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Weixin Huang

Publications and source records attributed to Weixin Huang.

7 recordsLinked to original sources

Sketch2MinSurf: Vision-Language Guided Generation of Editable Minimal Surfaces from Hand-Drawn Sketches

Converting hand-drawn sketches into structured 3D geometries remains challenging due to the difficulty of representing non-Euclidean surfaces and maintaining topological consistency. Existing generative models such as GANs, NeRFs, and diffusion architectures often fail to produce editable manifolds directly usable in downstream design workflows. We present Sketch2MinSurf, a hybrid vision-language and geometric optimization framework that integrates vision-language guidance with minimal-surface theory to generate smooth and editable 3D surfaces from hand-drawn sketches. The core of our approach is a spatial-topological encoding that represents geometry as tuples of node coordinates and real/virtual edge skeletons, enabling stable topological control during generation. We further introduce the Sketch2MinSurf Structural Loss (S2MS-Loss), a reward-modulated objective that jointly constrains geometric reconstruction and topological coherence. On a test set of 100 sketches, Sketch2MinSurf achieves a topological similarity score of 0.844, outperforming existing sketch-to-shape baselines. The generated manifolds are directly editable and free from non-manifold artifacts. A public art installation at a university showcases the method's potential for human-intent-driven 3D form generation. The dataset and code are available at https://anonymous.4open.science/r/Sketch2MinSurf/.

cs.CV

ArchSIBench: Benchmarking the Architectural Spatial Intelligence of Vision-Language Models

Architectural spatial intelligence, the ability to recognize and infer architectural space, is fundamental to tasks such as robot navigation, embodied interaction, and 3D scene understanding and generation. Although extensive research has evaluated the basic spatial skills of Vision-Language Models (VLMs) such as relative orientation, distance comparison, and object counting, these tasks cover only the most elementary levels of spatial cognition and largely overlook higher-level cognition of architectural space, including layout understanding, circulation patterns, and functional zoning. In this work, we present ArchSIBench, a Benchmark for Architectural Spatial Intelligence based on the perspectives from architecture, cognitive science, and psychology. ArchSIBench covers five core dimensions: perception, reasoning, navigation, transformation, and configuration, comprising 17 fine-grained subtasks. Through careful manual annotation by experts with architectural backgrounds, we construct 3,000 question-answer pairs to enable comprehensive evaluation of architectural spatial intelligence. Based on ArchSIBench, we evaluate various VLMs and find that the architectural spatial intelligence of most models shows significant differences from human baselines; additionally, models exhibit substantial variability across capability dimensions. Some state-of-the-art models can approach the level of human evaluators without architectural training. However, a clear gap remains compared to human evaluators with architectural training, particularly in spatial transformation and configuration reasoning. We believe that ArchSIBench will provide important insights and systematic resources for measuring and advancing the architectural spatial intelligence of VLMs. The dataset and code are available at https://huggingface.co/datasets/ArchSIBench/ArchSIBench.

cs.CV

Enhanced Equilibria-Solving via Private Information Pre-Branch Structure in Adversarial Team Games

In ex ante coordinated adversarial team games (ATGs), a team competes against an adversary, and the team members are only allowed to coordinate their strategies before the game starts. The team-maxmin equilibrium with correlation (TMECor) is a suitable solution concept for ATGs. One class of TMECor-solving methods transforms the problem into solving NE in two-player zero-sum games, leveraging well-established tools for the latter. However, existing methods are fundamentally action-based, resulting in poor generalizability and low solving efficiency due to the exponential growth in the size of the transformed game. To address the above issues, we propose an efficient game transformation method based on private information, where all team members are represented by a single coordinator. We designed a structure called private information pre-branch, which makes decisions considering all possible private information from teammates. We prove that the size of the game transformed by our method is exponentially reduced compared to the current state-of-the-art. Moreover, we demonstrate equilibria equivalence. Experimentally, our method achieves a significant speedup of 182.89$\times$ to 694.44$\times$ in scenarios where the current state-of-the-art method can work, such as small-scale Kuhn poker and Leduc poker. Furthermore, our method is applicable to larger games and those with dynamically changing private information, such as Goofspiel.

cs.GT

Revisiting Stereo Triangulation in UAV Distance Estimation

Distance estimation plays an important role for path planning and collision avoidance of swarm UAVs. However, the lack of annotated data seriously hinders the related studies. In this work, we build and present a UAVDE dataset for UAV distance estimation, in which distance between two UAVs is obtained by UWB sensors. During experiments, we surprisingly observe that the stereo triangulation cannot stand for UAV scenes. The core reason is the position deviation issue due to long shooting distance and camera vibration, which is common in UAV scenes. To tackle this issue, we propose a novel position correction module, which can directly predict the offset between the observed positions and the actual ones and then perform compensation in stereo triangulation calculation. Besides, to further boost performance on hard samples, we propose a dynamic iterative correction mechanism, which is composed of multiple stacked PCMs and a gating mechanism to adaptively determine whether further correction is required according to the difficulty of data samples. We conduct extensive experiments on UAVDE, and our method can achieve a significant performance improvement over a strong baseline (by reducing the relative difference from 49.4% to 9.8%), which demonstrates its effectiveness and superiority. The code and dataset are available at https://github.com/duanyuan13/PCM.

cs.CV

A Generic Multi-Player Transformation Algorithm for Solving Large-Scale Zero-Sum Extensive-Form Adversarial Team Games

Many recent practical and theoretical breakthroughs focus on adversarial team multi-player games (ATMGs) in ex ante correlation scenarios. In this setting, team members are allowed to coordinate their strategies only before the game starts. Although there existing algorithms for solving extensive-form ATMGs, the size of the game tree generated by the previous algorithms grows exponentially with the number of players. Therefore, how to deal with large-scale zero-sum extensive-form ATMGs problems close to the real world is still a significant challenge. In this paper, we propose a generic multi-player transformation algorithm, which can transform any multi-player game tree satisfying the definition of AMTGs into a 2-player game tree, such that finding a team-maxmin equilibrium with correlation (TMECor) in large-scale ATMGs can be transformed into solving NE in 2-player games. To achieve this goal, we first introduce a new structure named private information pre-branch, which consists of a temporary chance node and coordinator nodes and aims to make decisions for all potential private information on behalf of the team members. We also show theoretically that NE in the transformed 2-player game is equivalent TMECor in the original multi-player game. This work significantly reduces the growth of action space and nodes from exponential to constant level. This enables our work to outperform all the previous state-of-the-art algorithms in finding a TMECor, with 182.89, 168.47, 694.44, and 233.98 significant improvements in the different Kuhn Poker and Leduc Poker cases (21K3, 21K4, 21K6 and 21L33). In addition, this work first practically solves the ATMGs in a 5-player case which cannot be conducted by existing algorithms.

cs.GT

A Fast Point Cloud Ground Segmentation Approach Based on Coarse-To-Fine Markov Random Field

Ground segmentation is an important preprocessing task for autonomous vehicles (AVs) with 3D LiDARs. To solve the problem of existing ground segmentation methods being very difficult to balance accuracy and computational complexity, a fast point cloud ground segmentation approach based on a coarse-to-fine Markov random field (MRF) method is proposed. The method uses an improved elevation map for ground coarse segmentation, and then uses spatiotemporal adjacent points to optimize the segmentation results. The processed point cloud is classified into high-confidence obstacle points, ground points, and unknown classification points to initialize an MRF model. The graph cut method is then used to solve the model to achieve fine segmentation. Experiments on datasets showed that our method improves on other algorithms in terms of ground segmentation accuracy and is faster than other graph-based algorithms, which require only a single core of an I7-3770 CPU to process a frame of Velodyne HDL-64E data (in 39.77 ms, on average). Field tests were also conducted to demonstrate the effectiveness of the proposed method.

cs.CV

Laser Data Based Automatic Generation of Lane-Level Road Map for Intelligent Vehicles

With the development of intelligent vehicle systems, a high-precision road map is increasingly needed in many aspects. The automatic lane lines extraction and modeling are the most essential steps for the generation of a precise lane-level road map. In this paper, an automatic lane-level road map generation system is proposed. To extract the road markings on the ground, the multi-region Otsu thresholding method is applied, which calculates the intensity value of laser data that maximizes the variance between background and road markings. The extracted road marking points are then projected to the raster image and clustered using a two-stage clustering algorithm. Lane lines are subsequently recognized from these clusters by the shape features of their minimum bounding rectangle. To ensure the storage efficiency of the map, the lane lines are approximated to cubic polynomial curves using a Bayesian estimation approach. The proposed lane-level road map generation system has been tested on urban and expressway conditions in Hefei, China. The experimental results on the datasets show that our method can achieve excellent extraction and clustering effect, and the fitted lines can reach a high position accuracy with an error of less than 10 cm

cs.CV