SearcharxivSearch

arXiv subjects

Youliang Yan

Publications and source records attributed to Youliang Yan.

At least 19 recordsLinked to original sources

Beyond Masks: Efficient, Flexible Diffusion Language Models via Deletion-Insertion Processes

While Masked Diffusion Language Models (MDLMs) relying on token masking and unmasking have shown promise in language modeling, their computational efficiency and generation flexibility remain constrained by the masking paradigm. In this paper, we propose Deletion-Insertion Diffusion language models (DID) that rigorously formulate token deletion and insertion as discrete diffusion processes, replacing the masking and unmasking processes in current MDLMs. DID improves training and inference efficiency by eliminating two major sources of computational overhead in MDLMs: the computations on non-informative 1) tokens inherent to the paradigm, and 2) tokens introduced in variable-length settings. Furthermore, DID offers greater flexibility by: 1) natively supporting variable-length sequences without requiring fixed-length padding, and 2) an intrinsic self-correction mechanism during generation due to insertion that dynamically adjusts token positions. To train DID, we design a score-based approach that assigns scores to token insertion operations and derive appropriate training objectives. The objectives involve subsequence counting problems, which we efficiently solve via a parallelized dynamic programming algorithm. Our experiments across fixed and variable-length settings demonstrate the advantage of DID over baselines of MDLMs and existing insertion-based LMs, in terms of modeling performance, sampling quality, and training/inference speed, without any hyperparameter tuning.

cs.CL

DLLM Agent: See Farther, Run Faster

Diffusion large language models (DLLMs) have emerged as an alternative to autoregressive (AR) decoding with appealing efficiency and modeling properties, yet their implications for agentic multi-step decision making remain underexplored. We ask a concrete question: when the generation paradigm is changed but the agent framework and supervision are held fixed, do diffusion backbones induce systematically different planning and tool-use behaviors, and do these differences translate into end-to-end efficiency gains? We study this in a controlled setting by instantiating DLLM and AR backbones within the same agent workflow (DeepDiver) and performing matched agent-oriented fine-tuning on the same trajectory data, yielding diffusion-backed DLLM Agents and directly comparable AR agents. Across benchmarks and case studies, we find that, at comparable accuracy, DLLM Agents are on average over 30% faster end to end than AR agents, with some cases exceeding 8x speedup. Conditioned on correct task completion, DLLM Agents also require fewer interaction rounds and tool invocations, consistent with higher planner hit rates that converge earlier to a correct action path with less backtracking. We further identify two practical considerations for deploying diffusion backbones in tool-using agents. First, naive DLLM policies are more prone to structured tool-call failures, necessitating stronger tool-call-specific training to emit valid schemas and arguments. Second, for multi-turn inputs interleaving context and action spans, diffusion-style span corruption requires aligned attention masking to avoid spurious context-action information flow; without such alignment, performance degrades. Finally, we analyze attention dynamics across workflow stages and observe paradigm-specific coordination patterns, suggesting stronger global planning signals in diffusion-backed agents.

cs.CL

Pangu Pro MoE: Mixture of Grouped Experts for Efficient Sparsity

The surgence of Mixture of Experts (MoE) in Large Language Models promises a small price of execution cost for a much larger model parameter count and learning capacity, because only a small fraction of parameters are activated for each input token. However, it is commonly observed that some experts are activated far more often than others, leading to system inefficiency when running the experts on different devices in parallel. Therefore, we introduce Mixture of Grouped Experts (MoGE), which groups the experts during selection and balances the expert workload better than MoE in nature. It constrains tokens to activate an equal number of experts within each predefined expert group. When a model execution is distributed on multiple devices, this architectural design ensures a balanced computational load across devices, significantly enhancing throughput, particularly for the inference phase. Further, we build Pangu Pro MoE on Ascend NPUs, a sparse model based on MoGE with 72 billion total parameters, 16 billion of which are activated for each token. The configuration of Pangu Pro MoE is optimized for Ascend 300I Duo and 800I A2 through extensive system simulation studies. Our experiments indicate that MoGE indeed leads to better expert load balancing and more efficient execution for both model training and inference on Ascend NPUs. The inference performance of Pangu Pro MoE achieves 1148 tokens/s per card and can be further improved to 1528 tokens/s per card by speculative acceleration, outperforming comparable 32B and 72B Dense models. Furthermore, we achieve an excellent cost-to-performance ratio for model inference on Ascend 300I Duo. Our studies show that Ascend NPUs are capable of training Pangu Pro MoE with massive parallelization to make it a leading model within the sub-100B total parameter class, outperforming prominent open-source models like GLM-Z1-32B and Qwen3-32B.

cs.CL

Pangu Ultra MoE: How to Train Your Big MoE on Ascend NPUs

Sparse large language models (LLMs) with Mixture of Experts (MoE) and close to a trillion parameters are dominating the realm of most capable language models. However, the massive model scale poses significant challenges for the underlying software and hardware systems. In this paper, we aim to uncover a recipe to harness such scale on Ascend NPUs. The key goals are better usage of the computing resources under the dynamic sparse model structures and materializing the expected performance gain on the actual hardware. To select model configurations suitable for Ascend NPUs without repeatedly running the expensive experiments, we leverage simulation to compare the trade-off of various model hyperparameters. This study led to Pangu Ultra MoE, a sparse LLM with 718 billion parameters, and we conducted experiments on the model to verify the simulation results. On the system side, we dig into Expert Parallelism to optimize the communication between NPU devices to reduce the synchronization overhead. We also optimize the memory efficiency within the devices to further reduce the parameter and activation management overhead. In the end, we achieve an MFU of 30.0% when training Pangu Ultra MoE, with performance comparable to that of DeepSeek R1, on 6K Ascend NPUs, and demonstrate that the Ascend system is capable of harnessing all the training stages of the state-of-the-art language models. Extensive experiments indicate that our recipe can lead to efficient training of large-scale sparse language models with MoE. We also study the behaviors of such models for future reference.

cs.CL

LeRF: Learning Resampling Function for Adaptive and Efficient Image Interpolation

Image resampling is a basic technique that is widely employed in daily applications, such as camera photo editing. Recent deep neural networks (DNNs) have made impressive progress in performance by introducing learned data priors. Still, these methods are not the perfect substitute for interpolation, due to the drawbacks in efficiency and versatility. In this work, we propose a novel method of Learning Resampling Function (termed LeRF), which takes advantage of both the structural priors learned by DNNs and the locally continuous assumption of interpolation. Specifically, LeRF assigns spatially varying resampling functions to input image pixels and learns to predict the hyper-parameters that determine the shapes of these resampling functions with a neural network. Based on the formulation of LeRF, we develop a family of models, including both efficiency-orientated and performance-orientated ones. To achieve interpolation-level efficiency, we adopt look-up tables (LUTs) to accelerate the inference of the learned neural network. Furthermore, we design a directional ensemble strategy and edge-sensitive indexing patterns to better capture local structures. On the other hand, to obtain DNN-level performance, we propose an extension of LeRF to enable it in cooperation with pre-trained upsampling models for cascaded resampling. Extensive experiments show that the efficiency-orientated version of LeRF runs as fast as interpolation, generalizes well to arbitrary transformations, and outperforms interpolation significantly, e.g., up to 3dB PSNR gain over Bicubic for x2 upsampling on Manga109. Besides, the performance-orientated version of LeRF reaches comparable performance with existing DNNs at much higher efficiency, e.g., less than 25% running time on a desktop GPU.

cs.CV

GSD: View-Guided Gaussian Splatting Diffusion for 3D Reconstruction

We present GSD, a diffusion model approach based on Gaussian Splatting (GS) representation for 3D object reconstruction from a single view. Prior works suffer from inconsistent 3D geometry or mediocre rendering quality due to improper representations. We take a step towards resolving these shortcomings by utilizing the recent state-of-the-art 3D explicit representation, Gaussian Splatting, and an unconditional diffusion model. This model learns to generate 3D objects represented by sets of GS ellipsoids. With these strong generative 3D priors, though learning unconditionally, the diffusion model is ready for view-guided reconstruction without further model fine-tuning. This is achieved by propagating fine-grained 2D features through the efficient yet flexible splatting function and the guided denoising sampling process. In addition, a 2D diffusion model is further employed to enhance rendering fidelity, and improve reconstructed GS quality by polishing and re-using the rendered images. The final reconstructed objects explicitly come with high-quality 3D structure and texture, and can be efficiently rendered in arbitrary views. Experiments on the challenging real-world CO3D dataset demonstrate the superiority of our approach. Project page: https://yxmu.foo/GSD/

cs.CV

Low-Res Leads the Way: Improving Generalization for Super-Resolution by Self-Supervised Learning

For image super-resolution (SR), bridging the gap between the performance on synthetic datasets and real-world degradation scenarios remains a challenge. This work introduces a novel "Low-Res Leads the Way" (LWay) training framework, merging Supervised Pre-training with Self-supervised Learning to enhance the adaptability of SR models to real-world images. Our approach utilizes a low-resolution (LR) reconstruction network to extract degradation embeddings from LR images, merging them with super-resolved outputs for LR reconstruction. Leveraging unseen LR images for self-supervised learning guides the model to adapt its modeling space to the target domain, facilitating fine-tuning of SR models without requiring paired high-resolution (HR) images. The integration of Discrete Wavelet Transform (DWT) further refines the focus on high-frequency details. Extensive evaluations show that our method significantly improves the generalization and detail restoration capabilities of SR models on unseen real-world datasets, outperforming existing methods. Our training regime is universally compatible, requiring no network architecture modifications, making it a practical solution for real-world SR applications.

eess.IV

VastGaussian: Vast 3D Gaussians for Large Scene Reconstruction

Existing NeRF-based methods for large scene reconstruction often have limitations in visual quality and rendering speed. While the recent 3D Gaussian Splatting works well on small-scale and object-centric scenes, scaling it up to large scenes poses challenges due to limited video memory, long optimization time, and noticeable appearance variations. To address these challenges, we present VastGaussian, the first method for high-quality reconstruction and real-time rendering on large scenes based on 3D Gaussian Splatting. We propose a progressive partitioning strategy to divide a large scene into multiple cells, where the training cameras and point cloud are properly distributed with an airspace-aware visibility criterion. These cells are merged into a complete scene after parallel optimization. We also introduce decoupled appearance modeling into the optimization process to reduce appearance variations in the rendered images. Our approach outperforms existing NeRF-based methods and achieves state-of-the-art results on multiple large scene datasets, enabling fast optimization and high-fidelity real-time rendering.

cs.CV

Generative Human Motion Stylization in Latent Space

Human motion stylization aims to revise the style of an input motion while keeping its content unaltered. Unlike existing works that operate directly in pose space, we leverage the latent space of pretrained autoencoders as a more expressive and robust representation for motion extraction and infusion. Building upon this, we present a novel generative model that produces diverse stylization results of a single motion (latent) code. During training, a motion code is decomposed into two coding components: a deterministic content code, and a probabilistic style code adhering to a prior distribution; then a generator massages the random combination of content and style codes to reconstruct the corresponding motion codes. Our approach is versatile, allowing the learning of probabilistic style space from either style labeled or unlabeled motions, providing notable flexibility in stylization as well. In inference, users can opt to stylize a motion using style cues from a reference motion or a label. Even in the absence of explicit style input, our model facilitates novel re-stylization by sampling from the unconditional style prior distribution. Experimental results show that our proposed stylization models, despite their lightweight design, outperform the state-of-the-art in style reenactment, content preservation, and generalization across various applications and settings. Project Page: https://murrol.github.io/GenMoStyle

cs.CV

Learning Exhaustive Correlation for Spectral Super-Resolution: Where Spatial-Spectral Attention Meets Linear Dependence

Spectral super-resolution that aims to recover hyperspectral image (HSI) from easily obtainable RGB image has drawn increasing interest in the field of computational photography. The crucial aspect of spectral super-resolution lies in exploiting the correlation within HSIs. However, two types of bottlenecks in existing Transformers limit performance improvement and practical applications. First, existing Transformers often separately emphasize either spatial-wise or spectral-wise correlation, disrupting the 3D features of HSI and hindering the exploitation of unified spatial-spectral correlation. Second, existing self-attention mechanism always establishes full-rank correlation matrix by learning the correlation between pairs of tokens, leading to its inability to describe linear dependence widely existing in HSI among multiple tokens. To address these issues, we propose a novel Exhaustive Correlation Transformer (ECT) for spectral super-resolution. First, we propose a Spectral-wise Discontinuous 3D (SD3D) splitting strategy, which models unified spatial-spectral correlation by integrating spatial-wise continuous splitting strategy and spectral-wise discontinuous splitting strategy. Second, we propose a Dynamic Low-Rank Mapping (DLRM) model, which captures linear dependence among multiple tokens through a dynamically calculated low-rank dependence map. By integrating unified spatial-spectral attention and linear dependence, our ECT can model exhaustive correlation within HSI. The experimental results on both simulated and real data indicate that our method achieves state-of-the-art performance. Codes and pretrained models will be available later.

eess.IV

Computational Spectral Imaging with Unified Encoding Model: A Comparative Study and Beyond

Computational spectral imaging is drawing increasing attention owing to the snapshot advantage, and amplitude, phase, and wavelength encoding systems are three types of representative implementations. Fairly comparing and understanding the performance of these systems is essential, but challenging due to the heterogeneity in encoding design. To overcome this limitation, we propose the unified encoding model (UEM) that covers all physical systems using the three encoding types. Specifically, the UEM comprises physical amplitude, physical phase, and physical wavelength encoding models that can be combined with a digital decoding model in a joint encoder-decoder optimization framework to compare the three systems under a unified experimental setup fairly. Furthermore, we extend the UEMs to ideal versions, namely, ideal amplitude, ideal phase, and ideal wavelength encoding models, which are free from physical constraints, to explore the full potential of the three types of computational spectral imaging systems. Finally, we conduct a holistic comparison of the three types of computational spectral imaging systems and provide valuable insights for designing and exploiting these systems in the future.

eess.IV

Learning Unorthogonalized Matrices for Rotation Estimation

Estimating 3D rotations is a common procedure for 3D computer vision. The accuracy depends heavily on the rotation representation. One form of representation -- rotation matrices -- is popular due to its continuity, especially for pose estimation tasks. The learning process usually incorporates orthogonalization to ensure orthonormal matrices. Our work reveals, through gradient analysis, that common orthogonalization procedures based on the Gram-Schmidt process and singular value decomposition will slow down training efficiency. To this end, we advocate removing orthogonalization from the learning process and learning unorthogonalized `Pseudo' Rotation Matrices (PRoM). An optimization analysis shows that PRoM converges faster and to a better solution. By replacing the orthogonalization incorporated representation with our proposed PRoM in various rotation-related tasks, we achieve state-of-the-art results on large-scale benchmarks for human pose estimation.

cs.CV

CoSeR: Bridging Image and Language for Cognitive Super-Resolution

Existing super-resolution (SR) models primarily focus on restoring local texture details, often neglecting the global semantic information within the scene. This oversight can lead to the omission of crucial semantic details or the introduction of inaccurate textures during the recovery process. In our work, we introduce the Cognitive Super-Resolution (CoSeR) framework, empowering SR models with the capacity to comprehend low-resolution images. We achieve this by marrying image appearance and language understanding to generate a cognitive embedding, which not only activates prior information from large text-to-image diffusion models but also facilitates the generation of high-quality reference images to optimize the SR process. To further improve image fidelity, we propose a novel condition injection scheme called "All-in-Attention", consolidating all conditional information into a single module. Consequently, our method successfully restores semantically correct and photorealistic details, demonstrating state-of-the-art performance across multiple benchmarks. Code: https://github.com/VINHYU/CoSeR

cs.CV

AsConvSR: Fast and Lightweight Super-Resolution Network with Assembled Convolutions

In recent years, videos and images in 720p (HD), 1080p (FHD) and 4K (UHD) resolution have become more popular for display devices such as TVs, mobile phones and VR. However, these high resolution images cannot achieve the expected visual effect due to the limitation of the internet bandwidth, and bring a great challenge for super-resolution networks to achieve real-time performance. Following this challenge, we explore multiple efficient network designs, such as pixel-unshuffle, repeat upscaling, and local skip connection removal, and propose a fast and lightweight super-resolution network. Furthermore, by analyzing the applications of the idea of divide-and-conquer in super-resolution, we propose assembled convolutions which can adapt convolution kernels according to the input features. Experiments suggest that our method outperforms all the state-of-the-art efficient super-resolution models, and achieves optimal results in terms of runtime and quality. In addition, our method also wins the first place in NTIRE 2023 Real-Time Super-Resolution - Track 1 ($\times$2). The code will be available at https://gitee.com/mindspore/models/tree/master/research/cv/AsConvSR

eess.IV

A Codec Information Assisted Framework for Efficient Compressed Video Super-Resolution

Online processing of compressed videos to increase their resolutions attracts increasing and broad attention. Video Super-Resolution (VSR) using recurrent neural network architecture is a promising solution due to its efficient modeling of long-range temporal dependencies. However, state-of-the-art recurrent VSR models still require significant computation to obtain a good performance, mainly because of the complicated motion estimation for frame/feature alignment and the redundant processing of consecutive video frames. In this paper, considering the characteristics of compressed videos, we propose a Codec Information Assisted Framework (CIAF) to boost and accelerate recurrent VSR models for compressed videos. Firstly, the framework reuses the coded video information of Motion Vectors to model the temporal relationships between adjacent frames. Experiments demonstrate that the models with Motion Vector based alignment can significantly boost the performance with negligible additional computation, even comparable to those using more complex optical flow based alignment. Secondly, by further making use of the coded video information of Residuals, the framework can be informed to skip the computation on redundant pixels. Experiments demonstrate that the proposed framework can save up to 70% of the computation without performance drop on the REDS4 test videos encoded by H.264 when CRF is 23.

cs.CV

CLIFF: Carrying Location Information in Full Frames into Human Pose and Shape Estimation

Top-down methods dominate the field of 3D human pose and shape estimation, because they are decoupled from human detection and allow researchers to focus on the core problem. However, cropping, their first step, discards the location information from the very beginning, which makes themselves unable to accurately predict the global rotation in the original camera coordinate system. To address this problem, we propose to Carry Location Information in Full Frames (CLIFF) into this task. Specifically, we feed more holistic features to CLIFF by concatenating the cropped-image feature with its bounding box information. We calculate the 2D reprojection loss with a broader view of the full frame, taking a projection process similar to that of the person projected in the image. Fed and supervised by global-location-aware information, CLIFF directly predicts the global rotation along with more accurate articulated poses. Besides, we propose a pseudo-ground-truth annotator based on CLIFF, which provides high-quality 3D annotations for in-the-wild 2D datasets and offers crucial full supervision for regression-based methods. Extensive experiments on popular benchmarks show that CLIFF outperforms prior arts by a significant margin, and reaches the first place on the AGORA leaderboard (the SMPL-Algorithms track). The code and data are available at https://github.com/huawei-noah/noah-research/tree/master/CLIFF.

cs.CV

AIM 2022 Challenge on Super-Resolution of Compressed Image and Video: Dataset, Methods and Results

This paper reviews the Challenge on Super-Resolution of Compressed Image and Video at AIM 2022. This challenge includes two tracks. Track 1 aims at the super-resolution of compressed image, and Track~2 targets the super-resolution of compressed video. In Track 1, we use the popular dataset DIV2K as the training, validation and test sets. In Track 2, we propose the LDV 3.0 dataset, which contains 365 videos, including the LDV 2.0 dataset (335 videos) and 30 additional videos. In this challenge, there are 12 teams and 2 teams that submitted the final results to Track 1 and Track 2, respectively. The proposed methods and solutions gauge the state-of-the-art of super-resolution on compressed image and video. The proposed LDV 3.0 dataset is available at https://github.com/RenYang-home/LDV_dataset. The homepage of this challenge is at https://github.com/RenYang-home/AIM22_CompressSR.

eess.IV

Unsupervised Flow-Aligned Sequence-to-Sequence Learning for Video Restoration

How to properly model the inter-frame relation within the video sequence is an important but unsolved challenge for video restoration (VR). In this work, we propose an unsupervised flow-aligned sequence-to-sequence model (S2SVR) to address this problem. On the one hand, the sequence-to-sequence model, which has proven capable of sequence modeling in the field of natural language processing, is explored for the first time in VR. Optimized serialization modeling shows potential in capturing long-range dependencies among frames. On the other hand, we equip the sequence-to-sequence model with an unsupervised optical flow estimator to maximize its potential. The flow estimator is trained with our proposed unsupervised distillation loss, which can alleviate the data discrepancy and inaccurate degraded optical flow issues of previous flow-based methods. With reliable optical flow, we can establish accurate correspondence among multiple frames, narrowing the domain difference between 1D language and 2D misaligned frames and improving the potential of the sequence-to-sequence model. S2SVR shows superior performance in multiple VR tasks, including video deblurring, video super-resolution, and compressed video quality enhancement. Code and models are publicly available at https://github.com/linjing7/VR-Baseline

cs.CV