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Yixin Chen

Publications and source records attributed to Yixin Chen.

At least 73 records · Page 4Linked to original sources

Breaking Barriers: Combinatorial Algorithms for Non-monotone Submodular Maximization with Sublinear Adaptivity and $1/e$ Approximation

With the rapid growth of data in modern applications, parallel algorithms for maximizing non-monotone submodular functions have gained significant attention. In the parallel computation setting, the state-of-the-art approximation ratio of $1/e$ is achieved by a continuous algorithm (Ene & Nguyen, 2020) with adaptivity $ O\left(\log(n)\right)$. In this work, we focus on size constraints and present the first combinatorial algorithm matching this bound -- a randomized parallel approach achieving $1/e-\varepsilon$ approximation ratio. This result bridges the gap between continuous and combinatorial approaches for this problem. As a byproduct, we also develop a simpler $(1/4-\varepsilon)$-approximation algorithm with high probability ($\ge 1-1/n$). Both algorithms achieve $ O\left(\log(n)\log(k)\right)$ adaptivity and $O\left(n\log(n)\log(k)\right)$ query complexity. Empirical results show our algorithms achieve competitive objective values, with the $(1/4-\varepsilon)$-approximation algorithm particularly efficient in queries.

cs.DS↗

Graph2Region: Efficient Graph Similarity Learning with Structure and Scale Restoration

Graph similarity is critical in graph-related tasks such as graph retrieval, where metrics like maximum common subgraph (MCS) and graph edit distance (GED) are commonly used. However, exact computations of these metrics are known to be NP-Hard. Recent neural network-based approaches approximate the similarity score in embedding spaces to alleviate the computational burden, but they either involve expensive pairwise node comparisons or fail to effectively utilize structural and scale information of graphs. To tackle these issues, we propose a novel geometric-based graph embedding method called Graph2Region (G2R). G2R represents nodes as closed regions and recovers their adjacency patterns within graphs in the embedding space. By incorporating the node features and adjacency patterns of graphs, G2R summarizes graph regions, i.e., graph embeddings, where the shape captures the underlying graph structures and the volume reflects the graph size. Consequently, the overlap between graph regions can serve as an approximation of MCS, signifying similar node regions and adjacency patterns. We further analyze the relationship between MCS and GED and propose using disjoint parts as a proxy for GED similarity. This analysis enables concurrent computation of MCS and GED, incorporating local and global structural information. Experimental evaluation highlights G2R's competitive performance in graph similarity computation. It achieves up to a 60.0\% relative accuracy improvement over state-of-the-art methods in MCS similarity learning, while maintaining efficiency in both training and inference. Moreover, G2R showcases remarkable capability in predicting both MCS and GED similarities simultaneously, providing a holistic assessment of graph similarity. Code available at https://github.com/liuzhouyang/Graph2Region.

cs.LG↗

Hierarchy-Aware Neural Subgraph Matching with Enhanced Similarity Measure

Subgraph matching is challenging as it necessitates time-consuming combinatorial searches. Recent Graph Neural Network (GNN)-based approaches address this issue by employing GNN encoders to extract graph information and hinge distance measures to ensure containment constraints in the embedding space. These methods significantly shorten the response time, making them promising solutions for subgraph retrieval. However, they suffer from scale differences between graph pairs during encoding, as they focus on feature counts but overlook the relative positions of features within node-rooted subtrees, leading to disturbed containment constraints and false predictions. Additionally, their hinge distance measures lack discriminative power for matched graph pairs, hindering ranking applications. We propose NC-Iso, a novel GNN architecture for neural subgraph matching. NC-Iso preserves the relative positions of features by building the hierarchical dependencies between adjacent echelons within node-rooted subtrees, ensuring matched graph pairs maintain consistent hierarchies while complying with containment constraints in feature counts. To enhance the ranking ability for matched pairs, we introduce a novel similarity dominance ratio-enhanced measure, which quantifies the dominance of similarity over dissimilarity between graph pairs. Empirical results on nine datasets validate the effectiveness, generalization ability, scalability, and transferability of NC-Iso while maintaining time efficiency, offering a more discriminative neural subgraph matching solution for subgraph retrieval. Code available at https://github.com/liuzhouyang/NC-Iso.

cs.LG↗

GWM: Towards Scalable Gaussian World Models for Robotic Manipulation

Training robot policies within a learned world model is trending due to the inefficiency of real-world interactions. The established image-based world models and policies have shown prior success, but lack robust geometric information that requires consistent spatial and physical understanding of the three-dimensional world, even pre-trained on internet-scale video sources. To this end, we propose a novel branch of world model named Gaussian World Model (GWM) for robotic manipulation, which reconstructs the future state by inferring the propagation of Gaussian primitives under the effect of robot actions. At its core is a latent Diffusion Transformer (DiT) combined with a 3D variational autoencoder, enabling fine-grained scene-level future state reconstruction with Gaussian Splatting. GWM can not only enhance the visual representation for imitation learning agent by self-supervised future prediction training, but can serve as a neural simulator that supports model-based reinforcement learning. Both simulated and real-world experiments depict that GWM can precisely predict future scenes conditioned on diverse robot actions, and can be further utilized to train policies that outperform the state-of-the-art by impressive margins, showcasing the initial data scaling potential of 3D world model.

cs.RO↗

Dynamic Motion Blending for Versatile Motion Editing

Text-guided motion editing enables high-level semantic control and iterative modifications beyond traditional keyframe animation. Existing methods rely on limited pre-collected training triplets, which severely hinders their versatility in diverse editing scenarios. We introduce MotionCutMix, an online data augmentation technique that dynamically generates training triplets by blending body part motions based on input text. While MotionCutMix effectively expands the training distribution, the compositional nature introduces increased randomness and potential body part incoordination. To model such a rich distribution, we present MotionReFit, an auto-regressive diffusion model with a motion coordinator. The auto-regressive architecture facilitates learning by decomposing long sequences, while the motion coordinator mitigates the artifacts of motion composition. Our method handles both spatial and temporal motion edits directly from high-level human instructions, without relying on additional specifications or Large Language Models. Through extensive experiments, we show that MotionReFit achieves state-of-the-art performance in text-guided motion editing.

cs.CV↗

Addressing accuracy and hallucination of LLMs in Alzheimer's disease research through knowledge graphs

In the past two years, large language model (LLM)-based chatbots, such as ChatGPT, have revolutionized various domains by enabling diverse task completion and question-answering capabilities. However, their application in scientific research remains constrained by challenges such as hallucinations, limited domain-specific knowledge, and lack of explainability or traceability for the response. Graph-based Retrieval-Augmented Generation (GraphRAG) has emerged as a promising approach to improving chatbot reliability by integrating domain-specific contextual information before response generation, addressing some limitations of standard LLMs. Despite its potential, there are only limited studies that evaluate GraphRAG on specific domains that require intensive knowledge, like Alzheimer's disease or other biomedical domains. In this paper, we assess the quality and traceability of two popular GraphRAG systems. We compile a database of 50 papers and 70 expert questions related to Alzheimer's disease, construct a GraphRAG knowledge base, and employ GPT-4o as the LLM for answering queries. We then compare the quality of responses generated by GraphRAG with those from a standard GPT-4o model. Additionally, we discuss and evaluate the traceability of several Retrieval-Augmented Generation (RAG) and GraphRAG systems. Finally, we provide an easy-to-use interface with a pre-built Alzheimer's disease database for researchers to test the performance of both standard RAG and GraphRAG.

cs.AI↗

A Comprehensive Evaluation framework of Alignment Techniques for LLMs

As Large Language Models (LLMs) become increasingly integrated into real-world applications, ensuring their outputs align with human values and safety standards has become critical. The field has developed diverse alignment approaches including traditional fine-tuning methods (RLHF, instruction tuning), post-hoc correction systems, and inference-time interventions, each with distinct advantages and limitations. However, the lack of unified evaluation frameworks makes it difficult to systematically compare these paradigms and guide deployment decisions. This paper introduces a multi-dimensional evaluation of alignment techniques for LLMs, a comprehensive evaluation framework that provides a systematic comparison across all major alignment paradigms. Our framework assesses methods along four key dimensions: alignment detection, alignment quality, computational efficiency, and robustness. Through experiments across diverse base models and alignment strategies, we demonstrate the utility of our framework in identifying strengths and limitations of current state-of-the-art models, providing valuable insights for future research directions.

cs.CL↗

Spatial-Temporal Multi-Scale Quantization for Flexible Motion Generation

Despite significant advancements in human motion generation, current motion representations, typically formulated as discrete frame sequences, still face two critical limitations: (i) they fail to capture motion from a multi-scale perspective, limiting the capability in complex patterns modeling; (ii) they lack compositional flexibility, which is crucial for model's generalization in diverse generation tasks. To address these challenges, we introduce MSQ, a novel quantization method that compresses the motion sequence into multi-scale discrete tokens across spatial and temporal dimensions. MSQ employs distinct encoders to capture body parts at varying spatial granularities and temporally interpolates the encoded features into multiple scales before quantizing them into discrete tokens. Building on this representation, we establish a generative mask modeling model to effectively support motion editing, motion control, and conditional motion generation. Through quantitative and qualitative analysis, we show that our quantization method enables the seamless composition of motion tokens without requiring specialized design or re-training. Furthermore, extensive evaluations demonstrate that our approach outperforms existing baseline methods on various benchmarks.

cs.CV↗

Trace3D: Consistent Segmentation Lifting via Gaussian Instance Tracing

We address the challenge of lifting 2D visual segmentation to 3D in Gaussian Splatting. Existing methods often suffer from inconsistent 2D masks across viewpoints and produce noisy segmentation boundaries as they neglect these semantic cues to refine the learned Gaussians. To overcome this, we introduce Gaussian Instance Tracing (GIT), which augments the standard Gaussian representation with an instance weight matrix across input views. Leveraging the inherent consistency of Gaussians in 3D, we use this matrix to identify and correct 2D segmentation inconsistencies. Furthermore, since each Gaussian ideally corresponds to a single object, we propose a GIT-guided adaptive density control mechanism to split and prune ambiguous Gaussians during training, resulting in sharper and more coherent 2D and 3D segmentation boundaries. Experimental results show that our method extracts clean 3D assets and consistently improves 3D segmentation in both online (e.g., self-prompting) and offline (e.g., contrastive lifting) settings, enabling applications such as hierarchical segmentation, object extraction, and scene editing.

cs.CV↗

TACO: Taming Diffusion for in-the-wild Video Amodal Completion

Humans can infer complete shapes and appearances of objects from limited visual cues, relying on extensive prior knowledge of the physical world. However, completing partially observable objects while ensuring consistency across video frames remains challenging for existing models, especially for unstructured, in-the-wild videos. This paper tackles the task of Video Amodal Completion (VAC), which aims to generate the complete object consistently throughout the video given a visual prompt specifying the object of interest. Leveraging the rich, consistent manifolds learned by pre-trained video diffusion models, we propose a conditional diffusion model, TACO, that repurposes these manifolds for VAC. To enable its effective and robust generalization to challenging in-the-wild scenarios, we curate a large-scale synthetic dataset with multiple difficulty levels by systematically imposing occlusions onto un-occluded videos. Building on this, we devise a progressive fine-tuning paradigm that starts with simpler recovery tasks and gradually advances to more complex ones. We demonstrate TACO's versatility on a wide range of in-the-wild videos from Internet, as well as on diverse, unseen datasets commonly used in autonomous driving, robotic manipulation, and scene understanding. Moreover, we show that TACO can be effectively applied to various downstream tasks like object reconstruction and pose estimation, highlighting its potential to facilitate physical world understanding and reasoning. Our project page is available at https://jason-aplp.github.io/TACO.

cs.CV↗

CFDagent: A Language-Guided, Zero-Shot Multi-Agent System for Complex Flow Simulation

We introduce CFDagent, a zero-shot, multi-agent system that enables fully autonomous computational fluid dynamics (CFD) simulations from natural language prompts. CFDagent integrates three specialized LLM-driven agents: (i) the Preprocessing Agent that generates 3D geometries from textual or visual inputs using a hybrid text-to-3D diffusion model (Point-E) and automatically meshes the geometries; (ii) the Solver Agent that configures and executes an immersed boundary flow solver; and (iii) the Postprocessing Agent that analyzes and visualizes the results, including multimodal renderings. These agents are interactively guided by GPT-4o via conversational prompts, enabling intuitive and user-friendly interaction. We validate CFDagent by reproducing canonical sphere flows at Reynolds numbers of 100 and 300 using three distinct inputs: a simple text prompt (i.e., "sphere"), an image-based input, and a standard sphere model. The computed drag and lift coefficients from meshes produced by each input approach closely match available data. The proposed system enables synthesization of flow simulations and photorealistic visualizations for complex geometries. Through extensive tests on canonical and realistic scenarios, we demonstrate the robustness, versatility, and practical applicability of CFDagent. By bridging generative AI with high-fidelity simulations, CFDagent significantly lowers barriers to expert-level CFD, unlocking broad opportunities in education, scientific research, and practical engineering applications.

physics.flu-dyn↗

Move to Understand a 3D Scene: Bridging Visual Grounding and Exploration for Efficient and Versatile Embodied Navigation

Embodied scene understanding requires not only comprehending visual-spatial information that has been observed but also determining where to explore next in the 3D physical world. Existing 3D Vision-Language (3D-VL) models primarily focus on grounding objects in static observations from 3D reconstruction, such as meshes and point clouds, but lack the ability to actively perceive and explore their environment. To address this limitation, we introduce \underline{\textbf{M}}ove \underline{\textbf{t}}o \underline{\textbf{U}}nderstand (\textbf{\model}), a unified framework that integrates active perception with \underline{\textbf{3D}} vision-language learning, enabling embodied agents to effectively explore and understand their environment. This is achieved by three key innovations: 1) Online query-based representation learning, enabling direct spatial memory construction from RGB-D frames, eliminating the need for explicit 3D reconstruction. 2) A unified objective for grounding and exploring, which represents unexplored locations as frontier queries and jointly optimizes object grounding and frontier selection. 3) End-to-end trajectory learning that combines \textbf{V}ision-\textbf{L}anguage-\textbf{E}xploration pre-training over a million diverse trajectories collected from both simulated and real-world RGB-D sequences. Extensive evaluations across various embodied navigation and question-answering benchmarks show that MTU3D outperforms state-of-the-art reinforcement learning and modular navigation approaches by 14\%, 23\%, 9\%, and 2\% in success rate on HM3D-OVON, GOAT-Bench, SG3D, and A-EQA, respectively. \model's versatility enables navigation using diverse input modalities, including categories, language descriptions, and reference images. These findings highlight the importance of bridging visual grounding and exploration for embodied intelligence.

cs.CV↗

DreamArt: Generating Interactable Articulated Objects from a Single Image

Generating articulated objects, such as laptops and microwaves, is a crucial yet challenging task with extensive applications in Embodied AI and AR/VR. Current image-to-3D methods primarily focus on surface geometry and texture, neglecting part decomposition and articulation modeling. Meanwhile, neural reconstruction approaches (e.g., NeRF or Gaussian Splatting) rely on dense multi-view or interaction data, limiting their scalability. In this paper, we introduce DreamArt, a novel framework for generating high-fidelity, interactable articulated assets from single-view images. DreamArt employs a three-stage pipeline: firstly, it reconstructs part-segmented and complete 3D object meshes through a combination of image-to-3D generation, mask-prompted 3D segmentation, and part amodal completion. Second, we fine-tune a video diffusion model to capture part-level articulation priors, leveraging movable part masks as prompt and amodal images to mitigate ambiguities caused by occlusion. Finally, DreamArt optimizes the articulation motion, represented by a dual quaternion, and conducts global texture refinement and repainting to ensure coherent, high-quality textures across all parts. Experimental results demonstrate that DreamArt effectively generates high-quality articulated objects, possessing accurate part shape, high appearance fidelity, and plausible articulation, thereby providing a scalable solution for articulated asset generation. Our project page is available at https://dream-art-0.github.io/DreamArt/.

cs.CV↗

InteractAnything: Zero-shot Human Object Interaction Synthesis via LLM Feedback and Object Affordance Parsing

Recent advances in 3D human-aware generation have made significant progress. However, existing methods still struggle with generating novel Human Object Interaction (HOI) from text, particularly for open-set objects. We identify three main challenges of this task: precise human-object relation reasoning, affordance parsing for any object, and detailed human interaction pose synthesis aligning description and object geometry. In this work, we propose a novel zero-shot 3D HOI generation framework without training on specific datasets, leveraging the knowledge from large-scale pre-trained models. Specifically, the human-object relations are inferred from large language models (LLMs) to initialize object properties and guide the optimization process. Then we utilize a pre-trained 2D image diffusion model to parse unseen objects and extract contact points, avoiding the limitations imposed by existing 3D asset knowledge. The initial human pose is generated by sampling multiple hypotheses through multi-view SDS based on the input text and object geometry. Finally, we introduce a detailed optimization to generate fine-grained, precise, and natural interaction, enforcing realistic 3D contact between the 3D object and the involved body parts, including hands in grasping. This is achieved by distilling human-level feedback from LLMs to capture detailed human-object relations from the text instruction. Extensive experiments validate the effectiveness of our approach compared to prior works, particularly in terms of the fine-grained nature of interactions and the ability to handle open-set 3D objects.

cs.CV↗

A Deep Learning Potential for Accurate Shock Response Simulations in Tin

Tin (Sn) plays a crucial role in studying the dynamic mechanical responses of ductile metals under shock loading. Atomistic simulations serves to unveil the nano-scale mechanisms for critical behaviors of dynamic responses. However, existing empirical potentials for Sn often lack sufficient accuracy when applied in such simulation. Particularly, the solid-solid phase transition behavior of Sn poses significant challenges to the accuracy of interatomic potentials. To address these challenges, this study introduces a machine-learning potential model for Sn, specifically optimized for shock-response simulations. The model is trained using a dataset constructed through a concurrent learning framework and is designed for molecular simulations across thermodynamic conditions ranging from 0 to 100 GPa and 0 to 5000 K, encompassing both solid and liquid phases as well as structures with free surfaces. It accurately reproduces density functional theory (DFT)-derived basic properties, experimental melting curves, solid-solid phase boundaries, and shock Hugoniot results. This demonstrates the model's potential to bridge ab initio precision with large-scale dynamic simulations of Sn.

cond-mat.mtrl-sci↗

Visual Instruction Tuning with Chain of Region-of-Interest

High-resolution (HR) images are pivotal for enhancing the recognition and understanding capabilities of multimodal large language models (MLLMs). However, directly increasing image resolution can significantly escalate computational demands. In this study, we propose a method called Chain of Region-of-Interest (CoRoI) for Visual Instruction Tuning, aimed at alleviating the computational burden associated with high-resolution images for MLLMs. Drawing inspiration from the selective nature of the human visual system, we recognize that not all regions within high-resolution images carry equal importance. CoRoI seeks to identify and prioritize the most informative regions, thereby enhancing multimodal visual comprehension and recognition while circumventing the need for processing lengthy HR image tokens. Through extensive experiments on 11 benchmarks, we validate the efficacy of CoRoI across varying sizes, ranging from 7B to 34B in parameters. Our models consistently demonstrate superior performance across diverse multimodal benchmarks and tasks. Notably, our method outperforms LLaVA-NeXT on almost all benchmarks and our finetuned 34B model surpasses proprietary methods like Gemini Pro 1.0 on six benchmarks, as well as outperforming GPT-4V on MMB, SEED-I, and MME.

cs.CV↗

MetaScenes: Towards Automated Replica Creation for Real-world 3D Scans

Embodied AI (EAI) research requires high-quality, diverse 3D scenes to effectively support skill acquisition, sim-to-real transfer, and generalization. Achieving these quality standards, however, necessitates the precise replication of real-world object diversity. Existing datasets demonstrate that this process heavily relies on artist-driven designs, which demand substantial human effort and present significant scalability challenges. To scalably produce realistic and interactive 3D scenes, we first present MetaScenes, a large-scale, simulatable 3D scene dataset constructed from real-world scans, which includes 15366 objects spanning 831 fine-grained categories. Then, we introduce Scan2Sim, a robust multi-modal alignment model, which enables the automated, high-quality replacement of assets, thereby eliminating the reliance on artist-driven designs for scaling 3D scenes. We further propose two benchmarks to evaluate MetaScenes: a detailed scene synthesis task focused on small item layouts for robotic manipulation and a domain transfer task in vision-and-language navigation (VLN) to validate cross-domain transfer. Results confirm MetaScene's potential to enhance EAI by supporting more generalizable agent learning and sim-to-real applications, introducing new possibilities for EAI research. Project website: https://meta-scenes.github.io/.

cs.CV↗

Broadband Angular-selective Mid-infrared Photodetector

Mid-infrared photodetectors are susceptible to background noise since every object in the surroundings emits thermal radiation from different directions. To reduce this background noise and enhance signal-to-noise ratio of mid-infrared sensing, different strategies to achieve angular-selective filtering have been proposed. However, these methods are either wavelength- and polarization-dependent, or require bulky lens or mirror systems. The former compromises the photodetector sensitivity, and the latter makes it difficult to integrate with wearable or on-chip devices. In this study, we present a novel angular-selective microstructure array that can seamlessly integrate onto a mid-infrared photodetector. Our compact device leverages the conservation of etendue to attain high angular selectivity over a broad range of mid-infrared wavelengths. Radiation from unwanted angles is substantially filtered, which leads to a markedly enhanced photodetection signal-to-noise ratio. Furthermore, the device's photoresponse is shown to be polarization- and wavelength-insensitive, avoiding signal losses associated with narrow spectral ranges or polarization dependence, and therefore circumventing degradation in photodetector sensitivity. Our broadband angular-selective mid-infrared photodetector holds great promise for wearable devices, medical diagnostics and space applications.

physics.optics↗