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Xuezhi Liang

Publications and source records attributed to Xuezhi Liang.

3 recordsLinked to original sources

Training and Benchmarking Code Generation for Physics-Inspired Animations

Large language models (LLMs) have been widely studied in areas such as mathematical reasoning, complex coding, and scientific problem solving. However, their ability to generate executable code that visually depicts physical scenarios and their qualitative dynamics remains underexplored. We propose SimuScene, the first systematic study that trains and evaluates LLMs on code generation for physics-inspired animations across 52 concepts spanning five physics domains. We build an automated data collection pipeline with human verification to ensure data quality. The resulting dataset contains 7,659 scenarios, including a 334-example human-verified test set. We evaluate 10 contemporary LLMs and find that even the strongest model achieves only a 21.5\% Avg@8 accuracy, demonstrating the difficulty of generating animations that are both executable and visually aligned with physical scenario descriptions. Finally, we introduce a reinforcement learning pipeline that uses visual rewards from code-generated videos to train text-only LLMs, with a vision-language model evaluating videos through verification questions. Experiments show that training with our data and video-based rewards improves LLM performance on physics-inspired animation generation.

cs.LG

K2-Think: A Parameter-Efficient Reasoning System

K2-Think is a reasoning system that achieves state-of-the-art performance with a 32B parameter model, matching or surpassing much larger models like GPT-OSS 120B and DeepSeek v3.1. Built on the Qwen2.5 base model, our system shows that smaller models can compete at the highest levels by combining advanced post-training and test-time computation techniques. The approach is based on six key technical pillars: Long Chain-of-thought Supervised Finetuning, Reinforcement Learning with Verifiable Rewards (RLVR), Agentic planning prior to reasoning, Test-time Scaling, Speculative Decoding, and Inference-optimized Hardware, all using publicly available open-source datasets. K2-Think excels in mathematical reasoning, achieving state-of-the-art scores on public benchmarks for open-source models, while also performing strongly in other areas such as Code and Science. Our results confirm that a more parameter-efficient model like K2-Think 32B can compete with state-of-the-art systems through an integrated post-training recipe that includes long chain-of-thought training and strategic inference-time enhancements, making open-source reasoning systems more accessible and affordable. K2-Think is freely available at k2think.ai, offering best-in-class inference speeds of over 2,000 tokens per second per request via the Cerebras Wafer-Scale Engine.

cs.LG

Cloning Outfits from Real-World Images to 3D Characters for Generalizable Person Re-Identification

Recently, large-scale synthetic datasets are shown to be very useful for generalizable person re-identification. However, synthesized persons in existing datasets are mostly cartoon-like and in random dress collocation, which limits their performance. To address this, in this work, an automatic approach is proposed to directly clone the whole outfits from real-world person images to virtual 3D characters, such that any virtual person thus created will appear very similar to its real-world counterpart. Specifically, based on UV texture mapping, two cloning methods are designed, namely registered clothes mapping and homogeneous cloth expansion. Given clothes keypoints detected on person images and labeled on regular UV maps with clear clothes structures, registered mapping applies perspective homography to warp real-world clothes to the counterparts on the UV map. As for invisible clothes parts and irregular UV maps, homogeneous expansion segments a homogeneous area on clothes as a realistic cloth pattern or cell, and expand the cell to fill the UV map. Furthermore, a similarity-diversity expansion strategy is proposed, by clustering person images, sampling images per cluster, and cloning outfits for 3D character generation. This way, virtual persons can be scaled up densely in visual similarity to challenge model learning, and diversely in population to enrich sample distribution. Finally, by rendering the cloned characters in Unity3D scenes, a more realistic virtual dataset called ClonedPerson is created, with 5,621 identities and 887,766 images. Experimental results show that the model trained on ClonedPerson has a better generalization performance, superior to that trained on other popular real-world and synthetic person re-identification datasets. The ClonedPerson project is available at https://github.com/Yanan-Wang-cs/ClonedPerson.

cs.CV