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Xuan Huang

Publications and source records attributed to Xuan Huang.

At least 19 recordsLinked to original sources

DORA: A Scalable Asynchronous Reinforcement Learning System for Language Model Training

Reinforcement learning (RL) has become a critical paradigm for LLM post-training, yet the rollout phase -- accounting for 50--80% of total step time -- is bottlenecked by skewed generation: long-tailed trajectories indispensable for model performance block the entire training pipeline. Asynchronous training offers a natural remedy by overlapping generation with training, but introduces a fundamental tension between efficiency and algorithmic correctness. We identify three constraints in asynchronous training to preserve convergence: intra-trajectory policy consistency, data integrity, and bounded staleness. Existing approaches fail to intrinsically address the long-tailed trajectory problem, which is further exacerbated by the imbalance characteristic of Mix-of-Experts models, or deviate from the standard RL training formulation, thereby hindering model convergence. Therefore, we propose DORA (Dynamic ORchestration for Asynchronous Rollout), which addresses this challenge through algorithm-system co-design. DORA introduces multi-version streaming rollout, a novel asynchronous paradigm that maintains multiple policy versions concurrently -- simultaneously achieving full bubble elimination without compromising algorithmic constraints. Experimental results demonstrate that our DORA system achieves substantial improvements in throughput -- up to 2--3 times higher than state-of-the-art systems on open-source benchmarks -- without compromising convergence. Furthermore, in large-scale industrial applications with tens of thousands of accelerators, DORA accelerates RL training by 2--4 times compared to synchronous training across various scenarios. The resultant open-source models, LongCat-Flash-Thinking, exhibit competitive performance on complex reasoning benchmarks, matching the capability of most advanced LLMs.

cs.LG

MVHOI: Bridge Multi-view Condition to Complex Human-Object Interaction Video Reenactment via 3D Foundation Model

Human-Object Interaction (HOI) video reenactment aims to transfer the interaction dynamics of a source video to a novel target object while preserving realistic hand-object coordination. Existing methods typically rely on sparse 2D motion controls and monocular references, which are insufficient for complex out-of-plane motion and large viewpoint changes. We present MVHOI, a two-stage framework combining implicit motion extraction, 3D-aware multi-view reasoning, and video generation. In the first stage, a motion extractor encodes object dynamics into implicit motion descriptors. Conditioned on these descriptors, our Motion-Driven Object Prior (MDOP) module queries a 3D foundation model over multi-view references of the target object and autoregressively predicts coarse object anchors, a sequence of images that track the object's evolving orientation and appearance under the source motion without any explicit pose estimation. In the second stage, a DiT-based video generation model uses these anchors as structural guidance and the multi-view references as appearance guidance. We further reuse cross-view attention from MDOP as a soft attention bias to reduce reference-view confusion. For long videos, a cross-iterative inference strategy refreshes subsequent object priors using refined video outputs. Experiments demonstrate consistent improvements over state-of-the-art methods in object fidelity, motion consistency, visual quality, and interaction realism.

cs.CV

Animating Petascale Time-varying Data on Commodity Hardware with LLM-assisted Scripting

Scientists face significant visualization challenges as time-varying datasets grow in speed and volume, often requiring specialized infrastructure and expertise to handle massive datasets. Petascale climate models generated in NASA laboratories require a dedicated group of graphics and media experts and access to high-performance computing resources. Scientists may need to share scientific results with the community iteratively and quickly. However, the time-consuming trial-and-error process incurs significant data transfer overhead and far exceeds the time and resources allocated for typical post-analysis visualization tasks, disrupting the production workflow. Our paper introduces a user-friendly framework for creating 3D animations of petascale, time-varying data on a commodity workstation. Our contributions: (i) Generalized Animation Descriptor (GAD) with a keyframe-based adaptable abstraction for animation, (ii) efficient data access from cloud-hosted repositories to reduce data management overhead, (iii) tailored rendering system, and (iv) an LLM-assisted conversational interface as a scripting module to allow domain scientists with no visualization expertise to create animations of their region of interest. We demonstrate the framework's effectiveness with two case studies: first, by generating animations in which sampling criteria are specified based on prior knowledge, and second, by generating AI-assisted animations in which sampling parameters are derived from natural-language user prompts. In all cases, we use large-scale NASA climate-oceanographic datasets that exceed 1PB in size yet achieve a fast turnaround time of 1 minute to 2 hours. Users can generate a rough draft of the animation within minutes, then seamlessly incorporate as much high-resolution data as needed for the final version.

cs.AI

GenHOI: Towards Object-Consistent Hand-Object Interaction with Temporally Balanced and Spatially Selective Object Injection

Hand-Object Interaction (HOI) remains a core challenge in digital human video synthesis, where models must generate physically plausible contact and preserve object identity across frames. Although recent HOI reenactment approaches have achieved progress, they are typically trained and evaluated in-domain and fail to generalize to complex, in-the-wild scenarios. In contrast, all-in-one video editing models exhibit broader robustness but still struggle with HOI-specific issues such as inconsistent object appearance. In this paper, we present GenHOI, a lightweight augmentation to pretrained video generation models that injects reference-object information in a temporally balanced and spatially selective manner. For temporal balancing, we propose Head-Sliding RoPE, which assigns head-specific temporal offsets to reference tokens, distributing their influence evenly across frames and mitigating the temporal decay of 3D RoPE to improve long-range object consistency. For spatial selectivity, we design a two-level spatial attention gate that concentrates object-conditioned attention on HOI regions and adaptively scales its strength, preserving background realism while enhancing interaction fidelity. Extensive qualitative and quantitative evaluations on unseen, in-the-wild scenes demonstrate that GenHOI significantly outperforms state-of-the-art HOI reenactment and all-in-one video editing methods. Project page: https://xuanhuang0.github.io/GenHOI/

cs.CV

WildGHand: Learning Anti-Perturbation Gaussian Hand Avatars from Monocular In-the-Wild Videos

Despite recent progress in 3D hand reconstruction from monocular videos, most existing methods rely on data captured in well-controlled environments and therefore degrade in real-world settings with severe perturbations, such as hand-object interactions, extreme poses, illumination changes, and motion blur. To tackle these issues, we introduce WildGHand, an optimization-based framework that enables self-adaptive 3D Gaussian splatting on in-the-wild videos and produces high-fidelity hand avatars. WildGHand incorporates two key components: (i) a dynamic perturbation disentanglement module that explicitly represents perturbations as time-varying biases on 3D Gaussian attributes during optimization, and (ii) a perturbation-aware optimization strategy that generates per-frame anisotropic weighted masks to guide optimization. Together, these components allow the framework to identify and suppress perturbations across both spatial and temporal dimensions. We further curate a dataset of monocular hand videos captured under diverse perturbations to benchmark in-the-wild hand avatar reconstruction. Extensive experiments on this dataset and two public datasets demonstrate that WildGHand achieves state-of-the-art performance and substantially improves over its base model across multiple metrics (e.g., up to a $15.8\%$ relative gain in PSNR and a $23.1\%$ relative reduction in LPIPS). Our implementation and dataset are available at https://github.com/XuanHuang0/WildGHand.

cs.CV

Energy-Efficient Movable Antennas: Mechanical Power Modeling and Performance Optimization

Movable antennas (MAs) offer additional spatial degrees of freedom (DoFs) to enhance communication performance through local antenna movement. However, to achieve accurate and fast antenna movement, MA drivers entail non-negligible mechanical power consumption, rendering energy efficiency (EE) optimization more critical compared to conventional fixed-position antenna (FPA) systems. To address this issue, we develop a fundamental power consumption model for stepper motor-driven multi-MA systems based on electric motor theory. Based on this model, we formulate an EE maximization problem from a multi-MA base station (BS) to multiple single-FPA users. We aim to jointly optimize the MAs' positions, moving speeds, and the BS's transmit precoding matrix subject to collision-avoidance constraints during the multi-MA movements. However, this problem is difficult to solve. To tackle this challenge, we first reveal that the collision-avoidance constraints can always be relaxed without loss of optimality by properly renumbering the MA indices. For the resulting relaxed problem, we first consider a simplified single-user setup and uncover a hidden monotonicity of the EE performance with respect to the MAs' moving speeds. To solve the remaining optimization problem, we develop a two-layer optimization framework. In the inner layer, the Dinkelbach algorithm is employed to derive the optimal beamforming solution for any given MA positions. In the outer layer, a sequential update algorithm is proposed to iteratively refine the MA positions based on the optimal values obtained from the inner layer. Next, we proceed to the general multi-user case and propose an alternating optimization (AO) algorithm. Numerical results demonstrate that despite the additional mechanical power consumption, the proposed algorithms can outperform both conventional FPA systems and other existing EE maximization benchmarks

cs.IT

Introducing LongCat-Flash-Thinking: A Technical Report

We present LongCat-Flash-Thinking, an efficient 560-billion-parameter open-source Mixture-of-Experts (MoE) reasoning model. Its advanced capabilities are cultivated through a meticulously crafted training process, beginning with long Chain-of-Thought (CoT) data cold-start and culminating in large-scale Reinforcement Learning (RL). We first employ a well-designed cold-start training strategy, which significantly enhances the reasoning potential and equips the model with specialized skills in both formal and agentic reasoning. Then, a core innovation is our domain-parallel training scheme, which decouples optimization across distinct domains (e.g., STEM, Code, Agentic) and subsequently fuses the resulting expert models into a single, nearly Pareto-optimal model. This entire process is powered by our Dynamic ORchestration for Asynchronous rollout (DORA) system, a large-scale RL framework that delivers a greater than threefold training speedup over synchronous methods on tens of thousands of accelerators. As a result, LongCat-Flash-Thinking achieves state-of-the-art performance among open-source models on a suite of complex reasoning tasks. The model exhibits exceptional efficiency in agentic reasoning, reducing average token consumption by 64.5% (from 19, 653 to 6, 965) on AIME-25, without degrading task accuracy. We release LongCat-Flash-Thinking to promote further advances in reasoning systems and agentic AI research.

cs.AI

IntentVCNet: Bridging Spatio-Temporal Gaps for Intention-Oriented Controllable Video Captioning

Intent-oriented controlled video captioning aims to generate targeted descriptions for specific targets in a video based on customized user intent. Current Large Visual Language Models (LVLMs) have gained strong instruction following and visual comprehension capabilities. Although the LVLMs demonstrated proficiency in spatial and temporal understanding respectively, it was not able to perform fine-grained spatial control in time sequences in direct response to instructions. This substantial spatio-temporal gap complicates efforts to achieve fine-grained intention-oriented control in video. Towards this end, we propose a novel IntentVCNet that unifies the temporal and spatial understanding knowledge inherent in LVLMs to bridge the spatio-temporal gap from both prompting and model perspectives. Specifically, we first propose a prompt combination strategy designed to enable LLM to model the implicit relationship between prompts that characterize user intent and video sequences. We then propose a parameter efficient box adapter that augments the object semantic information in the global visual context so that the visual token has a priori information about the user intent. The final experiment proves that the combination of the two strategies can further enhance the LVLM's ability to model spatial details in video sequences, and facilitate the LVLMs to accurately generate controlled intent-oriented captions. Our proposed method achieved state-of-the-art results in several open source LVLMs and was the runner-up in the IntentVC challenge. Our code is available on https://github.com/thqiu0419/IntentVCNet.

cs.CV

Large Processor Chip Model

Computer System Architecture serves as a crucial bridge between software applications and the underlying hardware, encompassing components like compilers, CPUs, coprocessors, and RTL designs. Its development, from early mainframes to modern domain-specific architectures, has been driven by rising computational demands and advancements in semiconductor technology. However, traditional paradigms in computer system architecture design are confronting significant challenges, including a reliance on manual expertise, fragmented optimization across software and hardware layers, and high costs associated with exploring expansive design spaces. While automated methods leveraging optimization algorithms and machine learning have improved efficiency, they remain constrained by a single-stage focus, limited data availability, and a lack of comprehensive human domain knowledge. The emergence of large language models offers transformative opportunities for the design of computer system architecture. By leveraging the capabilities of LLMs in areas such as code generation, data analysis, and performance modeling, the traditional manual design process can be transitioned to a machine-based automated design approach. To harness this potential, we present the Large Processor Chip Model (LPCM), an LLM-driven framework aimed at achieving end-to-end automated computer architecture design. The LPCM is structured into three levels: Human-Centric; Agent-Orchestrated; and Model-Governed. This paper utilizes 3D Gaussian Splatting as a representative workload and employs the concept of software-hardware collaborative design to examine the implementation of the LPCM at Level 1, demonstrating the effectiveness of the proposed approach. Furthermore, this paper provides an in-depth discussion on the pathway to implementing Level 2 and Level 3 of the LPCM, along with an analysis of the existing challenges.

cs.AR

Mechanical Power Modeling and Energy Efficiency Maximization for Movable Antenna Systems

Movable antennas (MAs) have recently garnered significant attention in wireless communications due to their capability to reshape wireless channels via local antenna movement within a confined region. However, to achieve accurate antenna movement, MA drivers introduce non-negligible mechanical power consumption, rendering energy efficiency (EE) optimization more critical compared to conventional fixed-position antenna (FPA) systems. To address this problem, we develop in this paper a fundamental power consumption model for stepper motor-driven MA systems by resorting to basic electric motor theory. Based on this model, we formulate an EE maximization problem by jointly optimizing an MA's position, moving speed, and transmit power. However, this problem is difficult to solve optimally due to the intricate relationship between the mechanical power consumption and the design variables. To tackle this issue, we first uncover a hidden monotonicity of the EE performance with respect to the MA's moving speed. Then, we apply the Dinkelbach algorithm to obtain the optimal transmit power in a semi-closed form for any given MA position, followed by an enumeration to determine the optimal MA position. Numerical results demonstrate that despite the additional mechanical power consumption, the MA system can outperform the conventional FPA system in terms of EE.

cs.IT

Approximate Puzzlepiece Compositing

The increasing demand for larger and higher fidelity simulations has made Adaptive Mesh Refinement (AMR) and unstructured mesh techniques essential to focus compute effort and memory cost on just the areas of interest in the simulation domain. The distribution of these meshes over the compute nodes is often determined by balancing compute, memory, and network costs, leading to distributions with jagged nonconvex boundaries that fit together much like puzzle pieces. It is expensive, and sometimes impossible, to re-partition the data posing a challenge for in situ and post hoc visualization as the data cannot be rendered using standard sort-last compositing techniques that require a convex and disjoint data partitioning. We present a new distributed volume rendering and compositing algorithm, Approximate Puzzlepiece Compositing, that enables fast and high-accuracy in-place rendering of AMR and unstructured meshes. Our approach builds on Moment-Based Ordered-Independent Transparency to achieve a scalable, order-independent compositing algorithm that requires little communication and does not impose requirements on the data partitioning. We evaluate the image quality and scalability of our approach on synthetic data and two large-scale unstructured meshes on HPC systems by comparing to state-of-the-art sort-last compositing techniques, highlighting our approach's minimal overhead at higher core counts. We demonstrate that Approximate Puzzlepiece Compositing provides a scalable, high-performance, and high-quality distributed rendering approach applicable to the complex data distributions encountered in large-scale CFD simulations.

cs.GR

CLDA-YOLO: Visual Contrastive Learning Based Domain Adaptive YOLO Detector

Unsupervised domain adaptive (UDA) algorithms can markedly enhance the performance of object detectors under conditions of domain shifts, thereby reducing the necessity for extensive labeling and retraining. Current domain adaptive object detection algorithms primarily cater to two-stage detectors, which tend to offer minimal improvements when directly applied to single-stage detectors such as YOLO. Intending to benefit the YOLO detector from UDA, we build a comprehensive domain adaptive architecture using a teacher-student cooperative system for the YOLO detector. In this process, we propose uncertainty learning to cope with pseudo-labeling generated by the teacher model with extreme uncertainty and leverage dynamic data augmentation to asymptotically adapt the teacher-student system to the environment. To address the inability of single-stage object detectors to align at multiple stages, we utilize a unified visual contrastive learning paradigm that aligns instance at backbone and head respectively, which steadily improves the robustness of the detectors in cross-domain tasks. In summary, we present an unsupervised domain adaptive YOLO detector based on visual contrastive learning (CLDA-YOLO), which achieves highly competitive results across multiple domain adaptive datasets without any reduction in inference speed.

cs.CV

Using Generative AI and Multi-Agents to Provide Automatic Feedback

This study investigates the use of generative AI and multi-agent systems to provide automatic feedback in educational contexts, particularly for student constructed responses in science assessments. The research addresses a key gap in the field by exploring how multi-agent systems, called AutoFeedback, can improve the quality of GenAI-generated feedback, overcoming known issues such as over-praise and over-inference that are common in single-agent large language models (LLMs). The study developed a multi-agent system consisting of two AI agents: one for generating feedback and another for validating and refining it. The system was tested on a dataset of 240 student responses, and its performance was compared to that of a single-agent LLM. Results showed that AutoFeedback significantly reduced the occurrence of over-praise and over-inference errors, providing more accurate and pedagogically sound feedback. The findings suggest that multi-agent systems can offer a more reliable solution for generating automated feedback in educational settings, highlighting their potential for scalable and personalized learning support. These results have important implications for educators and researchers seeking to leverage AI in formative assessments, offering a pathway to more effective feedback mechanisms that enhance student learning outcomes.

cs.CL

The design of high-brightness ERL-FEL injector based on VHF electron gun

In the past decade, the fourth-generation light source based on the combination of Energy Recovery Linac (ERL) and Free-Electron Laser (FEL) using superconducting linear accelerators has garnered significant attention. It holds immense potential, particularly in generating high-power Extreme Ultraviolet (EUV) light sources. This article primarily focuses on the physical design of an injector for ERL-FEL, based on a Very High Frequency (VHF) electron gun with a charge of 100 pC. The beam energy is accelerated to 10 MeV using 3-cell superconducting cavity. The optimization of beam parameters is conducted through employment of BMad and ASTRA simulations, incorporating the concept of Merger optimization. The beam emittance is less than 0.6 mm mrad, and the peak current at the injector exit exceeds 18 A. We present a new method to evaluate the Longitudinal Space Charge (LSC) effects in merger sections, which can be readily applied in design work. Furthermore, we introduce a novel type of merger. The performance of this new merger is comparable to the previously known optimum, the zigzag merger, offering a potential alternative solution for injectors in ERLs.

physics.acc-ph

Learning Interaction-aware 3D Gaussian Splatting for One-shot Hand Avatars

In this paper, we propose to create animatable avatars for interacting hands with 3D Gaussian Splatting (GS) and single-image inputs. Existing GS-based methods designed for single subjects often yield unsatisfactory results due to limited input views, various hand poses, and occlusions. To address these challenges, we introduce a novel two-stage interaction-aware GS framework that exploits cross-subject hand priors and refines 3D Gaussians in interacting areas. Particularly, to handle hand variations, we disentangle the 3D presentation of hands into optimization-based identity maps and learning-based latent geometric features and neural texture maps. Learning-based features are captured by trained networks to provide reliable priors for poses, shapes, and textures, while optimization-based identity maps enable efficient one-shot fitting of out-of-distribution hands. Furthermore, we devise an interaction-aware attention module and a self-adaptive Gaussian refinement module. These modules enhance image rendering quality in areas with intra- and inter-hand interactions, overcoming the limitations of existing GS-based methods. Our proposed method is validated via extensive experiments on the large-scale InterHand2.6M dataset, and it significantly improves the state-of-the-art performance in image quality. Project Page: \url{https://github.com/XuanHuang0/GuassianHand}.

cs.CV

Bimodal Visualization of Industrial X-Ray and Neutron Computed Tomography Data

Advanced manufacturing creates increasingly complex objects with material compositions that are often difficult to characterize by a single modality. Our collaborating domain scientists are going beyond traditional methods by employing both X-ray and neutron computed tomography to obtain complementary representations expected to better resolve material boundaries. However, the use of two modalities creates its own challenges for visualization, requiring either complex adjustments of bimodal transfer functions or the need for multiple views. Together with experts in nondestructive evaluation, we designed a novel interactive bimodal visualization approach to create a combined view of the co-registered X-ray and neutron acquisitions of industrial objects. Using an automatic topological segmentation of the bivariate histogram of X-ray and neutron values as a starting point, the system provides a simple yet effective interface to easily create, explore, and adjust a bimodal visualization. We propose a widget with simple brushing interactions that enables the user to quickly correct the segmented histogram results. Our semiautomated system enables domain experts to intuitively explore large bimodal datasets without the need for either advanced segmentation algorithms or knowledge of visualization techniques. We demonstrate our approach using synthetic examp

cs.GR

Web-based Visualization and Analytics of Petascale data: Equity as a Tide that Lifts All Boats

Scientists generate petabytes of data daily to help uncover environmental trends or behaviors that are hard to predict. For example, understanding climate simulations based on the long-term average of temperature, precipitation, and other environmental variables is essential to predicting and establishing root causes of future undesirable scenarios and assessing possible mitigation strategies. While supercomputer centers provide a powerful infrastructure for generating petabytes of simulation output, accessing and analyzing these datasets interactively remains challenging on multiple fronts. This paper presents an approach to managing, visualizing, and analyzing petabytes of data within a browser on equipment ranging from the top NASA supercomputer to commodity hardware like a laptop. Our novel data fabric abstraction layer allows user-friendly querying of scientific information while hiding the complexities of dealing with file systems or cloud services. We also optimize network utilization while streaming from petascale repositories through state-of-the-art progressive compression algorithms. Based on this abstraction, we provide customizable dashboards that can be accessed from any device with any internet connection, enabling interactive visual analysis of vast amounts of data to a wide range of users - from top scientists with access to leadership-class computing environments to undergraduate students of disadvantaged backgrounds from minority-serving institutions. We focus on NASA's use of petascale climate datasets as an example of particular societal impact and, therefore, a case where achieving equity in science participation is critical. We further validate our approach by deploying the dashboards and simplified training materials in the classroom at a minority-serving institution.

cs.HC

DSNet: A Novel Way to Use Atrous Convolutions in Semantic Segmentation

Atrous convolutions are employed as a method to increase the receptive field in semantic segmentation tasks. However, in previous works of semantic segmentation, it was rarely employed in the shallow layers of the model. We revisit the design of atrous convolutions in modern convolutional neural networks (CNNs), and demonstrate that the concept of using large kernels to apply atrous convolutions could be a more powerful paradigm. We propose three guidelines to apply atrous convolutions more efficiently. Following these guidelines, we propose DSNet, a Dual-Branch CNN architecture, which incorporates atrous convolutions in the shallow layers of the model architecture, as well as pretraining the nearly entire encoder on ImageNet to achieve better performance. To demonstrate the effectiveness of our approach, our models achieve a new state-of-the-art trade-off between accuracy and speed on ADE20K, Cityscapes and BDD datasets. Specifically, DSNet achieves 40.0% mIOU with inference speed of 179.2 FPS on ADE20K, and 80.4% mIOU with speed of 81.9 FPS on Cityscapes. Source code and models are available at Github: https://github.com/takaniwa/DSNet.

cs.CV