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Zheng Zeng

Publications and source records attributed to Zheng Zeng.

12 recordsLinked to original sources

RGBX-Next: Towards Realistic Generative Rendering from G-Buffers

Diffusion models have achieved impressive results in image, video, and streaming generation. However, compared to traditional 3D rendering, they still lack precise control over the generated output. We believe a viable path forward is to use generative models as learned renderers conditioned on traditionally rendered G-buffers. We introduce RGBX-Next, a unified generative framework for forward and inverse rendering, which allows estimating G-buffers from images, videos, and streams, and rendering realistic images, videos, and streams from G-buffers. Our key contribution is a general recipe for finetuning diffusion transformer (DiT) models into generative forward and inverse renderers. We show that the resulting models achieve high quality in both realistic generative rendering and intrinsic decomposition. We will make all our models publicly available. We believe that the design principles presented in this paper will benefit future research on controllable generative forward and inverse rendering.

cs.CV

MED-DSLC: Multi-Expert-Domain Classification via Domain Supervision and Logit Calibration

Vision-language models (VLMs) such as CLIP enable zero-shot classification by comparing image features with text prompts in a shared embedding space. A fundamental property underlying this capability is the global comparability of logits across arbitrary candidate classes. However, VLMs are often adapted to fine-grained domains using techniques such as LoRA. While this improves in-domain accuracy, out-of-domain accuracy degrades. This leads to a highly fragmented model ecosystem, with thousands of specialized models. Multi-Expert-Domain classification seeks to address this problem, by merging LoRAs trained independently on specialized domains. However, due to the independent training, the various domain experts no longer produce globally calibrated logits. As a result, when evaluating over the union of multiple domain-specific class sets, heterogeneous logit scales induce cross-domain interference and artificially high confidence for out-of-domain classes, inducing prediction errors. In this work, we identify domain supervision and cross-domain logit miscalibration as the key issue to scalable multi-domain zero-shot recognition. We propose MED-DSLC, combining domain supervised training and domain-wise logit scaling, to explicitly restore global logit comparability. MED-DSLC is a lightweight solution for MED classification, which is shown to preserve within-domain discrimination while reducing cross-domain logit interference with minimal data. Extensive experiments across diverse fine-grained benchmarks demonstrate that it substantially improves mean accuracy (+15\%), cross-domain robustness, and scalability in the size of MED classification problem. Our results show that restoring output-level calibration is essential under highly data imbalanced settings for achieving a truly zero-shot VLM under multi-domain specialization.

cs.CV

Frequency Shift Physics-Informed Extreme Learning Machine for Solving High-Frequency Partial Differential Equations

Solving partial differential equations (PDEs) with high-frequency solutions remains a central challenge in physics-informed machine learning due to spectral bias -- the tendency of neural networks to learn low-frequency components preferentially. This paper proposes a Frequency Shift Physics-Informed Extreme Learning Machine (FS-PIELM) framework that addresses this limitation through an additive mechanism for weight initialization. Rather than multiplying random weights by a scaling factor, the method translates the mean of the Gaussian weight distribution while keeping the variance fixed at unity, thereby avoiding the variance amplification inherent in scaling-based methods. Two variants are developed: FS-PIELM-L assigns independent frequency magnitudes to individual neurons, while FS-PIELM-G groups neurons for improved robustness. Theoretical analysis shows that the frequency variance under the proposed framework remains bounded and approaches unity regardless of target frequency, in contrast to the quadratic growth of conventional approaches. The method preserves the computational efficiency of extreme learning machines, requiring only a single linear solve. Experiments on seven benchmark problems spanning six equation types -- Helmholtz, wave, Poisson, Klein-Gordon, heat, and advection-diffusion -- on both regular and complex geometries show that the linear variant achieves the best accuracy in six of seven cases, with improvements of one to nearly five orders of magnitude over existing PIELM variants. The code and data accompanying this manuscript will be made publicly available at https://github.com/xgxgnpu/Physics-informed-vibe-coding/tree/main/FS-PIELM.

cs.LG

AlbedoEdit: Unified Instance-Level Video Editing with Albedo Guidance

Video generative models have achieved remarkable progress in synthesizing photorealistic video sequences. However, enabling broader and more creative downstream applications requires fine-grained instance-level video editing, including object insertion, object removal, and texture editing, which has emerged as a prominent yet challenging problem. Existing approaches either propose unified generative frameworks with only coarse semantic control, or design task-specific frameworks for individual editing tasks, limiting their flexibility and applicability across diverse real-world scenarios. To address these limitations, we propose AlbedoEdit, a unified generative video editing framework that jointly supports object insertion, object removal, and texture editing. Our key insight is that the intrinsic albedo map, which is invariant to lighting and contains no specularity, shadowing and inter-reflection effects, provides an effective and user-friendly mechanism for specifying fine-grained appearance edits. Built upon video foundation models, AlbedoEdit is fine-tuned to translate source RGB videos into edited RGB videos, conditioned on a user-edited first-frame albedo. Trained on a new paired synthetic dataset covering all three editing tasks, AlbedoEdit implicitly learns to harmonize edited contents and simulate complex real-world visual effects triggered by editing operations, including specular highlights, soft shadows, and mirror reflections. AlbedoEdit demonstrates superior performance over state-of-the-art video editing approaches, both qualitatively and quantitatively. Project webpage is https://vcai.mpi-inf.mpg.de/projects/AlbedoEdit/.

cs.GR

Traceable Knowledge Graph Reasoning Enables LLM-Assisted Decision Support for Industrial VOCs in the Steel Industry

Key knowledge for steel-industry volatile organic compounds (VOCs) governance is scattered across unstructured scientific literature, making it difficult to integrate process, pollutant, and control-technology evidence and increasing the risk of hallucination when general large language models (LLMs) answer low-frequency industrial questions. Here we developed Chat-ISV, a knowledge graph (KG) enhanced multi-agent Q&A system that parses a curated steel-industry VOCs literature corpus, constructs a Neo4j KG with 27180 nodes and 81779 semantic edges, and combines prompt-constrained extraction, chunk-centered topology optimization, multi-agent routing, source-backtracking retrieval, local literature retrieval, open-domain knowledge access, and interactive subgraph visualization. Benchmark tests and 400 expert blind evaluations showed that topology optimization reduced isolated nodes from 57% to 4.08% and that Chat-ISV achieved high factual reliability, with 96.93% precision, 72.63% recall, an F1-score of 0.830, and a mean score of 1.69/2.00. By converting fragmented environmental-engineering literature into traceable, queryable, and decision-support-oriented knowledge, Chat-ISV establishes a scalable environmental-informatics paradigm for reliable LLM deployment and intelligent pollution-control decision support in specialized industrial domains.

cs.AI

VideoMatGen: PBR Materials through Joint Generative Modeling

We present a method for generating physically-based materials for 3D shapes based on a video diffusion transformer architecture. Our method is conditioned on input geometry and a text description, and jointly models multiple material properties (base color, roughness, metallicity, height map) to form physically plausible materials. We further introduce a custom variational auto-encoder which encodes multiple material modalities into a compact latent space, which enables joint generation of multiple modalities without increasing the number of tokens. Our pipeline generates high-quality materials for 3D shapes given a text prompt, compatible with common content creation tools.

cs.CV

Neural Image Space Tessellation effect

We present Neural Image Space Tessellation effect (NIST), a lightweight screen-space post-processing approach for reducing the faceted silhouettes of low-poly renderings. Instead of tessellating primitives, creating new geometry, or modifying the underlying mesh, NIST uses the low-poly rendering result together with simple auxiliary G-buffer attributes to learn geometry-guided smoothing of object contours in image space. At its core, NIST first deforms image-space contours implicitly and then learns to reassign appearance in the whole image-space, including the deformed regions, preserving texture continuity and avoiding seam artifacts. Experiments show that NIST reduces visually apparent geometric faceting and produces smooth, coherent silhouettes close to tessellation-based smoothing references, with a nearly constant per-frame cost in our tested settings. To the best of our knowledge, NIST is the first work to move the solution of low-poly silhouette faceting from the pre-rendering geometry stage to a post-rendering screen-space stage.

cs.GR

VideoNeuMat: Neural Material Extraction from Generative Video Models

Creating photorealistic materials for 3D rendering requires exceptional artistic skill. Generative models for materials could help, but are currently limited by the lack of high-quality training data. While recent video generative models effortlessly produce realistic material appearances, this knowledge remains entangled with geometry and lighting. We present VideoNeuMat, a two-stage pipeline that extracts reusable neural material assets from video diffusion models. First, we finetune a large video model (Wan 2.1 14B) to generate material sample videos under controlled camera and lighting trajectories, effectively creating a "virtual gonioreflectometer" that preserves the model's material realism while learning a structured measurement pattern. Second, we reconstruct compact neural materials from these videos through a Large Reconstruction Model (LRM) finetuned from a smaller Wan 1.3B video backbone. From 17 generated video frames, our LRM performs single-pass inference to predict neural material parameters that generalize to novel viewing and lighting conditions. The resulting materials exhibit realism and diversity far exceeding the limited synthetic training data, demonstrating that material knowledge can be successfully transferred from internet-scale video models into standalone, reusable neural 3D assets.

cs.CV

RGB$\leftrightarrow$X: Image decomposition and synthesis using material- and lighting-aware diffusion models

The three areas of realistic forward rendering, per-pixel inverse rendering, and generative image synthesis may seem like separate and unrelated sub-fields of graphics and vision. However, recent work has demonstrated improved estimation of per-pixel intrinsic channels (albedo, roughness, metallicity) based on a diffusion architecture; we call this the RGB$\rightarrow$X problem. We further show that the reverse problem of synthesizing realistic images given intrinsic channels, X$\rightarrow$RGB, can also be addressed in a diffusion framework. Focusing on the image domain of interior scenes, we introduce an improved diffusion model for RGB$\rightarrow$X, which also estimates lighting, as well as the first diffusion X$\rightarrow$RGB model capable of synthesizing realistic images from (full or partial) intrinsic channels. Our X$\rightarrow$RGB model explores a middle ground between traditional rendering and generative models: we can specify only certain appearance properties that should be followed, and give freedom to the model to hallucinate a plausible version of the rest. This flexibility makes it possible to use a mix of heterogeneous training datasets, which differ in the available channels. We use multiple existing datasets and extend them with our own synthetic and real data, resulting in a model capable of extracting scene properties better than previous work and of generating highly realistic images of interior scenes.

cs.CV

BSDF Importance Baking: A Lightweight Neural Solution to Importance Sampling General Parametric BSDFs

Parametric Bidirectional Scattering Distribution Functions (BSDFs) are pervasively used because of their flexibility to represent a large variety of material appearances by simply tuning the parameters. While efficient evaluation of parametric BSDFs has been well-studied, high-quality importance sampling techniques for parametric BSDFs are still scarce. Existing sampling strategies either heavily rely on approximations, resulting in high variance, or solely perform sampling on a portion of the whole BSDF slice. Moreover, many of the sampling approaches are specifically paired with certain types of BSDFs. In this paper, we seek an efficient and general way for importance sampling parametric BSDFs. We notice that the nature of importance sampling is the mapping between a uniform distribution and the target distribution. Specifically, when BSDF parameters are given, the mapping that performs importance sampling on a BSDF slice can be simply recorded as a 2D image that we name as importance map. Following this observation, we accurately precompute the importance maps using a mathematical tool named optimal transport. Then we propose a lightweight neural network to efficiently compress the precomputed importance maps. In this way, we have brought parametric BSDF important sampling to the precomputation stage, avoiding heavy runtime computation. Since this process is similar to light baking where a set of images are precomputed, we name our method importance baking. Together with a BSDF evaluation network and a PDF (probability density function) query network, our method enables full multiple importance sampling (MIS) without any revision to the rendering pipeline. Our method essentially performs perfect importance sampling. Compared with previous methods, we demonstrate reduced noise levels on rendering results with a rich set of appearances.

cs.GR

Effect of gallium termination on InGaAs wetting layer properties in droplet epitaxy InGaAs quantum dots

Self-assembled quantum dots based on III-V semiconductors have excellent properties for applications in quantum optics. However, the presence of a 2D wetting layer which forms during the Stranski-Krastanov growth of quantum dots can limit their performance. Here, we investigate wetting layer formation during quantum dot growth by the alternative droplet epitaxy technique. We use a combination of photoluminescence excitation spectroscopy, lifetime measurements, and transmission electron microscopy to identify the presence of an InGaAs wetting layer in these droplet epitaxy quantum dots, even in the absence of distinguishable wetting layer photoluminescence. We observe that increasing the amount of Ga deposited on a GaAs (100) surface prior to the growth of InGaAs quantum dots leads to a significant reduction in the emission wavelength of the wetting layer to the point where it can no longer be distinguished from the GaAs acceptor peak emission in photoluminescence measurements.

cond-mat.mes-hall

Information-driven Path Planning for Hybrid Aerial Underwater Vehicles

This paper presents a novel Rapidly-exploring Adaptive Sampling Tree (RAST) algorithm for the adaptive sampling mission of a hybrid aerial underwater vehicle (HAUV) in an air-sea 3D environment. This algorithm innovatively combines the tournament-based point selection sampling strategy, the information heuristic search process and the framework of Rapidly-exploring Random Tree (RRT) algorithm. Hence can guide the vehicle to the region of interest to scientists for sampling and generate a collision-free path for maximizing information collection by the HAUV under the constraints of environmental effects of currents or wind and limited budget. The simulation results show that the fast search adaptive sampling tree algorithm has higher optimization performance, faster solution speed and better stability than the Rapidly-exploring Information Gathering Tree (RIGT) algorithm and the particle swarm optimization (PSO) algorithm.

cs.RO