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Zhilin Gao

Publications and source records attributed to Zhilin Gao.

7 recordsLinked to original sources

FMReward: Aligning and Evaluating Audio-Driven 3D Facial Animation with Human Preferences

Audio-driven 3D facial animation is essential for advancing immersion and interactivity in virtual experiences. Although recent advances have shown promising capabilities, the training and evaluation of existing methods typically rely on ground-truth-based errors, which fall short of aligning with human preferences. To address this, we present a comprehensive framework that learns an automatic perceptual model from human preference data and leverages it to improve and evaluate the perceptual quality of audio-driven 3D facial animation. To begin with, we construct FMPair (Facial Motion Pairwise preference), the first human preference dataset for audio-driven 3D facial animation, which is built through a systematic annotation pipeline and comprises 65,574 annotated 3D facial motion pairs from 8,834 distinct in-the-wild audio clips. Based on the pairwise comparison dataset, we propose a Facial Motion Reward model, termed FMReward, which takes audio and 3D facial motion as inputs and predicts a perceptual quality score aligned with human preferences. Building upon FMReward, we further introduce Facial Motion reward Feedback Learning (FMFL), a direct fine-tuning algorithm that leverages a pretrained reward model to optimize diffusion-based audio-driven 3D facial animation models for better alignment with human preferences. Extensive experiments demonstrate the superiority of FMReward over other metrics in aligning with human preferences and the effectiveness of FMFL in improving the perceptual quality of audio-driven 3D facial animation.

cs.CV

GUITrans2Act: Understanding User Operational Behaviors from Mobile GUI Interactions with Vision-Language Models

Understanding the digital world on mobile devices is shifting from static UI perception to dynamic action comprehension. This capability enables models to convert visual state transitions into operational knowledge, defined as short natural-language sentences that describe action types, target UI elements, textual arguments, and execution orders. However, due to the highly diverse and heterogeneous UI designs across applications, existing vision-language models (VLMs) struggle to accurately infer these underlying operations. To bridge this gap, we introduce Teach VLM, a core model designed to translate mobile screen trajectories into step-wise operational knowledge by extracting and analyzing operation-related keyframes from demonstration videos. To address the scarcity of aligned training data, we develop a systematic data flywheel for scalable data acquisition. We further introduce a novel Chinese Mobile Screen Teach Benchmark for fine-grained evaluation. Building upon Teach VLM, we propose the Teach-and-Repeat paradigm, where the generated operational knowledge serves as an interpretable procedural reference to guide downstream screen-based execution agents. Extensive evaluations demonstrate that Teach VLM significantly outperforms strong VLM baselines, achieving state-of-the-art performance in operation semantics prediction. Furthermore, experiments in Android World show that our paradigm yields consistent Task Success Rate improvements for downstream agents. Together, Teach VLM and the Teach-and-Repeat paradigm offer a practical pathway from raw demonstrations to reusable task automation.

cs.AI

Ges-QA: A Multidimensional Quality Assessment Dataset for Audio-to-3D Gesture Generation

The Audio-to-3D-Gesture (A2G) task has enormous potential for various applications in virtual reality and computer graphics, etc. However, current evaluation metrics, such as Fréchet Gesture Distance or Beat Constancy, fail at reflecting the human preference of the generated 3D gestures. To cope with this problem, exploring human preference and an objective quality assessment metric for AI-generated 3D human gestures is becoming increasingly significant. In this paper, we introduce the Ges-QA dataset, which includes 1,400 samples with multidimensional scores for gesture quality and audio-gesture consistency. Moreover, we collect binary classification labels to determine whether the generated gestures match the emotions of the audio. Equipped with our Ges-QA dataset, we propose a multi-modal transformer-based neural network with 3 branches for video, audio and 3D skeleton modalities, which can score A2G contents in multiple dimensions. Comparative experimental results and ablation studies demonstrate that Ges-QAer yields state-of-the-art performance on our dataset.

cs.MM

VideoAesBench: Benchmarking the Video Aesthetics Perception Capabilities of Large Multimodal Models

Large multimodal models (LMMs) have demonstrated outstanding capabilities in various visual perception tasks, which has in turn made the evaluation of LMMs significant. However, the capability of video aesthetic quality assessment, which is a fundamental ability for human, remains underexplored for LMMs. To address this, we introduce VideoAesBench, a comprehensive benchmark for evaluating LMMs' understanding of video aesthetic quality. VideoAesBench has several significant characteristics: (1) Diverse content including 1,804 videos from multiple video sources including user-generated (UGC), AI-generated (AIGC), compressed, robotic-generated (RGC), and game videos. (2) Multiple question formats containing traditional single-choice questions, multi-choice questions, True or False questions, and a novel open-ended questions for video aesthetics description. (3) Holistic video aesthetics dimensions including visual form related questions from 5 aspects, visual style related questions from 4 aspects, and visual affectiveness questions from 3 aspects. Based on VideoAesBench, we benchmark 23 open-source and commercial large multimodal models. Our findings show that current LMMs only contain basic video aesthetics perception ability, their performance remains incomplete and imprecise. We hope our VideoAesBench can be served as a strong testbed and offer insights for explainable video aesthetics assessment. The data will be released on https://github.com/michaelliyunhao/VideoAesBench

cs.CV

SFQA: A Comprehensive Perceptual Quality Assessment Dataset for Singing Face Generation

The Talking Face Generation task has enormous potential for various applications in digital humans and agents, etc. Singing, as a common facial movement second only to talking, can be regarded as a universal language across ethnicities and cultures. However, it is often underestimated in the field due to lack of singing face datasets and the domain gap between singing and talking in rhythm and amplitude. More significantly, the quality of Singing Face Generation (SFG) often falls short and is uneven or limited by different applicable scenarios, which prompts us to propose timely and effective quality assessment methods to ensure user experience. To address existing gaps in this domain, this paper introduces a new SFG content quality assessment dataset SFQA, built using 12 representative generation methods. During the construction of the dataset, 100 photographs or portraits, as well as 36 music clips from 7 different styles, are utilized to generate 5,184 singing face videos that constitute the SFQA dataset. To further explore the quality of SFG methods, subjective quality assessment is conducted by evaluators, whose ratings reveal a significant variation in quality among different generation methods. Based on our proposed SFQA dataset, we comprehensively benchmark the current objective quality assessment algorithms.

cs.MM

MagicGUI-RMS: A Multi-Agent Reward Model System for Self-Evolving GUI Agents via Automated Feedback Reflux

Graphical user interface (GUI) agents are rapidly progressing toward autonomous interaction and reliable task execution across diverse applications. However, two central challenges remain unresolved: automating the evaluation of agent trajectories and generating high-quality training data at scale to enable continual improvement. Existing approaches often depend on manual annotation or static rule-based verification, which restricts scalability and limits adaptability in dynamic environments. We present MagicGUI-RMS, a multi-agent reward model system that delivers adaptive trajectory evaluation, corrective feedback, and self-evolving learning capabilities. MagicGUI-RMS integrates a Domain-Specific Reward Model (DS-RM) with a General-Purpose Reward Model (GP-RM), enabling fine-grained action assessment and robust generalization across heterogeneous GUI tasks. To support reward learning at scale, we design a structured data construction pipeline that automatically produces balanced and diverse reward datasets, effectively reducing annotation costs while maintaining sample fidelity. During execution, the reward model system identifies erroneous actions, proposes refined alternatives, and continuously enhances agent behavior through an automated data-reflux mechanism. Extensive experiments demonstrate that MagicGUI-RMS yields substantial gains in task accuracy, behavioral robustness. These results establish MagicGUI-RMS as a principled and effective foundation for building self-improving GUI agents driven by reward-based adaptation.

cs.AI

MagicGUI: A Foundational Mobile GUI Agent with Scalable Data Pipeline and Reinforcement Fine-tuning

This paper presents MagicGUI, a foundational mobile GUI agent designed to address critical challenges in perception, grounding, and reasoning within real-world mobile GUI environments. The framework is underpinned by following six key components: (1) a comprehensive and accurate dataset, constructed via the scalable GUI Data Pipeline, which aggregates the largest and most diverse GUI-centric multimodal data to date from open-source repositories, automated crawling, and targeted manual annotation; (2) enhanced perception and grounding capabilities, facilitating fine-grained multimodal alignment for UI element referencing, grounding, and screen comprehension; (3) a comprehensive and unified action space, encompassing both fundamental UI operations and complex interactive intents to support human-agent interactions; (4) planning-oriented reasoning mechanisms that enable the model to decompose complex user instructions into sequential actions with explicit intermediate meta-paln reasoning; (5) an iterative two-stage training procedure, combining large-scale continue pre-training on 7.8M samples with reinforcement fine-tuning utilizing a spatially enhanced composite reward and dual filtering strategy; and (6) competitive performance on both the proprietary Magic-RICH benchmark and over a dozen public benchmarks, achieving superior performance across GUI perception and agent tasks, while demonstrating robust generalization and real-world deployment potential in practical mobile GUI scenarios, as detailed in Figure 1.

cs.HC