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Yufeng Zheng

Publications and source records attributed to Yufeng Zheng.

15 recordsLinked to original sources

Multi-AP Cooperative Beamforming for Cell-Free ISAC Networks: Balancing Communication SINR and Sensing SCNR

Cell-free integrated sensing and communication (ISAC) systems are facing the resource allocation challenges due to the deployment of access points (APs) and conflicting beamforming requirements between the communication and sensing functions. Unlike traditional ISAC architectures, the geographic distribution of APs introduces coordination complexity and resource-sharing conflicts that existing single-objective methods cannot adequately address. To address this challenge, we formulate an optimization problem for multi-AP cooperative beamforming that maximizes the sensing signal-to-clutter-plus-noise ratio (SCNR) under the communication rate constraints. The non-convex quadratically constrained quadratic program is transformed into a tractable convex semidefinite program via semidefinite relaxation, enabling efficient polynomial-time solutions and overcoming the local convergence limitations of traditional alternating optimization approaches. Simulation results demonstrate that the proposed approach achieves superior performance in both communication signal-to-interference-plus-noise ratio (SINR) and SCNR compared to existing schemes, confirming its effectiveness for balancing dual-functional objectives.

eess.SP

Capturing Head Avatar with Hand Contacts from a Monocular Video

Photorealistic 3D head avatars are vital for telepresence, gaming, and VR. However, most methods focus solely on facial regions, ignoring natural hand-face interactions, such as a hand resting on the chin or fingers gently touching the cheek, which convey cognitive states like pondering. In this work, we present a novel framework that jointly learns detailed head avatars and the non-rigid deformations induced by hand-face interactions. There are two principal challenges in this task. First, naively tracking hand and face separately fails to capture their relative poses. To overcome this, we propose to combine depth order loss with contact regularization during pose tracking, ensuring correct spatial relationships between the face and hand. Second, no publicly available priors exist for hand-induced deformations, making them non-trivial to learn from monocular videos. To address this, we learn a PCA basis specific to hand-induced facial deformations from a face-hand interaction dataset. This reduces the problem to estimating a compact set of PCA parameters rather than a full spatial deformation field. Furthermore, inspired by physics-based simulation, we incorporate a contact loss that provides additional supervision, significantly reducing interpenetration artifacts and enhancing the physical plausibility of the results. We evaluate our approach on RGB(D) videos captured by an iPhone. Additionally, to better evaluate the reconstructed geometry, we construct a synthetic dataset of avatars with various types of hand interactions. We show that our method can capture better appearance and more accurate deforming geometry of the face than SOTA surface reconstruction methods.

cs.CV

Energetic Origins of Competing Deformation Modes in Metastable Titanium Alloys

Metastable alloys, such as $β$-phase titanium (Ti) alloys with a body-centered cubic (BCC) lattice, can exhibit exceptional mechanical properties through the interplay of multiple deformation mechanisms -- diffusionless phase transformations, deformation twinning, and conventional dislocation slip. However, understanding how these mechanisms compete or cooperate across a wide range of metastable alloys and loading conditions remains a fundamental challenge. Here, we employ molecular dynamics (MD) simulations to investigate the nucleation behavior of competing deformation modes in metastable $β$-Ti alloys as a function of temperature, composition, and loading conditions. We reveal that twinning pathways emerge through reversible transformations between the $β$ phase and the orthorhombic $α"$ phase, in agreement with crystallographic theories. Quantitative analyses demonstrate that the dominant deformation mechanisms and preferred twinning-plane orientations are governed by two key energetic parameters: the free energy barrier for homogeneous $β\leftrightarrow α"$ transformations and the misfit strain energy along specific phase boundaries. These energetic quantities vary systematically with thermodynamic and mechanical conditions, thereby rationalizing the deformation mode transitions observed in both simulations and experiments. These energetic metrics offer a physically grounded and computationally tractable basis for designing next-generation metastable alloys.

cond-mat.mtrl-sci

LOLA: LLM-Assisted Online Learning Algorithm for Content Experiments

Modern media firms require automated and efficient methods to identify content that is most engaging and appealing to users. Leveraging a large-scale dataset from Upworthy (a news publisher), which includes 17,681 headline A/B tests, we first investigate the ability of three pure-LLM approaches to identify the catchiest headline: prompt-based methods, embedding-based methods, and fine-tuned open-source LLMs. Prompt-based approaches perform poorly, while both OpenAI-embedding-based models and the fine-tuned Llama-3-8B achieve marginally higher accuracy than random predictions. In sum, none of the pure-LLM-based methods can predict the best-performing headline with high accuracy. We then introduce the LLM-Assisted Online Learning Algorithm (LOLA), a novel framework that integrates Large Language Models (LLMs) with adaptive experimentation to optimize content delivery. LOLA combines the best pure-LLM approach with the Upper Confidence Bound algorithm to allocate traffic and maximize clicks adaptively. Our numerical experiments on Upworthy data show that LOLA outperforms the standard A/B test method (the current status quo at Upworthy), pure bandit algorithms, and pure-LLM approaches, particularly in scenarios with limited experimental traffic. Our approach is scalable and applicable to content experiments across various settings where firms seek to optimize user engagement, including digital advertising and social media recommendations.

cs.LG

Resource Allocation Based on Optimal Transport Theory in ISAC-Enabled Multi-UAV Networks

This paper investigates the resource allocation optimization for cooperative communication with non-cooperative localization in integrated sensing and communications (ISAC)-enabled multi-unmanned aerial vehicle (UAV) cooperative networks. Our goal is to maximize the weighted sum of the system's average sum rate and the localization quality of service (QoS) by jointly optimizing cell association, communication power allocation, and sensing power allocation. Since the formulated problem is a mixed-integer nonconvex problem, we propose the alternating iteration algorithm based on optimal transport theory (AIBOT) to solve the optimization problem more effectively. Simulation results demonstrate that the AIBOT can improve the system sum rate by nearly 12% and reduce the localization Cr'amer-Rao bound (CRB) by almost 29% compared to benchmark algorithms.

cs.NI

A Unified Approach for Text- and Image-guided 4D Scene Generation

Large-scale diffusion generative models are greatly simplifying image, video and 3D asset creation from user-provided text prompts and images. However, the challenging problem of text-to-4D dynamic 3D scene generation with diffusion guidance remains largely unexplored. We propose Dream-in-4D, which features a novel two-stage approach for text-to-4D synthesis, leveraging (1) 3D and 2D diffusion guidance to effectively learn a high-quality static 3D asset in the first stage; (2) a deformable neural radiance field that explicitly disentangles the learned static asset from its deformation, preserving quality during motion learning; and (3) a multi-resolution feature grid for the deformation field with a displacement total variation loss to effectively learn motion with video diffusion guidance in the second stage. Through a user preference study, we demonstrate that our approach significantly advances image and motion quality, 3D consistency and text fidelity for text-to-4D generation compared to baseline approaches. Thanks to its motion-disentangled representation, Dream-in-4D can also be easily adapted for controllable generation where appearance is defined by one or multiple images, without the need to modify the motion learning stage. Thus, our method offers, for the first time, a unified approach for text-to-4D, image-to-4D and personalized 4D generation tasks.

cs.CV

FLARE: Fast Learning of Animatable and Relightable Mesh Avatars

Our goal is to efficiently learn personalized animatable 3D head avatars from videos that are geometrically accurate, realistic, relightable, and compatible with current rendering systems. While 3D meshes enable efficient processing and are highly portable, they lack realism in terms of shape and appearance. Neural representations, on the other hand, are realistic but lack compatibility and are slow to train and render. Our key insight is that it is possible to efficiently learn high-fidelity 3D mesh representations via differentiable rendering by exploiting highly-optimized methods from traditional computer graphics and approximating some of the components with neural networks. To that end, we introduce FLARE, a technique that enables the creation of animatable and relightable mesh avatars from a single monocular video. First, we learn a canonical geometry using a mesh representation, enabling efficient differentiable rasterization and straightforward animation via learned blendshapes and linear blend skinning weights. Second, we follow physically-based rendering and factor observed colors into intrinsic albedo, roughness, and a neural representation of the illumination, allowing the learned avatars to be relit in novel scenes. Since our input videos are captured on a single device with a narrow field of view, modeling the surrounding environment light is non-trivial. Based on the split-sum approximation for modeling specular reflections, we address this by approximating the pre-filtered environment map with a multi-layer perceptron (MLP) modulated by the surface roughness, eliminating the need to explicitly model the light. We demonstrate that our mesh-based avatar formulation, combined with learned deformation, material, and lighting MLPs, produces avatars with high-quality geometry and appearance, while also being efficient to train and render compared to existing approaches.

cs.CV

A Doubly Stochastic Simulator with Applications in Arrivals Modeling and Simulation

We propose a framework that integrates classical Monte Carlo simulators and Wasserstein generative adversarial networks to model, estimate, and simulate a broad class of arrival processes with general non-stationary and multi-dimensional random arrival rates. Classical Monte Carlo simulators have advantages at capturing the interpretable "physics" of a stochastic object, whereas neural-network-based simulators have advantages at capturing less-interpretable complicated dependence within a high-dimensional distribution. We propose a doubly stochastic simulator that integrates a stochastic generative neural network and a classical Monte Carlo Poisson simulator, to utilize both advantages. Such integration brings challenges to both theoretical reliability and computational tractability for the estimation of the simulator given real data, where the estimation is done through minimizing the Wasserstein distance between the distribution of the simulation output and the distribution of real data. Regarding theoretical properties, we prove consistency and convergence rate for the estimated simulator under a non-parametric smoothness assumption. Regarding computational efficiency and tractability for the estimation procedure, we address a challenge in gradient evaluation that arise from the discontinuity in the Monte Carlo Poisson simulator. Numerical experiments with synthetic and real data sets are implemented to illustrate the performance of the proposed framework.

stat.ML

PointAvatar: Deformable Point-based Head Avatars from Videos

The ability to create realistic, animatable and relightable head avatars from casual video sequences would open up wide ranging applications in communication and entertainment. Current methods either build on explicit 3D morphable meshes (3DMM) or exploit neural implicit representations. The former are limited by fixed topology, while the latter are non-trivial to deform and inefficient to render. Furthermore, existing approaches entangle lighting in the color estimation, thus they are limited in re-rendering the avatar in new environments. In contrast, we propose PointAvatar, a deformable point-based representation that disentangles the source color into intrinsic albedo and normal-dependent shading. We demonstrate that PointAvatar bridges the gap between existing mesh- and implicit representations, combining high-quality geometry and appearance with topological flexibility, ease of deformation and rendering efficiency. We show that our method is able to generate animatable 3D avatars using monocular videos from multiple sources including hand-held smartphones, laptop webcams and internet videos, achieving state-of-the-art quality in challenging cases where previous methods fail, e.g., thin hair strands, while being significantly more efficient in training than competing methods.

cs.CV

An Adaptive Deep RL Method for Non-Stationary Environments with Piecewise Stable Context

One of the key challenges in deploying RL to real-world applications is to adapt to variations of unknown environment contexts, such as changing terrains in robotic tasks and fluctuated bandwidth in congestion control. Existing works on adaptation to unknown environment contexts either assume the contexts are the same for the whole episode or assume the context variables are Markovian. However, in many real-world applications, the environment context usually stays stable for a stochastic period and then changes in an abrupt and unpredictable manner within an episode, resulting in a segment structure, which existing works fail to address. To leverage the segment structure of piecewise stable context in real-world applications, in this paper, we propose a \textit{\textbf{Se}gmented \textbf{C}ontext \textbf{B}elief \textbf{A}ugmented \textbf{D}eep~(SeCBAD)} RL method. Our method can jointly infer the belief distribution over latent context with the posterior over segment length and perform more accurate belief context inference with observed data within the current context segment. The inferred belief context can be leveraged to augment the state, leading to a policy that can adapt to abrupt variations in context. We demonstrate empirically that SeCBAD can infer context segment length accurately and outperform existing methods on a toy grid world environment and Mujuco tasks with piecewise-stable context.

cs.LG

I M Avatar: Implicit Morphable Head Avatars from Videos

Traditional 3D morphable face models (3DMMs) provide fine-grained control over expression but cannot easily capture geometric and appearance details. Neural volumetric representations approach photorealism but are hard to animate and do not generalize well to unseen expressions. To tackle this problem, we propose IMavatar (Implicit Morphable avatar), a novel method for learning implicit head avatars from monocular videos. Inspired by the fine-grained control mechanisms afforded by conventional 3DMMs, we represent the expression- and pose- related deformations via learned blendshapes and skinning fields. These attributes are pose-independent and can be used to morph the canonical geometry and texture fields given novel expression and pose parameters. We employ ray marching and iterative root-finding to locate the canonical surface intersection for each pixel. A key contribution is our novel analytical gradient formulation that enables end-to-end training of IMavatars from videos. We show quantitatively and qualitatively that our method improves geometry and covers a more complete expression space compared to state-of-the-art methods.

cs.CV

SNARF: Differentiable Forward Skinning for Animating Non-Rigid Neural Implicit Shapes

Neural implicit surface representations have emerged as a promising paradigm to capture 3D shapes in a continuous and resolution-independent manner. However, adapting them to articulated shapes is non-trivial. Existing approaches learn a backward warp field that maps deformed to canonical points. However, this is problematic since the backward warp field is pose dependent and thus requires large amounts of data to learn. To address this, we introduce SNARF, which combines the advantages of linear blend skinning (LBS) for polygonal meshes with those of neural implicit surfaces by learning a forward deformation field without direct supervision. This deformation field is defined in canonical, pose-independent space, allowing for generalization to unseen poses. Learning the deformation field from posed meshes alone is challenging since the correspondences of deformed points are defined implicitly and may not be unique under changes of topology. We propose a forward skinning model that finds all canonical correspondences of any deformed point using iterative root finding. We derive analytical gradients via implicit differentiation, enabling end-to-end training from 3D meshes with bone transformations. Compared to state-of-the-art neural implicit representations, our approach generalizes better to unseen poses while preserving accuracy. We demonstrate our method in challenging scenarios on (clothed) 3D humans in diverse and unseen poses.

cs.CV

Continuous Conditional Generative Adversarial Networks (cGAN) with Generator Regularization

Conditional Generative Adversarial Networks are known to be difficult to train, especially when the conditions are continuous and high-dimensional. To partially alleviate this difficulty, we propose a simple generator regularization term on the GAN generator loss in the form of Lipschitz penalty. Thus, when the generator is fed with neighboring conditions in the continuous space, the regularization term will leverage the neighbor information and push the generator to generate samples that have similar conditional distributions for each neighboring condition. We analyze the effect of the proposed regularization term and demonstrate its robust performance on a range of synthetic and real-world tasks.

cs.LG

Self-Learning Transformations for Improving Gaze and Head Redirection

Many computer vision tasks rely on labeled data. Rapid progress in generative modeling has led to the ability to synthesize photorealistic images. However, controlling specific aspects of the generation process such that the data can be used for supervision of downstream tasks remains challenging. In this paper we propose a novel generative model for images of faces, that is capable of producing high-quality images under fine-grained control over eye gaze and head orientation angles. This requires the disentangling of many appearance related factors including gaze and head orientation but also lighting, hue etc. We propose a novel architecture which learns to discover, disentangle and encode these extraneous variations in a self-learned manner. We further show that explicitly disentangling task-irrelevant factors results in more accurate modelling of gaze and head orientation. A novel evaluation scheme shows that our method improves upon the state-of-the-art in redirection accuracy and disentanglement between gaze direction and head orientation changes. Furthermore, we show that in the presence of limited amounts of real-world training data, our method allows for improvements in the downstream task of semi-supervised cross-dataset gaze estimation. Please check our project page at: https://ait.ethz.ch/projects/2020/STED-gaze/

cs.CV

Interface characteristics in an α+β titanium alloy

The alpha/beta interface in Ti-6Al-2Sn-4Zr-6Mo (Ti-6246) is investigated via centre of symmetry analysis, both as-grown and after 10% cold work. Semi-coherent interface steps are observed at a spacing of 4.5 +/-1.13 atoms in the as-grown condition, in good agreement with theory prediction (4.37 atoms). Lattice accommodation is observed, with elongation along [-1 2 -1 0]alpha and contraction along [1 0 -1 0]alpha . Deformed alpha exhibited larger, less coherent steps with slip bands lying in {110}beta. This indicates dislocation pile-up at the grain boundary, a precursor to globularisation, offering insight into the effect of deformation processing on the interface, which is important for titanium alloy processing route design.

cond-mat.mtrl-sci