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Weiyu Li

Publications and source records attributed to Weiyu Li.

At least 19 recordsLinked to original sources

ReconPlusGen: Injecting Reconstruction Prior into Multi-view 3D Generation through Noise Inversion and Modulation

Qualitative results and an illustration of our core idea. Top left: reconstruction results on benchmark images. Top right: reconstruction results on real-world images. Bottom: illustration of reconstruction-guided noise initialization and modulation. Given multiple input images, we predict a point cloud in canonical space, deterministically inject the predicted geometry into the diffusion process through noise inversion, and modulate the resulting noise to preserve the generative flexibility required to complete unobserved regions and refine visible geometry.

cs.CV

MeshFlow: Efficient Artistic Mesh Generation via MeshVAE and Flow-based Diffusion Transformer

We present MeshFlow, a new method for generating artist-like 3D meshes. Current mesh generators often adopt Auto-Regressive (AR) next-token prediction, a natural choice given the discrete nature of mesh topology. However, AR methods scale poorly because the inference cost is quadratic in mesh size. They also require discretizing the vertex coordinates, which introduces quantization errors. To address these challenges, we introduce a Variational Autoencoder (VAE) that, supervised with a contrastive loss, represents both continuous vertex positions and discrete connectivity in a continuous latent space. This latent space is significantly more compact than prior token-based mesh representations. We then build a 3D generator based on a Rectified Flow transformer, generating all mesh vertices and edges in parallel. Our model generates meshes 18x faster than the fastest AR generator while also achieving excellent accuracy across standard mesh-generation metrics. Homepage: https://mesh-flow.github.io/, Code: https://github.com/facebookresearch/meshflow

cs.CV

High-performance linear-scaling electronic structure method via chromatic superposition states

We introduce a high-performance linear-scaling electronic structure method that employs chromatic superposition states (CSS) as a low-dimensional, high-fidelity representation, which can be orders of magnitude smaller than the full Hilbert space. Grounded in the system's finite correlation length, the CSS representation aggregates the uncorrelated orbitals into a single basis via a graph-coloring scheme, and is independent of the system size yet accurately preserves all sparse operators in solving the Kohn-Sham equations. The projection onto CSSs is efficiently computed by employing the block-Lanczos Krylov method which features high hardware efficiency and linear-scaling cost, enabling fast calculation of large-scale Kohn-Sham density matrix. We show that this method already outperforms previous linear-scaling density matrix purification method by more than one order of magnitude in computational speed at even small scale, while preserving high accuracy. The practical utility of the CSS method is demonstrated through molecular dynamics simulation of a 10000 $H_2O$, and self-consistent calculation of a 1-million $H_2O$ with modest resources.

cond-mat.mtrl-sci

Topology-Independent Robustness of the Weighted Mean under Label Poisoning Attacks in Heterogeneous Decentralized Learning

Robustness to malicious attacks is crucial for practical decentralized signal processing and machine learning systems. A typical example of such attacks is label poisoning, meaning that some agents possess corrupted local labels and share models trained on these poisoned data. To defend against malicious attacks, existing works often focus on designing robust aggregators; meanwhile, the weighted mean aggregator is typically considered a simple, vulnerable baseline. This paper analyzes the robustness of decentralized gradient descent under label poisoning attacks, considering both robust and weighted mean aggregators. Theoretical results reveal that the learning errors of robust aggregators depend on the network topology, whereas the performance of weighted mean aggregator is topology-independent. Remarkably, the weighted mean aggregator, although often considered vulnerable, can outperform robust aggregators under sufficient heterogeneity, particularly when: (i) the global contamination rate (i.e., the fraction of poisoned agents for the entire network) is smaller than the local contamination rate (i.e., the maximal fraction of poisoned neighbors for the regular agents); (ii) the network of regular agents is disconnected; or (iii) the network of regular agents is sparse and the local contamination rate is high. Empirical results support our theoretical findings, highlighting the important role of network topology in the robustness to label poisoning attacks.

cs.LG

SceneMaker: Open-set 3D Scene Generation with Decoupled De-occlusion and Pose Estimation Model

We propose a decoupled 3D scene generation framework called SceneMaker in this work. Due to the lack of sufficient open-set de-occlusion and pose estimation priors, existing methods struggle to simultaneously produce high-quality geometry and accurate poses under severe occlusion and open-set settings. To address these issues, we first decouple the de-occlusion model from 3D object generation, and enhance it by leveraging image datasets and collected de-occlusion datasets for much more diverse open-set occlusion patterns. Then, we propose a unified pose estimation model that integrates global and local mechanisms for both self-attention and cross-attention to improve accuracy. Besides, we construct an open-set 3D scene dataset to further extend the generalization of the pose estimation model. Comprehensive experiments demonstrate the superiority of our decoupled framework on both indoor and open-set scenes. Our codes and datasets is released at https://idea-research.github.io/SceneMaker/.

cs.CV

PoseMaster: A Unified 3D Native Framework for Stylized Pose Generation

Pose stylization, which aims to synthesize stylized content aligning with target poses, serves as a fundamental task across 2D, 3D, and video domains. In the 3D realm, prevailing approaches typically rely on a cascade pipeline: first manipulating the image pose via 2D foundation models and subsequently lifting it into 3D representations. However, this paradigm limits the precision and diversity of the 3d pose stylization. To this end, we propose a novel paradigm for 3D pose stylization that unifies pose stylization and 3D generation within a cohesive framework. This integration minimizes the risk of cumulative errors and enhances the model's efficiency and effectiveness. In addition, diverging from previous works that typically utilize 2D skeleton images as guidance, we directly utilize the 3D skeleton because it can provide a more accurate representation of 3D spatial and topological relationships, which significantly enhances the model's capacity to achieve richer and more precise pose stylization. Moreover, we develop a scalable data engine to construct a large-scale dataset of ''Image-Skeleton-Mesh'' triplets, enabling the model to jointly learn identity preservation and geometric alignment. Extensive experiments demonstrate that PoseMaster significantly outperforms state-of-the-art methods in both qualitative and quantitative metrics. Owing to the strict spatial alignment between the generated 3D meshes and the conditioning skeletons, PoseMaster enables the direct creation of animatable assets when coupled with automated skinning models, highlighting its compelling potential for automated character rigging.

cs.CV

UniTEX: Universal High Fidelity Generative Texturing for 3D Shapes

We present UniTEX, a novel two-stage 3D texture generation framework to create high-quality, consistent textures for 3D assets. Existing approaches predominantly rely on UV-based inpainting to refine textures after reprojecting the generated multi-view images onto the 3D shapes, which introduces challenges related to topological ambiguity. To address this, we propose to bypass the limitations of UV mapping by operating directly in a unified 3D functional space. Specifically, we first propose that lifts texture generation into 3D space via Texture Functions (TFs)--a continuous, volumetric representation that maps any 3D point to a texture value based solely on surface proximity, independent of mesh topology. Then, we propose to predict these TFs directly from images and geometry inputs using a transformer-based Large Texturing Model (LTM). To further enhance texture quality and leverage powerful 2D priors, we develop an advanced LoRA-based strategy for efficiently adapting large-scale Diffusion Transformers (DiTs) for high-quality multi-view texture synthesis as our first stage. Extensive experiments demonstrate that UniTEX achieves superior visual quality and texture integrity compared to existing approaches, offering a generalizable and scalable solution for automated 3D texture generation. Code will available in: https://github.com/YixunLiang/UniTEX.

cs.CV

Step1X-3D: Towards High-Fidelity and Controllable Generation of Textured 3D Assets

While generative artificial intelligence has advanced significantly across text, image, audio, and video domains, 3D generation remains comparatively underdeveloped due to fundamental challenges such as data scarcity, algorithmic limitations, and ecosystem fragmentation. To this end, we present Step1X-3D, an open framework addressing these challenges through: (1) a rigorous data curation pipeline processing >5M assets to create a 2M high-quality dataset with standardized geometric and textural properties; (2) a two-stage 3D-native architecture combining a hybrid VAE-DiT geometry generator with an diffusion-based texture synthesis module; and (3) the full open-source release of models, training code, and adaptation modules. For geometry generation, the hybrid VAE-DiT component produces TSDF representations by employing perceiver-based latent encoding with sharp edge sampling for detail preservation. The diffusion-based texture synthesis module then ensures cross-view consistency through geometric conditioning and latent-space synchronization. Benchmark results demonstrate state-of-the-art performance that exceeds existing open-source methods, while also achieving competitive quality with proprietary solutions. Notably, the framework uniquely bridges the 2D and 3D generation paradigms by supporting direct transfer of 2D control techniques~(e.g., LoRA) to 3D synthesis. By simultaneously advancing data quality, algorithmic fidelity, and reproducibility, Step1X-3D aims to establish new standards for open research in controllable 3D asset generation.

cs.CV

Binary and Ternary Quantization Can Enhance Feature Discrimination

Quantization is widely applied in machine learning to reduce computational and storage costs for both data and models. Considering that classification tasks are fundamental to the field, it is crucial to investigate how quantization impacts classification performance. Traditional research has focused on quantization errors, assuming that larger errors generally lead to lower classification accuracy. However, this assumption lacks a solid theoretical foundation and often contradicts empirical observations. For example, despite introducing significant errors, $\{0,1\}$-binary and $\{0, \pm1\}$-ternary quantized data have sometimes achieved classification accuracy comparable or even superior to full-precision data. To reasonably explain this phenomenon, a more accurate evaluation of classification performance is required. To achieve this, we propose a direct analysis of the feature discrimination of quantized data, instead of focusing on quantization errors. Our analysis reveals that both binary and ternary quantization can potentially enhance, rather than degrade, the feature discrimination of the original data. This finding is supported by classification experiments conducted on both synthetic and real data.

cs.LG

Data-adaptive Safety Rules for Training Reward Models

Reinforcement Learning from Human Feedback (RLHF) is commonly employed to tailor models to human preferences, especially to improve the safety of outputs from large language models (LLMs). Traditionally, this method depends on selecting preferred responses from pairs. However, due to the variability in human opinions and the challenges in directly comparing two responses, there is an increasing trend towards fine-grained annotation approaches that evaluate responses using multiple targeted metrics or rules. The challenge lies in efficiently choosing and applying these rules to handle the diverse range of preference data. In this paper, we propose a dynamic method that adaptively selects the most important rules for each response pair. We introduce a mathematical framework that utilizes the maximum discrepancy across paired responses and demonstrate theoretically that this approach maximizes the mutual information between the rule-based annotations and the underlying true preferences. We then train an 8B reward model using this adaptively labeled preference dataset and assess its efficacy using RewardBench. As of January 25, 2025, our model achieved the highest safety performance on the leaderboard, surpassing various larger models.

cs.CL

Harnessing Large Language Models for Disaster Management: A Survey

Large language models (LLMs) have revolutionized scientific research with their exceptional capabilities and transformed various fields. Among their practical applications, LLMs have been playing a crucial role in mitigating threats to human life, infrastructure, and the environment. Despite growing research in disaster LLMs, there remains a lack of systematic review and in-depth analysis of LLMs for natural disaster management. To address the gap, this paper presents a comprehensive survey of existing LLMs in natural disaster management, along with a taxonomy that categorizes existing works based on disaster phases and application scenarios. By collecting public datasets and identifying key challenges and opportunities, this study aims to guide the professional community in developing advanced LLMs for disaster management to enhance the resilience against natural disasters.

cs.CL

Dora: Sampling and Benchmarking for 3D Shape Variational Auto-Encoders

Recent 3D content generation pipelines commonly employ Variational Autoencoders (VAEs) to encode shapes into compact latent representations for diffusion-based generation. However, the widely adopted uniform point sampling strategy in Shape VAE training often leads to a significant loss of geometric details, limiting the quality of shape reconstruction and downstream generation tasks. We present Dora-VAE, a novel approach that enhances VAE reconstruction through our proposed sharp edge sampling strategy and a dual cross-attention mechanism. By identifying and prioritizing regions with high geometric complexity during training, our method significantly improves the preservation of fine-grained shape features. Such sampling strategy and the dual attention mechanism enable the VAE to focus on crucial geometric details that are typically missed by uniform sampling approaches. To systematically evaluate VAE reconstruction quality, we additionally propose Dora-bench, a benchmark that quantifies shape complexity through the density of sharp edges, introducing a new metric focused on reconstruction accuracy at these salient geometric features. Extensive experiments on the Dora-bench demonstrate that Dora-VAE achieves comparable reconstruction quality to the state-of-the-art dense XCube-VAE while requiring a latent space at least 8$\times$ smaller (1,280 vs. > 10,000 codes).

cs.CV

Multi-View Large Reconstruction Model via Geometry-Aware Positional Encoding and Attention

Despite recent advancements in the Large Reconstruction Model (LRM) demonstrating impressive results, when extending its input from single image to multiple images, it exhibits inefficiencies, subpar geometric and texture quality, as well as slower convergence speed than expected. It is attributed to that, LRM formulates 3D reconstruction as a naive images-to-3D translation problem, ignoring the strong 3D coherence among the input images. In this paper, we propose a Multi-view Large Reconstruction Model (M-LRM) designed to reconstruct high-quality 3D shapes from multi-views in a 3D-aware manner. Specifically, we introduce a multi-view consistent cross-attention scheme to enable M-LRM to accurately query information from the input images. Moreover, we employ the 3D priors of the input multi-view images to initialize the triplane tokens. Compared to previous methods, the proposed M-LRM can generate 3D shapes of high fidelity. Experimental studies demonstrate that our model achieves a significant performance gain and faster training convergence. Project page: \url{https://murphylmf.github.io/M-LRM/}.

cs.CV

CraftsMan3D: High-fidelity Mesh Generation with 3D Native Generation and Interactive Geometry Refiner

We present a novel generative 3D modeling system, coined CraftsMan, which can generate high-fidelity 3D geometries with highly varied shapes, regular mesh topologies, and detailed surfaces, and, notably, allows for refining the geometry in an interactive manner. Despite the significant advancements in 3D generation, existing methods still struggle with lengthy optimization processes, irregular mesh topologies, noisy surfaces, and difficulties in accommodating user edits, consequently impeding their widespread adoption and implementation in 3D modeling software. Our work is inspired by the craftsman, who usually roughs out the holistic figure of the work first and elaborates the surface details subsequently. Specifically, we employ a 3D native diffusion model, which operates on latent space learned from latent set-based 3D representations, to generate coarse geometries with regular mesh topology in seconds. In particular, this process takes as input a text prompt or a reference image and leverages a powerful multi-view (MV) diffusion model to generate multiple views of the coarse geometry, which are fed into our MV-conditioned 3D diffusion model for generating the 3D geometry, significantly improving robustness and generalizability. Following that, a normal-based geometry refiner is used to significantly enhance the surface details. This refinement can be performed automatically, or interactively with user-supplied edits. Extensive experiments demonstrate that our method achieves high efficacy in producing superior-quality 3D assets compared to existing methods. HomePage: https://craftsman3d.github.io/, Code: https://github.com/wyysf-98/CraftsMan

cs.GR

Mean Aggregator is More Robust than Robust Aggregators under Label Poisoning Attacks on Distributed Heterogeneous Data

Robustness to malicious attacks is of paramount importance for distributed learning. Existing works usually consider the classical Byzantine attacks model, which assumes that some workers can send arbitrarily malicious messages to the server and disturb the aggregation steps of the distributed learning process. To defend against such worst-case Byzantine attacks, various robust aggregators have been proposed. They are proven to be effective and much superior to the often-used mean aggregator. In this paper, however, we demonstrate that the robust aggregators are too conservative for a class of weak but practical malicious attacks, as known as label poisoning attacks, where the sample labels of some workers are poisoned. Surprisingly, we are able to show that the mean aggregator is more robust than the state-of-the-art robust aggregators in theory, given that the distributed data are sufficiently heterogeneous. In fact, the learning error of the mean aggregator is proven to be order-optimal in this case. Experimental results corroborate our theoretical findings, showing the superiority of the mean aggregator under label poisoning attacks.

cs.LG

BAGS: Building Animatable Gaussian Splatting from a Monocular Video with Diffusion Priors

Animatable 3D reconstruction has significant applications across various fields, primarily relying on artists' handcraft creation. Recently, some studies have successfully constructed animatable 3D models from monocular videos. However, these approaches require sufficient view coverage of the object within the input video and typically necessitate significant time and computational costs for training and rendering. This limitation restricts the practical applications. In this work, we propose a method to build animatable 3D Gaussian Splatting from monocular video with diffusion priors. The 3D Gaussian representations significantly accelerate the training and rendering process, and the diffusion priors allow the method to learn 3D models with limited viewpoints. We also present the rigid regularization to enhance the utilization of the priors. We perform an extensive evaluation across various real-world videos, demonstrating its superior performance compared to the current state-of-the-art methods.

cs.CV

SweetDreamer: Aligning Geometric Priors in 2D Diffusion for Consistent Text-to-3D

It is inherently ambiguous to lift 2D results from pre-trained diffusion models to a 3D world for text-to-3D generation. 2D diffusion models solely learn view-agnostic priors and thus lack 3D knowledge during the lifting, leading to the multi-view inconsistency problem. We find that this problem primarily stems from geometric inconsistency, and avoiding misplaced geometric structures substantially mitigates the problem in the final outputs. Therefore, we improve the consistency by aligning the 2D geometric priors in diffusion models with well-defined 3D shapes during the lifting, addressing the vast majority of the problem. This is achieved by fine-tuning the 2D diffusion model to be viewpoint-aware and to produce view-specific coordinate maps of canonically oriented 3D objects. In our process, only coarse 3D information is used for aligning. This "coarse" alignment not only resolves the multi-view inconsistency in geometries but also retains the ability in 2D diffusion models to generate detailed and diversified high-quality objects unseen in the 3D datasets. Furthermore, our aligned geometric priors (AGP) are generic and can be seamlessly integrated into various state-of-the-art pipelines, obtaining high generalizability in terms of unseen shapes and visual appearance while greatly alleviating the multi-view inconsistency problem. Our method represents a new state-of-the-art performance with an 85+% consistency rate by human evaluation, while many previous methods are around 30%. Our project page is https://sweetdreamer3d.github.io/

cs.CV

Byzantine-Robust Decentralized Stochastic Optimization with Stochastic Gradient Noise-Independent Learning Error

This paper studies Byzantine-robust stochastic optimization over a decentralized network, where every agent periodically communicates with its neighbors to exchange local models, and then updates its own local model by stochastic gradient descent (SGD). The performance of such a method is affected by an unknown number of Byzantine agents, which conduct adversarially during the optimization process. To the best of our knowledge, there is no existing work that simultaneously achieves a linear convergence speed and a small learning error. We observe that the learning error is largely dependent on the intrinsic stochastic gradient noise. Motivated by this observation, we introduce two variance reduction methods, stochastic average gradient algorithm (SAGA) and loopless stochastic variance-reduced gradient (LSVRG), to Byzantine-robust decentralized stochastic optimization for eliminating the negative effect of the stochastic gradient noise. The two resulting methods, BRAVO-SAGA and BRAVO-LSVRG, enjoy both linear convergence speeds and stochastic gradient noise-independent learning errors. Such learning errors are optimal for a class of methods based on total variation (TV)-norm regularization and stochastic subgradient update. We conduct extensive numerical experiments to demonstrate their effectiveness under various Byzantine attacks.

cs.LG