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Weipeng Xu

Publications and source records attributed to Weipeng Xu.

At least 19 recordsLinked to original sources

TO-Master: an LLM-agent framework for automated topology optimization

Topology optimization (TO) has become a mature computational design method, but using it still requires substantial manual effort in geometry preparation, mesh generation, boundary-condition assignment, solver setup, and postprocessing. This implementation barrier limits the use of TO outside expert workflows, even when differentiable finite element solvers are available. This work introduces TO-Master, a large language model (LLM) agent framework that turns finite-element-based TO into a conversational, tool-orchestrated workflow. From natural language instructions and optional mesh, geometry, or image inputs, the agent selects computational tools, constructs finite element TO models, checks meshes and boundary conditions, and launches sensitivity-based optimization with typed solver arguments. The framework supports generated and uploaded meshes, image-to-mesh conversion, 2D and 3D structural compliance minimization, thermal conduction, multiple load cases, stress-constrained optimization, and engineering geometries. Numerical experiments show that TO-Master can reproduce standard benchmark results and solve more complex engineering examples while returning optimized results, field distributions, convergence histories, and interactive artifacts without user-written code. An instruction ablation study further shows that tool-usage rules, internal reasoning guidance, and few-shot examples are critical for robust formulation under ambiguous user input. By combining LLM-agent orchestration with deterministic finite element and optimization tools, TO-Master removes the burden of trivial setup and routine model construction, lowers the modeling barrier of TO, and preserves a reliable numerical workflow. The TO-Master platform is available online at https://www.bohrium.com/en/apps/to-master.

cs.CE

Physics-guided diffusion models for inverse design of disordered metamaterials

Disordered metamaterials are promising for programming physical properties across diverse applications, yet their inverse design remains challenging due to the non-intuitive structure-property relationships and large design spaces. Recent generative approaches, particularly diffusion models, have shown potential in high-dimensional inverse design tasks. However, existing methods typically rely on carefully crafted training objectives, such as conditional data-driven or physics-informed loss functions. Because these strategies are inherently task-specific, the model must be retrained from scratch whenever the design problem changes (e.g., different governing equations, boundary conditions, or design objectives), severely limiting their flexibility and generalization ability. In this work, we propose physics-guided diffusion models that leverage differentiable physics-based solvers to instantly guide the generative process for inverse design. Drawing inspiration from classifier guidance, we develop a sampling strategy that directly incorporates physics guidance into the reverse stochastic differential equations. Our approach enables task-adaptive generation using gradients from differentiable solvers, while the diffusion model itself needs to be trained only once on unlabeled data. Focusing on disordered foam metamaterials, we present three representative design tasks: (1) achieving target effective thermal conductivity, (2) matching desired load-displacement response, and (3) maximizing energy absorption involving fractures. In each scenario, the proposed method successfully generates foam-like geometries that fulfill the prescribed physical objectives. These results demonstrate the versatility, efficiency, and practicality of physics-guided diffusion models for tackling complex inverse design problems in disordered metamaterials and beyond.

cs.CE

Style-constrained inverse design of microstructures with tailored mechanical properties using unconditional diffusion models

Deep generative models, particularly denoising diffusion models, have achieved remarkable success in high-fidelity generation of architected microstructures with desired properties and styles. Nevertheless, these recent methods typically rely on conditional training mechanisms and demand substantial computational effort to prepare the labeled training dataset, which makes them inflexible since any change in the governing equations or boundary conditions requires a complete retraining process. In this study, we propose a new inverse design framework that integrates unconditional denoising diffusion models with differentiable programming techniques for architected microstructure generation. Our approach eliminates the need for expensive labeled dataset preparation and retraining for different problem settings. By reinterpreting the noise input to the diffusion model as an optimizable design variable, we formulate the design task as an optimization problem over the noise input, enabling control over the reverse denoising trajectory to guide the generated microstructure toward the desired mechanical properties while preserving the stylistic constraints encoded in the training dataset. A unified differentiation pipeline via vector-Jacobian product concatenations is developed to enable end-to-end gradient evaluation through backpropagation. Several numerical examples, ranging from the design of microstructures with specified homogenized properties to those with targeted hyperelastic and elasto-plastic behaviors, showcase the effectiveness of the framework and its potential for advanced design tasks involving diverse performance and style requirements.

cs.CE

BigBang-Proton Technical Report: Next-Word-Prediction is Scientific Multitask Learner

We introduce BigBang-Proton, a unified sequence-based architecture for auto-regressive language modeling pretrained on cross-scale, cross-structure, cross-discipline real-world scientific tasks to construct a scientific multi-task learner. BigBang-Proton incorporates three fundamental innovations compared to mainstream general-purpose LLMs: Theory-Experiment Learning paradigm aligns large-scale numerical experimental data with theoretical text corpora; Binary Patch Encoding replaces byte pair encoding(BPE) tokenization; Monte Carlo Attention substitutes traditional transformer architectures. Through next-word-prediction pretraining on cross-discipline scientific datasets of real-world problems mixed with general textual corpus, followed by fine-tuning and inference on downstream tasks, BigBang-Proton demonstrates 100\% accuracy in up to 50-digit arithmetic addition operations, performance on par with leading specialized models in particle physics jet tagging, matching MAE of specialized models in inter-atomic potential simulation, performance comparable to traditional spatiotemporal models in water quality prediction, and benchmark-exceeding performance in genome modeling. These results prove that language-guided scientific computing can match or exceed the performance of task-specific scientific models while maintaining multitask learning capabilities. We further hypothesize to scale the pretraining to the universe scale as a fundamental step toward developing material world foundational model.

cs.LG

Solving contact problems using Fiber Monte Carlo

Computational modeling of contact is fundamental to many engineering applications, yet accurately and efficiently solving complex contact problems remains challenging. In this work, we propose a new contact algorithm that computes contact forces by taking the gradient of an energy function of the contact volume (overlap) with respect to the geometry descriptors. While elegant in concept, evaluating this gradient is non-trivial due to the arbitrary geometry of the contact region. Inspired by the recently proposed Fiber Monte Carlo (FMC) method, we develop an algorithm that accurately computes contact forces based on the overlap volume between bodies with complex geometries. Our computational framework operates independently of mesh conformity, eliminating the need for master-slave identification and projection iterations, thus handling arbitrary discretizations. Moreover, by removing explicit complementarity constraints, the method retains a simple structure that can be easily incorporated into existing numerical solvers, such as the finite element method. In this paper, numerical examples cover a wide range of contact scenarios, from classical small-deformation static contact to complex large-deformation dynamic contact in both two- and three-dimensional settings with nonlinear material behavior. These cases include Hertzian contact for small-deformation verification; contact between wedge- and cone-shaped bodies to assess pressure and displacement predictions at non-smooth boundaries; contact involving Neo-Hookean hyperelastic materials for evaluating nonlinear responses under finite deformation; and dynamic collision cases to examine transient behavior.

cs.CE

DiffLiB: High-fidelity differentiable modeling of lithium-ion batteries and efficient gradient-based parameter identification

The physics-based Doyle-Fuller-Newman (DFN) model, widely adopted for its precise electrochemical modeling, stands out among various simulation models of lithium-ion batteries (LIBs). Although the DFN model is powerful in forward predictive analysis, the inverse identification of its model parameters has remained a long-standing challenge. The numerous unknown parameters associated with the nonlinear, time-dependent, and multi-scale DFN model are extremely difficult to be determined accurately and efficiently, hindering the practical use of such battery simulation models in industrial applications. To tackle this challenge, we introduce DiffLiB, a high-fidelity finite-element-based LIB simulation framework, equipped with advanced differentiable programming techniques so that efficient gradient-based inverse parameter identification is enabled. Customized automatic differentiation rules are defined by identifying the VJP (vector-Jacobian product) structure in the chain rule and implemented using adjoint-based implicit differentiation methods. Four numerical examples, including both 2D and 3D forward predictions and inverse parameter identification, are presented to validate the accuracy and computational efficiency of DiffLiB. Benchmarking against COMSOL demonstrates excellent agreement in forward predictions, with terminal voltage discrepancies maintaining a root-mean-square error (RMSE) below 2 mV across all test conditions. In parameter identification tasks using experimentally measured voltage data, the proposed gradient-based optimization scheme achieves superior computational performance, with 96% fewer forward predictions and 72% less computational time compared with gradient-free approaches. These results demonstrate that DiffLiB is a versatile and powerful computational framework for the development of advanced LIBs.

cs.CE

REWIND: Real-Time Egocentric Whole-Body Motion Diffusion with Exemplar-Based Identity Conditioning

We present REWIND (Real-Time Egocentric Whole-Body Motion Diffusion), a one-step diffusion model for real-time, high-fidelity human motion estimation from egocentric image inputs. While an existing method for egocentric whole-body (i.e., body and hands) motion estimation is non-real-time and acausal due to diffusion-based iterative motion refinement to capture correlations between body and hand poses, REWIND operates in a fully causal and real-time manner. To enable real-time inference, we introduce (1) cascaded body-hand denoising diffusion, which effectively models the correlation between egocentric body and hand motions in a fast, feed-forward manner, and (2) diffusion distillation, which enables high-quality motion estimation with a single denoising step. Our denoising diffusion model is based on a modified Transformer architecture, designed to causally model output motions while enhancing generalizability to unseen motion lengths. Additionally, REWIND optionally supports identity-conditioned motion estimation when identity prior is available. To this end, we propose a novel identity conditioning method based on a small set of pose exemplars of the target identity, which further enhances motion estimation quality. Through extensive experiments, we demonstrate that REWIND significantly outperforms the existing baselines both with and without exemplar-based identity conditioning.

cs.GR

Omnigrasp: Grasping Diverse Objects with Simulated Humanoids

We present a method for controlling a simulated humanoid to grasp an object and move it to follow an object's trajectory. Due to the challenges in controlling a humanoid with dexterous hands, prior methods often use a disembodied hand and only consider vertical lifts or short trajectories. This limited scope hampers their applicability for object manipulation required for animation and simulation. To close this gap, we learn a controller that can pick up a large number (>1200) of objects and carry them to follow randomly generated trajectories. Our key insight is to leverage a humanoid motion representation that provides human-like motor skills and significantly speeds up training. Using only simplistic reward, state, and object representations, our method shows favorable scalability on diverse objects and trajectories. For training, we do not need a dataset of paired full-body motion and object trajectories. At test time, we only require the object mesh and desired trajectories for grasping and transporting. To demonstrate the capabilities of our method, we show state-of-the-art success rates in following object trajectories and generalizing to unseen objects. Code and models will be released.

cs.RO

Authentic Hand Avatar from a Phone Scan via Universal Hand Model

The authentic 3D hand avatar with every identifiable information, such as hand shapes and textures, is necessary for immersive experiences in AR/VR. In this paper, we present a universal hand model (UHM), which 1) can universally represent high-fidelity 3D hand meshes of arbitrary identities (IDs) and 2) can be adapted to each person with a short phone scan for the authentic hand avatar. For effective universal hand modeling, we perform tracking and modeling at the same time, while previous 3D hand models perform them separately. The conventional separate pipeline suffers from the accumulated errors from the tracking stage, which cannot be recovered in the modeling stage. On the other hand, ours does not suffer from the accumulated errors while having a much more concise overall pipeline. We additionally introduce a novel image matching loss function to address a skin sliding during the tracking and modeling, while existing works have not focused on it much. Finally, using learned priors from our UHM, we effectively adapt our UHM to each person's short phone scan for the authentic hand avatar.

cs.CV

Real-Time Simulated Avatar from Head-Mounted Sensors

We present SimXR, a method for controlling a simulated avatar from information (headset pose and cameras) obtained from AR / VR headsets. Due to the challenging viewpoint of head-mounted cameras, the human body is often clipped out of view, making traditional image-based egocentric pose estimation challenging. On the other hand, headset poses provide valuable information about overall body motion, but lack fine-grained details about the hands and feet. To synergize headset poses with cameras, we control a humanoid to track headset movement while analyzing input images to decide body movement. When body parts are seen, the movements of hands and feet will be guided by the images; when unseen, the laws of physics guide the controller to generate plausible motion. We design an end-to-end method that does not rely on any intermediate representations and learns to directly map from images and headset poses to humanoid control signals. To train our method, we also propose a large-scale synthetic dataset created using camera configurations compatible with a commercially available VR headset (Quest 2) and show promising results on real-world captures. To demonstrate the applicability of our framework, we also test it on an AR headset with a forward-facing camera.

cs.CV

Universal Humanoid Motion Representations for Physics-Based Control

We present a universal motion representation that encompasses a comprehensive range of motor skills for physics-based humanoid control. Due to the high dimensionality of humanoids and the inherent difficulties in reinforcement learning, prior methods have focused on learning skill embeddings for a narrow range of movement styles (e.g. locomotion, game characters) from specialized motion datasets. This limited scope hampers their applicability in complex tasks. We close this gap by significantly increasing the coverage of our motion representation space. To achieve this, we first learn a motion imitator that can imitate all of human motion from a large, unstructured motion dataset. We then create our motion representation by distilling skills directly from the imitator. This is achieved by using an encoder-decoder structure with a variational information bottleneck. Additionally, we jointly learn a prior conditioned on proprioception (humanoid's own pose and velocities) to improve model expressiveness and sampling efficiency for downstream tasks. By sampling from the prior, we can generate long, stable, and diverse human motions. Using this latent space for hierarchical RL, we show that our policies solve tasks using human-like behavior. We demonstrate the effectiveness of our motion representation by solving generative tasks (e.g. strike, terrain traversal) and motion tracking using VR controllers.

cs.CV

A Dataset of Relighted 3D Interacting Hands

The two-hand interaction is one of the most challenging signals to analyze due to the self-similarity, complicated articulations, and occlusions of hands. Although several datasets have been proposed for the two-hand interaction analysis, all of them do not achieve 1) diverse and realistic image appearances and 2) diverse and large-scale groundtruth (GT) 3D poses at the same time. In this work, we propose Re:InterHand, a dataset of relighted 3D interacting hands that achieve the two goals. To this end, we employ a state-of-the-art hand relighting network with our accurately tracked two-hand 3D poses. We compare our Re:InterHand with existing 3D interacting hands datasets and show the benefit of it. Our Re:InterHand is available in https://mks0601.github.io/ReInterHand/.

cs.CV

Scene-aware Egocentric 3D Human Pose Estimation

Egocentric 3D human pose estimation with a single head-mounted fisheye camera has recently attracted attention due to its numerous applications in virtual and augmented reality. Existing methods still struggle in challenging poses where the human body is highly occluded or is closely interacting with the scene. To address this issue, we propose a scene-aware egocentric pose estimation method that guides the prediction of the egocentric pose with scene constraints. To this end, we propose an egocentric depth estimation network to predict the scene depth map from a wide-view egocentric fisheye camera while mitigating the occlusion of the human body with a depth-inpainting network. Next, we propose a scene-aware pose estimation network that projects the 2D image features and estimated depth map of the scene into a voxel space and regresses the 3D pose with a V2V network. The voxel-based feature representation provides the direct geometric connection between 2D image features and scene geometry, and further facilitates the V2V network to constrain the predicted pose based on the estimated scene geometry. To enable the training of the aforementioned networks, we also generated a synthetic dataset, called EgoGTA, and an in-the-wild dataset based on EgoPW, called EgoPW-Scene. The experimental results of our new evaluation sequences show that the predicted 3D egocentric poses are accurate and physically plausible in terms of human-scene interaction, demonstrating that our method outperforms the state-of-the-art methods both quantitatively and qualitatively.

cs.CV

Perpetual Humanoid Control for Real-time Simulated Avatars

We present a physics-based humanoid controller that achieves high-fidelity motion imitation and fault-tolerant behavior in the presence of noisy input (e.g. pose estimates from video or generated from language) and unexpected falls. Our controller scales up to learning ten thousand motion clips without using any external stabilizing forces and learns to naturally recover from fail-state. Given reference motion, our controller can perpetually control simulated avatars without requiring resets. At its core, we propose the progressive multiplicative control policy (PMCP), which dynamically allocates new network capacity to learn harder and harder motion sequences. PMCP allows efficient scaling for learning from large-scale motion databases and adding new tasks, such as fail-state recovery, without catastrophic forgetting. We demonstrate the effectiveness of our controller by using it to imitate noisy poses from video-based pose estimators and language-based motion generators in a live and real-time multi-person avatar use case.

cs.CV

HDHumans: A Hybrid Approach for High-fidelity Digital Humans

Photo-real digital human avatars are of enormous importance in graphics, as they enable immersive communication over the globe, improve gaming and entertainment experiences, and can be particularly beneficial for AR and VR settings. However, current avatar generation approaches either fall short in high-fidelity novel view synthesis, generalization to novel motions, reproduction of loose clothing, or they cannot render characters at the high resolution offered by modern displays. To this end, we propose HDHumans, which is the first method for HD human character synthesis that jointly produces an accurate and temporally coherent 3D deforming surface and highly photo-realistic images of arbitrary novel views and of motions not seen at training time. At the technical core, our method tightly integrates a classical deforming character template with neural radiance fields (NeRF). Our method is carefully designed to achieve a synergy between classical surface deformation and NeRF. First, the template guides the NeRF, which allows synthesizing novel views of a highly dynamic and articulated character and even enables the synthesis of novel motions. Second, we also leverage the dense pointclouds resulting from NeRF to further improve the deforming surface via 3D-to-3D supervision. We outperform the state of the art quantitatively and qualitatively in terms of synthesis quality and resolution, as well as the quality of 3D surface reconstruction.

cs.CV

Dressing Avatars: Deep Photorealistic Appearance for Physically Simulated Clothing

Despite recent progress in developing animatable full-body avatars, realistic modeling of clothing - one of the core aspects of human self-expression - remains an open challenge. State-of-the-art physical simulation methods can generate realistically behaving clothing geometry at interactive rates. Modeling photorealistic appearance, however, usually requires physically-based rendering which is too expensive for interactive applications. On the other hand, data-driven deep appearance models are capable of efficiently producing realistic appearance, but struggle at synthesizing geometry of highly dynamic clothing and handling challenging body-clothing configurations. To this end, we introduce pose-driven avatars with explicit modeling of clothing that exhibit both photorealistic appearance learned from real-world data and realistic clothing dynamics. The key idea is to introduce a neural clothing appearance model that operates on top of explicit geometry: at training time we use high-fidelity tracking, whereas at animation time we rely on physically simulated geometry. Our core contribution is a physically-inspired appearance network, capable of generating photorealistic appearance with view-dependent and dynamic shadowing effects even for unseen body-clothing configurations. We conduct a thorough evaluation of our model and demonstrate diverse animation results on several subjects and different types of clothing. Unlike previous work on photorealistic full-body avatars, our approach can produce much richer dynamics and more realistic deformations even for many examples of loose clothing. We also demonstrate that our formulation naturally allows clothing to be used with avatars of different people while staying fully animatable, thus enabling, for the first time, photorealistic avatars with novel clothing.

cs.GR

HULC: 3D Human Motion Capture with Pose Manifold Sampling and Dense Contact Guidance

Marker-less monocular 3D human motion capture (MoCap) with scene interactions is a challenging research topic relevant for extended reality, robotics and virtual avatar generation. Due to the inherent depth ambiguity of monocular settings, 3D motions captured with existing methods often contain severe artefacts such as incorrect body-scene inter-penetrations, jitter and body floating. To tackle these issues, we propose HULC, a new approach for 3D human MoCap which is aware of the scene geometry. HULC estimates 3D poses and dense body-environment surface contacts for improved 3D localisations, as well as the absolute scale of the subject. Furthermore, we introduce a 3D pose trajectory optimisation based on a novel pose manifold sampling that resolves erroneous body-environment inter-penetrations. Although the proposed method requires less structured inputs compared to existing scene-aware monocular MoCap algorithms, it produces more physically-plausible poses: HULC significantly and consistently outperforms the existing approaches in various experiments and on different metrics. Project page: https://vcai.mpi-inf.mpg.de/projects/HULC/.

cs.CV

Monocular Real-time Hand Shape and Motion Capture using Multi-modal Data

We present a novel method for monocular hand shape and pose estimation at unprecedented runtime performance of 100fps and at state-of-the-art accuracy. This is enabled by a new learning based architecture designed such that it can make use of all the sources of available hand training data: image data with either 2D or 3D annotations, as well as stand-alone 3D animations without corresponding image data. It features a 3D hand joint detection module and an inverse kinematics module which regresses not only 3D joint positions but also maps them to joint rotations in a single feed-forward pass. This output makes the method more directly usable for applications in computer vision and graphics compared to only regressing 3D joint positions. We demonstrate that our architectural design leads to a significant quantitative and qualitative improvement over the state of the art on several challenging benchmarks. Our model is publicly available for future research.

cs.CV