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Yajie Zhao

Publications and source records attributed to Yajie Zhao.

At least 19 recordsLinked to original sources

Integrality-Gap Bounds for Weighted Matchoids and Matroid Intersection

The weighted $k$-matroid intersection problem asks for a maximum-weight set that is independent in each of $k$ matroids on a common ground set. The natural LP relaxation optimizes over the intersection of the $k$ matroid independent set polytopes. It is conjectured that this LP has integrality gap at most $k-1$. The conjecture is known for $k\le3$, but for $k\ge4$ the best general upper bound was $k$. We improve this bound to $k-1+1/k$. More generally, we prove that the natural LP of a $p$-matchoid has integrality gap at most $p-1+1/p$, with a deterministic LP-relative algorithm attaining the same factor. The matchoid extension resolves the $p$-matchoid part of a conjecture of Lee, Sviridenko, and Vondrák; projective planes give explicit tight instances whenever one of order $p-1$ exists.

math.CO

Mind-to-Face: Neural-Driven Photorealistic Avatar Synthesis via EEG Decoding

Current expressive avatar systems rely heavily on visual cues, failing when faces are occluded or when emotions remain internal. We present Mind-to-Face, the first framework that decodes non-invasive electroencephalogram (EEG) signals directly into high-fidelity facial expressions. We build a dual-modality recording setup to obtain synchronized EEG and multi-view facial video during emotion-eliciting stimuli, enabling precise supervision for neural-to-visual learning. Our model uses a CNN-Transformer encoder to map EEG signals into dense 3D position maps, capable of sampling over 65k vertices, capturing fine-scale geometry and subtle emotional dynamics, and renders them through a modified 3D Gaussian Splatting pipeline for photorealistic, view-consistent results. Through extensive evaluation, we show that EEG alone can reliably predict dynamic, subject-specific facial expressions, including subtle emotional responses, demonstrating that neural signals contain far richer affective and geometric information than previously assumed. Mind-to-Face establishes a new paradigm for neural-driven avatars, enabling personalized, emotion-aware telepresence and cognitive interaction in immersive environments.

cs.CV

XDG: Accelerated Visual Disambiguation

Visual aliasing, also known as the doppelganger problem, remains a key challenge for structure-from-motion (SfM): visually similar but physically distinct surfaces can produce incorrect image matches and degrade reconstruction quality. Previous work mitigates this issue with geometry-aware foundation-model features, but places a heavy transformer classifier on top of the backbone, making large-scale disambiguation expensive. We introduce XDG, an efficient visual disambiguation model designed for scalable SfM. Our key observation is that a 3D foundation model already performs the cross-view geometric reasoning necessary for visual disambiguation, so doppelganger classification should adapt the backbone representation directly rather than relearn pair reasoning in a separate heavy decoder. XDG fine-tunes Depth Anything 3 with lightweight LoRA adapters and repurposes its camera tokens as compact pair-level classification tokens. A compact MLP head predicts whether a candidate image pair observes the same 3D surface. Extensive experiments show that XDG provides a favorable accuracy-efficiency tradeoff: it remains competitive with the state-of-the-art disambiguation method across pairwise and reconstruction benchmarks and delivers more than a 3x inference speedup. On individual LaMAR scenes containing thousands of images, XDG saves more than 10 hours of visual disambiguation processing. Code is available at https://github.com/xtcpete/xdg.

cs.CV

Hiding Directions, Leaking Structure: Breaking ArrowCloak through Low-Rank Structure

TEE-shielded inference keeps sensitive state in a trusted execution environment (TEE) while offloading linear algebra to an untrusted accelerator. Wang et al., in Game of Arrows (USENIX Security 2025), showed that five widely adopted lightweight defenses preserve vector directions and introduced ArrowMatch to exploit this leakage. They then proposed ArrowCloak, which adds a different multiple of one shared mask direction to each vector and bases its weight-recovery hardness argument on Learning with Errors (LWE). ArrowCloak successfully reduces ArrowMatch to near-black-box levels. In this paper, we revisit ArrowCloak from cryptographic and structural perspectives. Its LWE formulation does not by itself establish standard LWE hardness: the reduction direction, quantized arithmetic, and joint instance distribution do not meet the required conditions. Reusing one mask direction leaves a recoverable rank-one component across the released matrix. We exploit this structure with our proposed attack, an end-to-end, query-free recovery attack. Given a public checkpoint and the obfuscated weights, the attack removes the masking subspace, recovers the hidden one-to-one correspondence, and reconstructs protected weights without transformation secrets, victim queries, or fine-tuning data. Across six model-task pairs spanning classification, segmentation, and diffusion, the attack recovers 99.92%-100% of hidden vector correspondences. Reconstructed classification models achieve 94.39%-99.54% victim agreement and differ by at most 1.59 percentage points in accuracy; the recovered segmentation model achieves 98.35% output agreement. These findings suggest that lightweight protection should address both per-vector geometry and joint structure across released weights.

cs.CR

Derandomizing Karger's Contraction Algorithm for Matroids

Karger's randomized contraction algorithm finds a minimum-weight cocircuit of a matroid whenever the cogirth-density ratio is bounded. We prove that the same hypothesis yields a deterministic algorithm with the same exponent. If every contraction minor of rank at least $r_0$ of a matroid $M$ has cogirth-density ratio at most $c$, then a minimum-weight cocircuit of $M$ is computable deterministically in $m^{O(r_0)} n^{O(c)}$ time when the contraction minors of bounded rank have at most $m$ parallel classes, by an algorithm that knows neither $r_0$ nor $c$. As a consequence, we give a deterministic algorithm computing the cogirth of rank-$p$ perturbed graphic matroids in $2^{O(p^2)} n^{O(1)}$ time, fixed-parameter tractable in $p$, settling the cogirth side of a question of Geelen and Kapadia (2018). The extensions of the contraction method carry over deterministically: enumerating all near-minimum 1-cocycles, computing a minimum-weight $k$-cocycle, and computing the Pareto frontier under several positive criteria.

cs.DS

HorizonRelight: Relighting Long-horizon Videos Consistently via Diffusion Transformers

Diffusion-based video relighting enables controllable relighting from a single input video, but modern video diffusion backbones are trained on short clips and applied to long-horizon videos through chunked sliding-window inference, often causing temporal discontinuities at chunk boundaries. We address this by reframing long-horizon relighting as \emph{temporally conditioned latent domain translation}. Our framework enforces cross-chunk continuity by propagating target-domain latents across boundaries and makes this behavior learnable using \emph{masked target-domain self-conditioning}, training the model to continue from temporally masked propagated context. We further introduce \emph{warm-start prompting} with a relit prompt anchor from a controllable generative model, which establishes the initial target-domain state and creates a general interface for prompt-based relighting. Experiments on in-the-wild long-horizon videos show markedly improved temporal consistency, with chunk-boundary artifacts largely reduced and unwanted appearance changes across chunks greatly suppressed.

cs.CV

SparseGS: Sparse View Synthesis using 3D Gaussian Splatting

3D Gaussian Splatting (3DGS) has recently enabled real-time rendering of unbounded 3D scenes for novel view synthesis. However, this technique requires dense training views to accurately reconstruct 3D geometry. A limited number of input views will significantly degrade reconstruction quality, resulting in artifacts such as "floaters" and "background collapse" at unseen viewpoints. In this work, we introduce SparseGS, an efficient training pipeline designed to address the limitations of 3DGS in scenarios with sparse training views. SparseGS incorporates depth priors, novel depth rendering techniques, and a pruning heuristic to mitigate floater artifacts, alongside an Unseen Viewpoint Regularization module to alleviate background collapses. Our extensive evaluations on the Mip-NeRF360, LLFF, and DTU datasets demonstrate that SparseGS achieves high-quality reconstruction in both unbounded and forward-facing scenarios, with as few as 12 and 3 input images, respectively, while maintaining fast training and real-time rendering capabilities.

cs.CV

Olbedo: An Albedo and Shading Aerial Dataset for Large-Scale Outdoor Environments

Intrinsic image decomposition (IID) of outdoor scenes is crucial for relighting, editing, and understanding large-scale environments, but progress has been limited by the lack of real-world datasets with reliable albedo and shading supervision. We introduce Olbedo, a large-scale aerial dataset for outdoor albedo--shading decomposition in the wild. Olbedo contains 5,664 UAV images captured across four landscape types, multiple years, and diverse illumination conditions. Each view is accompanied by multi-view consistent albedo and shading maps, metric depth, surface normals, sun and sky shading components, camera poses, and, for recent flights, measured HDR sky domes. These annotations are derived from an inverse-rendering refinement pipeline over multi-view stereo reconstructions and calibrated sky illumination, together with per-pixel confidence masks. We demonstrate that Olbedo enables state-of-the-art diffusion-based IID models, originally trained on synthetic indoor data, to generalize to real outdoor imagery: fine-tuning on Olbedo significantly improves single-view outdoor albedo prediction on the MatrixCity benchmark. We further illustrate applications of Olbedo-trained models to multi-view consistent relighting of 3D assets, material editing, and scene change analysis for urban digital twins. We release the dataset, baseline models, and an evaluation protocol to support future research in outdoor intrinsic decomposition and illumination-aware aerial vision.

cs.CV

ICTPolarReal: A Polarized Reflection and Material Dataset of Real World Objects

Accurately modeling how real-world materials reflect light remains a core challenge in inverse rendering, largely due to the scarcity of real measured reflectance data. Existing approaches rely heavily on synthetic datasets with simplified illumination and limited material realism, preventing models from generalizing to real-world images. We introduce a large-scale polarized reflection and material dataset of real-world objects, captured with an 8-camera, 346-light Light Stage equipped with cross/parallel polarization. Our dataset spans 218 everyday objects across five acquisition dimensions-multiview, multi-illumination, polarization, reflectance separation, and material attributes-yielding over 1.2M high-resolution images with diffuse-specular separation and analytically derived diffuse albedo, specular albedo, and surface normals. Using this dataset, we train and evaluate state-of-the-art inverse and forward rendering models on intrinsic decomposition, relighting, and sparse-view 3D reconstruction, demonstrating significant improvements in material separation, illumination fidelity, and geometric consistency. We hope that our work can establish a new foundation for physically grounded material understanding and enable real-world generalization beyond synthetic training regimes. Project page: https://jingyangcarl.github.io/ICTPolarReal/

cs.CV

DCARL: A Divide-and-Conquer Framework for Autoregressive Long-Trajectory Video Generation

Long-trajectory video generation is a crucial yet challenging task for world modeling primarily due to the limited scalability of existing video diffusion models (VDMs). Autoregressive models, while offering infinite rollout, suffer from visual drift and poor controllability. To address these issues, we propose DCARL, a novel divide-and-conquer, autoregressive framework that effectively combines the structural stability of the divide-and-conquer scheme with the high-fidelity generation of VDMs. Our approach first employs a dedicated Keyframe Generator trained without temporal compression to establish long-range, globally consistent structural anchors. Subsequently, an Interpolation Generator synthesizes the dense frames in an autoregressive manner with overlapping segments, utilizing the keyframes for global context and a single clean preceding frame for local coherence. Trained on a large-scale internet long trajectory video dataset, our method achieves superior performance in both visual quality (lower FID and FVD) and camera adherence (lower ATE and ARE) compared to state-of-the-art autoregressive and divide-and-conquer baselines, demonstrating stable and high-fidelity generation for long trajectory videos up to 32 seconds in length.

cs.CV

Bringing Diversity from Diffusion Models to Semantic-Guided Face Asset Generation

Digital modeling and reconstruction of human faces serve various applications. However, its availability is often hindered by the requirements of data capturing devices, manual labor, and suitable actors. This situation restricts the diversity, expressiveness, and control over the resulting models. This work aims to demonstrate that a semantically controllable generative network can provide enhanced control over the digital face modeling process. To enhance diversity beyond the limited human faces scanned in a controlled setting, we introduce a novel data generation pipeline that creates a high-quality 3D face database using a pre-trained diffusion model. Our proposed normalization module converts synthesized data from the diffusion model into high-quality scanned data. Using the 44,000 face models we obtained, we further developed an efficient GAN-based generator. This generator accepts semantic attributes as input, and generates geometry and albedo. It also allows continuous post-editing of attributes in the latent space. Our asset refinement component subsequently creates physically-based facial assets. We introduce a comprehensive system designed for creating and editing high-quality face assets. Our proposed model has undergone extensive experiment, comparison and evaluation. We also integrate everything into a web-based interactive tool. We aim to make this tool publicly available with the release of the paper.

cs.CV

ARSS: Taming Decoder-only Autoregressive Visual Generation for View Synthesis From Single View

Diffusion models have achieved impressive results in world modeling tasks, including novel view generation from sparse inputs. However, most existing diffusion-based NVS methods generate target views jointly via an iterative denoising process, which makes it less straightforward to impose a strictly causal structure along a camera trajectory. In contrast, autoregressive (AR) models operate in a causal fashion, generating each token based on all previously generated tokens. In this work, we introduce ARSS, a novel framework that leverages a GPT-style decoder-only AR model to generate novel views from a single image, conditioned on a predefined camera trajectory. We employ an off-the-shelf video tokenizer to map continuous image sequences into discrete tokens and propose a camera encoder that converts camera trajectories into 3D positional guidance. Then to enhance generation quality while preserving the autoregressive structure, we propose an autoregressive transformer module that randomly permutes the spatial order of tokens while maintaining their temporal order. Qualitative and quantitative experiments on public datasets demonstrate that our method achieves overall performance comparable to state-of-the-art view synthesis approaches based on diffusion models. Project page: https://wbteng9526.github.io/arss/.

cs.CV

RDD: Robust Feature Detector and Descriptor using Deformable Transformer

As a core step in structure-from-motion and SLAM, robust feature detection and description under challenging scenarios such as significant viewpoint changes remain unresolved despite their ubiquity. While recent works have identified the importance of local features in modeling geometric transformations, these methods fail to learn the visual cues present in long-range relationships. We present Robust Deformable Detector (RDD), a novel and robust keypoint detector/descriptor leveraging the deformable transformer, which captures global context and geometric invariance through deformable self-attention mechanisms. Specifically, we observed that deformable attention focuses on key locations, effectively reducing the search space complexity and modeling the geometric invariance. Furthermore, we collected an Air-to-Ground dataset for training in addition to the standard MegaDepth dataset. Our proposed method outperforms all state-of-the-art keypoint detection/description methods in sparse matching tasks and is also capable of semi-dense matching. To ensure comprehensive evaluation, we introduce two challenging benchmarks: one emphasizing large viewpoint and scale variations, and the other being an Air-to-Ground benchmark -- an evaluation setting that has recently gaining popularity for 3D reconstruction across different altitudes.

cs.CV

Localized Gaussian Splatting Editing with Contextual Awareness

Recent text-guided generation of individual 3D object has achieved great success using diffusion priors. However, these methods are not suitable for object insertion and replacement tasks as they do not consider the background, leading to illumination mismatches within the environment. To bridge the gap, we introduce an illumination-aware 3D scene editing pipeline for 3D Gaussian Splatting (3DGS) representation. Our key observation is that inpainting by the state-of-the-art conditional 2D diffusion model is consistent with background in lighting. To leverage the prior knowledge from the well-trained diffusion models for 3D object generation, our approach employs a coarse-to-fine objection optimization pipeline with inpainted views. In the first coarse step, we achieve image-to-3D lifting given an ideal inpainted view. The process employs 3D-aware diffusion prior from a view-conditioned diffusion model, which preserves illumination present in the conditioning image. To acquire an ideal inpainted image, we introduce an Anchor View Proposal (AVP) algorithm to find a single view that best represents the scene illumination in target region. In the second Texture Enhancement step, we introduce a novel Depth-guided Inpainting Score Distillation Sampling (DI-SDS), which enhances geometry and texture details with the inpainting diffusion prior, beyond the scope of the 3D-aware diffusion prior knowledge in the first coarse step. DI-SDS not only provides fine-grained texture enhancement, but also urges optimization to respect scene lighting. Our approach efficiently achieves local editing with global illumination consistency without explicitly modeling light transport. We demonstrate robustness of our method by evaluating editing in real scenes containing explicit highlight and shadows, and compare against the state-of-the-art text-to-3D editing methods.

cs.CV

Learning an Implicit Physics Model for Image-based Fluid Simulation

Humans possess an exceptional ability to imagine 4D scenes, encompassing both motion and 3D geometry, from a single still image. This ability is rooted in our accumulated observations of similar scenes and an intuitive understanding of physics. In this paper, we aim to replicate this capacity in neural networks, specifically focusing on natural fluid imagery. Existing methods for this task typically employ simplistic 2D motion estimators to animate the image, leading to motion predictions that often defy physical principles, resulting in unrealistic animations. Our approach introduces a novel method for generating 4D scenes with physics-consistent animation from a single image. We propose the use of a physics-informed neural network that predicts motion for each surface point, guided by a loss term derived from fundamental physical principles, including the Navier-Stokes equations. To capture appearance, we predict feature-based 3D Gaussians from the input image and its estimated depth, which are then animated using the predicted motions and rendered from any desired camera perspective. Experimental results highlight the effectiveness of our method in producing physically plausible animations, showcasing significant performance improvements over existing methods. Our project page is https://physfluid.github.io/ .

cs.CV

FVGen: Accelerating Novel-View Synthesis with Adversarial Video Diffusion Distillation

Recent progress in 3D reconstruction has enabled realistic 3D models from dense image captures, yet challenges persist with sparse views, often leading to artifacts in unseen areas. Recent works leverage Video Diffusion Models (VDMs) to generate dense observations, filling the gaps when only sparse views are available for 3D reconstruction tasks. A significant limitation of these methods is their slow sampling speed when using VDMs. In this paper, we present FVGen, a novel framework that addresses this challenge by enabling fast novel view synthesis using VDMs in as few as four sampling steps. We propose a novel video diffusion model distillation method that distills a multi-step denoising teacher model into a few-step denoising student model using Generative Adversarial Networks (GANs) and softened reverse KL-divergence minimization. Extensive experiments on real-world datasets show that, compared to previous works, our framework generates the same number of novel views with similar (or even better) visual quality while reducing sampling time by more than 90%. FVGen significantly improves time efficiency for downstream reconstruction tasks, particularly when working with sparse input views (more than 2) where pre-trained VDMs need to be run multiple times to achieve better spatial coverage.

cs.CV

Geometry-Aware Feature Matching for Large-Scale Structure from Motion

Establishing consistent and dense correspondences across multiple images is crucial for Structure from Motion (SfM) systems. Significant view changes, such as air-to-ground with very sparse view overlap, pose an even greater challenge to the correspondence solvers. We present a novel optimization-based approach that significantly enhances existing feature matching methods by introducing geometry cues in addition to color cues. This helps fill gaps when there is less overlap in large-scale scenarios. Our method formulates geometric verification as an optimization problem, guiding feature matching within detector-free methods and using sparse correspondences from detector-based methods as anchor points. By enforcing geometric constraints via the Sampson Distance, our approach ensures that the denser correspondences from detector-free methods are geometrically consistent and more accurate. This hybrid strategy significantly improves correspondence density and accuracy, mitigates multi-view inconsistencies, and leads to notable advancements in camera pose accuracy and point cloud density. It outperforms state-of-the-art feature matching methods on benchmark datasets and enables feature matching in challenging extreme large-scale settings.

cs.CV

SC-OmniGS: Self-Calibrating Omnidirectional Gaussian Splatting

360-degree cameras streamline data collection for radiance field 3D reconstruction by capturing comprehensive scene data. However, traditional radiance field methods do not address the specific challenges inherent to 360-degree images. We present SC-OmniGS, a novel self-calibrating omnidirectional Gaussian splatting system for fast and accurate omnidirectional radiance field reconstruction using 360-degree images. Rather than converting 360-degree images to cube maps and performing perspective image calibration, we treat 360-degree images as a whole sphere and derive a mathematical framework that enables direct omnidirectional camera pose calibration accompanied by 3D Gaussians optimization. Furthermore, we introduce a differentiable omnidirectional camera model in order to rectify the distortion of real-world data for performance enhancement. Overall, the omnidirectional camera intrinsic model, extrinsic poses, and 3D Gaussians are jointly optimized by minimizing weighted spherical photometric loss. Extensive experiments have demonstrated that our proposed SC-OmniGS is able to recover a high-quality radiance field from noisy camera poses or even no pose prior in challenging scenarios characterized by wide baselines and non-object-centric configurations. The noticeable performance gain in the real-world dataset captured by consumer-grade omnidirectional cameras verifies the effectiveness of our general omnidirectional camera model in reducing the distortion of 360-degree images.

cs.CV