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Wenhan Zhu

Publications and source records attributed to Wenhan Zhu.

At least 19 recordsLinked to original sources

Lingxi: Repository-Level Issue Resolution Framework Enhanced by Procedural Knowledge Guided Scaling

Driven by the advancements of Large Language Models (LLMs), LLM-powered agents are making significant improvements in software engineering tasks, yet struggle with complex, repository-level issue resolution. Existing agent-based methods have two key limitations. First, they lack of procedural knowledge (i.e., how an issue is fixed step-by-step and rationales behind it) to learn and leverage for issue resolution. Second, they rely on massive computational power to blindly explore the solution space. % To address those limitations, we propose Lingxi, an issue resolution framework that leverages procedural knowledge extracted from historical issue-fixing data to guide agents in solving repository-level issues. \ourTool first constructs this knowledge offline through a hierarchical abstraction mechanism, enabling agents to learn the how and why behind a fix, not just the final solution. During online application, it employs a knowledge-driven scaling method that leverages the procedural knowledge of similar issues to intelligently analyze the target issue from multiple perspectives, in sharp contrast to undirected, brute-force exploration. % Lingxi successfully resolves 74.6\% of bugs on the SWE-bench Verified benchmark in Past@1 setting, outperforming five state-of-the-art techniques by a significant margin (5.4\% to 14.9\%). Our comprehensive ablation study confirmed that the success of Lingxi comes directly from its use of procedural knowledge. Without it, the performance gains from scaling alone is negligible. Our qualitative study further shows that the ``design patterns $\&$ coding practices'' is the most critical knowledge aspect, and that the roles of different knowledge aspects switch across different stages (i.e., analysis, planning, and fixing).

cs.SE

An Empirical Study of GenAI Adoption in Open-Source Game Development: Tools, Tasks, and Developer Challenges

The growing capabilities of generative AI (GenAI) have begun to reshape how games are designed and developed, offering new tools for content creation, gameplay simulation, and design ideation. While prior research has explored traditional uses of AI in games, such as controlling agents or generating procedural content. There is limited empirical understanding of how GenAI is adopted by developers in real-world contexts, especially within the open-source community. This study aims to explore how GenAI technologies are discussed, adopted, and integrated into open-source game development by analyzing issue discussions on GitHub. We investigate the tools, tasks, and challenges associated with GenAI by comparing GenAI-related issues to those involving traditional AI (TradAI) and NonAI topics. Our goal is to uncover how GenAI differs from other approaches in terms of usage patterns, developer concerns, and integration practices. To address this objective, we construct a dataset of open-source game repositories that discuss AI-related topics. We apply open card sorting and thematic analysis to a stratified sample of GitHub issues, labelling each by type and content. These annotations enable comparative analysis across GenAI, TradAI, and NonAI groups, and provide insight into how GenAI is shaping the workflows and pain points of open-source game developers.

cs.SE

Multimodal Latent Diffusion Model for Complex Sewing Pattern Generation

Generating sewing patterns in garment design is receiving increasing attention due to its CG-friendly and flexible-editing nature. Previous sewing pattern generation methods have been able to produce exquisite clothing, but struggle to design complex garments with detailed control. To address these issues, we propose SewingLDM, a multi-modal generative model that generates sewing patterns controlled by text prompts, body shapes, and garment sketches. Initially, we extend the original vector of sewing patterns into a more comprehensive representation to cover more intricate details and then compress them into a compact latent space. To learn the sewing pattern distribution in the latent space, we design a two-step training strategy to inject the multi-modal conditions, \ie, body shapes, text prompts, and garment sketches, into a diffusion model, ensuring the generated garments are body-suited and detail-controlled. Comprehensive qualitative and quantitative experiments show the effectiveness of our proposed method, significantly surpassing previous approaches in terms of complex garment design and various body adaptability. Our project page: https://shengqiliu1.github.io/SewingLDM.

cs.CV

Towards High-fidelity 3D Talking Avatar with Personalized Dynamic Texture

Significant progress has been made for speech-driven 3D face animation, but most works focus on learning the motion of mesh/geometry, ignoring the impact of dynamic texture. In this work, we reveal that dynamic texture plays a key role in rendering high-fidelity talking avatars, and introduce a high-resolution 4D dataset \textbf{TexTalk4D}, consisting of 100 minutes of audio-synced scan-level meshes with detailed 8K dynamic textures from 100 subjects. Based on the dataset, we explore the inherent correlation between motion and texture, and propose a diffusion-based framework \textbf{TexTalker} to simultaneously generate facial motions and dynamic textures from speech. Furthermore, we propose a novel pivot-based style injection strategy to capture the complicity of different texture and motion styles, which allows disentangled control. TexTalker, as the first method to generate audio-synced facial motion with dynamic texture, not only outperforms the prior arts in synthesising facial motions, but also produces realistic textures that are consistent with the underlying facial movements. Project page: https://xuanchenli.github.io/TexTalk/.

cs.CV

One-for-All Does Not Work! Enhancing Vulnerability Detection by Mixture-of-Experts (MoE)

Deep Learning-based Vulnerability Detection (DLVD) techniques have garnered significant interest due to their ability to automatically learn vulnerability patterns from previously compromised code. Despite the notable accuracy demonstrated by pioneering tools, the broader application of DLVD methods in real-world scenarios is hindered by significant challenges. A primary issue is the "one-for-all" design, where a single model is trained to handle all types of vulnerabilities. This approach fails to capture the patterns of different vulnerability types, resulting in suboptimal performance, particularly for less common vulnerabilities that are often underrepresented in training datasets. To address these challenges, we propose MoEVD, which adopts the Mixture-of-Experts (MoE) framework for vulnerability detection. MoEVD decomposes vulnerability detection into two tasks, CWE type classification and CWE-specific vulnerability detection. By splitting the task, in vulnerability detection, MoEVD allows specific experts to handle distinct types of vulnerabilities instead of handling all vulnerabilities within one model. Our results show that MoEVD achieves an F1-score of 0.44, significantly outperforming all studied state-of-the-art (SOTA) baselines by at least 12.8%. MoEVD excels across almost all CWE types, improving recall over the best SOTA baseline by 9% to 77.8%. Notably, MoEVD does not sacrifice performance on long-tailed CWE types; instead, its MoE design enhances performance (F1-score) on these by at least 7.3%, addressing long-tailed issues effectively.

cs.SE

An Empirical Study of Dotfiles Repositories Containing User-Specific Configuration Files

Storing user-specific configuration files in a "dotfiles" repository is a common practice among software developers, with hundreds of thousands choosing to publicly host their repositories on GitHub. This practice not only provides developers with a simple backup mechanism for their essential configuration files, but also facilitates sharing ideas and learning from others on how best to configure applications that are key to their daily workflows. However, our current understanding of these repository sharing practices is limited and mostly anecdotal. To address this gap, we conducted a study to delve deeper into this phenomenon. Beginning with collecting and analyzing publicly-hosted dotfiles repositories on GitHub, we discovered that maintaining dotfiles is widespread among developers. Notably, we found that 25.8% of the top 500 most-starred GitHub users maintain some form of publicly accessible dotfiles repository. Among these, configurations for text editors like Vim and shells such as bash and zsh are the most commonly tracked. Our analysis reveals that updating dotfiles is primarily driven by the need to adjust configurations (63.3%) and project meta-management (25.4%). Surprisingly, we found no significant difference in the types of dotfiles observed across code churn history patterns, suggesting that the frequency of dotfile modifications depends more on the developer than the properties of the specific dotfile and its associated application. Finally, we discuss the challenges associated with managing dotfiles, including the necessity for a reliable and effective deployment mechanism, and how the insights gleaned from dotfiles can inform tool designers by offering real-world usage information.

cs.SE

Code Change Intention, Development Artifact and History Vulnerability: Putting Them Together for Vulnerability Fix Detection by LLM

Detecting vulnerability fix commits in open-source software is crucial for maintaining software security. To help OSS identify vulnerability fix commits, several automated approaches are developed. However, existing approaches like VulFixMiner and CoLeFunDa, focus solely on code changes, neglecting essential context from development artifacts. Tools like Vulcurator, which integrates issue reports, fail to leverage semantic associations between different development artifacts (e.g., pull requests and history vulnerability fixes). Moreover, they miss vulnerability fixes in tangled commits and lack explanations, limiting practical use. Hence to address those limitations, we propose LLM4VFD, a novel framework that leverages Large Language Models (LLMs) enhanced with Chain-of-Thought reasoning and In-Context Learning to improve the accuracy of vulnerability fix detection. LLM4VFD comprises three components: (1) Code Change Intention, which analyzes commit summaries, purposes, and implications using Chain-of-Thought reasoning; (2) Development Artifact, which incorporates context from related issue reports and pull requests; (3) Historical Vulnerability, which retrieves similar past vulnerability fixes to enrich context. More importantly, on top of the prediction, LLM4VFD also provides a detailed analysis and explanation to help security experts understand the rationale behind the decision. We evaluated LLM4VFD against state-of-the-art techniques, including Pre-trained Language Model-based approaches and vanilla LLMs, using a newly collected dataset, BigVulFixes. Experimental results demonstrate that LLM4VFD significantly outperforms the best-performed existing approach by 68.1%--145.4%. Furthermore, We conducted a user study with security experts, showing that the analysis generated by LLM4VFD improves the efficiency of vulnerability fix identification.

cs.SE

Topo4D: Topology-Preserving Gaussian Splatting for High-Fidelity 4D Head Capture

4D head capture aims to generate dynamic topological meshes and corresponding texture maps from videos, which is widely utilized in movies and games for its ability to simulate facial muscle movements and recover dynamic textures in pore-squeezing. The industry often adopts the method involving multi-view stereo and non-rigid alignment. However, this approach is prone to errors and heavily reliant on time-consuming manual processing by artists. To simplify this process, we propose Topo4D, a novel framework for automatic geometry and texture generation, which optimizes densely aligned 4D heads and 8K texture maps directly from calibrated multi-view time-series images. Specifically, we first represent the time-series faces as a set of dynamic 3D Gaussians with fixed topology in which the Gaussian centers are bound to the mesh vertices. Afterward, we perform alternative geometry and texture optimization frame-by-frame for high-quality geometry and texture learning while maintaining temporal topology stability. Finally, we can extract dynamic facial meshes in regular wiring arrangement and high-fidelity textures with pore-level details from the learned Gaussians. Extensive experiments show that our method achieves superior results than the current SOTA face reconstruction methods both in the quality of meshes and textures. Project page: https://xuanchenli.github.io/Topo4D/.

cs.CV

Monocular Identity-Conditioned Facial Reflectance Reconstruction

Recent 3D face reconstruction methods have made remarkable advancements, yet there remain huge challenges in monocular high-quality facial reflectance reconstruction. Existing methods rely on a large amount of light-stage captured data to learn facial reflectance models. However, the lack of subject diversity poses challenges in achieving good generalization and widespread applicability. In this paper, we learn the reflectance prior in image space rather than UV space and present a framework named ID2Reflectance. Our framework can directly estimate the reflectance maps of a single image while using limited reflectance data for training. Our key insight is that reflectance data shares facial structures with RGB faces, which enables obtaining expressive facial prior from inexpensive RGB data thus reducing the dependency on reflectance data. We first learn a high-quality prior for facial reflectance. Specifically, we pretrain multi-domain facial feature codebooks and design a codebook fusion method to align the reflectance and RGB domains. Then, we propose an identity-conditioned swapping module that injects facial identity from the target image into the pre-trained autoencoder to modify the identity of the source reflectance image. Finally, we stitch multi-view swapped reflectance images to obtain renderable assets. Extensive experiments demonstrate that our method exhibits excellent generalization capability and achieves state-of-the-art facial reflectance reconstruction results for in-the-wild faces. Our project page is https://xingyuren.github.io/id2reflectance/.

cs.CV

ReGenNet: Towards Human Action-Reaction Synthesis

Humans constantly interact with their surrounding environments. Current human-centric generative models mainly focus on synthesizing humans plausibly interacting with static scenes and objects, while the dynamic human action-reaction synthesis for ubiquitous causal human-human interactions is less explored. Human-human interactions can be regarded as asymmetric with actors and reactors in atomic interaction periods. In this paper, we comprehensively analyze the asymmetric, dynamic, synchronous, and detailed nature of human-human interactions and propose the first multi-setting human action-reaction synthesis benchmark to generate human reactions conditioned on given human actions. To begin with, we propose to annotate the actor-reactor order of the interaction sequences for the NTU120, InterHuman, and Chi3D datasets. Based on them, a diffusion-based generative model with a Transformer decoder architecture called ReGenNet together with an explicit distance-based interaction loss is proposed to predict human reactions in an online manner, where the future states of actors are unavailable to reactors. Quantitative and qualitative results show that our method can generate instant and plausible human reactions compared to the baselines, and can generalize to unseen actor motions and viewpoint changes.

cs.CV

Directional Texture Editing for 3D Models

Texture editing is a crucial task in 3D modeling that allows users to automatically manipulate the surface materials of 3D models. However, the inherent complexity of 3D models and the ambiguous text description lead to the challenge in this task. To address this challenge, we propose ITEM3D, a \textbf{T}exture \textbf{E}diting \textbf{M}odel designed for automatic \textbf{3D} object editing according to the text \textbf{I}nstructions. Leveraging the diffusion models and the differentiable rendering, ITEM3D takes the rendered images as the bridge of text and 3D representation, and further optimizes the disentangled texture and environment map. Previous methods adopted the absolute editing direction namely score distillation sampling (SDS) as the optimization objective, which unfortunately results in the noisy appearance and text inconsistency. To solve the problem caused by the ambiguous text, we introduce a relative editing direction, an optimization objective defined by the noise difference between the source and target texts, to release the semantic ambiguity between the texts and images. Additionally, we gradually adjust the direction during optimization to further address the unexpected deviation in the texture domain. Qualitative and quantitative experiments show that our ITEM3D outperforms the state-of-the-art methods on various 3D objects. We also perform text-guided relighting to show explicit control over lighting. Our project page: https://shengqiliu1.github.io/ITEM3D.

cs.CV

What Is an App Store? The Software Engineering Perspective

"App stores" are online software stores where end users may browse, purchase, download, and install software applications. By far, the best known app stores are associated with mobile platforms, such as Google Play for Android and Apple's App Store for iOS. The ubiquity of smartphones has led to mobile app stores becoming a touchstone experience of modern living. However, most of app store research has concentrated on properties of the apps rather than the stores themselves. Today, there is a rich diversity of app stores and these stores have largely been overlooked by researchers: app stores exist on many distinctive platforms, are aimed at different classes of users, and have different end-goals beyond simply selling a standalone app to a smartphone user. We survey and characterize the broader dimensionality of app stores, and explore how and why they influence software development practices, such as system design and release management. We begin by collecting a set of app store examples from web search queries. By analyzing and curating the results, we derive a set of features common to app stores. We then build a dimensional model of app stores based on these features, and we fit each app store from our web search result set into this model. Next, we performed unsupervised clustering to the app stores to find their natural groupings. Our results suggest that app stores have become an essential stakeholder in modern software development. They control the distribution channel to end users and ensure that the applications are of suitable quality; in turn, this leads to developers adhering to various store guidelines when creating their applications. However, we found the app stores operational model could vary widely between stores, and this variability could in turn affect the generalizability of existing understanding of app stores.

cs.SE

HyperStyle3D: Text-Guided 3D Portrait Stylization via Hypernetworks

Portrait stylization is a long-standing task enabling extensive applications. Although 2D-based methods have made great progress in recent years, real-world applications such as metaverse and games often demand 3D content. On the other hand, the requirement of 3D data, which is costly to acquire, significantly impedes the development of 3D portrait stylization methods. In this paper, inspired by the success of 3D-aware GANs that bridge 2D and 3D domains with 3D fields as the intermediate representation for rendering 2D images, we propose a novel method, dubbed HyperStyle3D, based on 3D-aware GANs for 3D portrait stylization. At the core of our method is a hyper-network learned to manipulate the parameters of the generator in a single forward pass. It not only offers a strong capacity to handle multiple styles with a single model, but also enables flexible fine-grained stylization that affects only texture, shape, or local part of the portrait. While the use of 3D-aware GANs bypasses the requirement of 3D data, we further alleviate the necessity of style images with the CLIP model being the stylization guidance. We conduct an extensive set of experiments across the style, attribute, and shape, and meanwhile, measure the 3D consistency. These experiments demonstrate the superior capability of our HyperStyle3D model in rendering 3D-consistent images in diverse styles, deforming the face shape, and editing various attributes.

cs.CV

GANHead: Towards Generative Animatable Neural Head Avatars

To bring digital avatars into people's lives, it is highly demanded to efficiently generate complete, realistic, and animatable head avatars. This task is challenging, and it is difficult for existing methods to satisfy all the requirements at once. To achieve these goals, we propose GANHead (Generative Animatable Neural Head Avatar), a novel generative head model that takes advantages of both the fine-grained control over the explicit expression parameters and the realistic rendering results of implicit representations. Specifically, GANHead represents coarse geometry, fine-gained details and texture via three networks in canonical space to obtain the ability to generate complete and realistic head avatars. To achieve flexible animation, we define the deformation filed by standard linear blend skinning (LBS), with the learned continuous pose and expression bases and LBS weights. This allows the avatars to be directly animated by FLAME parameters and generalize well to unseen poses and expressions. Compared to state-of-the-art (SOTA) methods, GANHead achieves superior performance on head avatar generation and raw scan fitting.

cs.CV

Head3D: Complete 3D Head Generation via Tri-plane Feature Distillation

Head generation with diverse identities is an important task in computer vision and computer graphics, widely used in multimedia applications. However, current full head generation methods require a large number of 3D scans or multi-view images to train the model, resulting in expensive data acquisition cost. To address this issue, we propose Head3D, a method to generate full 3D heads with limited multi-view images. Specifically, our approach first extracts facial priors represented by tri-planes learned in EG3D, a 3D-aware generative model, and then proposes feature distillation to deliver the 3D frontal faces into complete heads without compromising head integrity. To mitigate the domain gap between the face and head models, we present dual-discriminators to guide the frontal and back head generation, respectively. Our model achieves cost-efficient and diverse complete head generation with photo-realistic renderings and high-quality geometry representations. Extensive experiments demonstrate the effectiveness of our proposed Head3D, both qualitatively and quantitatively.

cs.CV

An empirical study of question discussions on Stack Overflow

Stack Overflow provides a means for developers to exchange knowledge. While much previous research on Stack Overflow has focused on questions and answers (Q&A), recent work has shown that discussions in comments also contain rich information. On Stack Overflow, discussions through comments and chat rooms can be tied to questions or answers. In this paper, we conduct an empirical study that focuses on the nature of question discussions. We observe that: (1) Question discussions occur at all phases of the Q&A process, with most beginning before the first answer is received. (2) Both askers and answerers actively participate in question discussions; the likelihood of their participation increases as the number of comments increases. (3) There is a strong correlation between the number of question comments and the question answering time (i.e., more discussed questions receive answers more slowly); also, questions with a small number of comments are likely to be answered more quickly than questions with no discussion. Our findings suggest that question discussions contain a rich trove of data that is integral to the Q&A processes on Stack Overflow. We further suggest how future research can leverage the information in question discussions, along with the commonly studied Q&A information.

cs.SE

A No-Reference Deep Learning Quality Assessment Method for Super-resolution Images Based on Frequency Maps

To support the application scenarios where high-resolution (HR) images are urgently needed, various single image super-resolution (SISR) algorithms are developed. However, SISR is an ill-posed inverse problem, which may bring artifacts like texture shift, blur, etc. to the reconstructed images, thus it is necessary to evaluate the quality of super-resolution images (SRIs). Note that most existing image quality assessment (IQA) methods were developed for synthetically distorted images, which may not work for SRIs since their distortions are more diverse and complicated. Therefore, in this paper, we propose a no-reference deep-learning image quality assessment method based on frequency maps because the artifacts caused by SISR algorithms are quite sensitive to frequency information. Specifically, we first obtain the high-frequency map (HM) and low-frequency map (LM) of SRI by using Sobel operator and piecewise smooth image approximation. Then, a two-stream network is employed to extract the quality-aware features of both frequency maps. Finally, the features are regressed into a single quality value using fully connected layers. The experimental results show that our method outperforms all compared IQA models on the selected three super-resolution quality assessment (SRQA) databases.

eess.IV

Blind Surveillance Image Quality Assessment via Deep Neural Network Combined with the Visual Saliency

The intelligent video surveillance system (IVSS) can automatically analyze the content of the surveillance image (SI) and reduce the burden of the manual labour. However, the SIs may suffer quality degradations in the procedure of acquisition, compression, and transmission, which makes IVSS hard to understand the content of SIs. In this paper, we first conduct an example experiment (i.e. the face detection task) to demonstrate that the quality of the SIs has a crucial impact on the performance of the IVSS, and then propose a saliency-based deep neural network for the blind quality assessment of the SIs, which helps IVSS to filter the low-quality SIs and improve the detection and recognition performance. Specifically, we first compute the saliency map of the SI to select the most salient local region since the salient regions usually contain rich semantic information for machine vision and thus have a great impact on the overall quality of the SIs. Next, the convolutional neural network (CNN) is adopted to extract quality-aware features for the whole image and local region, which are then mapped into the global and local quality scores through the fully connected (FC) network respectively. Finally, the overall quality score is computed as the weighted sum of the global and local quality scores. Experimental results on the SI quality database (SIQD) show that the proposed method outperforms all compared state-of-the-art BIQA methods.

cs.MM