SearcharxivSearch

arXiv subjects

Yuanhao Wang

Publications and source records attributed to Yuanhao Wang.

At least 19 recordsLinked to original sources

The Complexity of Weak Partition Connectivity in Hedgegraphs

We prove that the integer-threshold decision problem for weak partition connectivity in hedgegraphs is NP-complete, answering an open question about its computational complexity. Hardness holds even for connected unweighted hedgegraphs in which every hedge consists of exactly two nonempty, vertex-disjoint hyperedges whose union is the entire vertex set. On the same class of instances, hedge connectivity has a simple exact formula. Using a binary matrix representation, we express fractional weak partition connectivity as $m-ρ(A)$, where $ρ(A)$ maximizes the ratio of the number of selected rows to one less than the number of distinct projected columns. This formula yields both the hardness reduction and deterministic algorithms: exact computation when some reference column gives row supports satisfying a linear intersection condition, including the case of minimum row-support number $s(A)\le2$, and a partition-output polynomial-time approximation scheme (PTAS) for both the integer and fractional objectives on all full-support split systems. Unless $\mathrm{P}=\mathrm{NP}$, neither objective admits a fully polynomial-time approximation scheme (FPTAS) on this class.

cs.DS

Reconstruction-Aware Cryo-EM Particle Picking

Cryo-electron microscopy (cryo-EM) determines the structures of proteins and macromolecular assemblies at near-atomic resolution, and the final 3D reconstruction depends on extracting a clean particle stack from noisy micrographs. This extraction decomposes into three sub-tasks, namely particle picking, contamination removal, and 2D class selection. Each of them, however, is trained and evaluated in isolation, and none is optimized for the reconstruction. We instead integrate the three sub-tasks into a single pipeline posed against downstream reconstruction quality. We instantiate the pipeline with a state-of-the-art component for each sub-task, CryoTransformer picking permissively, MicrographCleaner masking contamination, and CryoSift selecting 2D classes by a continuous quality score, and close the loop with a fine-tuning step that returns the surviving particles to the picker. The pipeline achieves a better 3D resolution than every picker we compare. We also show that the best 2D F1 is not the best resolution, so particle selection is better treated as one reconstruction-aware pipeline judged by the map it delivers.

q-bio.BM

An Exponent-Tight Conditional Lower Bound for Global Label Min-Cut

Let $n$ and $p$ denote the numbers of vertices and labels, respectively, in an undirected edge-labeled graph. Previous work showed that, under the Exponential Time Hypothesis (ETH), there is no deterministic algorithm with running time \[ (np)^{o\left(\frac{\log n}{(\log\log n)^2}\right)}. \] In this paper, we give a deterministic reduction that strengthens this conditional running-time lower bound to \[ (np)^{o(\log n)}\operatorname{poly}(|E|). \] The lower bound holds even for simple edge-labeled graphs. Since our reduction is deterministic, the same lower bound applies to bounded-error randomized algorithms under the randomized Exponential Time Hypothesis. On the resulting hard family, $p=n^{O(1)}$. Thus, under rETH, the lower bound matches the exponent order of the known randomized quasi-polynomial exact upper bound up to constant factors.

cs.DS

QuadVerse: An Integrated Framework Aligning Visual-Physical Reality for Quadruped Simulation

Simulation is central to robot learning, yet the sim-to-real gap remains a major bottleneck. Existing approaches often tackle visual or dynamic gaps separately, overlooking how these individual mismatches accumulate and propagate throughout the robot's state evolution. In this paper, we introduce QuadVerse, an integrated framework that uses reconstructed scenes as a calibration substrate for aligning visual perception, physical interaction, and actuator dynamics. From captured RGB videos, we reconstruct geometry-constrained 3D Gaussian Splatting (3DGS) scenes that support batched photorealistic ego-view rendering and collision-ready semantic mesh extraction. The meshes further enable contact calibration by initializing spatially varying friction priors and refining them through trajectory-based posterior search. To address remaining actuator discrepancies, QuadVerse trains a residual dynamics compensator by replaying real-world trajectories on the contact-calibrated terrain, reducing the entanglement between terrain-induced contact errors and actuator non-idealities. Experiments show that QuadVerse improves reconstruction quality and locomotion tracking over relevant baselines. Leveraging this foundation, we demonstrate robust zero-shot visual-navigation policy deployment without task-specific real-world rollouts.

cs.RO

FIT: A Large-Scale Dataset for Fit-Aware Virtual Try-On

Given a person and a garment image, virtual try-on (VTO) aims to synthesize a realistic image of the person wearing the garment, while preserving their original pose and identity. Although recent VTO methods excel at visualizing garment appearance, they largely overlook a crucial aspect of the try-on experience: the accuracy of garment fit -- for example, depicting how an extra-large shirt looks on an extra-small person. A key obstacle is the absence of datasets that provide precise garment and body size information, particularly for "ill-fit" cases, where garments are significantly too large or too small. Consequently, current VTO methods default to generating well-fitted results regardless of the garment or person size. In this paper, we take the first steps towards solving this open problem. We introduce FIT (Fit-Inclusive Try-on), a large-scale VTO dataset comprising over 1.13M try-on image triplets accompanied by precise body and garment measurements. We overcome the challenges of data collection via a scalable synthetic strategy: (1) We programmatically generate 3D garments using GarmentCode and drape them via physics simulation to capture realistic garment fit. (2) We employ a novel re-texturing framework to transform synthetic renderings into photorealistic images while strictly preserving geometry. (3) We introduce person identity preservation into our re-texturing model to generate paired person images (same person, different garments) for supervised training. Finally, we leverage our FIT dataset to train a baseline fit-aware virtual try-on model. Our data and results set the new state-of-the-art for fit-aware virtual try-on, as well as offer a robust benchmark for future research. We will make all data and code publicly available on our project page: https://johannakarras.github.io/FIT.

cs.CV

From Blurry to Believable: Enhancing Low-quality Talking Heads with 3D Generative Priors

Creating high-fidelity, animatable 3D talking heads is crucial for immersive applications, yet often hindered by the prevalence of low-quality image or video sources, which yield poor 3D reconstructions. In this paper, we introduce SuperHead, a novel framework for enhancing low-resolution, animatable 3D head avatars. The core challenge lies in synthesizing high-quality geometry and textures, while ensuring both 3D and temporal consistency during animation and preserving subject identity. Despite recent progress in image, video and 3D-based super-resolution (SR), existing SR techniques are ill-equipped to handle dynamic 3D inputs. To address this, SuperHead leverages the rich priors from pre-trained 3D generative models via a novel dynamics-aware 3D inversion scheme. This process optimizes the latent representation of the generative model to produce a super-resolved 3D Gaussian Splatting (3DGS) head model, which is subsequently rigged to an underlying parametric head model (e.g., FLAME) for animation. The inversion is jointly supervised using a sparse collection of upscaled 2D face renderings and corresponding depth maps, captured from diverse facial expressions and camera viewpoints, to ensure realism under dynamic facial motions. Experiments demonstrate that SuperHead generates avatars with fine-grained facial details under dynamic motions, significantly outperforming baseline methods in visual quality.

cs.CV

Tie-breaking Agnostic Lower Bound for Fictitious Play

Fictitious play (FP) is a natural learning dynamic in two-player zero-sum games. Samuel Karlin conjectured in 1959 that FP converges at a rate of $O(t^{-1/2})$ to Nash equilibrium, where $t$ is the number of steps played. However, Daskalakis and Pan disproved the stronger form of this conjecture in 2014, where \emph{adversarial} tie-breaking is allowed. This paper disproves Karlin's conjecture in its weaker form. In particular, there exists a 10-by-10 zero-sum matrix game, in which FP converges at a rate of $Ω(t^{-1/3})$, and no ties occur except for the first step.

cs.GT

Unsupervised Detection of Distribution Shift in Inverse Problems using Diffusion Models

Diffusion models are widely used as priors in imaging inverse problems. However, their performance often degrades under distribution shifts between the training and test-time images. Existing methods for identifying and quantifying distribution shifts typically require access to clean test images, which are almost never available while solving inverse problems (at test time). We propose a fully unsupervised metric for estimating distribution shifts using only indirect (corrupted) measurements and score functions from diffusion models trained on different datasets. We theoretically show that this metric estimates the KL divergence between the training and test image distributions. Empirically, we show that our score-based metric, using only corrupted measurements, closely approximates the KL divergence computed from clean images. Motivated by this result, we show that aligning the out-of-distribution score with the in-distribution score -- using only corrupted measurements -- reduces the KL divergence and leads to improved reconstruction quality across multiple inverse problems.

cs.CV

TokBench: Evaluating Your Visual Tokenizer before Visual Generation

In this work, we reveal the limitations of visual tokenizers and VAEs in preserving fine-grained features, and propose a benchmark to evaluate reconstruction performance for two challenging visual contents: text and face. Visual tokenizers and VAEs have significantly advanced visual generation and multimodal modeling by providing more efficient compressed or quantized image representations. However, while helping production models reduce computational burdens, the information loss from image compression fundamentally limits the upper bound of visual generation quality. To evaluate this upper bound, we focus on assessing reconstructed text and facial features since they typically: 1) exist at smaller scales, 2) contain dense and rich textures, 3) are prone to collapse, and 4) are highly sensitive to human vision. We first collect and curate a diverse set of clear text and face images from existing datasets. Unlike approaches using VLM models, we employ established OCR and face recognition models for evaluation, ensuring accuracy while maintaining an exceptionally lightweight assessment process requiring just 2GB memory and 4 minutes to complete. Using our benchmark, we analyze text and face reconstruction quality across various scales for different image tokenizers and VAEs. Our results show modern visual tokenizers still struggle to preserve fine-grained features, especially at smaller scales. We further extend this evaluation framework to video, conducting comprehensive analysis of video tokenizers. Additionally, we demonstrate that traditional metrics fail to accurately reflect reconstruction performance for faces and text, while our proposed metrics serve as an effective complement.

cs.CV

Diff-Unfolding: A Model-Based Score Learning Framework for Inverse Problems

Diffusion models are extensively used for modeling image priors for inverse problems. We introduce \emph{Diff-Unfolding}, a principled framework for learning posterior score functions of \emph{conditional diffusion models} by explicitly incorporating the physical measurement operator into a modular network architecture. Diff-Unfolding formulates posterior score learning as the training of an unrolled optimization scheme, where the measurement model is decoupled from the learned image prior. This design allows our method to generalize across inverse problems at inference time by simply replacing the forward operator without retraining. We theoretically justify our unrolling approach by showing that the posterior score can be derived from a composite model-based optimization formulation. Extensive experiments on image restoration and accelerated MRI show that Diff-Unfolding achieves state-of-the-art performance, improving PSNR by up to 2 dB and reducing LPIPS by $22.7\%$, while being both compact (47M parameters) and efficient (0.72 seconds per $256 \times 256$ image). An optimized C++/LibTorch implementation further reduces inference time to 0.63 seconds, underscoring the practicality of our approach.

eess.IV

GarmentCrafter: Progressive Novel View Synthesis for Single-View 3D Garment Reconstruction and Editing

We introduce GarmentCrafter, a new approach that enables non-professional users to create and modify 3D garments from a single-view image. While recent advances in image generation have facilitated 2D garment design, creating and editing 3D garments remains challenging for non-professional users. Existing methods for single-view 3D reconstruction often rely on pre-trained generative models to synthesize novel views conditioning on the reference image and camera pose, yet they lack cross-view consistency, failing to capture the internal relationships across different views. In this paper, we tackle this challenge through progressive depth prediction and image warping to approximate novel views. Subsequently, we train a multi-view diffusion model to complete occluded and unknown clothing regions, informed by the evolving camera pose. By jointly inferring RGB and depth, GarmentCrafter enforces inter-view coherence and reconstructs precise geometries and fine details. Extensive experiments demonstrate that our method achieves superior visual fidelity and inter-view coherence compared to state-of-the-art single-view 3D garment reconstruction methods.

cs.GR

Is Elo Rating Reliable? A Study Under Model Misspecification

Elo rating, widely used for skill assessment across diverse domains ranging from competitive games to large language models, is often understood as an incremental update algorithm for estimating a stationary Bradley-Terry (BT) model. However, our empirical analysis of practical matching datasets reveals two surprising findings: (1) Most games deviate significantly from the assumptions of the BT model and stationarity, raising questions on the reliability of Elo. (2) Despite these deviations, Elo frequently outperforms more complex rating systems, such as mElo and pairwise models, which are specifically designed to account for non-BT components in the data, particularly in terms of win rate prediction. This paper explains this unexpected phenomenon through three key perspectives: (a) We reinterpret Elo as an instance of online gradient descent, which provides no-regret guarantees even in misspecified and non-stationary settings. (b) Through extensive synthetic experiments on data generated from transitive but non-BT models, such as strongly or weakly stochastic transitive models, we show that the ''sparsity'' of practical matching data is a critical factor behind Elo's superior performance in prediction compared to more complex rating systems. (c) We observe a strong correlation between Elo's predictive accuracy and its ranking performance, further supporting its effectiveness in ranking.

cs.LG

Directional Smoothness and Gradient Methods: Convergence and Adaptivity

We develop new sub-optimality bounds for gradient descent (GD) that depend on the conditioning of the objective along the path of optimization rather than on global, worst-case constants. Key to our proofs is directional smoothness, a measure of gradient variation that we use to develop upper-bounds on the objective. Minimizing these upper-bounds requires solving implicit equations to obtain a sequence of strongly adapted step-sizes; we show that these equations are straightforward to solve for convex quadratics and lead to new guarantees for two classical step-sizes. For general functions, we prove that the Polyak step-size and normalized GD obtain fast, path-dependent rates despite using no knowledge of the directional smoothness. Experiments on logistic regression show our convergence guarantees are tighter than the classical theory based on $L$-smoothness.

cs.LG

Securing Equal Share: A Principled Approach for Learning Multiplayer Symmetric Games

This paper examines multiplayer symmetric constant-sum games with more than two players in a competitive setting, including examples like Mahjong, Poker, and various board and video games. In contrast to two-player zero-sum games, equilibria in multiplayer games are neither unique nor non-exploitable, failing to provide meaningful guarantees when competing against opponents who play different equilibria or non-equilibrium strategies. This gives rise to a series of long-lasting fundamental questions in multiplayer games regarding suitable objectives, solution concepts, and principled algorithms. This paper takes an initial step towards addressing these challenges by focusing on the natural objective of equal share -- securing an expected payoff of C/n in an n-player symmetric game with a total payoff of C. We rigorously identify the theoretical conditions under which achieving an equal share is tractable and design a series of efficient algorithms, inspired by no-regret learning, that provably attain approximate equal share across various settings. Furthermore, we provide complementary lower bounds that justify the sharpness of our theoretical results. Our experimental results highlight worst-case scenarios where meta-algorithms from prior state-of-the-art systems for multiplayer games fail to secure an equal share, while our algorithm succeeds, demonstrating the effectiveness of our approach.

cs.LG

FabricDiffusion: High-Fidelity Texture Transfer for 3D Garments Generation from In-The-Wild Clothing Images

We introduce FabricDiffusion, a method for transferring fabric textures from a single clothing image to 3D garments of arbitrary shapes. Existing approaches typically synthesize textures on the garment surface through 2D-to-3D texture mapping or depth-aware inpainting via generative models. Unfortunately, these methods often struggle to capture and preserve texture details, particularly due to challenging occlusions, distortions, or poses in the input image. Inspired by the observation that in the fashion industry, most garments are constructed by stitching sewing patterns with flat, repeatable textures, we cast the task of clothing texture transfer as extracting distortion-free, tileable texture materials that are subsequently mapped onto the UV space of the garment. Building upon this insight, we train a denoising diffusion model with a large-scale synthetic dataset to rectify distortions in the input texture image. This process yields a flat texture map that enables a tight coupling with existing Physically-Based Rendering (PBR) material generation pipelines, allowing for realistic relighting of the garment under various lighting conditions. We show that FabricDiffusion can transfer various features from a single clothing image including texture patterns, material properties, and detailed prints and logos. Extensive experiments demonstrate that our model significantly outperforms state-to-the-art methods on both synthetic data and real-world, in-the-wild clothing images while generalizing to unseen textures and garment shapes.

cs.CV

Is RLHF More Difficult than Standard RL?

Reinforcement learning from Human Feedback (RLHF) learns from preference signals, while standard Reinforcement Learning (RL) directly learns from reward signals. Preferences arguably contain less information than rewards, which makes preference-based RL seemingly more difficult. This paper theoretically proves that, for a wide range of preference models, we can solve preference-based RL directly using existing algorithms and techniques for reward-based RL, with small or no extra costs. Specifically, (1) for preferences that are drawn from reward-based probabilistic models, we reduce the problem to robust reward-based RL that can tolerate small errors in rewards; (2) for general arbitrary preferences where the objective is to find the von Neumann winner, we reduce the problem to multiagent reward-based RL which finds Nash equilibria for factored Markov games with a restricted set of policies. The latter case can be further reduced to adversarial MDP when preferences only depend on the final state. We instantiate all reward-based RL subroutines by concrete provable algorithms, and apply our theory to a large class of models including tabular MDPs and MDPs with generic function approximation. We further provide guarantees when K-wise comparisons are available.

cs.LG

Rethinking Learning-based Demosaicing, Denoising, and Super-Resolution Pipeline

Imaging is usually a mixture problem of incomplete color sampling, noise degradation, and limited resolution. This mixture problem is typically solved by a sequential solution that applies demosaicing (DM), denoising (DN), and super-resolution (SR) sequentially in a fixed and predefined pipeline (execution order of tasks), DM$\to$DN$\to$SR. The most recent work on image processing focuses on developing more sophisticated architectures to achieve higher image quality. Little attention has been paid to the design of the pipeline, and it is still not clear how significant the pipeline is to image quality. In this work, we comprehensively study the effects of pipelines on the mixture problem of learning-based DN, DM, and SR, in both sequential and joint solutions. On the one hand, in sequential solutions, we find that the pipeline has a non-trivial effect on the resulted image quality. Our suggested pipeline DN$\to$SR$\to$DM yields consistently better performance than other sequential pipelines in various experimental settings and benchmarks. On the other hand, in joint solutions, we propose an end-to-end Trinity Pixel Enhancement NETwork (TENet) that achieves state-of-the-art performance for the mixture problem. We further present a novel and simple method that can integrate a certain pipeline into a given end-to-end network by providing intermediate supervision using a detachable head. Extensive experiments show that an end-to-end network with the proposed pipeline can attain only a consistent but insignificant improvement. Our work indicates that the investigation of pipelines is applicable in sequential solutions, but is not very necessary in end-to-end networks. \RR{Code, models, and our contributed PixelShift200 dataset are available at \url{https://github.com/guochengqian/TENet}

eess.IV

Breaking the Curse of Multiagency: Provably Efficient Decentralized Multi-Agent RL with Function Approximation

A unique challenge in Multi-Agent Reinforcement Learning (MARL) is the curse of multiagency, where the description length of the game as well as the complexity of many existing learning algorithms scale exponentially with the number of agents. While recent works successfully address this challenge under the model of tabular Markov Games, their mechanisms critically rely on the number of states being finite and small, and do not extend to practical scenarios with enormous state spaces where function approximation must be used to approximate value functions or policies. This paper presents the first line of MARL algorithms that provably resolve the curse of multiagency under function approximation. We design a new decentralized algorithm -- V-Learning with Policy Replay, which gives the first polynomial sample complexity results for learning approximate Coarse Correlated Equilibria (CCEs) of Markov Games under decentralized linear function approximation. Our algorithm always outputs Markov CCEs, and achieves an optimal rate of $\widetilde{\mathcal{O}}(ε^{-2})$ for finding $ε$-optimal solutions. Also, when restricted to the tabular case, our result improves over the current best decentralized result $\widetilde{\mathcal{O}}(ε^{-3})$ for finding Markov CCEs. We further present an alternative algorithm -- Decentralized Optimistic Policy Mirror Descent, which finds policy-class-restricted CCEs using a polynomial number of samples. In exchange for learning a weaker version of CCEs, this algorithm applies to a wider range of problems under generic function approximation, such as linear quadratic games and MARL problems with low ''marginal'' Eluder dimension.

cs.LG