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Zhen Xiao

Publications and source records attributed to Zhen Xiao.

At least 19 recordsLinked to original sources

AdSpark: A Large-Scale Dataset and Benchmark for Product-Centric Advertisement Video Generation

Product-centric advertisement video generation aims to create promotional videos that preserve fine-grained product identity while presenting selling points through coherent multi-shot narratives. However, this emerging task remains underexplored due to the lack of large-scale advertisement-specific datasets and comprehensive evaluation frameworks. To address this gap, we introduce \textbf{AdSpark}, a large-scale dataset and benchmark for product-centric advertisement video generation, based on data from a major e-commerce platform. \textit{AdSpark-300K} contains approximately 300K reference image--prompt--video triplets, comprising a real-world subset and a synthetic subset. Each sample provides structured advertisement annotations, including product identity annotations, selling-point descriptions, creative plans, and aligned audio scripts, enabling models to learn product preservation and advertisement-oriented visual storytelling. We further propose \textit{AdSpark-Bench}, a diagnostic benchmark that evaluates generated advertisements across six dimensions, including visual quality, product fidelity, instruction adherence, temporal coherence, audio alignment, and advertisement effectiveness. Based on AdSpark-Bench, we evaluate representative models, revealing key challenges in product preservation, multi-shot storytelling, and selling-point visualization. Experiments with AdSpark-300K-finetuned models further validate the effectiveness of our dataset. AdSpark provides a unified dataset and benchmark for future research, and we will release the dataset upon acceptance.

cs.CV↗

CADForge: Agentic Single-View CAD Reconstruction with Explicit Geometry Reasoning

Reconstructing editable parametric CAD models from a single-view image is of great practical value for modern manufacturing, yet remains challenging due to incomplete geometric observations and complex inter-part relationships. To address it, we propose CADForge, an agentic framework that progressively converts a single image into CadQuery programs. CADForge decomposes an object into CAD-meaningful components and performs explicit geometric reasoning for each component, a process that first identifies CAD-relevant constraints and then translates them into precise modeling parameters through mathematical code. The inferred parameters then drive component-wise synthesis of executable CadQuery programs, with a review agent evaluating the resulting geometry and providing targeted feedback for iterative refinement. To further improve robustness and efficiency, CADForge incorporates a failure-guided toolkit construction mechanism to distill accumulated experience into tools, and maintains a compact parametric CAD memory for retrieving modeling context on demand. Experiments on diverse single- and multi-part objects show that CADForge consistently outperforms existing baselines in reconstruction fidelity and perceptual quality, demonstrating an effective approach to accurate single-view CAD reconstruction.

cs.AI↗

SEEK: Skill-Routed Evaluation with Evolvable Knowledge for Industrial Search

Search quality evaluation provides essential supervision and diagnostic signals for the development and iteration of industrial search systems. Although large language models (LLMs) offer a scalable alternative to manual assessment, reliable automatic evaluation remains challenging: users experience search results at the page level, while the applicable evaluation criteria are multi-dimensional and continuously evolving. Packing all evaluation criteria into a unified prompt introduces irrelevant context and potential criterion interference, whereas internalizing them through post-training tightly couples rule updates with costly model retraining cycles. To address these issues, we propose Skill-routed Evaluation with Evolvable Knowledge (SEEK). Specifically, SEEK externalizes specific search evaluation criteria into a skill bank, dynamically routes relevant skills for each query-result list pair, and employs a task-adapted listwise evaluator to produce page-level judgments and failure mode attribution. A two-stage training pipeline teaches the evaluator to align evaluation criteria with human preferences, while a replay-gated skill bank allows recurring evaluation knowledge gaps to be incorporated without model retraining. Experiments on industrial short-video search show that SEEK improves listwise quality evaluation accuracy and achieves significant progress in attribution diagnosis. SEEK has been deployed at Kuaishou, a short-video platform with over 400 million daily active users, significantly improving the scale and quality of online search evaluation.

cs.IR↗

RASA: Disentangled Spatial-Motional Priors for Cross-Identity Character Animation

Cross-identity character animation aims to drive a target identity from a reference image to follow the motion of a source character from a driving video. The core challenge lies in the inherent entanglement of two capabilities: cross-identity spatial mapping (aligning position, scale, and skeletal proportions) and motion control (refining joint articulation, volumetric consistency, and view coherence). We introduce Reference-Aware Structural Alignment (RASA), a framework that disentangles spatial mapping from motion control by injecting structured priors into a Diffusion Transformer (DiT). Our approach has two stages. First, a Spatial Prior Calibrator (SPC) fuses reference identity with driving pose to generate a spatially grounded initial noise latent, ensuring correct positioning, scaling, and alignment with the driving skeleton. Second, an Inherent Motional Guider (IMG) encodes shape-agnostic SMPL articulation parameters into a semantic motion vector beyond appearance-biased 2D keypoints. Injected into intermediate DiT layers, this vector complements the base pose condition for anatomically consistent articulation and view-aware volumetric refinement. We curate CIM-Bench, a high-quality benchmark with rigorous curation, for evaluation. Extensive experiments show RASA significantly outperforms state-of-the-art methods in motion fidelity and visual quality. Our work establishes a new paradigm showing disentangled spatial and motional priors are key to robust character animation. Project page: https://hidream.ai.github.io/RASA/

cs.CV↗

CETalk: Continuous Valence-Arousal Control for Audio-Driven 3D Talking Head Generation

Emotional 3D talking head generation aims to synthesize expressive facial animations with accurate lip synchronization. However, existing methods often rely on discrete emotion categories, which fail to capture the continuous evolution of affect. They also overlook the temporal frequency mismatch between audio articulation and emotional expression. In this paper, we propose CETalk, an audio-driven 3D facial animation framework conditioned on continuous Valence--Arousal (VA) representations for fine-grained emotion control. CETalk predicts a sequence of FLAME parameters through three key components: a Dynamic Emotion Modulation Module that adaptively scales emotional intensity using audio-derived cues; a Multi-Scale Temporal Modeling mechanism that employs parallel branches to decouple high-frequency articulatory movements from low-frequency emotional dynamics; and a Dynamic Fusion Mechanism that integrates these multi-scale features via an adaptive gating network. To support training and evaluation, we construct 3D-VA-MEAD, a large-scale dataset with automatically estimated VA annotations and reconstructed 3D facial motions. Extensive experiments demonstrate that CETalk outperforms state-of-the-art methods in both lip-sync accuracy and emotional expressiveness, while enabling smooth and controllable emotion transitions.

cs.CV↗

Genie Sim 3.0 : A High-Fidelity Comprehensive Simulation Platform for Humanoid Robot

The development of robust and generalizable robot learning models is critically contingent upon the availability of large-scale, diverse training data and reliable evaluation benchmarks. Collecting data in the physical world poses prohibitive costs and scalability challenges, and prevailing simulation benchmarks frequently suffer from fragmentation, narrow scope, or insufficient fidelity to enable effective sim-to-real transfer. To address these challenges, we introduce Genie Sim 3.0, a unified simulation platform for robotic manipulation. We present Genie Sim Generator, a large language model (LLM)-powered tool that constructs high-fidelity scenes from natural language instructions. Its principal strength resides in rapid and multi-dimensional generalization, facilitating the synthesis of diverse environments to support scalable data collection and robust policy evaluation. We introduce the first benchmark that pioneers the application of LLM for automated evaluation. It leverages LLM to mass-generate evaluation scenarios and employs Vision-Language Model (VLM) to establish an automated assessment pipeline. We also release an open-source dataset comprising more than 10,000 hours of synthetic data across over 200 tasks. Through systematic experimentation, we validate the robust zero-shot sim-to-real transfer capability of our open-source dataset, demonstrating that synthetic data can server as an effective substitute for real-world data under controlled conditions for scalable policy training. For code and dataset details, please refer to: https://github.com/AgibotTech/genie_sim.

cs.RO↗

Sub-Footprint Effect Correction in FW-LiDAR Point Clouds via Intra-Footprint Target Unmixing

Sub-footprint target mixing within a laser footprint significantly increases LiDAR intensity uncertainty, especially in complex environments where heterogeneous materials inside one footprint cause nonlinear distortions that impair intensity-based applications. However, the forward mixing inherent to the single-pixel detection mode of LiDAR systems blurs sub-footprint contributions, making sub-footprint effects difficult to address effectively in existing studies. To address this issue, we introduce a novel, physics-based framework that explicitly resolves sub-footprint intensity correction in full-waveform LiDAR (FW-LiDAR) point clouds. The key innovation is to make the otherwise implicit intra-footprint mixing process explicit: we first develop a spatiotemporal laser-beam distribution model to physically characterize within-footprint forward mixing of multi-target returns. Building on this formulation, we incorporate ancillary information including waveform parameters and surface geometry as constraints to pose a well-defined inverse unmixing problem and decompose each footprint into fractional contributions from multiple sub-targets. We then recover sub-footprint-corrected intensities by inverting the observed mixtures through a unified combination of parametric and model-driven approaches. To the best of our knowledge, few prior studies explicitly establish sub-footprint inversion and correction within a single laser footprint, and our framework offers a principled, physics-grounded solution. Experiments on both controlled and real-world LiDAR datasets demonstrate that the proposed method significantly enhances semantic separability across heterogeneous targets and intensity consistency across homogeneous targets.

cs.LG↗

SDTalk: Structured Facial Priors and Dual-Branch Motion Fields for Generalizable Gaussian Talking Head Synthesis

High-quality, real-time talking head synthesis remains a fundamental challenge in computer vision. Existing reconstruction- and rendering-based methods typically rely on identity-specific models, limiting cross-identity generalization. To address this issue, we propose SDTalk, a one-shot 3D Gaussian Splatting (3DGS)-based framework that generalizes to unseen identities without personalized training or fine-tuning. Our framework comprises two modules with a two-stage training strategy. In the first stage, we incorporate structured facial priors into the reconstruction module and separately predict 3DGS parameters for visible and occluded regions, enabling complete head reconstruction from a single image. In the second stage, we introduce a dual-branch motion field to model coarse and fine facial dynamics, improving detail fidelity and lip synchronization. Experiments demonstrate that SDTalk surpasses existing methods in both visual quality and inference efficiency.

cs.CV↗

FlowScene: Style-Consistent Indoor Scene Generation with Multimodal Graph Rectified Flow

Scene generation has extensive industrial applications, demanding both high realism and precise control over geometry and appearance. Language-driven retrieval methods compose plausible scenes from a large object database, but overlook object-level control and often fail to enforce scene-level style coherence. Graph-based formulations offer higher controllability over objects and inform holistic consistency by explicitly modeling relations, yet existing methods struggle to produce high-fidelity textured results, thereby limiting their practical utility. We present FlowScene, a tri-branch scene generative model conditioned on multimodal graphs that collaboratively generates scene layouts, object shapes, and object textures. At its core lies a tight-coupled rectified flow model that exchanges object information during generation, enabling collaborative reasoning across the graph. This enables fine-grained control of objects' shapes, textures, and relations while enforcing scene-level style coherence across structure and appearance. Extensive experiments show that FlowScene outperforms both language-conditioned and graph-conditioned baselines in terms of generation realism, style consistency, and alignment with human preferences.

cs.CV↗

Comprehensive Deadlock Prevention for GPU Collective Communication

Distributed deep neural network training necessitates efficient GPU collective communications, which are inherently susceptible to deadlocks. GPU collective deadlocks arise easily in distributed deep learning applications when multiple collectives circularly wait for each other. GPU collective deadlocks pose a significant challenge to the correct functioning and efficiency of distributed deep learning, and no general effective solutions are currently available. Only in specific scenarios, ad-hoc methods, making an application invoke collectives in a consistent order across GPUs, can be used to prevent circular collective dependency and deadlocks. This paper presents DFCCL, a novel GPU collective communication library that provides a comprehensive approach for GPU collective deadlock prevention while maintaining high performance. DFCCL achieves preemption for GPU collectives at the bottom library level, effectively preventing deadlocks even if applications cause circular collective dependency. DFCCL ensures high performance with its execution and scheduling methods for collectives. Experiments show that DFCCL effectively prevents GPU collective deadlocks in various situations. Moreover, extensive evaluations demonstrate that DFCCL delivers performance comparable to or superior to NCCL, the state-of-the-art collective communication library highly optimized for NVIDIA GPUs.

cs.DC↗

Yo'City: Personalized and Boundless 3D Realistic City Scene Generation via Self-Critic Expansion

Realistic 3D city generation is fundamental to a wide range of applications, including virtual reality and digital twins. However, most existing methods rely on training a single diffusion model, which limits their ability to generate personalized and boundless city-scale scenes. In this paper, we present Yo'City, a novel agentic framework that enables user-customized and infinitely expandable 3D city generation by leveraging the reasoning and compositional capabilities of off-the-shelf large models. Specifically, Yo'City first conceptualizes the city through a top-down planning strategy that defines a hierarchical "City-District-Grid" structure. The Global Planner determines the overall layout and potential functional districts, while the Local Designer further refines each district with detailed grid-level descriptions. Subsequently, the grid-level 3D generation is achieved through a "produce-refine-evaluate" isometric image synthesis loop, followed by image-to-3D generation. To simulate continuous city evolution, Yo'City further introduces a user-interactive, relationship-guided expansion mechanism, which performs scene graph-based distance- and semantics-aware layout optimization, ensuring spatially coherent city growth. To comprehensively evaluate our method, we construct a diverse benchmark dataset and design six multi-dimensional metrics that assess generation quality from the perspectives of semantics, geometry, texture, and layout. Extensive experiments demonstrate that Yo'City consistently outperforms existing state-of-the-art methods across all evaluation aspects.

cs.CV↗

DARA: Few-shot Budget Allocation in Online Advertising via In-Context Decision Making with RL-Finetuned LLMs

Optimizing the advertiser's cumulative value of winning impressions under budget constraints poses a complex challenge in online advertising, under the paradigm of AI-Generated Bidding (AIGB). Advertisers often have personalized objectives but limited historical interaction data, resulting in few-shot scenarios where traditional reinforcement learning (RL) methods struggle to perform effectively. Large Language Models (LLMs) offer a promising alternative for AIGB by leveraging their in-context learning capabilities to generalize from limited data. However, they lack the numerical precision required for fine-grained optimization. To address this limitation, we introduce GRPO-Adaptive, an efficient LLM post-training strategy that enhances both reasoning and numerical precision by dynamically updating the reference policy during training. Built upon this foundation, we further propose DARA, a novel dual-phase framework that decomposes the decision-making process into two stages: a few-shot reasoner that generates initial plans via in-context prompting, and a fine-grained optimizer that refines these plans using feedback-driven reasoning. This separation allows DARA to combine LLMs' in-context learning strengths with precise adaptability required by AIGB tasks. Extensive experiments on both real-world and synthetic data environments demonstrate that our approach consistently outperforms existing baselines in terms of cumulative advertiser value under budget constraints.

cs.AI↗

MMGDreamer: Mixed-Modality Graph for Geometry-Controllable 3D Indoor Scene Generation

Controllable 3D scene generation has extensive applications in virtual reality and interior design, where the generated scenes should exhibit high levels of realism and controllability in terms of geometry. Scene graphs provide a suitable data representation that facilitates these applications. However, current graph-based methods for scene generation are constrained to text-based inputs and exhibit insufficient adaptability to flexible user inputs, hindering the ability to precisely control object geometry. To address this issue, we propose MMGDreamer, a dual-branch diffusion model for scene generation that incorporates a novel Mixed-Modality Graph, visual enhancement module, and relation predictor. The mixed-modality graph allows object nodes to integrate textual and visual modalities, with optional relationships between nodes. It enhances adaptability to flexible user inputs and enables meticulous control over the geometry of objects in the generated scenes. The visual enhancement module enriches the visual fidelity of text-only nodes by constructing visual representations using text embeddings. Furthermore, our relation predictor leverages node representations to infer absent relationships between nodes, resulting in more coherent scene layouts. Extensive experimental results demonstrate that MMGDreamer exhibits superior control of object geometry, achieving state-of-the-art scene generation performance. Project page: https://yangzhifeio.github.io/project/MMGDreamer.

cs.CV↗

Laugh Now Cry Later: Controlling Time-Varying Emotional States of Flow-Matching-Based Zero-Shot Text-to-Speech

People change their tones of voice, often accompanied by nonverbal vocalizations (NVs) such as laughter and cries, to convey rich emotions. However, most text-to-speech (TTS) systems lack the capability to generate speech with rich emotions, including NVs. This paper introduces EmoCtrl-TTS, an emotion-controllable zero-shot TTS that can generate highly emotional speech with NVs for any speaker. EmoCtrl-TTS leverages arousal and valence values, as well as laughter embeddings, to condition the flow-matching-based zero-shot TTS. To achieve high-quality emotional speech generation, EmoCtrl-TTS is trained using more than 27,000 hours of expressive data curated based on pseudo-labeling. Comprehensive evaluations demonstrate that EmoCtrl-TTS excels in mimicking the emotions of audio prompts in speech-to-speech translation scenarios. We also show that EmoCtrl-TTS can capture emotion changes, express strong emotions, and generate various NVs in zero-shot TTS. See https://aka.ms/emoctrl-tts for demo samples.

eess.AS↗

E2 TTS: Embarrassingly Easy Fully Non-Autoregressive Zero-Shot TTS

This paper introduces Embarrassingly Easy Text-to-Speech (E2 TTS), a fully non-autoregressive zero-shot text-to-speech system that offers human-level naturalness and state-of-the-art speaker similarity and intelligibility. In the E2 TTS framework, the text input is converted into a character sequence with filler tokens. The flow-matching-based mel spectrogram generator is then trained based on the audio infilling task. Unlike many previous works, it does not require additional components (e.g., duration model, grapheme-to-phoneme) or complex techniques (e.g., monotonic alignment search). Despite its simplicity, E2 TTS achieves state-of-the-art zero-shot TTS capabilities that are comparable to or surpass previous works, including Voicebox and NaturalSpeech 3. The simplicity of E2 TTS also allows for flexibility in the input representation. We propose several variants of E2 TTS to improve usability during inference. See https://aka.ms/e2tts/ for demo samples.

eess.AS↗

Investigating Neural Audio Codecs for Speech Language Model-Based Speech Generation

Neural audio codec tokens serve as the fundamental building blocks for speech language model (SLM)-based speech generation. However, there is no systematic understanding on how the codec system affects the speech generation performance of the SLM. In this work, we examine codec tokens within SLM framework for speech generation to provide insights for effective codec design. We retrain existing high-performing neural codec models on the same data set and loss functions to compare their performance in a uniform setting. We integrate codec tokens into two SLM systems: masked-based parallel speech generation system and an auto-regressive (AR) plus non-auto-regressive (NAR) model-based system. Our findings indicate that better speech reconstruction in codec systems does not guarantee improved speech generation in SLM. A high-quality codec decoder is crucial for natural speech production in SLM, while speech intelligibility depends more on quantization mechanism.

cs.SD↗

Exploring Robust Face-Voice Matching in Multilingual Environments

This paper presents Team Xaiofei's innovative approach to exploring Face-Voice Association in Multilingual Environments (FAME) at ACM Multimedia 2024. We focus on the impact of different languages in face-voice matching by building upon Fusion and Orthogonal Projection (FOP), introducing four key components: a dual-branch structure, dynamic sample pair weighting, robust data augmentation, and score polarization strategy. Our dual-branch structure serves as an auxiliary mechanism to better integrate and provide more comprehensive information. We also introduce a dynamic weighting mechanism for various sample pairs to optimize learning. Data augmentation techniques are employed to enhance the model's generalization across diverse conditions. Additionally, score polarization strategy based on age and gender matching confidence clarifies and accentuates the final results. Our methods demonstrate significant effectiveness, achieving an equal error rate (EER) of 20.07 on the V2-EH dataset and 21.76 on the V1-EU dataset.

cs.CV↗

Total-Duration-Aware Duration Modeling for Text-to-Speech Systems

Accurate control of the total duration of generated speech by adjusting the speech rate is crucial for various text-to-speech (TTS) applications. However, the impact of adjusting the speech rate on speech quality, such as intelligibility and speaker characteristics, has been underexplored. In this work, we propose a novel total-duration-aware (TDA) duration model for TTS, where phoneme durations are predicted not only from the text input but also from an additional input of the total target duration. We also propose a MaskGIT-based duration model that enhances the diversity and quality of the predicted phoneme durations. Our results demonstrate that the proposed TDA duration models achieve better intelligibility and speaker similarity for various speech rate configurations compared to the baseline models. We also show that the proposed MaskGIT-based model can generate phoneme durations with higher quality and diversity compared to its regression or flow-matching counterparts.

eess.AS↗