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Xulong Tang

Publications and source records attributed to Xulong Tang.

At least 19 recordsLinked to original sources

CustomDance: Customized 3D Dance Generation with Coarse-to-Fine Human-Centered Interactive Control

With the rise of AI-generated content (AIGC) and advanced techniques for 3D human representation, the task of generating 3D dance movements has become an exciting area of research. Despite significant advancements, current methods often fail to provide comprehensive and distinct control over various multimodal inputs from users, such as music or specific descriptions of desired movements. As a result, the generated motions may be statistically plausible and technically correct, but they often lack depth, expressiveness, and alignment with the user's creative vision. To address this issue, we present CustomDance, a coarse-to-fine interactive system designed for customized 3D dance generation. Inspired by the workflows of expert choreographers, CustomDance introduces a novel paradigm to AI-assisted choreography through three interconnected stages. First, a multimodal Large Language Model (MLLM) analyzes the music and a high-level text prompt to identify key temporal anchors and creative cues for the piece. Next, for each anchor, a multimodal retriever suggests high-quality motion clips from a dance library based on local music and text, empowering the user with concrete and predictable options. Finally, a custom music-conditioned diffusion in-painter seamlessly connects the selected phrases, allowing for iterative, user-guided refinement of the final composition, supported by visualizations of motion dynamics. Our evaluations demonstrate that CustomDance not only highlights the significant creative utility and empowering potential of our AI-assisted choreography paradigm, but also outperforms competitive baselines across quantitative and qualitative comparisons. Project page: https://github.com/XulongT/CustomDance

cs.HC

PLoRA: An NDP-Enhanced Pooled-Memory System for Cost-Efficient Multi-LoRA Serving

Multi-LoRA serving is how one base model becomes thousands of specialized variants, one adapter per user, task, or agent, and the deployments can hold 1000-plus adapters. Serving them is hard because the workload inverts what GPUs provide: terabytes of memory against only tens of TFLOPS, and because every published system stages its adapters from CPU DRAM over PCIe, where each access pays a kernel stop and a host-run copy and capacity ends at the motherboard's DIMM slots. Meanwhile, memory-semantic fabrics such as CXL and NVLink are converging on pooled memory that an accelerator addresses with its own loads and stores, and near-data processing (NDP) can place compute beside the pooled data. How to serve multi-LoRA workloads on such hardware remains unexplored. This paper introduces PLoRA, an NDP-enhanced pooled-memory system for cost-efficient multi-LoRA serving. PLoRA keeps adapters and KV cache in the pool and returns only reduced results over the link, through a read-compute interface the GPU drives with its own loads and stores. Above this architecture, a GPU memory management system picks among four LoRA and two attention execution strategies for each adapter and caches the most performance-critical bytes in GPU memory, guided by a link-parameterized cost model. On one H100 serving 1000 adapters, PLoRA attains the lowest decode latency on every model and workload we measure, averaging 6.6x below a real-machine S-LoRA at under 3.4% added device area. The link itself stops mattering: throughput saturates at 32 GB/s on short contexts, a quarter of CXL 3.1, and the verdict survives scale: per-GPU demand falls from 7B to a modeled 1.2T deployment once adapter traffic shards with the tensor parallelism. The design runs unchanged from CXL-class to NVLink-class fabrics, and surplus bandwidth buys pooled capacity rather than speed.

cs.AR

OmniDance: Multimodal Driven Dance Video Generation with Large-scale Internet Data

Music-driven dance video generation aims to synthesize expressive human motion that is temporally aligned with music while maintaining high visual fidelity. Despite recent progress, existing methods still face two key limitations: the lack of large-scale, high-quality dance video datasets, and the absence of principled frameworks for integrating music as a complementary conditioning signal into Video Generation Foundation Models. To address these limitations, we introduce CIPE-Dance, a large-scale Internet-sourced dance video dataset with choreography-informed text annotations, constructed via a progressive expert pipeline. To the best of our knowledge, CIPE-Dance is the largest dataset for dance video generation to date, comprising 300k high-quality clips over 400 hours and covering diverse dancers, environments, and dance genres. We further propose OmniDance, a framework-level recipe for integrating music into a TI2V foundation model without sacrificing its original controllability or visual fidelity. Motivated by the complementary roles of text as low-frequency semantics and music as high-frequency temporal dynamics, OmniDance co-designs a depth-aware specialization architecture, an anchored easy-to-hard curriculum learning strategy, and a modality-specialized time-dependent CFG strategy, enabling unified TI2V, MI2V, and MTI2V generation. Extensive experiments on CIPE-Dance demonstrate that OmniDance achieves state-of-the-art performance across all three tasks and exhibits robust multimodal integration capability. Project is available at https://github.com/AMAP-ML/OmniDance.

cs.CV

Temporal Aware Pruning for Efficient Diffusion-based Video Generation

Video diffusion models have recently enabled high-quality video generation with ViT-based architectures, but remain computationally intensive because generation requires attention computation over long spatiotemporal sequences. Token pruning has proven effective for ViTs and VLMs. However, most prior pruning methods are attention-based and operate per frame, failing to ensure the vital temporal coherence across frames in video generation tasks. In practice, naively adopting attention-only pruning causes noticeable degradation due to worsened background consistency, flickering, and reduced image quality. To address this, we propose TAPE, a training-free Temporal Aware Pruning for Efficient diffusion-based video generation. TAPE (i) applies temporal smoothing to align token-importance across adjacent frames and suppress selection jitter; and (ii) performs token reselection in selected layers to align token pruning with layers' diverse semantic focus and avoid error accumulation in specific areas; it also (iii) adopt a timestep-level budget scheduling that prunes aggressively at early noisy steps and relaxes pruning during fidelity-critical refinement. The experimental results show that TAPE delivers significant speedups while preserving high visual fidelity, outperforming prior token reduction approaches.

cs.CV

Accelerating 3D Gaussian Splatting using Tensor Cores

3D Gaussian Splatting (3DGS) has become a leading technique for real-time neural rendering and 3D scene reconstruction, but its rendering cost remains too high for many latency-sensitive scenarios. In particular, the rasterization stage in 3DGS dominates end-to-end rendering time, during which the renderer repeatedly evaluates each Gaussian's contribution to each covered pixel, making this stage compute-bound. At the same time, modern GPUs provide high-throughput Tensor Cores for low-precision matrix operations, yet existing 3DGS systems execute rasterization entirely on CUDA cores and leave Tensor Cores idle. We find that 3DGS rendering can be executed in FP16 with negligible quality degradation, suggesting a promising opportunity for Tensor Core acceleration. However, exploiting Tensor Cores for 3DGS is non-trivial because rasterization does not naturally match their execution model. Existing 3DGS rasterization is expressed as irregular per-pixel scalar operations, whereas Tensor Cores require dense, regular, and reuse-rich matrix workloads. Moreover, conventional tile-by-tile execution fails to exploit Gaussian reuse across neighboring tiles, resulting in repeated data loading and thus high data movement overhead. To this end, we present TensorGS, a 3DGS acceleration framework using Tensor Cores. TensorGS tensorizes the dominant rasterization computation into Tensor-Core-compatible matrix operations and introduces cross-tile grouping to improve Gaussian reuse, amortize overhead, and increase Tensor Core utilization. Experimental results show that TensorGS improves end-to-end rendering performance by 1.65$\times$ while preserving image quality.

cs.GR

Interactive Multi-Turn Retrieval for Health Videos

The growing availability of health-related instructional videos creates new opportunities for clinical training, patient rehabilitation, and health education, yet existing retrieval systems remain largely single-turn: a user submits one query and receives one ranked list. This interaction is brittle in health scenarios, where information needs are often vague at first and become clinically meaningful only after follow-up constraints such as posture, hand placement, contraindications, equipment, or patient condition are specified. We introduce interactive multi-turn semantic retrieval for health videos and construct MHVRC, a Multi-Turn Health Video Retrieval Corpus, by combining video-grounded descriptions from VideoChat-Flash with query refinements generated by DeepSeek. We further propose DATR, a Dialogue-Aware Two-Stage Retrieval framework. DATR first performs efficient coarse retrieval with a CLIP-style dual encoder and sparse frame sampling, then re-ranks the top candidates through multi-turn query fusion and a lightweight cross-encoder scoring module. Experiments on MHVRC show consistent gains over strong text-video retrieval baselines, while user studies indicate that refined multi-turn queries better capture fine-grained procedural semantics than single-turn annotations. The work establishes a benchmark and a scalable technical recipe for interactive health video retrieval.

cs.IR

BiTDiff: Fine-Grained 3D Conducting Motion Generation via BiMamba-Transformer Diffusion

3D conducting motion generation aims to synthesize fine-grained conductor motions from music, with broad potential in music education, virtual performance, digital human animation, and human-AI co-creation. However, this task remains underexplored due to two major challenges: (1) the lack of large-scale fine-grained 3D conducting datasets and (2) the absence of effective methods that can jointly support long-sequence generation with high quality and efficiency. To address the data limitation, we develop a quality-oriented 3D conducting motion collection pipeline and construct CM-Data, a fine-grained SMPL-X dataset with about 10 hours of conducting motion data. To the best of our knowledge, CM-Data is the first and largest public dataset for 3D conducting motion generation. To address the methodological limitation, we propose BiTDiff, a novel framework for 3D conducting motion generation, built upon a BiMamba-Transformer hybrid model architecture for efficient long-sequence modeling and a Diffusion-based generative strategy with human-kinematic decomposition for high-quality motion synthesis. Specifically, BiTDiff introduces auxiliary physical-consistency losses and a hand-/body-specific forward-kinematics design for better fine-grained motion modeling, while leveraging BiMamba for memory-efficient long-sequence temporal modeling and Transformer for cross-modal semantic alignment. In addition, BiTDiff supports training-free joint-level motion editing, enabling downstream human-AI interaction design. Extensive quantitative and qualitative experiments demonstrate that BiTDiff achieves state-of-the-art (SOTA) performance for 3D conducting motion generation on the CM-Data dataset. Code will be available upon acceptance.

cs.CV

TokenDance: Token-to-Token Music-to-Dance Generation with Bidirectional Mamba

Music-to-dance generation has broad applications in virtual reality, dance education, and digital character animation. However, the limited coverage of existing 3D dance datasets confines current models to a narrow subset of music styles and choreographic patterns, resulting in poor generalization to real-world music. Consequently, generated dances often become overly simplistic and repetitive, substantially degrading expressiveness and realism. To tackle this problem, we present TokenDance, a two-stage music-to-dance generation framework that explicitly addresses this limitation through dual-modality tokenization and efficient token-level generation. In the first stage, we discretize both dance and music using Finite Scalar Quantization, where dance motions are factorized into upper and lower-body components with kinematic-dynamic constraints, and music is decomposed into semantic and acoustic features with dedicated codebooks to capture choreography-specific structures. In the second stage, we introduce a Local-Global-Local token-to-token generator built on a Bidirectional Mamba backbone, enabling coherent motion synthesis, strong music-dance alignment, and efficient non-autoregressive inference. Extensive experiments demonstrate that TokenDance achieves overall state-of-the-art (SOTA) performance in both generation quality and inference speed, highlighting its effectiveness and practical value for real-world music-to-dance applications.

cs.AI

MACE-Dance: Motion-Appearance Cascaded Experts for Music-Driven Dance Video Generation

With the rise of online dance-video platforms and rapid advances in AI-generated content (AIGC), music-driven dance generation has emerged as a compelling research direction. Despite substantial progress in related domains such as music-driven 3D dance generation, pose-driven image animation, and audio-driven talking-head synthesis, existing methods cannot be directly adapted to this task. Moreover, the limited studies in this area still struggle to jointly achieve high-quality visual appearance and realistic human motion. Accordingly, we present MACE-Dance, a music-driven dance video generation framework with cascaded Mixture-of-Experts (MoE). The Motion Expert performs music-to-3D motion generation while enforcing kinematic plausibility and artistic expressiveness, whereas the Appearance Expert carries out motion- and reference-conditioned video synthesis, preserving visual identity with spatiotemporal coherence. Specifically, the Motion Expert adopts a diffusion model with a BiMamba-Transformer hybrid architecture and a Guidance-Free Training (GFT) strategy, achieving state-of-the-art (SOTA) performance in 3D dance generation. The Appearance Expert employs a decoupled kinematic-aesthetic fine-tuning strategy, achieving state-of-the-art (SOTA) performance in pose-driven image animation. To better benchmark this task, we curate a large-scale and diverse dataset and design a motion-appearance evaluation protocol. Based on this protocol, MACE-Dance also achieves state-of-the-art performance. Code is available at https://github.com/AMAP-ML/MACE-Dance.

cs.CV

FlowerDance: MeanFlow for Efficient and Refined 3D Dance Generation

Music-to-dance generation aims to translate auditory signals into expressive human motion, with broad applications in virtual reality, choreography, and digital entertainment. Despite promising progress, the limited generation efficiency of existing methods leaves insufficient computational headroom for high-fidelity 3D rendering, thereby constraining the expressiveness of 3D characters during real-world applications. Thus, we propose FlowerDance, which not only generates refined motion with physical plausibility and artistic expressiveness, but also achieves significant generation efficiency on inference speed and memory utilization. Specifically, FlowerDance combines MeanFlow with Physical Consistency Constraints, which enables high-quality motion generation with only a few sampling steps. Moreover, FlowerDance leverages a simple but efficient model architecture with BiMamba-based backbone and Channel-Level Cross-Modal Fusion, which generates dance with efficient non-autoregressive manner. Meanwhile, FlowerDance supports motion editing, enabling users to interactively refine dance sequences. Extensive experiments on AIST++ and FineDance show that FlowerDance achieves state-of-the-art results in both motion quality and generation efficiency. Code will be released upon acceptance.

cs.CV

Non-Clifford Fusion: T-Gate Optimization for Quantum Simulation

Hamiltonian simulation is a key quantum algorithm for modeling complex systems. To implement a Hamiltonian simulation, it is typically decomposed into a list of Pauli strings, each corresponds to an RZ rotation gate with many Clifford gates. These RZ gates are generally synthesized into a sequence of Clifford and T gates in fault-tolerant quantum computers, where the T-gate count and T-gate depth are critical metrics for such systems. In this paper, we propose NCF, a compilation framework that reduces both the T-gate count and T-gate depth for Hamiltonian simulation. NCF partitions Pauli strings into groups, where each group can be conjugated (i.e., transformed) into a list of Pauli strings that apply quantum gates on a restricted subset of qubits, allowing for simultaneous synthesis of the whole group and reducing both T-gate count and depth. Experimental results demonstrate that NCF achieves an average reduction of 57.4%, 49.1%, and 49.0% in T-gate count, T-gate depth, and Clifford count, respectively, compared to the state-of-the-art method.

quant-ph

Rethinking the Potential of Layer Freezing for Efficient DNN Training

With the growing size of deep neural networks and datasets, the computational costs of training have significantly increased. The layer-freezing technique has recently attracted great attention as a promising method to effectively reduce the cost of network training. However, in traditional layer-freezing methods, frozen layers are still required for forward propagation to generate feature maps for unfrozen layers, limiting the reduction of computation costs. To overcome this, prior works proposed a hypothetical solution, which caches feature maps from frozen layers as a new dataset, allowing later layers to train directly on stored feature maps. While this approach appears to be straightforward, it presents several major challenges that are severely overlooked by prior literature, such as how to effectively apply augmentations to feature maps and the substantial storage overhead introduced. If these overlooked challenges are not addressed, the performance of the caching method will be severely impacted and even make it infeasible. This paper is the first to comprehensively explore these challenges and provides a systematic solution. To improve training accuracy, we propose \textit{similarity-aware channel augmentation}, which caches channels with high augmentation sensitivity with a minimum additional storage cost. To mitigate storage overhead, we incorporate lossy data compression into layer freezing and design a \textit{progressive compression} strategy, which increases compression rates as more layers are frozen, effectively reducing storage costs. Finally, our solution achieves significant reductions in training cost while maintaining model accuracy, with a minor time overhead. Additionally, we conduct a comprehensive evaluation of freezing and compression strategies, providing insights into optimizing their application for efficient DNN training.

cs.LG

MEGADance: Mixture-of-Experts Architecture for Genre-Aware 3D Dance Generation

Music-driven 3D dance generation has attracted increasing attention in recent years, with promising applications in choreography, virtual reality, and creative content creation. Previous research has generated promising realistic dance movement from audio signals. However, traditional methods underutilize genre conditioning, often treating it as auxiliary modifiers rather than core semantic drivers. This oversight compromises music-motion synchronization and disrupts dance genre continuity, particularly during complex rhythmic transitions, thereby leading to visually unsatisfactory effects. To address the challenge, we propose MEGADance, a novel architecture for music-driven 3D dance generation. By decoupling choreographic consistency into dance generality and genre specificity, MEGADance demonstrates significant dance quality and strong genre controllability. It consists of two stages: (1) High-Fidelity Dance Quantization Stage (HFDQ), which encodes dance motions into a latent representation by Finite Scalar Quantization (FSQ) and reconstructs them with kinematic-dynamic constraints, and (2) Genre-Aware Dance Generation Stage (GADG), which maps music into the latent representation by synergistic utilization of Mixture-of-Experts (MoE) mechanism with Mamba-Transformer hybrid backbone. Extensive experiments on the FineDance and AIST++ dataset demonstrate the state-of-the-art performance of MEGADance both qualitatively and quantitatively. Code is available at https://github.com/XulongT/MEGADance.

cs.SD

MATHDance: Mamba-Transformer Architecture with Uniform Tokenization for High-Quality 3D Dance Generation

Music-to-dance generation represents a challenging yet pivotal task at the intersection of choreography, virtual reality, and creative content generation. Despite its significance, existing methods face substantial limitation in achieving choreographic consistency. To address the challenge, we propose MatchDance, a novel framework for music-to-dance generation that constructs a latent representation to enhance choreographic consistency. MatchDance employs a two-stage design: (1) a Kinematic-Dynamic-based Quantization Stage (KDQS), which encodes dance motions into a latent representation by Finite Scalar Quantization (FSQ) with kinematic-dynamic constraints and reconstructs them with high fidelity, and (2) a Hybrid Music-to-Dance Generation Stage(HMDGS), which uses a Mamba-Transformer hybrid architecture to map music into the latent representation, followed by the KDQS decoder to generate 3D dance motions. Additionally, a music-dance retrieval framework and comprehensive metrics are introduced for evaluation. Extensive experiments on the FineDance dataset demonstrate state-of-the-art performance.

cs.SD

SELECT: A Submodular Approach for Active LiDAR Semantic Segmentation

LiDAR-based semantic segmentation plays a vital role in autonomous driving by enabling detailed understanding of 3D environments. However, annotating LiDAR point clouds is extremely costly and requires assigning semantic labels to millions of points with complex geometric structures. Active Learning (AL) has emerged as a promising approach to reduce labeling costs by querying only the most informative samples. Yet, existing AL methods face critical challenges when applied to large-scale 3D data: outdoor scenes contain an overwhelming number of points and suffer from severe class imbalance, where rare classes have far fewer points than dominant classes. To address these issues, we propose SELECT, a voxel-centric submodular approach tailored for active LiDAR semantic segmentation. Our method targets both scalability problems and class imbalance through three coordinated stages. First, we perform Voxel-Level Submodular Subset Selection, which efficiently identifies representative voxels without pairwise comparisons, ensuring scalability. Second, we estimate Voxel-Level Model Uncertainty using Monte Carlo dropout, aggregating point-wise uncertainties to identify informative voxels. Finally, we introduce Submodular Maximization for Point-Level Class Balancing, which selects a subset of points that enhances label diversity, explicitly mitigating class imbalance. Experiments on SemanticPOSS, SemanticKITTI, and nuScenes benchmarks demonstrate that SELECT achieves superior performance compared to prior active learning approaches for 3D semantic segmentation.

cs.RO

CoheDancers: Enhancing Interactive Group Dance Generation through Music-Driven Coherence Decomposition

Dance generation is crucial and challenging, particularly in domains like dance performance and virtual gaming. In the current body of literature, most methodologies focus on Solo Music2Dance. While there are efforts directed towards Group Music2Dance, these often suffer from a lack of coherence, resulting in aesthetically poor dance performances. Thus, we introduce CoheDancers, a novel framework for Music-Driven Interactive Group Dance Generation. CoheDancers aims to enhance group dance generation coherence by decomposing it into three key aspects: synchronization, naturalness, and fluidity. Correspondingly, we develop a Cycle Consistency based Dance Synchronization strategy to foster music-dance correspondences, an Auto-Regressive-based Exposure Bias Correction strategy to enhance the fluidity of the generated dances, and an Adversarial Training Strategy to augment the naturalness of the group dance output. Collectively, these strategies enable CohdeDancers to produce highly coherent group dances with superior quality. Furthermore, to establish better benchmarks for Group Music2Dance, we construct the most diverse and comprehensive open-source dataset to date, I-Dancers, featuring rich dancer interactions, and create comprehensive evaluation metrics. Experimental evaluations on I-Dancers and other extant datasets substantiate that CoheDancers achieves unprecedented state-of-the-art performance. Code will be released.

cs.SD

The Stabilizer Bootstrap of Quantum Machine Learning with up to 10000 qubits

Quantum machine learning is considered one of the flagship applications of quantum computers, where variational quantum circuits could be the leading paradigm both in the near-term quantum devices and the early fault-tolerant quantum computers. However, it is not clear how to identify the regime of quantum advantages from these circuits, and there is no explicit theory to guide the practical design of variational ansatze to achieve better performance. We address these challenges with the stabilizer bootstrap, a method that uses stabilizer-based techniques to optimize quantum neural networks before their quantum execution, together with theoretical proofs and high-performance computing with 10000 qubits or random datasets up to 1000 data. We find that, in a general setup of variational ansatze, the possibility of improvements from the stabilizer bootstrap depends on the structure of the observables and the size of the datasets. The results reveal that configurations exhibit two distinct behaviors: some maintain a constant probability of circuit improvement, while others show an exponential decay in improvement probability as qubit numbers increase. These patterns are termed strong stabilizer enhancement and weak stabilizer enhancement, respectively, with most situations falling in between. Our work seamlessly bridges techniques from fault-tolerant quantum computing with applications of variational quantum algorithms. Not only does it offer practical insights for designing variational circuits tailored to large-scale machine learning challenges, but it also maps out a clear trajectory for defining the boundaries of feasible and practical quantum advantages.

quant-ph

Using Reinforcement Learning to Guide Graph State Generation for Photonic Quantum Computers

Photonic quantum computer (PQC) is an emerging and promising quantum computing paradigm that has gained momentum in recent years. In PQC, which leverages the measurement-based quantum computing (MBQC) model, computations are executed by performing measurements on photons in graph states (i.e., sets of entangled photons) that are generated before measurements. The graph state in PQC is generated deterministically by quantum emitters. The generation process is achieved by applying a sequence of quantum gates to quantum emitters. In this process, i) the time required to complete the process, ii) the number of quantum emitters used, and iii) the number of CZ gates performed between emitters greatly affect the fidelity of the generated graph state. However, prior work for determining the generation sequence only focuses on optimizing the number of quantum emitters. Moreover, identifying the optimal generation sequence has vast search space. To this end, we propose RLGS, a novel compilation framework to identify optimal generation sequences that optimize the three metrics. Experimental results show that RLGS achieves an average reduction in generation time of 31.1%, 49.6%, and 57.5% for small, medium, and large graph states compared to the baseline.

quant-ph