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Yin Yang

Publications and source records attributed to Yin Yang.

At least 19 recordsLinked to original sources

RoboEdit: Turning Human Manipulation Videos into Scalable Robot Experience

Collecting robot hand-object interaction data is costly and embodiment-specific, yet abundant human-object videos remain unusable for robot training. We present RoboEdit, a human-to-robot video editing suite that transforms human manipulation videos into action-consistent, physically plausible robot videos with aligned 3D hand states. To enable scalable supervision, we introduce RoboEdit-ADC, an automatic pipeline that reconstructs and retargets 3D interactions from RGB videos across embodiments. This pipeline generates RoboEdit-14M, a large-scale dataset of 174K aligned video pairs (14M frames) spanning seven robot embodiments, diverse scenes, and interaction types. The core editing engine, RoboEdit-Trans, employs cross-embodiment adaptation modules to preserve temporal coherence while adapting appearance and motion. It further integrates a 3D Robot-State Decoder to recover per-frame hand states for structured motion supervision. Experiments show that RoboEdit achieves state-of-the-art editing quality and supports downstream robot control policies in real-world manipulation tasks. Ultimately, the RoboEdit suite unlocks the vast potential of unlabeled human videos, providing scalable, high-fidelity visual and 3D motion supervision for generalizable robot learning. Project webpage: https://roboedit.github.io/

cs.RO↗

AI-Driven Disaster Response and Displacement Monitoring

ARTIFICIAL INTELLIGENCE (AI) has demonstrated its potential across a wide range of humanitarian tasks, offering scalable and data-driven solutions to some of the world's most pressing challenges. For instance, in addressing climate change, AI-powered models are being used for faster and more accurate global weather forecasting, control and design of renewable energy, and monitoring deforestation. Machine learning algorithms analyze satellite imagery and socioeconomic data to predict poverty and promote sustainable development. AI has also transformed disaster response and conflict monitoring, providing innovative solutions for assessing damage and urgent needs and tracking displacement.

cs.AI↗

Skill2Real: Agentic Skill Learning for Zero-Shot Sim-to-Real Robot Manipulation

Transferring robotic skills from simulation to reality requires task knowledge that remains usable across differences in perception, dynamics, and embodiment. We introduce Skill2Real, an agentic policy framework that learns executable skills through a shared application programming interface (API). A Proposer-Verifier-Governor (PVG) loop uses privileged simulation evidence to diagnose outcomes and validate updates, while keeping learned skills grounded in public observations and API semantics. The Cerebellum first acquires local manipulation skills; the Brain then learns task-level composition with the Cerebellum frozen. Both memories transfer to the real robot without task-policy fine-tuning or skill-memory updates. As GPT-5.6 Sol learns skills on LIBERO-90, evaluating each frozen checkpoint with GPT-6 Astra raises LIBERO-Pro Long success from 2.0% to 56.3%, without training on Pro Long. Independent Robosuite training reaches 85.1% and 89.4% mean success with Sol and Opus 5 across seven tasks, respectively. Frozen Sol-trained LIBERO-90 skills achieve 78.75% mean completion across four real-world manipulation tasks with Astra. Removing the Verifier or Governor during LIBERO-90 training lowers final Pro Long success by 17.3 and 13.3 percentage points, respectively. These results support learning and transferring a hierarchy of executable skills through a common robot interface.

cs.RO↗

Foresee: Making Procedural Futures Tangible through Generative Previews

Procedural guidance can show users how to act without explaining what an action enables later. We present Foresee, an interface combining next-step guidance with consequence previews, method comparisons, and cross-step access. A hybrid pipeline combines structured rendering, image editing, and video generation. A literature-informed framework and six-participant formative study shaped its design. A 24-participant study compared AR guidance, AR with generated video, and Foresee across digital painting, gameplay, and cocktail making. Exploratory painting comparisons showed higher correct completion without a recorded error than AR and higher post-task quiz accuracy than generated-video guidance under task-wise correction. Interviews revealed that users could overlook valued explanations, match visible outcomes without understanding later possibilities, or wait for concrete demonstrations when symbolic cues were unclear. These findings inform generative previews that explain what actions enable or constrain while supporting ongoing execution.

cs.HC↗

Inverse Garment Design with Visual Agents

We study the problem of inverse garment design, reconstructing simulation-ready 3D outfits with arbitrary layers from a single image, with visual agents. Unlike differentiable optimization that is time-consuming, or feed-forward methods limited by training data, we introduce DressAgent, a hierarchical agentic system that recovers garment sewing patterns through planning and closed-loop refinement grounded in physical simulation. To this end, we first present an enhanced representation based on GarmentCode for diverse styles and arbitrary dressing layers, and build the first multi-layer sewing pattern dataset with over 15K outfits for supervision and benchmarking. Inverse design then proceeds coarse to fine: In layer planning and coarse estimation, agents infer layer order and relations, peel each layer into its own view, and estimate coarse patterns. In fine-grained refinement, an agentic trio of Tailor, Critic, and Orchestrator refines patterns in a closed loop of editing, simulating, and judging against the reference with visual and measured evidence. Carefully designed tools and an evolving memory make this refinement converge on the target geometry. We also design an agentic generation method for high-fidelity textures. DressAgent outperforms feed-forward methods by a large margin, surpasses or matches differentiable optimization in a fraction of the time, and generalizes to complex layering, diverse poses, and body shapes.

cs.AI↗

A structure-aware construction of quantum BPX preconditioners for Q1 finite element discretizations of reaction-diffusion problems

We present a structure-aware construction of quantum BPX preconditioners for Q1 finite element discretizations of constant-coefficient reaction--diffusion equations on the unit cube, including the Poisson equation. Building on existing quantum finite element and finite difference methods, we express the preconditioned operator through explicit one-dimensional maps, tensor products, and norm-preserving interlevel transfers. Symmetric preconditioning gives multilevel coefficients, and its favorable conditioning alone does not ensure efficient recovery of a state in the original finite element nodal basis. We instead use the local $L^2$-orthonormal basis underlying the construction as the output representation of the same finite element function. Its coefficient norm equals the continuous $L^2$ norm. Assuming direct access to the preconditioned right-hand side, we prepare this orthonormal coefficient state with a represented function error at most $\varepsilon$. The expected query complexity is \[ \mathcal{O}\!\Big(dL^3\frac{\|f\|_{L^2}}{\|u\|_{L^2}} \log\!\Big(2+\frac{L\|f\|_{L^2}}{\varepsilon}\Big)\Big), \] where $u$ is the exact solution, $f$ is the right-hand side, $d$ is the spatial dimension, and $L=\log_2(1/h)$ for mesh width $h$. The bound holds for $0<\varepsilon\le\|u\|_{L^2}/2$ and depends only polylogarithmically on mesh refinement for fixed continuous data. We also analyze linear-functional estimation and illustrate the construction and continuous error bounds with a one-dimensional UnitaryLab experiment.

math.NA↗

Schrödingerization for quantum linear systems problems

We develop a Schrödingerization algorithm for quantum linear systems problems in two higher dimensions. The earlier LC-Schrödingerization approach represents the solution as a time integral of a homogeneous convection response and implements this integral by a linear combination of unitaries (LCU) over evolution times. We instead use Duhamel's principle to incorporate the integral into an inhomogeneous convection equation with zero initial data. Fourier projection in the convection variable and Schrödingerization in a second auxiliary variable then realize the solution without the separate LCU step. A joint choice of the kernel and recovery procedure gives an evolution time independent of the target accuracy, a uniformly bounded $L^2$ kernel normalization, and accurate recovery on a fixed interval. We establish the periodization and discretization bounds and analyze the interval recovery probability. With block preconditioning, we retain a single logarithmic precision factor and obtain linear condition-number dependence without variable-time amplitude amplification. Under exact oracle access and given a valid constant-factor solution-norm estimate, the algorithm uses $\mathcal O(κ_A\log(1/\varepsilon))$ queries to each original input oracle, with constant success probability and $\ell^2$ state error at most $\varepsilon$. The matrix-query bound matches the standard worst-case scaling when the supplied norm bounds are tight. UnitaryLab simulations on positive-definite and indefinite systems demonstrate the solution accuracy and probability gain from interval recovery.

quant-ph↗

BladeMaster: Real-Time Robotic Cutting Simulation with Online-Generated Persistent Discontinuities

Cutting changes both the shape and topology of deformable objects, making accurate simulation challenging for robotic manipulation. A simulator must track the cutting tool as a cut develops, preserve the resulting discontinuities after tool withdrawal, and enable newly exposed surfaces to interact with the tool and with each other. Existing formulations often prescribe cut surfaces in advance or couple material separation to auxiliary geometric fields. We introduce BladeMaster, a GPU-accelerated cutting framework based on the total Lagrangian material point method (TLMPM). Our key idea is to encode the cutting history directly on material points through persistent side labels generated online from the blade geometry. These labels govern particle-grid coupling, preserving connectivity within intact material while preventing spurious coupling across cut faces after tool withdrawal. Our formulation supports progressive and intersecting cuts without predefined cut surfaces or particle duplication. Material-material contact enables cut surfaces to recontact and slide against each other without reconnecting, while two-way tool-material coupling allows material reaction forces to influence tool motion. Experiments demonstrate tool-driven cutting followed by manipulation, with faster-than-real-time performance on representative tasks. Project page: https://jango6324.github.io/blademaster/.

cs.RO↗

WorldAgent: Verification-Guided Agentic Physical World Construction

Constructing complex physical worlds from language requires coordinating extensive 3D environments, detailed structures and objects at different spatial scales, and interacting physical processes under both stated goals and implicit physical constraints. We present WorldAgent, an agentic framework for verification-guided physical world construction from a single natural-language prompt, without iterative user debugging. A world construction layer expands the prompt into a structured world specification and uses physical knowledge to build scenes and run numerical simulations. After every step, a verification layer inspects scene geometry and simulation states alongside rendered views. Failed checks guide automatic revisions to the specification and re-execution of the affected steps. Accepted worlds pass the required checks and remain editable for further inspection and resimulation. We introduce AgenticSimBench, on which WorldAgent achieves the best scores among the evaluated agent-based methods on five of seven metrics. In a 26-participant user study, it receives the highest mean ratings across all four criteria.

cs.AI↗

ArticulateArena: A Metric for Articulated Kinematics

Modern methods reconstruct or generate simulation-ready articulated objects, predicting not only their geometry but also how their parts are connected and allowed to move. Evaluating the geometry is straightforward, but evaluating the predicted articulation is not, because articulation specifies a motion rather than a shape, and there is no agreed distance between two motions. More specifically, existing protocols score joint type, axis direction, origin, and motion limits separately, although these parameters jointly describe a single physical motion, and the same motion can be written as different parameter values. As a result, a joint can score maximally wrong against an equivalent encoding of itself, and several component errors are ill-conditioned or undefined exactly where predictions become accurate. We propose ArticulateArena, a representation-invariant counterpart of Chamfer distance for articulation that compares the motions one-DOF joints induce rather than the parameters that encode them. It represents each joint by the unordered pair of its Lie-algebra endpoint twists, and we prove that the resulting quotient distance is a metric. It unifies fixed, revolute, prismatic, and helical joints, brings continuous joints into the same score through a compactification, and reads as the RMS motion of the moving part in meters when weighted by its mass distribution. A motion-aware tree edit distance lifts the metric to full kinematic trees, pricing structural errors such as spurious or missing joints in the same motion units as joint errors, and for a fixed inner product it remains a metric on trees up to relabeling. Alongside the metric we release ArticulateArena-20K, a new suite of 19,977 articulated objects with verified kinematics, and we re-evaluate published reconstruction methods on it under the new metric. Project page: https://heyumeng.com/ArticulateArena-web/

cs.RO↗

Benchmarking Text-to-SQL under Role-Based Access Control

Given a database S and a natural language question Q, text-to-SQL systems aim to generate an SQL query that correctly answers Q when executed against S. Currently, popular text-to-SQL benchmarks mostly assume unrestricted access to S; in practice, however, user access is often restricted, e.g., through role-based access control (RBAC) policies. This leads to a potential disconnect between benchmarking results and real-world performance: an LLM with high benchmark scores might perform poorly in an access-controlled environment, by frequently violating RBAC, or rejecting a query q that could be answered with only permitted data in S. Motivated by this, we present a comprehensive text-to-SQL benchmarking framework with realistic RBAC constraints, which features an LLM-assisted workflow that augments existing text-to-SQL benchmarks with plausible user roles and access policies. To do so, we formulate the problem of role synthesis as a structured reasoning process over the database schema, in which the LLM first infers the application context from the schema, and then derives role responsibilities and access scopes consistent with this context. This process is audited by human-in-the-loop quality control, in which domain experts perform metric-guided screening on the generated roles. Besides the augmented dataset, the proposed framework also contains evaluation metrics that identify RBAC-specific failure modes, and disentangle SQL utility from access-control compliance. We apply the proposed framework to several widely-used benchmarks, and conduct a systematic empirical study of state-of-the-art text-to-SQL systems. The results show that many solutions (especially open-weight LLMs) with high benchmarking scores under an unrestricted setting suffer sharp performance degradation once access constraints are in place, due to frequent RBAC violations.

cs.DB↗

History-Compatible Energy-Stable Finite Element Schemes for Variable-Density Cahn--Hilliard--Navier--Stokes Flows on Evolving Meshes

We consider variable-density Cahn--Hilliard--Navier--Stokes (CHNS) discretizations on finite element meshes that may change between accepted time levels through fixed-topology motion or topology-changing remeshing. When the discrete spaces vary in time, the phase, kinetic, and pressure histories entering a multistep scheme are measured in different discrete structures and cannot, in general, be transferred by a single operator. We develop decoupled backward Euler (BE) and second-order backward differentiation formula (BDF2) schemes by combining exact physical cross-mesh pairings with history representations compatible with the corresponding phase-energy, kinetic-energy, and pressure-gradient storages. The phase update also determines an Abels--Garcke--Grün-consistent mass flux used in the momentum transport. A scalar capillary-exchange equation separates the phase and fluid solves while retaining the discrete energy exchange. The resulting field subproblems are linear, the scalar equation has a unique positive solution, and the schemes satisfy modified energy balances without a time-step restriction under the stated admissibility assumptions. Numerical experiments confirm second-order temporal convergence under both mesh updates, phase-mass conservation, modified-energy decay in the unforced tests, and comparable Rayleigh--Taylor and rising-bubble dynamics.

math.NA↗

Linear combination of Schrödingerization for quantum linear systems with optimal matrix-query complexity

Quantum linear systems algorithms (QLSAs) aim to solve linear systems $A\bb{x}=\bb{b}$ exponentially faster than classical methods under certain conditions. In this work, we develop quantum algorithms for solving linear algebraic equations from an ODE-based perspective. Inspired by the linear combination of Hamiltonian simulation (LCHS) representation in the Fourier approach \cite{Childs2017QLSA}, we express the solution $\bb{x}$ as a linear combination of solutions to a system of linear convection equations, which become Schrödinger-type equations with unitary evolutions in the Fourier domain. We refer to this representation as LC-Schrödingerization. Based on this result, we construct an LCHS-based quantum algorithm with two LCHS instances: one for time-marching and one for numerical integration. The key construction uses the derivative of a Gaussian-smoothed hat function and recovers the solution over a fixed auxiliary interval. This permits a truncation time independent of the target accuracy and avoids the loss in success probability from selecting a single grid point. Periodization and explicit Fourier coefficients provide the corresponding projection error bounds. Under the stated oracle assumptions and given a constant-factor estimate of the solution norm, direct simulation of the select operators and block preconditioning achieve the optimal matrix-query complexity $\mathcal{O}(κ_A\log\frac1\varepsilon)$ without using variable-time amplitude amplification (VTAA). The same upper bound holds for queries to the right-hand-side preparation oracle.

quant-ph↗

HairCS: Reconstructing Strand-Based Hair from Hair Cards

We present an automated pipeline that converts hair-card models into high-quality strand-based hairstyles. Given a collection of textured triangular or quad strips as input, our method produces a strand-based representation that preserves the original hairstyle while enriching it with fine-scale geometric detail and adhering to standard production requirements: strands originate from the scalp, roots are uniformly distributed, and the hair volume is plausibly filled. The resulting assets are directly compatible with strand-based rendering, physics-based simulation, and common grooming modifiers (e.g., clumping, curling, noise) for enhanced realism and artistic control. We validate our approach on a large and diverse set of hairstyles, including short and long hair, curly styles, and complex styles such as buns and ponytails.

cs.GR↗

Projective Affine Body Dynamics for Multibody Systems

Multibody systems have widespread applications in diverse fields such as robotics, entertainment, and animation. Their capability to model and simulate intricate interactions among interconnected bodies makes them invaluable in various domains. However, complexity arises with factors like non-smooth contact handling, nonlinearity in flexible joints, and parallelization challenges. We introduce a stable and highly parallel GPU algorithm within affine body dynamics for solving constrained multibody dynamics with nonlinear constraints.Our innovation involves reformulating constrained multibody dynamics into a variational form, treating the system as a set of affine bodies connected with peridynamic bonds. This formulation provides a unified model for affine body dynamics, constraints, and contact within the peridynamics framework.It also facilitates the integration of the semi-implicit successive substitution method to solve nonlinear optimization in a global-local iterative manner. The proposed method obviates the necessity of assembling a global Hessian, rendering it highly suitable for efficient implementation on GPUs.This allows real-time simulation of intricate interactions involving both rigid and flexible bodies, encompassing contact, joint constraints, and friction.

cs.GR↗

As-Rigid-As-Possible Deformation of Gaussian Radiance Fields

3D Gaussian Splatting (3DGS) models radiance fields as sparsely distributed 3D Gaussians, providing a compelling solution to novel view synthesis at high resolutions and real-time frame rates. However, deforming objects represented by 3D Gaussians remains a challenging task. Existing methods deform a 3DGS object by editing Gaussians geometrically. These approaches ignore the fact that it is the radiance field that rasterizes and renders the final image. The inconsistency between the deformed 3D Gaussians and the desired radiance field inevitably leads to artifacts in the final results. In this paper, we propose an interactive method for as-rigid-as-possible (ARAP) deformation of the Gaussian radiance fields. Specifically, after performing geometric edits on the Gaussians, we further optimize Gaussians to ensure its rasterization yields a similar result as the deformed radiance field. To facilitate this objective, we design radial features to mathematically describe the radial difference before and after the deformation, which are densely sampled across the radiance field. Additionally, we propose an adaptive anisotropic spatial low-pass filter to prevent aliasing issues during sampling and to preserve the field with the varying non-uniform sampling intervals. Users can interactively employ this tool to achieve large-scale ARAP deformations of the radiance field. Since our method maintains the consistency of the Gaussian radiance field before and after deformation, it avoids artifacts that are common in existing 3DGS deformation frameworks. Meanwhile, our method keeps the high quality and efficiency of 3DGS in rendering.

cs.GR↗

Differentiate the Solver, Not the Equation: Reverse-Sweep Adjoints for Block Implicit Simulation

Differentiable simulation is a key component in learning, control, and inverse problems, where gradients through nonlinear implicit solvers are required. Existing approaches either rely on unrolled automatic differentiation, whose memory grows with solver depth, or on equation-level implicit differentiation, which assembles global Jacobians and solves large sparse adjoint systems, discarding the locality of the forward solver -- and differentiating the converged equation rather than the finite computation that actually ran. We propose solver-level differentiation, which differentiates the executed solver itself. When a solver is composed of block implicit updates, its discrete adjoint is obtained by applying the corresponding adjoint updates in reverse order, yielding a reverse-sweep formulation whose backward pass mirrors the forward solver. From an operator perspective, the forward pass realizes an approximate inverse through ordered local solves, and the backward applies its transpose through reverse local adjoint solves, constructing no global system. We instantiate this idea on Vertex Block Descent, yielding a differentiable solver whose reverse colored Gauss-Seidel sweeps are composed entirely of local $3\times 3$ adjoint solves. The backward matches automatic differentiation through the identical executed forward to machine precision at every solver depth, where the equation-level adjoint is off by 37% after one sweep; in a controlled same-codebase, same-GPU comparison it is 33x faster and uses 71x less memory than unrolled automatic differentiation; and the same construction is exact on projective dynamics and extended position-based dynamics. We scale differentiable elastodynamics to $10^6$ contact-coupled soft bodies (8M vertices) on one GPU. Overall, this work highlights solver structure as a practical organizing principle for efficient differentiable simulation.

cs.GR↗

Curly Hair Simulation using Curly Finite Elements

Realistic simulation of curly hair is challenging due to the tight coupling between macroscopic strand deformation and high-frequency geometric details such as waves and helices. In this paper, we propose a curly hair model that decomposes each strand into curly elements, consisting of a rod-base configuration and an analytically defined high-frequency wrinkles represented by planar waves or volumetric helices, with deformation governed primarily by bending for wavy hair and twisting for spiral hair. A curvature-energy splitting scheme separates stretching, buckling, and bending contributions, and efficient energy approximations improve numerical robustness and reduce computational cost without degrading visual fidelity. We further introduce a hybrid collision handling strategy that combines coarse collision proxies for the base configuration with analytical treatment of high-frequency details, and adapt guide-strand interpolation to our curly finite-element representation to generate dense hair while preserving fine structure. Experiments demonstrate stable, efficient, and visually faithful simulation of curly hair across diverse scenarios.

cs.GR↗