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Wenxuan Guo

Publications and source records attributed to Wenxuan Guo.

At least 19 recordsLinked to original sources

Perceived face similarity reflects inverse-generative and naturalistic discriminative objectives

The perceptual representations supporting our ability to recognize faces remain a computational mystery. Deep neural networks offer mechanistic hypotheses for human face perception, but theoretically distinct models often make indistinguishable representational predictions for randomly sampled faces. To expose diagnostic differences among these hypotheses, we compared six neural network models sharing an architecture but trained on distinct tasks, using face pairs optimized to elicit contrasting model predictions ("controversial" pairs) alongside randomly sampled pairs. We tested model predictions against face-dissimilarity judgments from 864 human participants across stimulus sets differing in realism and pose variation. Models prioritizing high-level, invariant structures (trained via inverse rendering, face identification, or object classification) most robustly matched human judgments. Furthermore, models trained on natural images typically outperformed synthetic-trained counterparts. Together, these findings suggest that human face perception is shaped by mechanisms that infer latent causes of facial appearance, discount nuisance variation, and are tuned by natural image statistics.

q-bio.NC

DiffPDE: Masked Diffusion Language Models as PDE Solver

Existing approaches for synthesizing Partial Differential Equation (PDE) solvers predominantly rely on autoregressive models, yet their global left-to-right decoding incurs substantial redundancy when addressing inherently localized bugs. In this work, we challenge this inefficient paradigm and propose DiffPDE, a framework leveraging discrete diffusion language models for targeted code repair. By introducing a localized re-masking and infilling strategy, DiffPDE regenerates only erroneous regions while preserving correct context, naturally aligning generation with the sparse nature of PDE errors. Furthermore, to handle coupled bugs requiring sequential interventions, we present Iterative Debugging GRPO (ID-GRPO), a reinforcement learning scheme that enables multi-round debugging within single trajectories via intermediate rewards. Experiments on PDEBench show that DiffPDE achieves competitive accuracy, outperforms same-scale AR models, and significantly accelerates repair.

cs.AI

Experimental Design When N Equals One

N-of-1 trials, or time-series experiments, are widely used in clinical research and online platforms. Yet the theoretically optimal design for estimating many treatment effects remains unclear. We propose a simple Markovian framework for experimental design in which the treatment assignment process is governed by possibly time-varying transition matrices. This formulation encompasses many existing N-of-1 designs and provides a principled way to control temporal dependence in treatment assignment through Markov transition probabilities. Under a finite-order impulse-response model, we formulate the design objective as minimizing the estimation error of ordinary least squares estimators for target treatment effects, and propose practical design optimization procedures. To characterize the optimal temporal structure, we focus on two structured design classes, random-switch and cycle-switch designs, and establish a complete large-$T$ asymptotic theory for the optimal designs in both classes. Our results justify the robustness of i.i.d. Bernoulli designs in N-of-1 trials and quantify how the optimal design depends on the target estimand, including cumulative and lag-specific treatment effects. Simulations demonstrate the effectiveness and robustness of the proposed designs across multiple scenarios.

stat.ME

GesVLA: Gesture-Aware Vision-Language-Action Model Embedded Representations

Vision-Language-Action (VLA) models have shown strong potential for general-purpose robot manipulation by unifying perception and action. However, existing VLA systems primarily rely on textual instructions and struggle to resolve spatial ambiguity in complex scenes with multiple similar objects. To address this limitation, we introduce gesture as a parallel instruction modality and propose a Gesture-aware Vision-Language-Action model (GesVLA). Our approach encodes gesture features directly into the latent space, enabling them to participate in both high-level reasoning and low-level action generation, and adopts a dual-VLM architecture to achieve tight coupling between gesture representations and action policies. At the data level, we construct a scalable gesture data generation pipeline by rendering hand models onto real-world scene images. This reduces the sim-to-real visual gap while producing rich data with diverse motion patterns and corresponding pointing annotations. In addition, we employ a two-stage training strategy to equip the model with both gesture perception and action prediction capabilities. We evaluate our approach on multiple real-world robotic tasks, including a controlled block manipulation task for validation and more practical scenarios such as product and produce selection. Experimental results show that incorporating gesture consistently improves target grounding accuracy and human-robot interaction efficiency, especially in complex and cluttered environments. Project page: https://gwxuan.github.io/GesVLA/.

cs.RO

AwareVLN: Reasoning with Self-awareness for Vision-Language Navigation

Vision-and-Language Navigation (VLN) requires an agent to ground language instructions to its own movement within a visual environment. While state-of-the-art methods leverage the reasoning capabilities of Vision-Language Models (VLMs) for end-to-end action prediction, they often lack an explicit and explainable understanding of the relationships between the agent, the instruction, and the scene. Conversely, explicitly building a scene map for heuristic planning is intuitively appealing but relies on additional 3D sensors and hinders large-scale vision-language pre-training. To bridge this gap, we propose AwareVLN, a novel framework that equips the navigation model with a self-aware reasoning mechanism, enabling it to understand the agent's state and task progress in a fully end-to-end and data-driven manner. Our approach features two key innovations: (1) a structural reasoning module that fosters spatial and task-oriented self-awareness, and (2) an automatic data engine with progress division for effective training. Extensive experiments on various datasets in Habitat simulator show our AwareVLN significantly outperforms previous state-of-the-art vision-language navigation methods. Project page: https://gwxuan.github.io/AwareVLN/.

cs.RO

LiCamPose: Combining Multi-View LiDAR and RGB Cameras for Robust Single-timestamp 3D Human Pose Estimation

Several methods have been proposed to estimate 3D human pose from multi-view images, achieving satisfactory performance on public datasets collected under relatively simple conditions. However, there are limited approaches studying extracting 3D human skeletons from multimodal inputs, such as RGB and point cloud data. To address this gap, we introduce LiCamPose, a pipeline that integrates multi-view RGB and sparse point cloud information to estimate robust 3D human poses via single frame. We demonstrate the effectiveness of the volumetric architecture in combining these modalities. Furthermore, to circumvent the need for manually labeled 3D human pose annotations, we develop a synthetic dataset generator for pretraining and design an unsupervised domain adaptation strategy to train a 3D human pose estimator without manual annotations. To validate the generalization capability of our method, LiCamPose is evaluated on four datasets, including two public datasets, one synthetic dataset, and one challenging self-collected dataset named BasketBall, covering diverse scenarios. The results demonstrate that LiCamPose exhibits great generalization performance and significant application potential. The code, generator, and datasets will be made available upon acceptance of this paper.

cs.CV

Towards Interpretable Visual Decoding with Attention to Brain Representations

Recent work has demonstrated that complex visual stimuli can be decoded from human brain activity using deep generative models, offering new ways to probe how the brain represents real-world scenes. However, many existing approaches first map brain signals into intermediate image or text feature spaces before guiding the generative process, which obscures the contributions of different brain areas to the final reconstruction output. In this work, we propose NeuroAdapter, a visual decoding framework that directly conditions a latent diffusion model on brain representations, bypassing the need for intermediate feature spaces. Our method demonstrates competitive visual reconstruction quality on public fMRI datasets compared to prior work, while providing greater transparency into how brain signals drive visual reconstruction. To this end, we introduce an Image-Brain BI-directional interpretability framework (IBBI) that analyzes cross-attention patterns across diffusion denoising steps to reveal how different cortical areas influence the unfolding generative trajectory. Our work highlights the potential of end-to-end brain-to-image reconstruction and establishes a path for interpretable neural decoding.

cs.CV

Beyond Next-Token Alignment: Distilling Multimodal Large Language Models via Token Interactions

Multimodal Large Language Models (MLLMs) demonstrate impressive cross-modal capabilities, yet their substantial size poses significant deployment challenges. Knowledge distillation (KD) is a promising solution for compressing these models, but existing methods primarily rely on static next-token alignment, neglecting the dynamic token interactions, which embed essential capabilities for multimodal understanding and generation. To this end, we introduce Align-TI, a novel KD framework designed from the perspective of Token Interactions. Our approach is motivated by the insight that MLLMs rely on two primary interactions: vision-instruction token interactions to extract relevant visual information, and intra-response token interactions for coherent generation. Accordingly, Align-TI introduces two components: IVA enables the student model to imitate the teacher's instruction-relevant visual information extract capability by aligning on salient visual regions. TPA captures the teacher's dynamic generative logic by aligning the sequential token-to-token transition probabilities. Extensive experiments demonstrate Align-TI's superiority. Notably, our approach achieves $2.6\%$ relative improvement over Vanilla KD, and our distilled Align-TI-2B even outperforms LLaVA-1.5-7B (a much larger MLLM) by $7.0\%$, establishing a new state-of-the-art distillation framework for training parameter-efficient MLLMs. Code is available at https://github.com/lchen1019/Align-TI.

cs.CV

Permutation Inference under Multi-way Clustering and Missing Data

Econometric applications with multi-way clustering often feature a small number of effective clusters or heavy-tailed data, making standard cluster-robust and bootstrap inference unreliable in finite samples. In this paper, we develop a framework for finite-sample valid permutation inference in linear regression with multi-way clustering under an assumption of conditional exchangeability of the errors. Our assumption is closely related to the notion of separate exchangeability studied in earlier work, but can be more realistic in many economic settings as it imposes minimal restrictions on the covariate distribution. We construct permutation tests of significance that are valid in finite samples and establish theoretical power guarantees, in contrast to existing methods that are justified only asymptotically. We also extend our methodology to settings with missing data and derive power results that reveal phase transitions in detectability. Through simulation studies, we demonstrate that the proposed tests maintain correct size and competitive power, while standard cluster-robust and bootstrap procedures can exhibit substantial size distortions.

stat.ME

In Silico Mapping of Visual Categorical Selectivity Across the Whole Brain

A fine-grained account of functional selectivity in the cortex is essential for understanding how visual information is processed and represented in the brain. Classical studies using designed experiments have identified multiple category-selective regions; however, these approaches rely on preconceived hypotheses about categories. Subsequent data-driven discovery methods have sought to address this limitation but are often limited by simple, typically linear encoding models. We propose an in silico approach for data-driven discovery of novel category-selectivity hypotheses based on an encoder-decoder transformer model. The architecture incorporates a brain-region to image-feature cross-attention mechanism, enabling nonlinear mappings between high-dimensional deep network features and semantic patterns encoded in the brain activity. We further introduce a method to characterize the selectivity of individual parcels by leveraging diffusion-based image generative models and large-scale datasets to synthesize and select images that maximally activate each parcel. Our approach reveals regions with complex, compositional selectivity involving diverse semantic concepts, which we validate in silico both within and across subjects. Using a brain encoder as a "digital twin" offers a powerful, data-driven framework for generating and testing hypotheses about visual selectivity in the human brain - hypotheses that can guide future fMRI experiments. Our code is available at: https://kriegeskorte-lab.github.io/in-silico-mapping/ .

q-bio.NC

GC-VLN: Instruction as Graph Constraints for Training-free Vision-and-Language Navigation

In this paper, we propose a training-free framework for vision-and-language navigation (VLN). Existing zero-shot VLN methods are mainly designed for discrete environments or involve unsupervised training in continuous simulator environments, which makes it challenging to generalize and deploy them in real-world scenarios. To achieve a training-free framework in continuous environments, our framework formulates navigation guidance as graph constraint optimization by decomposing instructions into explicit spatial constraints. The constraint-driven paradigm decodes spatial semantics through constraint solving, enabling zero-shot adaptation to unseen environments. Specifically, we construct a spatial constraint library covering all types of spatial relationship mentioned in VLN instructions. The human instruction is decomposed into a directed acyclic graph, with waypoint nodes, object nodes and edges, which are used as queries to retrieve the library to build the graph constraints. The graph constraint optimization is solved by the constraint solver to determine the positions of waypoints, obtaining the robot's navigation path and final goal. To handle cases of no solution or multiple solutions, we construct a navigation tree and the backtracking mechanism. Extensive experiments on standard benchmarks demonstrate significant improvements in success rate and navigation efficiency compared to state-of-the-art zero-shot VLN methods. We further conduct real-world experiments to show that our framework can effectively generalize to new environments and instruction sets, paving the way for a more robust and autonomous navigation framework.

cs.RO

IGL-Nav: Incremental 3D Gaussian Localization for Image-goal Navigation

Visual navigation with an image as goal is a fundamental and challenging problem. Conventional methods either rely on end-to-end RL learning or modular-based policy with topological graph or BEV map as memory, which cannot fully model the geometric relationship between the explored 3D environment and the goal image. In order to efficiently and accurately localize the goal image in 3D space, we build our navigation system upon the renderable 3D gaussian (3DGS) representation. However, due to the computational intensity of 3DGS optimization and the large search space of 6-DoF camera pose, directly leveraging 3DGS for image localization during agent exploration process is prohibitively inefficient. To this end, we propose IGL-Nav, an Incremental 3D Gaussian Localization framework for efficient and 3D-aware image-goal navigation. Specifically, we incrementally update the scene representation as new images arrive with feed-forward monocular prediction. Then we coarsely localize the goal by leveraging the geometric information for discrete space matching, which can be equivalent to efficient 3D convolution. When the agent is close to the goal, we finally solve the fine target pose with optimization via differentiable rendering. The proposed IGL-Nav outperforms existing state-of-the-art methods by a large margin across diverse experimental configurations. It can also handle the more challenging free-view image-goal setting and be deployed on real-world robotic platform using a cellphone to capture goal image at arbitrary pose. Project page: https://gwxuan.github.io/IGL-Nav/.

cs.CV

TSP3D: Text-guided Sparse Voxel Pruning for Efficient 3D Visual Grounding

In this paper, we propose an efficient multi-level convolution architecture for 3D visual grounding. Conventional methods are difficult to meet the requirements of real-time inference due to the two-stage or point-based architecture. Inspired by the success of multi-level fully sparse convolutional architecture in 3D object detection, we aim to build a new 3D visual grounding framework following this technical route. However, as in 3D visual grounding task the 3D scene representation should be deeply interacted with text features, sparse convolution-based architecture is inefficient for this interaction due to the large amount of voxel features. To this end, we propose text-guided pruning (TGP) and completion-based addition (CBA) to deeply fuse 3D scene representation and text features in an efficient way by gradual region pruning and target completion. Specifically, TGP iteratively sparsifies the 3D scene representation and thus efficiently interacts the voxel features with text features by cross-attention. To mitigate the affect of pruning on delicate geometric information, CBA adaptively fixes the over-pruned region by voxel completion with negligible computational overhead. Compared with previous single-stage methods, our method achieves top inference speed and surpasses previous fastest method by 100\% FPS. Our method also achieves state-of-the-art accuracy even compared with two-stage methods, with $+1.13$ lead of Acc@0.5 on ScanRefer, and $+2.6$ and $+3.2$ leads on NR3D and SR3D respectively. The code is available at \href{https://github.com/GWxuan/TSP3D}{https://github.com/GWxuan/TSP3D}.

cs.CV

Gaussianized Design Optimization for Covariate Balance in Randomized Experiments

Achieving covariate balance in randomized experiments enhances the precision of treatment effect estimation. However, existing methods often require heuristic adjustments based on domain knowledge and are primarily developed for binary treatments. This paper presents Gaussianized Design Optimization, a novel framework for optimally balancing covariates in experimental design. The core idea is to Gaussianize the treatment assignments: we model treatments as transformations of random variables drawn from a multivariate Gaussian distribution, converting the design problem into a nonlinear continuous optimization over Gaussian covariance matrices. Compared to existing methods, our approach offers significant flexibility in optimizing covariate balance across a diverse range of designs and covariate types. Adapting the Burer-Monteiro approach for solving semidefinite programs, we introduce first-order local algorithms for optimizing covariate balance, improving upon several widely used designs. Furthermore, we develop inferential procedures for constructing design-based confidence intervals under Gaussianization and extend the framework to accommodate continuous treatments. Simulations demonstrate the effectiveness of Gaussianization in multiple practical scenarios.

stat.ME

ML-assisted Randomization Tests for Detecting Treatment Effects in A/B Experiments

Experimentation is widely utilized for causal inference and data-driven decision-making across disciplines. In an A/B experiment, for example, an online business randomizes two different treatments (e.g., website designs) to their customers and then aims to infer which treatment is better. In this paper, we construct randomization tests for complex treatment effects, including heterogeneity and interference. A key feature of our approach is the use of flexible machine learning (ML) models, where the test statistic is defined as the difference between the cross-validation errors from two ML models, one including the treatment variable and the other without it. This approach combines the predictive power of modern ML tools with the finite-sample validity of randomization procedures, enabling a robust and efficient way to detect complex treatment effects in experimental settings. We demonstrate this combined benefit both theoretically and empirically through applied examples.

stat.ME

Camera-LiDAR Cross-modality Gait Recognition

Gait recognition is a crucial biometric identification technique. Camera-based gait recognition has been widely applied in both research and industrial fields. LiDAR-based gait recognition has also begun to evolve most recently, due to the provision of 3D structural information. However, in certain applications, cameras fail to recognize persons, such as in low-light environments and long-distance recognition scenarios, where LiDARs work well. On the other hand, the deployment cost and complexity of LiDAR systems limit its wider application. Therefore, it is essential to consider cross-modality gait recognition between cameras and LiDARs for a broader range of applications. In this work, we propose the first cross-modality gait recognition framework between Camera and LiDAR, namely CL-Gait. It employs a two-stream network for feature embedding of both modalities. This poses a challenging recognition task due to the inherent matching between 3D and 2D data, exhibiting significant modality discrepancy. To align the feature spaces of the two modalities, i.e., camera silhouettes and LiDAR points, we propose a contrastive pre-training strategy to mitigate modality discrepancy. To make up for the absence of paired camera-LiDAR data for pre-training, we also introduce a strategy for generating data on a large scale. This strategy utilizes monocular depth estimated from single RGB images and virtual cameras to generate pseudo point clouds for contrastive pre-training. Extensive experiments show that the cross-modality gait recognition is very challenging but still contains potential and feasibility with our proposed model and pre-training strategy. To the best of our knowledge, this is the first work to address cross-modality gait recognition.

cs.CV

Sports Analysis and VR Viewing System Based on Player Tracking and Pose Estimation with Multimodal and Multiview Sensors

Sports analysis and viewing play a pivotal role in the current sports domain, offering significant value not only to coaches and athletes but also to fans and the media. In recent years, the rapid development of virtual reality (VR) and augmented reality (AR) technologies have introduced a new platform for watching games. Visualization of sports competitions in VR/AR represents a revolutionary technology, providing audiences with a novel immersive viewing experience. However, there is still a lack of related research in this area. In this work, we present for the first time a comprehensive system for sports competition analysis and real-time visualization on VR/AR platforms. First, we utilize multiview LiDARs and cameras to collect multimodal game data. Subsequently, we propose a framework for multi-player tracking and pose estimation based on a limited amount of supervised data, which extracts precise player positions and movements from point clouds and images. Moreover, we perform avatar modeling of players to obtain their 3D models. Ultimately, using these 3D player data, we conduct competition analysis and real-time visualization on VR/AR. Extensive quantitative experiments demonstrate the accuracy and robustness of our multi-player tracking and pose estimation framework. The visualization results showcase the immense potential of our sports visualization system on the domain of watching games on VR/AR devices. The multimodal competition dataset we collected and all related code will be released soon.

cs.CV

HardSATGEN: Understanding the Difficulty of Hard SAT Formula Generation and A Strong Structure-Hardness-Aware Baseline

Industrial SAT formula generation is a critical yet challenging task. Existing SAT generation approaches can hardly simultaneously capture the global structural properties and maintain plausible computational hardness. We first present an in-depth analysis for the limitation of previous learning methods in reproducing the computational hardness of original instances, which may stem from the inherent homogeneity in their adopted split-merge procedure. On top of the observations that industrial formulae exhibit clear community structure and oversplit substructures lead to the difficulty in semantic formation of logical structures, we propose HardSATGEN, which introduces a fine-grained control mechanism to the neural split-merge paradigm for SAT formula generation to better recover the structural and computational properties of the industrial benchmarks. Experiments including evaluations on private and practical corporate testbed show the superiority of HardSATGEN being the only method to successfully augment formulae maintaining similar computational hardness and capturing the global structural properties simultaneously. Compared to the best previous methods, the average performance gains achieve 38.5% in structural statistics, 88.4% in computational metrics, and over 140.7% in the effectiveness of guiding solver tuning by our generated instances. Source code is available at http://github.com/Thinklab-SJTU/HardSATGEN

cs.AI