieve 10.0$\times$ speedup and 3.9$\times$ energy efficiency over state-of-the-art accelerators.

cs.AR

Potamoi: Accelerating Neural Rendering via a Unified Streaming Architecture

Neural Radiance Field (NeRF) has emerged as a promising alternative for photorealistic rendering. Despite recent algorithmic advancements, achieving real-time performance on today's resource-constrained devices remains challenging. In this paper, we identify the primary bottlenecks in current NeRF algorithms and introduce a unified algorithm-architecture co-design, Potamoi, designed to accommodate various NeRF algorithms. Specifically, we introduce a runtime system featuring a plug-and-play algorithm, SpaRW, which significantly reduces the per-frame computational workload and alleviates compute inefficiencies. Furthermore, our unified streaming pipeline coupled with customized hardware support effectively tames both SRAM and DRAM inefficiencies by minimizing repetitive DRAM access and completely eliminating SRAM bank conflicts. When evaluated against a baseline utilizing a dedicated DNN accelerator, our framework demonstrates a speed-up and energy reduction of 53.1$\times$ and 67.7$\times$, respectively, all while maintaining high visual quality with less than a 1.0 dB reduction in peak signal-to-noise ratio.

cs.AR

MetaSapiens: Real-Time Neural Rendering with Efficiency-Aware Pruning and Accelerated Foveated Rendering

Point-Based Neural Rendering (PBNR) is emerging as a promising class of rendering techniques, which are permeating all aspects of society, driven by a growing demand for real-time, photorealistic rendering in AR/VR and digital twins. Achieving real-time PBNR on mobile devices is challenging. This paper proposes MetaSapiens, a PBNR system that for the first time delivers real-time neural rendering on mobile devices while maintaining human visual quality. MetaSapiens combines three techniques. First, we present an efficiency-aware pruning technique to optimize rendering speed. Second, we introduce a Foveated Rendering (FR) method for PBNR, leveraging humans' low visual acuity in peripheral regions to relax rendering quality and improve rendering speed. Finally, we propose an accelerator design for FR, addressing the load imbalance issue in (FR-based) PBNR. Our evaluation shows that our system achieves an order of magnitude speedup over existing PBNR models without sacrificing subjective visual quality, as confirmed by a user study. The code and demo are available at: https://horizon-lab.org/metasapiens/.

cs.GR