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Yong-jin Liu

Publications and source records attributed to Yong-jin Liu.

8 recordsLinked to original sources

Exploring a Gamified Personality Assessment Method through Interaction with LLM Agents Embodying Different Personalities

The low-intrusion and automated personality assessment is receiving increasing attention in psychology and human-computer interaction fields. This study explores an interactive approach for personality assessment, focusing on the multiplicity of personality representation. We propose a framework of Gamified Personality Assessment through Multi-Personality Representations (Multi-PR GPA). The framework leverages Large Language Models to empower virtual agents with different personalities. These agents elicit multifaceted human personality representations through engaging in interactive games. Drawing upon the multi-type textual data generated throughout the interaction, it achieves personality assessments with interpretable insights. Grounded in the classic Big Five personality theory, we developed a prototype system and conducted a user study to evaluate the efficacy of Multi-PR GPA. The results affirm the effectiveness of our approach in personality assessment and demonstrate its superior performance when considering the multiplicity of personality representation. Error structure analysis further revealed systematic assessment biases in LLMs, which multi-context aggregation partially mitigated.

cs.HC

$S^3$LAM: Surfel Splatting SLAM for Geometrically Accurate Tracking and Mapping

We propose $S^3$LAM, a novel RGB-D SLAM system that leverages 2D surfel splatting to achieve highly accurate geometric representations for simultaneous tracking and mapping. Unlike existing 3DGS-based SLAM approaches that rely on 3D Gaussian ellipsoids, we utilize 2D Gaussian surfels as primitives for more efficient scene representation. By focusing on the surfaces of objects in the scene, this design enables $S^3$LAM to reconstruct high-quality geometry, benefiting both mapping and tracking. To address inherent SLAM challenges including real-time optimization under limited viewpoints, we introduce a novel adaptive surface rendering strategy that improves mapping accuracy while maintaining computational efficiency. We further derive camera pose Jacobians directly from 2D surfel splatting formulation, highlighting the importance of our geometrically accurate representation that improves tracking convergence. Extensive experiments on both synthetic and real-world datasets validate that $S^3$LAM achieves state-of-the-art performance. Code will be made publicly available.

cs.CV

DiveR-CT: Diversity-enhanced Red Teaming Large Language Model Assistants with Relaxing Constraints

Recent advances in large language model assistants have made them indispensable, raising significant concerns over managing their safety. Automated red teaming offers a promising alternative to the labor-intensive and error-prone manual probing for vulnerabilities, providing more consistent and scalable safety evaluations. However, existing approaches often compromise diversity by focusing on maximizing attack success rate. Additionally, methods that decrease the cosine similarity from historical embeddings with semantic diversity rewards lead to novelty stagnation as history grows. To address these issues, we introduce DiveR-CT, which relaxes conventional constraints on the objective and semantic reward, granting greater freedom for the policy to enhance diversity. Our experiments demonstrate DiveR-CT's marked superiority over baselines by 1) generating data that perform better in various diversity metrics across different attack success rate levels, 2) better-enhancing resiliency in blue team models through safety tuning based on collected data, 3) allowing dynamic control of objective weights for reliable and controllable attack success rates, and 4) reducing susceptibility to reward overoptimization. Overall, our method provides an effective and efficient approach to LLM red teaming, accelerating real-world deployment.

cs.LG

Weighted Poisson-disk Resampling on Large-Scale Point Clouds

For large-scale point cloud processing, resampling takes the important role of controlling the point number and density while keeping the geometric consistency. % in related tasks. However, current methods cannot balance such different requirements. Particularly with large-scale point clouds, classical methods often struggle with decreased efficiency and accuracy. To address such issues, we propose a weighted Poisson-disk (WPD) resampling method to improve the usability and efficiency for the processing. We first design an initial Poisson resampling with a voxel-based estimation strategy. It is able to estimate a more accurate radius of the Poisson-disk while maintaining high efficiency. Then, we design a weighted tangent smoothing step to further optimize the Voronoi diagram for each point. At the same time, sharp features are detected and kept in the optimized results with isotropic property. Finally, we achieve a resampling copy from the original point cloud with the specified point number, uniform density, and high-quality geometric consistency. Experiments show that our method significantly improves the performance of large-scale point cloud resampling for different applications, and provides a highly practical solution.

cs.CV

PU-Flow: a Point Cloud Upsampling Network with Normalizing Flows

Point cloud upsampling aims to generate dense point clouds from given sparse ones, which is a challenging task due to the irregular and unordered nature of point sets. To address this issue, we present a novel deep learning-based model, called PU-Flow, which incorporates normalizing flows and weight prediction techniques to produce dense points uniformly distributed on the underlying surface. Specifically, we exploit the invertible characteristics of normalizing flows to transform points between Euclidean and latent spaces and formulate the upsampling process as ensemble of neighbouring points in a latent space, where the ensemble weights are adaptively learned from local geometric context. Extensive experiments show that our method is competitive and, in most test cases, it outperforms state-of-the-art methods in terms of reconstruction quality, proximity-to-surface accuracy, and computation efficiency. The source code will be publicly available at https://github.com/unknownue/pu-flow.

cs.CV

Audio-Driven Talking Face Video Generation with Dynamic Convolution Kernels

In this paper, we present a dynamic convolution kernel (DCK) strategy for convolutional neural networks. Using a fully convolutional network with the proposed DCKs, high-quality talking-face video can be generated from multi-modal sources (i.e., unmatched audio and video) in real time, and our trained model is robust to different identities, head postures, and input audios. Our proposed DCKs are specially designed for audio-driven talking face video generation, leading to a simple yet effective end-to-end system. We also provide a theoretical analysis to interpret why DCKs work. Experimental results show that our method can generate high-quality talking-face video with background at 60 fps. Comparison and evaluation between our method and the state-of-the-art methods demonstrate the superiority of our method.

cs.CV

3D-CariGAN: An End-to-End Solution to 3D Caricature Generation from Face Photos

Caricature is a type of artistic style of human faces that attracts considerable attention in the entertainment industry. So far a few 3D caricature generation methods exist and all of them require some caricature information (e.g., a caricature sketch or 2D caricature) as input. This kind of input, however, is difficult to provide by non-professional users. In this paper, we propose an end-to-end deep neural network model that generates high-quality 3D caricatures directly from a normal 2D face photo. The most challenging issue for our system is that the source domain of face photos (characterized by normal 2D faces) is significantly different from the target domain of 3D caricatures (characterized by 3D exaggerated face shapes and textures). To address this challenge, we: (1) build a large dataset of 5,343 3D caricature meshes and use it to establish a PCA model in the 3D caricature shape space; (2) reconstruct a normal full 3D head from the input face photo and use its PCA representation in the 3D caricature shape space to establish correspondences between the input photo and 3D caricature shape; and (3) propose a novel character loss and a novel caricature loss based on previous psychological studies on caricatures. Experiments including a novel two-level user study show that our system can generate high-quality 3D caricatures directly from normal face photos.

cs.CV

STD-Net: Structure-preserving and Topology-adaptive Deformation Network for 3D Reconstruction from a Single Image

3D reconstruction from a single view image is a long-standing prob-lem in computer vision. Various methods based on different shape representations(such as point cloud or volumetric representations) have been proposed. However,the 3D shape reconstruction with fine details and complex structures are still chal-lenging and have not yet be solved. Thanks to the recent advance of the deepshape representations, it becomes promising to learn the structure and detail rep-resentation using deep neural networks. In this paper, we propose a novel methodcalled STD-Net to reconstruct the 3D models utilizing the mesh representationthat is well suitable for characterizing complex structure and geometry details.To reconstruct complex 3D mesh models with fine details, our method consists of(1) an auto-encoder network for recovering the structure of an object with bound-ing box representation from a single image, (2) a topology-adaptive graph CNNfor updating vertex position for meshes of complex topology, and (3) an unifiedmesh deformation block that deforms the structural boxes into structure-awaremeshed models. Experimental results on the images from ShapeNet show that ourproposed STD-Net has better performance than other state-of-the-art methods onreconstructing 3D objects with complex structures and fine geometric details.

cs.GR