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Yili Jin

Publications and source records attributed to Yili Jin.

17 recordsLinked to original sources

Beneath the Diff: Diagnosing and Mitigating Algorithmic Mode Collapse in Code-Level Autonomous Research Loops

Code-level autonomous research loops (ARLs) have recently emerged as a concrete object of study in automated machine learning research. In such loops, an LLM agent proposes modifications to an experimental training pipeline, executes the modified pipeline, and retains edits that improve a verifiable in-loop metric. Although executable metrics may appear to provide a reliable signal of progress, it remains unclear whether repeated metric-driven code editing leads to genuine improvements that generalize beyond the loop. We provide a systematic diagnosis of this question. Across various experiment settings, we identify a robust failure mode that we call \textbf{algorithmic mode collapse}. In this regime, surface-level edit diversity remains stable, but semantic and mechanism-level diversity collapse: the agent continues to edit different lines of code while repeatedly proposing the same kinds of algorithmic changes. This collapse is accompanied by a widening gap between in-loop metric gains and gains measured on independent held-out evaluations. We then propose Diversity-Aware Proposal Sampling (\textsc{DAPS}), a lightweight mitigation that combines category-coverage reweighting, persistent edit memory, and a validation gate. Under a three-tier protocol separating the in-loop metric, the audit metric read by the gate, and a blind metric no loop component ever accesses, \textsc{DAPS} reduces semantic-cluster decay of edits by $69.1\%$ and improves relative faithfulness by $83.7\%$ blind and $81.6\%$ audited, while preserving in-loop optimization speed. We provide the code in Github \href{https://github.com/BokwaiHo/arl-mode-collapse}{repository}.

cs.CL

CAGS: Color-Adaptive Volumetric Video Streaming with Dynamic 3D Gaussian Splatting

Volumetric video (VV) streaming enables real-time, immersive access to remote 3D environments, powering telepresence, ecological monitoring, and robotic teleoperation. These applications turn VV streaming into a real-time interface to remote physical environments, imposing new system-level demands for photorealistic scene representation, low-latency interaction, and robust performance under heterogeneous networks. 3D Gaussian Splatting (3DGS) has been widely used for real-time photorealistic rendering, offering superior visual quality and rendering performance, but it faces challenges due to bandwidth consumption. Furthermore, as the foundation of adaptive VV streaming, existing Levels of Detail (LoD) methods based on density are not well-suited to Gaussian representations, leading to visible gaps and severe quality degradation. Recent studies have also explored attribute compression techniques to reduce bandwidth consumption. Our preliminary studies reveal that aggressive attribute compression primarily causes color distortion, which can be effectively corrected in the rendered image using a reference image. Motivated by these findings, we propose a novel Color-Adaptive scheme for adaptive VV streaming that uses vector quantization (VQ) to establish LoDs and correct color distortions with low-resolution reference images. We further present CAGS, an adaptive VV streaming system compatible with diverse Gaussian representations, which integrates the Color-Adaptive scheme by rendering reference images on the streaming server and performing color restoration on the client. Extensive experiments on our prototype system demonstrate that CAGS outperforms the existing adaptive streaming systems in PSNR by 5$\sim$20 dB under fluctuating bandwidth, operates significantly faster than existing scalable Gaussian compression methods, and generalizes across different Gaussian representations.

cs.GR

TrackerSplat: Exploiting Point Tracking for Fast and Robust Dynamic 3D Gaussians Reconstruction

Recent advancements in 3D Gaussian Splatting (3DGS) have demonstrated its potential for efficient and photorealistic 3D reconstructions, which is crucial for diverse applications such as robotics and immersive media. However, current Gaussian-based methods for dynamic scene reconstruction struggle with large inter-frame displacements, leading to artifacts and temporal inconsistencies under fast object motions. To address this, we introduce \textit{TrackerSplat}, a novel method that integrates advanced point tracking methods to enhance the robustness and scalability of 3DGS for dynamic scene reconstruction. TrackerSplat utilizes off-the-shelf point tracking models to extract pixel trajectories and triangulate per-view pixel trajectories onto 3D Gaussians to guide the relocation, rotation, and scaling of Gaussians before training. This strategy effectively handles large displacements between frames, dramatically reducing the fading and recoloring artifacts prevalent in prior methods. By accurately positioning Gaussians prior to gradient-based optimization, TrackerSplat overcomes the quality degradation associated with large frame gaps when processing multiple adjacent frames in parallel across multiple devices, thereby boosting reconstruction throughput while preserving rendering quality. Experiments on real-world datasets confirm the robustness of TrackerSplat in challenging scenarios with significant displacements, achieving superior throughput under parallel settings and maintaining visual quality compared to baselines. The code is available at https://github.com/yindaheng98/TrackerSplat.

cs.CV

Self-Supervised Compression and Artifact Correction for Streaming Underwater Imaging Sonar

Real-time imaging sonar is crucial for underwater monitoring where optical sensing fails, but its use is limited by low uplink bandwidth and severe sonar-specific artifacts (speckle, motion blur, reverberation, acoustic shadows) affecting up to 98% of frames. We present SCOPE, a self-supervised framework that jointly performs compression and artifact correction without clean-noise pairs or synthetic assumptions. SCOPE combines (i) Adaptive Codebook Compression (ACC), which learns frequency-encoded latent representations tailored to sonar, with (ii) Frequency-Aware Multiscale Segmentation (FAMS), which decomposes frames into low-frequency structure and sparse high-frequency dynamics while suppressing rapidly fluctuating artifacts. A hedging training strategy further guides frequency-aware learning using low-pass proxy pairs generated without labels. Evaluated on months of in-situ ARIS sonar data, SCOPE achieves a structural similarity index (SSIM) of 0.77, representing a 40% improvement over prior self-supervised denoising baselines, at bitrates down to <= 0.0118 bpp. It reduces uplink bandwidth by more than 80% while improving downstream detection. The system runs in real time, with 3.1 ms encoding on an embedded GPU and 97 ms full multi-layer decoding on the server end. SCOPE has been deployed for months in three Pacific Northwest rivers to support real-time salmon enumeration and environmental monitoring in the wild. Results demonstrate that learning frequency-structured latents enables practical, low-bitrate sonar streaming with preserved signal details under real-world deployment conditions.

eess.IV

Privis: Towards Content-Aware Secure Volumetric Video Delivery

Volumetric video has emerged as a key paradigm in eXtended Reality (XR) and immersive multimedia because it enables highly interactive, spatially consistent 3D experiences. However, the transport-layer security for such 3D content remains largely unaddressed. Existing volumetric streaming pipelines inherit uniform encryption schemes from 2D video, overlooking the heterogeneous privacy sensitivity of different geometry and the strict motion-to-photon latency constraints of real-time XR. We take an initial step toward content-aware secure volumetric video delivery by introducing Privis, a saliency-guided transport framework that (i) partitions volumetric assets into independent units, (ii) applies lightweight authenticated encryption with adaptive key rotation, and (iii) employs selective traffic shaping to balance confidentiality and low latency. Privis specifies a generalized transport-layer security architecture for volumetric media, defining core abstractions and adaptive protection mechanisms. We further explore a prototype implementation and present initial latency measurements to illustrate feasibility and design tradeoffs, providing early empirical guidance toward future work on real-time, saliency-conditioned secure delivery.

cs.CR

CPSL: Representing Volumetric Video via Content-Promoted Scene Layers

Volumetric video enables immersive and interactive visual experiences by supporting free viewpoint exploration and realistic motion parallax. However, existing volumetric representations from explicit point clouds to implicit neural fields, remain costly in capture, computation, and rendering, which limits their scalability for on-demand video and reduces their feasibility for real-time communication. To bridge this gap, we propose Content-Promoted Scene Layers (CPSL), a compact 2.5D video representation that brings the perceptual benefits of volumetric video to conventional 2D content. Guided by per-frame depth and content saliency, CPSL decomposes each frame into a small set of geometry-consistent layers equipped with soft alpha bands and an edge-depth cache that jointly preserve occlusion ordering and boundary continuity. These lightweight, 2D-encodable assets enable parallax-corrected novel-view synthesis via depth-weighted warping and front-to-back alpha compositing, bypassing expensive 3D reconstruction. Temporally, CPSL maintains inter-frame coherence using motion-guided propagation and per-layer encoding, supporting real-time playback with standard video codecs. Across multiple benchmarks, CPSL achieves superior perceptual quality and boundary fidelity compared with layer-based and neural-field baselines while reducing storage and rendering cost by several folds. Our approach offer a practical path from 2D video to scalable 2.5D immersive media.

cs.CV

Generative AI for Multimedia Communication: Recent Advances, An Information-Theoretic Framework, and Future Opportunities

Recent breakthroughs in generative artificial intelligence (AI) are transforming multimedia communication. This paper systematically reviews key recent advancements across generative AI for multimedia communication, emphasizing transformative models like diffusion and transformers. However, conventional information-theoretic frameworks fail to address semantic fidelity, critical to human perception. We propose an innovative semantic information-theoretic framework, introducing semantic entropy, mutual information, channel capacity, and rate-distortion concepts specifically adapted to multimedia applications. This framework redefines multimedia communication from purely syntactic data transmission to semantic information conveyance. We further highlight future opportunities and critical research directions. We chart a path toward robust, efficient, and semantically meaningful multimedia communication systems by bridging generative AI innovations with information theory. This exploratory paper aims to inspire a semantic-first paradigm shift, offering a fresh perspective with significant implications for future multimedia research.

cs.MM

Generative Flow Networks for Personalized Multimedia Systems: A Case Study on Short Video Feeds

Multimedia systems underpin modern digital interactions, facilitating seamless integration and optimization of resources across diverse multimedia applications. To meet growing personalization demands, multimedia systems must efficiently manage competing resource needs, adaptive content, and user-specific data handling. This paper introduces Generative Flow Networks (GFlowNets, GFNs) as a brave new framework for enabling personalized multimedia systems. By integrating multi-candidate generative modeling with flow-based principles, GFlowNets offer a scalable and flexible solution for enhancing user-specific multimedia experiences. To illustrate the effectiveness of GFlowNets, we focus on short video feeds, a multimedia application characterized by high personalization demands and significant resource constraints, as a case study. Our proposed GFlowNet-based personalized feeds algorithm demonstrates superior performance compared to traditional rule-based and reinforcement learning methods across critical metrics, including video quality, resource utilization efficiency, and delivery cost. Moreover, we propose a unified GFlowNet-based framework generalizable to other multimedia systems, highlighting its adaptability and wide-ranging applicability. These findings underscore the potential of GFlowNets to advance personalized multimedia systems by addressing complex optimization challenges and supporting sophisticated multimedia application scenarios.

cs.MM

Exploring Multimodal Foundation AI and Expert-in-the-Loop for Sustainable Management of Wild Salmon Fisheries in Indigenous Rivers

Wild salmon are essential to the ecological, economic, and cultural sustainability of the North Pacific Rim. Yet climate variability, habitat loss, and data limitations in remote ecosystems that lack basic infrastructure support pose significant challenges to effective fisheries management. This project explores the integration of multimodal foundation AI and expert-in-the-loop frameworks to enhance wild salmon monitoring and sustainable fisheries management in Indigenous rivers across Pacific Northwest. By leveraging video and sonar-based monitoring, we develop AI-powered tools for automated species identification, counting, and length measurement, reducing manual effort, expediting delivery of results, and improving decision-making accuracy. Expert validation and active learning frameworks ensure ecological relevance while reducing annotation burdens. To address unique technical and societal challenges, we bring together a cross-domain, interdisciplinary team of university researchers, fisheries biologists, Indigenous stewardship practitioners, government agencies, and conservation organizations. Through these collaborations, our research fosters ethical AI co-development, open data sharing, and culturally informed fisheries management.

cs.AI

From Capture to Display: A Survey on Volumetric Video

Volumetric video, which offers immersive viewing experiences, is gaining increasing prominence. With its six degrees of freedom, it provides viewers with greater immersion and interactivity compared to traditional videos. Despite their potential, volumetric video services pose significant challenges. This survey conducts a comprehensive review of the existing literature on volumetric video. We firstly provide a general framework of volumetric video services, followed by a discussion on prerequisites for volumetric video, encompassing representations, open datasets, and quality assessment metrics. Then we delve into the current methodologies for each stage of the volumetric video service pipeline, detailing capturing, compression, transmission, rendering, and display techniques. Lastly, we explore various applications enabled by this pioneering technology and we present an array of research challenges and opportunities in the domain of volumetric video services. This survey aspires to provide a holistic understanding of this burgeoning field and shed light on potential future research trajectories, aiming to bring the vision of volumetric video to fruition.

cs.MM

Large Language Model (LLM) for Telecommunications: A Comprehensive Survey on Principles, Key Techniques, and Opportunities

Large language models (LLMs) have received considerable attention recently due to their outstanding comprehension and reasoning capabilities, leading to great progress in many fields. The advancement of LLM techniques also offers promising opportunities to automate many tasks in the telecommunication (telecom) field. After pre-training and fine-tuning, LLMs can perform diverse downstream tasks based on human instructions, paving the way to artificial general intelligence (AGI)-enabled 6G. Given the great potential of LLM technologies, this work aims to provide a comprehensive overview of LLM-enabled telecom networks. In particular, we first present LLM fundamentals, including model architecture, pre-training, fine-tuning, inference and utilization, model evaluation, and telecom deployment. Then, we introduce LLM-enabled key techniques and telecom applications in terms of generation, classification, optimization, and prediction problems. Specifically, the LLM-enabled generation applications include telecom domain knowledge, code, and network configuration generation. After that, the LLM-based classification applications involve network security, text, image, and traffic classification problems. Moreover, multiple LLM-enabled optimization techniques are introduced, such as automated reward function design for reinforcement learning and verbal reinforcement learning. Furthermore, for LLM-aided prediction problems, we discussed time-series prediction models and multi-modality prediction problems for telecom. Finally, we highlight the challenges and identify the future directions of LLM-enabled telecom networks.

eess.SY

HeadsetOff: Enabling Photorealistic Video Conferencing on Economical VR Headsets

Virtual Reality (VR) has become increasingly popular for remote collaboration, but video conferencing poses challenges when the user's face is covered by the headset. Existing solutions have limitations in terms of accessibility. In this paper, we propose HeadsetOff, a novel system that achieves photorealistic video conferencing on economical VR headsets by leveraging voice-driven face reconstruction. HeadsetOff consists of three main components: a multimodal predictor, a generator, and an adaptive controller. The predictor effectively predicts user future behavior based on different modalities. The generator employs voice, head motion, and eye blink to animate the human face. The adaptive controller dynamically selects the appropriate generator model based on the trade-off between video quality and delay. Experimental results demonstrate the effectiveness of HeadsetOff in achieving high-quality, low-latency video conferencing on economical VR headsets.

cs.MM

LiveVV: Human-Centered Live Volumetric Video Streaming System

Volumetric video has emerged as a prominent medium within the realm of eXtended Reality (XR) with the advancements in computer graphics and depth capture hardware. Users can fully immersive themselves in volumetric video with the ability to switch their viewport in six degree-of-freedom (DOF), including three rotational dimensions (yaw, pitch, roll) and three translational dimensions (X, Y, Z). Different from traditional 2D videos that are composed of pixel matrices, volumetric videos employ point clouds, meshes, or voxels to represent a volumetric scene, resulting in significantly larger data sizes. While previous works have successfully achieved volumetric video streaming in video-on-demand scenarios, the live streaming of volumetric video remains an unresolved challenge due to the limited network bandwidth and stringent latency constraints. In this paper, we for the first time propose a holistic live volumetric video streaming system, LiveVV, which achieves multi-view capture, scene segmentation \& reuse, adaptive transmission, and rendering. LiveVV contains multiple lightweight volumetric video capture modules that are capable of being deployed without prior preparation. To reduce bandwidth consumption, LiveVV processes static and dynamic volumetric content separately by reusing static data with low disparity and decimating data with low visual saliency. Besides, to deal with network fluctuation, LiveVV integrates a volumetric video adaptive bitrate streaming algorithm (VABR) to enable fluent playback with the maximum quality of experience. Extensive real-world experiment shows that LiveVV can achieve live volumetric video streaming at a frame rate of 24 fps with a latency of less than 350ms.

cs.MM

Understanding User Behavior in Volumetric Video Watching: Dataset, Analysis and Prediction

Volumetric video emerges as a new attractive video paradigm in recent years since it provides an immersive and interactive 3D viewing experience with six degree-of-freedom (DoF). Unlike traditional 2D or panoramic videos, volumetric videos require dense point clouds, voxels, meshes, or huge neural models to depict volumetric scenes, which results in a prohibitively high bandwidth burden for video delivery. Users' behavior analysis, especially the viewport and gaze analysis, then plays a significant role in prioritizing the content streaming within users' viewport and degrading the remaining content to maximize user QoE with limited bandwidth. Although understanding user behavior is crucial, to the best of our best knowledge, there are no available 3D volumetric video viewing datasets containing fine-grained user interactivity features, not to mention further analysis and behavior prediction. In this paper, we for the first time release a volumetric video viewing behavior dataset, with a large scale, multiple dimensions, and diverse conditions. We conduct an in-depth analysis to understand user behaviors when viewing volumetric videos. Interesting findings on user viewport, gaze, and motion preference related to different videos and users are revealed. We finally design a transformer-based viewport prediction model that fuses the features of both gaze and motion, which is able to achieve high accuracy at various conditions. Our prediction model is expected to further benefit volumetric video streaming optimization. Our dataset, along with the corresponding visualization tools is accessible at https://cuhksz-inml.github.io/user-behavior-in-vv-watching/

cs.MM

FSVVD: A Dataset of Full Scene Volumetric Video

Recent years have witnessed a rapid development of immersive multimedia which bridges the gap between the real world and virtual space. Volumetric videos, as an emerging representative 3D video paradigm that empowers extended reality, stand out to provide unprecedented immersive and interactive video watching experience. Despite the tremendous potential, the research towards 3D volumetric video is still in its infancy, relying on sufficient and complete datasets for further exploration. However, existing related volumetric video datasets mostly only include a single object, lacking details about the scene and the interaction between them. In this paper, we focus on the current most widely used data format, point cloud, and for the first time release a full-scene volumetric video dataset that includes multiple people and their daily activities interacting with the external environments. Comprehensive dataset description and analysis are conducted, with potential usage of this dataset. The dataset and additional tools can be accessed via the following website: https://cuhksz-inml.github.io/full_scene_volumetric_video_dataset/.

cs.MM

Where Are You Looking?: A Large-Scale Dataset of Head and Gaze Behavior for 360-Degree Videos and a Pilot Study

360° videos in recent years have experienced booming development. Compared to traditional videos, 360° videos are featured with uncertain user behaviors, bringing opportunities as well as challenges. Datasets are necessary for researchers and developers to explore new ideas and conduct reproducible analyses for fair comparisons among different solutions. However, existing related datasets mostly focused on users' field of view (FoV), ignoring the more important eye gaze information, not to mention the integrated extraction and analysis of both FoV and eye gaze. Besides, users' behavior patterns are highly related to videos, yet most existing datasets only contained videos with subjective and qualitative classification from video genres, which lack quantitative analysis and fail to characterize the intrinsic properties of a video scene. To this end, we first propose a quantitative taxonomy for 360° videos that contains three objective technical metrics. Based on this taxonomy, we collect a dataset containing users' head and gaze behaviors simultaneously, which outperforms existing datasets with rich dimensions, large scale, strong diversity, and high frequency. Then we conduct a pilot study on user's behaviors and get some interesting findings such as user's head direction will follow his/her gaze direction with the most possible time interval. A case of application in tile-based 360° video streaming based on our dataset is later conducted, demonstrating a great performance improvement of existing works by leveraging our provided gaze information. Our dataset is available at https://cuhksz-inml.github.io/head_gaze_dataset/

cs.MM

SemEval-2020 Task 4: Commonsense Validation and Explanation

In this paper, we present SemEval-2020 Task 4, Commonsense Validation and Explanation (ComVE), which includes three subtasks, aiming to evaluate whether a system can distinguish a natural language statement that makes sense to humans from one that does not, and provide the reasons. Specifically, in our first subtask, the participating systems are required to choose from two natural language statements of similar wording the one that makes sense and the one does not. The second subtask additionally asks a system to select the key reason from three options why a given statement does not make sense. In the third subtask, a participating system needs to generate the reason. We finally attracted 39 teams participating at least one of the three subtasks. For Subtask A and Subtask B, the performances of top-ranked systems are close to that of humans. However, for Subtask C, there is still a relatively large gap between systems and human performance. The dataset used in our task can be found at https://github.com/wangcunxiang/SemEval2020- Task4-Commonsense-Validation-and-Explanation; The leaderboard can be found at https://competitions.codalab.org/competitions/21080#results.

cs.CL