SearcharxivSearch

arXiv subjects

Zehao Zhu

Publications and source records attributed to Zehao Zhu.

15 recordsLinked to original sources

Spacelike-Collinear Scattering by the Method of Regions

We study the spacelike-collinear limit of gauge-theory scattering amplitudes using the Method of Regions. The corresponding splitting amplitude violates strict collinear factorisation through its dependence on the non-collinear partons. While the associated colour dependence has long been known, starting at two loops the splitting amplitude also acquires dependence on their kinematics. We show that this kinematic dependence originates from a unique hidden region present in the asymptotic expansion of the five-point amplitude in the spacelike-collinear limit, but absent in the timelike limit. More generally, we propose that hidden regions provide the mechanism by which crossing-related asymptotic limits cease to be analytically connected. We develop a general algorithm for the systematic identification of hidden regions. Applying it to the five-point amplitude in super Yang-Mills theory, we compute the hidden-region contributions to the complete set of basis integrals and recover the exact kinematically dependent factorisation-violating splitting amplitude. In momentum space, the hidden region is characterised by soft and Glauber loop momenta. This explains why the Wilson-line calculation captures the complete kinematic dependence, thereby accounting for the observed universality across gauge theories.

hep-ph

Sensor2Sensor: Cross-Embodiment Sensor Conversion for Autonomous Driving

Robust training and validation of Autonomous Driving Systems (ADS) require massive, diverse datasets. Proprietary data collected by Autonomous Vehicle (AV) fleets, while high-fidelity, are limited in scale, diversity of sensor configurations, as well as geographic and long-tail-behavioral coverage. In contrast, in-the-wild data from sources like dashcams offers immense scale and diversity, capturing critical long-tail scenarios and novel environments. However, this unstructured, in-the-wild video data is incompatible with ADS expecting structured, multi-modal sensor inputs for validation and training. To bridge this data gap, we propose Sensor2Sensor, a novel generative modeling paradigm that translates in-the-wild monocular dashcam videos into a high-fidelity, multi-modal sensor suite (AV logs) comprising multi-view camera images and LiDAR point clouds. A core challenge is the lack of paired training data. We address this by converting real AV logs into dashcam-style videos via 4D Gaussian Splatting (4DGS) reconstruction and novel-view rendering. Sensor2Sensor then utilizes a diffusion architecture to perform the generative conversion. We perform comprehensive quantitative evaluations on the fidelity and realism of the generated sensor data. We demonstrate Sensor2Sensor's practical utility by converting challenging in-the-wild internet and dashcam footage into realistic, multi-modal data formats, further unlocking vast external data sources for AV development.

cs.CV

Progress on the soft anomalous dimension in QCD

We review the state-of-the-art knowledge of IR singularities in multileg QCD amplitudes, identifying the key reasons for the remarkable simplicity of the soft anomalous dimension. We then present a novel strategy to compute this quantity using a lightcone expansion of correlators of semi-infinite Wilson lines by the Method of Regions. Recently, this strategy allowed us to determine the three-loop soft anomalous dimension for amplitudes consisting of a single massive coloured particle with any number of massless ones. It opens the way to computing this quantity for amplitudes involving two heavy particles at three loops and potentially going to higher loop orders.

hep-ph

Infrared singularities of multileg amplitudes with a massive particle at three loops

We determine the complete three-loop QCD soft anomalous dimension for multileg amplitudes involving a single massive coloured particle and any number of massless ones. This is achieved by applying a novel strategy based on a lightcone expansion of correlators of semi-infinite Wilson lines using the method of regions. The resulting region integrals depend exclusively on rescaling-invariant ratios that remain finite in the limit. We evaluate these integrals using differential equation techniques. The result is written in terms of uniform weight five generalised polylogarithms of a twelve letter alphabet in three variables, and is compatible with the massless limit as well as with two- and three-particle collinear factorization.

hep-ph

Drive&Gen: Co-Evaluating End-to-End Driving and Video Generation Models

Recent advances in generative models have sparked exciting new possibilities in the field of autonomous vehicles. Specifically, video generation models are now being explored as controllable virtual testing environments. Simultaneously, end-to-end (E2E) driving models have emerged as a streamlined alternative to conventional modular autonomous driving systems, gaining popularity for their simplicity and scalability. However, the application of these techniques to simulation and planning raises important questions. First, while video generation models can generate increasingly realistic videos, can these videos faithfully adhere to the specified conditions and be realistic enough for E2E autonomous planner evaluation? Second, given that data is crucial for understanding and controlling E2E planners, how can we gain deeper insights into their biases and improve their ability to generalize to out-of-distribution scenarios? In this work, we bridge the gap between the driving models and generative world models (Drive&Gen) to address these questions. We propose novel statistical measures leveraging E2E drivers to evaluate the realism of generated videos. By exploiting the controllability of the video generation model, we conduct targeted experiments to investigate distribution gaps affecting E2E planner performance. Finally, we show that synthetic data produced by the video generation model offers a cost-effective alternative to real-world data collection. This synthetic data effectively improves E2E model generalization beyond existing Operational Design Domains, facilitating the expansion of autonomous vehicle services into new operational contexts.

cs.CV

Computing the soft anomalous dimension with massless particles using the method of regions

It is well known that soft singularities of massless amplitudes are significantly simpler than those of massive ones. However, the computation of the soft anomalous dimension (AD) using Wilson-lines correctors is only straightforward in the massive case, thanks to the multiplicative renormalizability of correlators of non-lightlike Wilson lines. Instead, correlators involving lightlike lines, develop higher-order poles in dimensional regularization due to collinear singularities, on top of their ultraviolet divergences. We nevertheless show, using the method of regions, how correlators involving lightlike lines can be interpreted and used in the computation of the multileg soft AD. As a case study, we compute the two-loop soft AD for two massive and one massless particles. To this end, we start with the correlator of three timelike Wilson lines and apply the method of regions in the limit where one of the lines becomes lightlike. A correlator involving a strictly lightlike line then emerges as the "hard region" in this expansion. Its collinear divergences are removed upon adding the remaining regions, recovering the correct ultraviolet pole corresponding to the sought-after AD. By applying the method of regions, we are able to disentangle between ultraviolet and infrared divergences appearing in the strict limit. We also discover new phenomena, such as hard-virtuality collinear modes whose presence reflects the rescaling symmetry of semi-infinite Wilson lines. Our approach generalizes to any combination of massive and massless particles at higher loop order.

hep-ph

SceneCrafter: Controllable Multi-View Driving Scene Editing

Simulation is crucial for developing and evaluating autonomous vehicle (AV) systems. Recent literature builds on a new generation of generative models to synthesize highly realistic images for full-stack simulation. However, purely synthetically generated scenes are not grounded in reality and have difficulty in inspiring confidence in the relevance of its outcomes. Editing models, on the other hand, leverage source scenes from real driving logs, and enable the simulation of different traffic layouts, behaviors, and operating conditions such as weather and time of day. While image editing is an established topic in computer vision, it presents fresh sets of challenges in driving simulation: (1) the need for cross-camera 3D consistency, (2) learning ``empty street" priors from driving data with foreground occlusions, and (3) obtaining paired image tuples of varied editing conditions while preserving consistent layout and geometry. To address these challenges, we propose SceneCrafter, a versatile editor for realistic 3D-consistent manipulation of driving scenes captured from multiple cameras. We build on recent advancements in multi-view diffusion models, using a fully controllable framework that scales seamlessly to multi-modality conditions like weather, time of day, agent boxes and high-definition maps. To generate paired data for supervising the editing model, we propose a novel framework on top of Prompt-to-Prompt to generate geometrically consistent synthetic paired data with global edits. We also introduce an alpha-blending framework to synthesize data with local edits, leveraging a model trained on empty street priors through novel masked training and multi-view repaint paradigm. SceneCrafter demonstrates powerful editing capabilities and achieves state-of-the-art realism, controllability, 3D consistency, and scene editing quality compared to existing baselines.

cs.CV

Path-RAG: Knowledge-Guided Key Region Retrieval for Open-ended Pathology Visual Question Answering

Accurate diagnosis and prognosis assisted by pathology images are essential for cancer treatment selection and planning. Despite the recent trend of adopting deep-learning approaches for analyzing complex pathology images, they fall short as they often overlook the domain-expert understanding of tissue structure and cell composition. In this work, we focus on a challenging Open-ended Pathology VQA (PathVQA-Open) task and propose a novel framework named Path-RAG, which leverages HistoCartography to retrieve relevant domain knowledge from pathology images and significantly improves performance on PathVQA-Open. Admitting the complexity of pathology image analysis, Path-RAG adopts a human-centered AI approach by retrieving domain knowledge using HistoCartography to select the relevant patches from pathology images. Our experiments suggest that domain guidance can significantly boost the accuracy of LLaVA-Med from 38% to 47%, with a notable gain of 28% for H&E-stained pathology images in the PathVQA-Open dataset. For longer-form question and answer pairs, our model consistently achieves significant improvements of 32.5% in ARCH-Open PubMed and 30.6% in ARCH-Open Books on H\&E images. Our code and dataset is available here (https://github.com/embedded-robotics/path-rag).

cs.CV

Subjective and Objective Quality-of-Experience Evaluation Study for Live Video Streaming

In recent years, live video streaming has gained widespread popularity across various social media platforms. Quality of experience (QoE), which reflects end-users' satisfaction and overall experience, plays a critical role for media service providers to optimize large-scale live compression and transmission strategies to achieve perceptually optimal rate-distortion trade-off. Although many QoE metrics for video-on-demand (VoD) have been proposed, there remain significant challenges in developing QoE metrics for live video streaming. To bridge this gap, we conduct a comprehensive study of subjective and objective QoE evaluations for live video streaming. For the subjective QoE study, we introduce the first live video streaming QoE dataset, TaoLive QoE, which consists of $42$ source videos collected from real live broadcasts and $1,155$ corresponding distorted ones degraded due to a variety of streaming distortions, including conventional streaming distortions such as compression, stalling, as well as live streaming-specific distortions like frame skipping, variable frame rate, etc. Subsequently, a human study was conducted to derive subjective QoE scores of videos in the TaoLive QoE dataset. For the objective QoE study, we benchmark existing QoE models on the TaoLive QoE dataset as well as publicly available QoE datasets for VoD scenarios, highlighting that current models struggle to accurately assess video QoE, particularly for live content. Hence, we propose an end-to-end QoE evaluation model, Tao-QoE, which integrates multi-scale semantic features and optical flow-based motion features to predicting a retrospective QoE score, eliminating reliance on statistical quality of service (QoS) features.

cs.MM

ContactArt: Learning 3D Interaction Priors for Category-level Articulated Object and Hand Poses Estimation

We propose a new dataset and a novel approach to learning hand-object interaction priors for hand and articulated object pose estimation. We first collect a dataset using visual teleoperation, where the human operator can directly play within a physical simulator to manipulate the articulated objects. We record the data and obtain free and accurate annotations on object poses and contact information from the simulator. Our system only requires an iPhone to record human hand motion, which can be easily scaled up and largely lower the costs of data and annotation collection. With this data, we learn 3D interaction priors including a discriminator (in a GAN) capturing the distribution of how object parts are arranged, and a diffusion model which generates the contact regions on articulated objects, guiding the hand pose estimation. Such structural and contact priors can easily transfer to real-world data with barely any domain gap. By using our data and learned priors, our method significantly improves the performance on joint hand and articulated object poses estimation over the existing state-of-the-art methods. The project is available at https://zehaozhu.github.io/ContactArt/ .

cs.CV

FSGS: Real-Time Few-shot View Synthesis using Gaussian Splatting

Novel view synthesis from limited observations remains an important and persistent task. However, high efficiency in existing NeRF-based few-shot view synthesis is often compromised to obtain an accurate 3D representation. To address this challenge, we propose a few-shot view synthesis framework based on 3D Gaussian Splatting that enables real-time and photo-realistic view synthesis with as few as three training views. The proposed method, dubbed FSGS, handles the extremely sparse initialized SfM points with a thoughtfully designed Gaussian Unpooling process. Our method iteratively distributes new Gaussians around the most representative locations, subsequently infilling local details in vacant areas. We also integrate a large-scale pre-trained monocular depth estimator within the Gaussians optimization process, leveraging online augmented views to guide the geometric optimization towards an optimal solution. Starting from sparse points observed from limited input viewpoints, our FSGS can accurately grow into unseen regions, comprehensively covering the scene and boosting the rendering quality of novel views. Overall, FSGS achieves state-of-the-art performance in both accuracy and rendering efficiency across diverse datasets, including LLFF, Mip-NeRF360, and Blender. Project website: https://zehaozhu.github.io/FSGS/.

cs.CV

Feature 3DGS: Supercharging 3D Gaussian Splatting to Enable Distilled Feature Fields

3D scene representations have gained immense popularity in recent years. Methods that use Neural Radiance fields are versatile for traditional tasks such as novel view synthesis. In recent times, some work has emerged that aims to extend the functionality of NeRF beyond view synthesis, for semantically aware tasks such as editing and segmentation using 3D feature field distillation from 2D foundation models. However, these methods have two major limitations: (a) they are limited by the rendering speed of NeRF pipelines, and (b) implicitly represented feature fields suffer from continuity artifacts reducing feature quality. Recently, 3D Gaussian Splatting has shown state-of-the-art performance on real-time radiance field rendering. In this work, we go one step further: in addition to radiance field rendering, we enable 3D Gaussian splatting on arbitrary-dimension semantic features via 2D foundation model distillation. This translation is not straightforward: naively incorporating feature fields in the 3DGS framework encounters significant challenges, notably the disparities in spatial resolution and channel consistency between RGB images and feature maps. We propose architectural and training changes to efficiently avert this problem. Our proposed method is general, and our experiments showcase novel view semantic segmentation, language-guided editing and segment anything through learning feature fields from state-of-the-art 2D foundation models such as SAM and CLIP-LSeg. Across experiments, our distillation method is able to provide comparable or better results, while being significantly faster to both train and render. Additionally, to the best of our knowledge, we are the first method to enable point and bounding-box prompting for radiance field manipulation, by leveraging the SAM model. Project website at: https://feature-3dgs.github.io/

cs.CV

Pose-Free Generalizable Rendering Transformer

In the field of novel-view synthesis, the necessity of knowing camera poses (e.g., via Structure from Motion) before rendering has been a common practice. However, the consistent acquisition of accurate camera poses remains elusive, and errors in pose extraction can adversely impact the view synthesis process. To address this challenge, we introduce PF-GRT, a new Pose-Free framework for Generalizable Rendering Transformer, eliminating the need for pre-computed camera poses and instead leveraging feature-matching learned directly from data. PF-GRT is parameterized using a local relative coordinate system, where one of the source images is set as the origin. An OmniView Transformer is designed for fusing multi-view cues under the pose-free setting, where unposed-view fusion and origin-centric aggregation are performed. The 3D point feature along target ray is sampled by projecting onto the selected origin plane. The final pixel intensities are modulated and decoded using another Transformer. PF-GRT demonstrates an impressive ability to generalize to new scenes that were not encountered during the training phase, without the need of pre-computing camera poses. Our experiments with zero-shot rendering on the LLFF, RealEstate-10k, Shiny, and Blender datasets reveal that it produces superior quality in generating photo-realistic images. Moreover, it demonstrates robustness against noise in test camera poses. Code is available at https://zhiwenfan.github.io/PF-GRT/.

cs.CV

LightGaussian: Unbounded 3D Gaussian Compression with 15x Reduction and 200+ FPS

Recent advances in real-time neural rendering using point-based techniques have enabled broader adoption of 3D representations. However, foundational approaches like 3D Gaussian Splatting impose substantial storage overhead, as Structure-from-Motion (SfM) points can grow to millions, often requiring gigabyte-level disk space for a single unbounded scene. This growth presents scalability challenges and hinders splatting efficiency. To address this, we introduce LightGaussian, a method for transforming 3D Gaussians into a more compact format. Inspired by Network Pruning, LightGaussian identifies Gaussians with minimal global significance on scene reconstruction, and applies a pruning and recovery process to reduce redundancy while preserving visual quality. Knowledge distillation and pseudo-view augmentation then transfer spherical harmonic coefficients to a lower degree, yielding compact representations. Gaussian Vector Quantization, based on each Gaussian's global significance, further lowers bitwidth with minimal accuracy loss. LightGaussian achieves an average 15x compression rate while boosting FPS from 144 to 237 within the 3D-GS framework, enabling efficient complex scene representation on the Mip-NeRF 360 and Tank & Temple datasets. The proposed Gaussian pruning approach is also adaptable to other 3D representations (e.g., Scaffold-GS), demonstrating strong generalization capabilities.

cs.CV

Extracting a model quark propagator's spectral density

We propose a practical procedure to extrapolate the space-like quark propagator onto the complex plane, which follows the Schlessinger Point Method and the spectral representation of the propagator. As a feasible example, we employ quark propagators for different flavors, obtained from the solutions of the corresponding Dyson-Schwinger equation (DSE). Two different truncations are employed. Thus, the analytical structure of the quark propagator is studied, capitalizing on the current-quark mass dependence of the observed features.

nucl-th