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Zeyu Hu

Publications and source records attributed to Zeyu Hu.

At least 19 recordsLinked to original sources

Robust Community Detection for Noisy Networks with Covariates: Application to Functional Brain Networks

Community detection is fundamental to understanding the modular organization in functional brain networks, yet noise in neuroimaging-derived networks and auxiliary node-level covariates pose critical challenges. Existing methods typically either assume networks are noise-free or ignore covariate information. We propose a Bayesian framework for recovering a shared latent community structure from multiple noisy network realizations and auxiliary covariates. The model combines a degree-corrected stochastic block model for the latent network, a block-structured noise model linking noisy observations to latent edges, and a covariate cluster model for node-level attributes. This specification allows anatomical or functional attributes of regions of interest to contribute information when network signals are weak or sparse. We develop an efficient Markov chain Monte Carlo algorithm for posterior sampling and select the number of communities using the widely applicable information criterion, avoiding prior specification of this quantity. Simulation studies demonstrate improved community recovery relative to existing methods across varying noise levels, covariate signal strengths, and numbers of noisy networks, with larger gains when network noise is moderate to high or only a small number of noisy networks is available. Applications to functional brain networks from the Alzheimer's Disease Neuroimaging Initiative and the Human Connectome Project identify biologically interpretable structures and capture disease-related reorganization and individual-level variation.

stat.ME

CoverPrune: Coverage-Driven Token Pruning for 3D VLMs via Optimal Transport

While 3D Vision-Language Models (3D VLMs) have demonstrated remarkable spatial reasoning capabilities, they suffer from massive visual token counts that create severe computational bottlenecks during inference. Existing token pruning methods primarily rely on diversity-based selection, discarding similar tokens to maximize dispersion. However, in 3D environments, this approach frequently drops representative prototype tokens in favor of outliers, breaking the multi-view consistencies and geometric structures essential for spatial reasoning. In this paper, we propose a paradigm shift for 3D VLM token pruning: from maximizing diversity to preserving visual evidence coverage. We introduce CoverPrune, a training-free framework that formulates inference-time token pruning as an Optimal Transport (OT) problem. To overcome the intractable combinatorial subset selection inherent in this formulation, we design the Feature-Spatial-Temporal (FST) transport cost and target capacity, along with an efficient Spatial-Guided Greedy Selection (SGS) algorithm to approximate the OT objective. Furthermore, we propose CoverPrune-Lite, an accelerated variant utilizing spatially structured local matching for minimal overhead. Extensive experiments across multiple 3D visual-spatial reasoning benchmarks demonstrate that our methods achieve state-of-the-art token efficiency, maintaining robust reasoning performance even under highly aggressive pruning budgets. Visit our project website at https://github.com/Brucess/CoverPrune.

cs.CV

MSVS-VAE: Multi-Scale Anchored VecSet for High-Fidelity 3D Reconstruction

High-fidelity 3D generative modeling increasingly relies on the latent diffusion paradigm, where the reconstruction quality of the underlying 3D VAE becomes a primary bottleneck. Existing approaches largely follow two paradigms: sparse voxel-based representations achieve strong reconstruction quality but incur significant memory and computational overhead, while set-based representations are compact and continuous yet typically lag in fidelity due to latent sparsity and excessive global smoothness. We propose MSVS-VAE, a hierarchical set-based VAE that closes this fidelity gap without sacrificing compactness. Our key idea is to progressively densify anchored VecSet latents via hierarchical point-shuffle upsampling, increasing spatial capacity for fine-grained geometry modeling. To efficiently decode from the densified hierarchy, we replace global cross-attention with AVS-Conv, a geometry-aware local aggregation operator operating within local neighborhoods rather than the exhaustive latent set. We further introduce multi-scale query decoding to fuse coarse-to-fine latent features, where coarse scales provide stable global context, and fine scales refine localized geometry, reducing artifacts from overly local receptive fields. Extensive experiments on Objaverse, ABO, and in-the-wild benchmarks demonstrate that MSVS-VAE consistently outperforms prior set-based and voxel-based VAEs, delivering approximately 10x faster decoding than prior set-based methods and approximately 10x higher compactness than voxel-based baselines.

cs.CV

OmniGameArena: A Unified UE5 Benchmark for VLM Game Agents with Improvement Dynamics

Vision-language model (VLM) agents are increasingly deployed in interactive game environments. Yet game benchmarks for VLM agents typically report a single first-attempt score per (agent, game) pair, focus on single-agent Solo play, and lack unified protocols for evaluating heterogeneous agent classes (commercial VLMs, open-weight VLMs, and specialized game policies) on the same footing. We address these gaps with OmniGameArena, a real-time benchmark of twelve newly built Unreal Engine 5 games spanning Solo (7), PvP (3), and Coop (2) with unified action interfaces, and the Improvement Dynamics Curve (IDC), an agentic-reflection harness in which a tool-using reflector LLM autonomously refines a bounded skill prompt across multiple rounds. Beyond cold-start leaderboard scores, IDC exposes two additional observables for each (agent, game) pair: how the score evolves across reflection rounds, and how the learned skill behaves on held-out task variants. We report these observables for twelve VLM agents on the cold-start leaderboard and four top agents under IDC.

cs.CV

CanoVerse: 3D Object Scalable Canonicalization and Dataset for Generation and Pose

3D learning systems implicitly assume that objects occupy a coherent reference frame. Nonetheless, in practice, every asset arrives with an arbitrary global rotation, and models are left to resolve directional ambiguity on their own. This persistent misalignment suppresses pose-consistent generation, and blocks the emergence of stable directional semantics. To address this issue, we construct \methodName{}, a massive canonical 3D dataset of 320K objects over 1,156 categories -- an order-of-magnitude increase over prior work. At this scale, directional semantics become statistically learnable: Canoverse improves 3D generation stability, enables precise cross-modal 3D shape retrieval, and unlocks zero-shot point-cloud orientation estimation even for out-of-distribution data. This is achieved by a new canonicalization framework that reduces alignment from minutes to seconds per object via compact hypothesis generation and lightweight human discrimination, transforming canonicalization from manual curation into a high-throughput data generation pipeline. The Canoverse dataset will be publicly released upon acceptance. Project page: https://github.com/123321456-gif/Canoverse

cs.CV

CoSMo3D: Open-World Promptable 3D Semantic Part Segmentation through LLM-Guided Canonical Spatial Modeling

Open-world promptable 3D semantic segmentation remains brittle as semantics are inferred in the input sensor coordinates. Yet, humans, in contrast, interpret parts via functional roles in a canonical space -- wings extend laterally, handles protrude to the side, and legs support from below. Psychophysical evidence shows that we mentally rotate objects into canonical frames to reveal these roles. To fill this gap, we propose \methodName{}, which attains canonical space perception by inducing a latent canonical reference frame learned directly from data. By construction, we create a unified canonical dataset through LLM-guided intra- and cross-category alignment, exposing canonical spatial regularities across 200 categories. By induction, we realize canonicality inside the model through a dual-branch architecture with canonical map anchoring and canonical box calibration, collapsing pose variation and symmetry into a stable canonical embedding. This shift from input pose space to canonical embedding yields far more stable and transferable part semantics. Experimental results show that \methodName{} establishes new state of the art in open-world promptable 3D segmentation.

cs.CV

CaliTex: Geometry-Calibrated Attention for View-Coherent 3D Texture Generation

Despite major advances brought by diffusion-based models, current 3D texture generation systems remain hindered by cross-view inconsistency -- textures that appear convincing from one viewpoint often fail to align across others. We find that this issue arises from attention ambiguity, where unstructured full attention is applied indiscriminately across tokens and modalities, causing geometric confusion and unstable appearance-structure coupling. To address this, we introduce CaliTex, a framework of geometry-calibrated attention that explicitly aligns attention with 3D structure. It introduces two modules: Part-Aligned Attention that enforces spatial alignment across semantically matched parts, and Condition-Routed Attention which routes appearance information through geometry-conditioned pathways to maintain spatial fidelity. Coupled with a two-stage diffusion transformer, CaliTex makes geometric coherence an inherent behavior of the network rather than a byproduct of optimization. Empirically, CaliTex produces seamless and view-consistent textures and outperforms both open-source and commercial baselines.

cs.CV

LumiTex: Towards High-Fidelity PBR Texture Generation with Illumination Context

Physically-based rendering (PBR) provides a principled standard for realistic material-lighting interactions in computer graphics. Despite recent advances in generating PBR textures, existing methods fail to address two fundamental challenges: 1) materials decomposition from image prompts under limited illumination cues, and 2) seamless and view-consistent texture completion. To this end, we propose LumiTex, an end-to-end framework that comprises three key components: (1) a multi-branch generation scheme that disentangles albedo and metallic-roughness under shared illumination priors for robust material understanding, (2) a lighting-aware material attention mechanism that injects illumination context into the decoding process for physically grounded generation of albedo, metallic, and roughness maps, and (3) a geometry-guided inpainting module based on a large view synthesis model that enriches texture coverage and ensures seamless, view-consistent UV completion. Extensive experiments demonstrate that LumiTex achieves state-of-the-art performance in texture quality, surpassing both existing open-source and commercial methods.

cs.CV

Covariate Connectivity Combined Clustering for Weighted Networks

Community detection is a central task in network analysis, with applications in social, biological, and technological systems. Traditional algorithms rely primarily on network topology, which can fail when community signals are partly encoded in node-specific attributes. Existing covariate-assisted methods often assume the number of clusters is known, involve computationally intensive inference, or are not designed for weighted networks. We propose $\text{C}^4$: Covariate Connectivity Combined Clustering, an adaptive spectral clustering algorithm that integrates network connectivity and node-level covariates into a unified similarity representation. $\text{C}^4$ balances the two sources of information through a data-driven tuning parameter, estimates the number of communities via an eigengap heuristic, and avoids reliance on costly sampling-based procedures. Simulation studies show that $\text{C}^4$ achieves higher accuracy and robustness than competing approaches across diverse scenarios. Application to an airport reachability network demonstrates the method's scalability, interpretability, and practical utility for real-world weighted networks.

stat.ME

Light-SQ: Structure-aware Shape Abstraction with Superquadrics for Generated Meshes

In user-generated-content (UGC) applications, non-expert users often rely on image-to-3D generative models to create 3D assets. In this context, primitive-based shape abstraction offers a promising solution for UGC scenarios by compressing high-resolution meshes into compact, editable representations. Towards this end, effective shape abstraction must therefore be structure-aware, characterized by low overlap between primitives, part-aware alignment, and primitive compactness. We present Light-SQ, a novel superquadric-based optimization framework that explicitly emphasizes structure-awareness from three aspects. (a) We introduce SDF carving to iteratively udpate the target signed distance field, discouraging overlap between primitives. (b) We propose a block-regrow-fill strategy guided by structure-aware volumetric decomposition, enabling structural partitioning to drive primitive placement. (c) We implement adaptive residual pruning based on SDF update history to surpress over-segmentation and ensure compact results. In addition, Light-SQ supports multiscale fitting, enabling localized refinement to preserve fine geometric details. To evaluate our method, we introduce 3DGen-Prim, a benchmark extending 3DGen-Bench with new metrics for both reconstruction quality and primitive-level editability. Extensive experiments demonstrate that Light-SQ enables efficient, high-fidelity, and editable shape abstraction with superquadrics for complex generated geometry, advancing the feasibility of 3D UGC creation.

cs.GR

Large Material Gaussian Model for Relightable 3D Generation

The increasing demand for 3D assets across various industries necessitates efficient and automated methods for 3D content creation. Leveraging 3D Gaussian Splatting, recent large reconstruction models (LRMs) have demonstrated the ability to efficiently achieve high-quality 3D rendering by integrating multiview diffusion for generation and scalable transformers for reconstruction. However, existing models fail to produce the material properties of assets, which is crucial for realistic rendering in diverse lighting environments. In this paper, we introduce the Large Material Gaussian Model (MGM), a novel framework designed to generate high-quality 3D content with Physically Based Rendering (PBR) materials, ie, albedo, roughness, and metallic properties, rather than merely producing RGB textures with uncontrolled light baking. Specifically, we first fine-tune a new multiview material diffusion model conditioned on input depth and normal maps. Utilizing the generated multiview PBR images, we explore a Gaussian material representation that not only aligns with 2D Gaussian Splatting but also models each channel of the PBR materials. The reconstructed point clouds can then be rendered to acquire PBR attributes, enabling dynamic relighting by applying various ambient light maps. Extensive experiments demonstrate that the materials produced by our method not only exhibit greater visual appeal compared to baseline methods but also enhance material modeling, thereby enabling practical downstream rendering applications.

cs.CV

MAR-3D: Progressive Masked Auto-regressor for High-Resolution 3D Generation

Recent advances in auto-regressive transformers have revolutionized generative modeling across different domains, from language processing to visual generation, demonstrating remarkable capabilities. However, applying these advances to 3D generation presents three key challenges: the unordered nature of 3D data conflicts with sequential next-token prediction paradigm, conventional vector quantization approaches incur substantial compression loss when applied to 3D meshes, and the lack of efficient scaling strategies for higher resolution latent prediction. To address these challenges, we introduce MAR-3D, which integrates a pyramid variational autoencoder with a cascaded masked auto-regressive transformer (Cascaded MAR) for progressive latent upscaling in the continuous space. Our architecture employs random masking during training and auto-regressive denoising in random order during inference, naturally accommodating the unordered property of 3D latent tokens. Additionally, we propose a cascaded training strategy with condition augmentation that enables efficiently up-scale the latent token resolution with fast convergence. Extensive experiments demonstrate that MAR-3D not only achieves superior performance and generalization capabilities compared to existing methods but also exhibits enhanced scaling capabilities compared to joint distribution modeling approaches (e.g., diffusion transformers).

cs.CV

MuMA: 3D PBR Texturing via Multi-Channel Multi-View Generation and Agentic Post-Processing

Current methods for 3D generation still fall short in physically based rendering (PBR) texturing, primarily due to limited data and challenges in modeling multi-channel materials. In this work, we propose MuMA, a method for 3D PBR texturing through Multi-channel Multi-view generation and Agentic post-processing. Our approach features two key innovations: 1) We opt to model shaded and albedo appearance channels, where the shaded channels enables the integration intrinsic decomposition modules for material properties. 2) Leveraging multimodal large language models, we emulate artists' techniques for material assessment and selection. Experiments demonstrate that MuMA achieves superior results in visual quality and material fidelity compared to existing methods.

cs.CV

MotionLab: Unified Human Motion Generation and Editing via the Motion-Condition-Motion Paradigm

Human motion generation and editing are key components of computer vision. However, current approaches in this field tend to offer isolated solutions tailored to specific tasks, which can be inefficient and impractical for real-world applications. While some efforts have aimed to unify motion-related tasks, these methods simply use different modalities as conditions to guide motion generation. Consequently, they lack editing capabilities, fine-grained control, and fail to facilitate knowledge sharing across tasks. To address these limitations and provide a versatile, unified framework capable of handling both human motion generation and editing, we introduce a novel paradigm: \textbf{Motion-Condition-Motion}, which enables the unified formulation of diverse tasks with three concepts: source motion, condition, and target motion. Based on this paradigm, we propose a unified framework, \textbf{MotionLab}, which incorporates rectified flows to learn the mapping from source motion to target motion, guided by the specified conditions. In MotionLab, we introduce the 1) MotionFlow Transformer to enhance conditional generation and editing without task-specific modules; 2) Aligned Rotational Position Encoding to guarantee the time synchronization between source motion and target motion; 3) Task Specified Instruction Modulation; and 4) Motion Curriculum Learning for effective multi-task learning and knowledge sharing across tasks. Notably, our MotionLab demonstrates promising generalization capabilities and inference efficiency across multiple benchmarks for human motion. Our code and additional video results are available at: https://diouo.github.io/motionlab.github.io/.

cs.CV

Infant Agent: A Tool-Integrated, Logic-Driven Agent with Cost-Effective API Usage

Despite the impressive capabilities of large language models (LLMs), they currently exhibit two primary limitations, \textbf{\uppercase\expandafter{\romannumeral 1}}: They struggle to \textbf{autonomously solve the real world engineering problem}. \textbf{\uppercase\expandafter{\romannumeral 2}}: They remain \textbf{challenged in reasoning through complex logic problems}. To address these challenges, we developed the \textsc{Infant Agent}, integrating task-aware functions, operators, a hierarchical management system, and a memory retrieval mechanism. Together, these components enable large language models to sustain extended reasoning processes and handle complex, multi-step tasks efficiently, all while significantly reducing API costs. Using the \textsc{Infant Agent}, GPT-4o's accuracy on the SWE-bench-lite dataset rises from $\mathbf{0.33\%}$ to $\mathbf{30\%}$, and in the AIME-2024 mathematics competition, it increases GPT-4o's accuracy from $\mathbf{13.3\%}$ to $\mathbf{37\%}$.

cs.AI

Off-the-shelf ChatGPT is a Good Few-shot Human Motion Predictor

To facilitate the application of motion prediction in practice, recently, the few-shot motion prediction task has attracted increasing research attention. Yet, in existing few-shot motion prediction works, a specific model that is dedicatedly trained over human motions is generally required. In this work, rather than tackling this task through training a specific human motion prediction model, we instead propose a novel FMP-OC framework. In FMP-OC, in a totally training-free manner, we enable Few-shot Motion Prediction, which is a non-language task, to be performed directly via utilizing the Off-the-shelf language model ChatGPT. Specifically, to lead ChatGPT as a language model to become an accurate motion predictor, in FMP-OC, we first introduce several novel designs to facilitate extracting implicit knowledge from ChatGPT. Moreover, we also incorporate our framework with a motion-in-context learning mechanism. Extensive experiments demonstrate the efficacy of our proposed framework.

cs.CV

Contrastive Learning Method for Sequential Recommendation based on Multi-Intention Disentanglement

Sequential recommendation is one of the important branches of recommender system, aiming to achieve personalized recommended items for the future through the analysis and prediction of users' ordered historical interactive behaviors. However, along with the growth of the user volume and the increasingly rich behavioral information, how to understand and disentangle the user's interactive multi-intention effectively also poses challenges to behavior prediction and sequential recommendation. In light of these challenges, we propose a Contrastive Learning sequential recommendation method based on Multi-Intention Disentanglement (MIDCL). In our work, intentions are recognized as dynamic and diverse, and user behaviors are often driven by current multi-intentions, which means that the model needs to not only mine the most relevant implicit intention for each user, but also impair the influence from irrelevant intentions. Therefore, we choose Variational Auto-Encoder (VAE) to realize the disentanglement of users' multi-intentions. We propose two types of contrastive learning paradigms for finding the most relevant user's interactive intention, and maximizing the mutual information of positive sample pairs, respectively. Experimental results show that MIDCL not only has significant superiority over most existing baseline methods, but also brings a more interpretable case to the research about intention-based prediction and recommendation.

cs.IR

LiDAL: Inter-frame Uncertainty Based Active Learning for 3D LiDAR Semantic Segmentation

We propose LiDAL, a novel active learning method for 3D LiDAR semantic segmentation by exploiting inter-frame uncertainty among LiDAR frames. Our core idea is that a well-trained model should generate robust results irrespective of viewpoints for scene scanning and thus the inconsistencies in model predictions across frames provide a very reliable measure of uncertainty for active sample selection. To implement this uncertainty measure, we introduce new inter-frame divergence and entropy formulations, which serve as the metrics for active selection. Moreover, we demonstrate additional performance gains by predicting and incorporating pseudo-labels, which are also selected using the proposed inter-frame uncertainty measure. Experimental results validate the effectiveness of LiDAL: we achieve 95% of the performance of fully supervised learning with less than 5% of annotations on the SemanticKITTI and nuScenes datasets, outperforming state-of-the-art active learning methods. Code release: https://github.com/hzykent/LiDAL.

cs.CV