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May 20

The Beauty of Anisotropic Mesh Refinement: Omnitrees for Efficient Dyadic Discretizations

Structured adaptive mesh refinement (AMR), commonly implemented via quadtrees and octrees, underpins a wide range of applications including databases, computer graphics, physics simulations, and machine learning. However, octrees enforce isotropic refinement in regions of interest, which can be especially inefficient for problems that are intrinsically anisotropic--much resolution is spent where little information is gained. This paper presents omnitrees as an anisotropic generalization of octrees and related data structures. Omnitrees allow to refine only the locally most important dimensions, providing tree structures that are less deep than bintrees and less wide than octrees. As a result, the convergence of the AMR schemes can be increased by up to a factor of the dimensionality d for very anisotropic problems, quickly offsetting their modest increase in storage overhead. We validate this finding on the problem of binary shape representation across 4,166 three-dimensional objects: Omnitrees increase the mean convergence rate by 1.5x, require less storage to achieve equivalent error bounds, and maximize the information density of the stored function faster than octrees. These advantages are projected to be even stronger for higher-dimensional problems. We provide a first validation by introducing a time-dependent rotation to create four-dimensional representations, and discuss the properties of their 4-d octree and omnitree approximations. Overall, omnitree discretizations can make existing AMR approaches more efficient, and open up new possibilities for high-dimensional applications.

  • 3 authors
·
Aug 8, 2025

Dynamic PlenOctree for Adaptive Sampling Refinement in Explicit NeRF

The explicit neural radiance field (NeRF) has gained considerable interest for its efficient training and fast inference capabilities, making it a promising direction such as virtual reality and gaming. In particular, PlenOctree (POT)[1], an explicit hierarchical multi-scale octree representation, has emerged as a structural and influential framework. However, POT's fixed structure for direct optimization is sub-optimal as the scene complexity evolves continuously with updates to cached color and density, necessitating refining the sampling distribution to capture signal complexity accordingly. To address this issue, we propose the dynamic PlenOctree DOT, which adaptively refines the sample distribution to adjust to changing scene complexity. Specifically, DOT proposes a concise yet novel hierarchical feature fusion strategy during the iterative rendering process. Firstly, it identifies the regions of interest through training signals to ensure adaptive and efficient refinement. Next, rather than directly filtering out valueless nodes, DOT introduces the sampling and pruning operations for octrees to aggregate features, enabling rapid parameter learning. Compared with POT, our DOT outperforms it by enhancing visual quality, reducing over 55.15/68.84% parameters, and providing 1.7/1.9 times FPS for NeRF-synthetic and Tanks & Temples, respectively. Project homepage:https://vlislab22.github.io/DOT. [1] Yu, Alex, et al. "Plenoctrees for real-time rendering of neural radiance fields." Proceedings of the IEEE/CVF International Conference on Computer Vision. 2021.

  • 4 authors
·
Jul 28, 2023

OctGPT: Octree-based Multiscale Autoregressive Models for 3D Shape Generation

Autoregressive models have achieved remarkable success across various domains, yet their performance in 3D shape generation lags significantly behind that of diffusion models. In this paper, we introduce OctGPT, a novel multiscale autoregressive model for 3D shape generation that dramatically improves the efficiency and performance of prior 3D autoregressive approaches, while rivaling or surpassing state-of-the-art diffusion models. Our method employs a serialized octree representation to efficiently capture the hierarchical and spatial structures of 3D shapes. Coarse geometry is encoded via octree structures, while fine-grained details are represented by binary tokens generated using a vector quantized variational autoencoder (VQVAE), transforming 3D shapes into compact multiscale binary sequences suitable for autoregressive prediction. To address the computational challenges of handling long sequences, we incorporate octree-based transformers enhanced with 3D rotary positional encodings, scale-specific embeddings, and token-parallel generation schemes. These innovations reduce training time by 13 folds and generation time by 69 folds, enabling the efficient training of high-resolution 3D shapes, e.g.,1024^3, on just four NVIDIA 4090 GPUs only within days. OctGPT showcases exceptional versatility across various tasks, including text-, sketch-, and image-conditioned generation, as well as scene-level synthesis involving multiple objects. Extensive experiments demonstrate that OctGPT accelerates convergence and improves generation quality over prior autoregressive methods, offering a new paradigm for high-quality, scalable 3D content creation.

  • 5 authors
·
Apr 14, 2025

FMT^{x}: An Efficient and Asymptotically Optimal Extension of the Fast Marching Tree for Dynamic Replanning

Path planning in dynamic environments remains a core challenge in robotics, especially as autonomous systems are deployed in unpredictable spaces such as warehouses and public roads. While algorithms like Fast Marching Tree (FMT^{*}) offer asymptotically optimal solutions in static settings, their single-pass design prevents path revisions which are essential for real-time adaptation. On the other hand, full replanning is often too computationally expensive. This paper introduces FMT^{x}, an extension of the Fast Marching Tree algorithm that enables efficient and consistent replanning in dynamic environments. We revisit the neighbor selection rule of FMT^{*} and demonstrate that a minimal change overcomes its single-pass limitation, enabling the algorithm to update cost-to-come values upon discovering better connections without sacrificing asymptotic optimality or computational efficiency. By maintaining a cost-ordered priority queue and applying a selective update condition that uses an expanding neighbor to identify and trigger the re-evaluation of any node with a potentially suboptimal path, FMT^{x} ensures that suboptimal routes are efficiently repaired as the environment evolves. This targeted strategy preserves the inherent efficiency of FMT^{*} while enabling robust adaptation to changes in obstacle configuration. FMT^{x} is proven to recover an asymptotically optimal solution after environmental changes. Experimental results demonstrate that FMT^{x} outperforms the influential replanner RRT^{x}, reacting more swiftly to dynamic events with lower computational overhead and thus offering a more effective solution for real-time robotic navigation in unpredictable worlds.

  • 1 authors
·
Sep 10, 2025

Surface Extraction from Neural Unsigned Distance Fields

We propose a method, named DualMesh-UDF, to extract a surface from unsigned distance functions (UDFs), encoded by neural networks, or neural UDFs. Neural UDFs are becoming increasingly popular for surface representation because of their versatility in presenting surfaces with arbitrary topologies, as opposed to the signed distance function that is limited to representing a closed surface. However, the applications of neural UDFs are hindered by the notorious difficulty in extracting the target surfaces they represent. Recent methods for surface extraction from a neural UDF suffer from significant geometric errors or topological artifacts due to two main difficulties: (1) A UDF does not exhibit sign changes; and (2) A neural UDF typically has substantial approximation errors. DualMesh-UDF addresses these two difficulties. Specifically, given a neural UDF encoding a target surface S to be recovered, we first estimate the tangent planes of S at a set of sample points close to S. Next, we organize these sample points into local clusters, and for each local cluster, solve a linear least squares problem to determine a final surface point. These surface points are then connected to create the output mesh surface, which approximates the target surface. The robust estimation of the tangent planes of the target surface and the subsequent minimization problem constitute our core strategy, which contributes to the favorable performance of DualMesh-UDF over other competing methods. To efficiently implement this strategy, we employ an adaptive Octree. Within this framework, we estimate the location of a surface point in each of the octree cells identified as containing part of the target surface. Extensive experiments show that our method outperforms existing methods in terms of surface reconstruction quality while maintaining comparable computational efficiency.

  • 8 authors
·
Sep 16, 2023

Behind the Veil: Enhanced Indoor 3D Scene Reconstruction with Occluded Surfaces Completion

In this paper, we present a novel indoor 3D reconstruction method with occluded surface completion, given a sequence of depth readings. Prior state-of-the-art (SOTA) methods only focus on the reconstruction of the visible areas in a scene, neglecting the invisible areas due to the occlusions, e.g., the contact surface between furniture, occluded wall and floor. Our method tackles the task of completing the occluded scene surfaces, resulting in a complete 3D scene mesh. The core idea of our method is learning 3D geometry prior from various complete scenes to infer the occluded geometry of an unseen scene from solely depth measurements. We design a coarse-fine hierarchical octree representation coupled with a dual-decoder architecture, i.e., Geo-decoder and 3D Inpainter, which jointly reconstructs the complete 3D scene geometry. The Geo-decoder with detailed representation at fine levels is optimized online for each scene to reconstruct visible surfaces. The 3D Inpainter with abstract representation at coarse levels is trained offline using various scenes to complete occluded surfaces. As a result, while the Geo-decoder is specialized for an individual scene, the 3D Inpainter can be generally applied across different scenes. We evaluate the proposed method on the 3D Completed Room Scene (3D-CRS) and iTHOR datasets, significantly outperforming the SOTA methods by a gain of 16.8% and 24.2% in terms of the completeness of 3D reconstruction. 3D-CRS dataset including a complete 3D mesh of each scene is provided at project webpage.

  • 7 authors
·
Apr 3, 2024

Hydra: Multi-head Low-rank Adaptation for Parameter Efficient Fine-tuning

The recent surge in large-scale foundation models has spurred the development of efficient methods for adapting these models to various downstream tasks. Low-rank adaptation methods, such as LoRA, have gained significant attention due to their outstanding parameter efficiency and no additional inference latency. This paper investigates a more general form of adapter module based on the analysis that parallel and sequential adaptation branches learn novel and general features during fine-tuning, respectively. The proposed method, named Hydra, due to its multi-head computational branches, combines parallel and sequential branch to integrate capabilities, which is more expressive than existing single branch methods and enables the exploration of a broader range of optimal points in the fine-tuning process. In addition, the proposed adaptation method explicitly leverages the pre-trained weights by performing a linear combination of the pre-trained features. It allows the learned features to have better generalization performance across diverse downstream tasks. Furthermore, we perform a comprehensive analysis of the characteristics of each adaptation branch with empirical evidence. Through an extensive range of experiments, encompassing comparisons and ablation studies, we substantiate the efficiency and demonstrate the superior performance of Hydra. This comprehensive evaluation underscores the potential impact and effectiveness of Hydra in a variety of applications. Our code is available on https://github.com/extremebird/Hydra

  • 5 authors
·
Sep 13, 2023 2

Optimized Feature Generation for Tabular Data via LLMs with Decision Tree Reasoning

In tabular prediction tasks, tree-based models combined with automated feature engineering methods often outperform deep learning approaches that rely on learned representations. While these feature engineering techniques are effective, they typically depend on a pre-defined search space and primarily use validation scores for feature selection, thereby missing valuable insights from previous experiments. To address these limitations, we propose a novel tabular learning framework that utilizes large language models (LLMs), termed Optimizing Column feature generator with decision Tree reasoning (OCTree). Our key idea is to leverage the reasoning capabilities of LLMs to identify effective feature generation rules without manually specifying the search space and provide language-based reasoning information highlighting past experiments as feedback for iterative rule improvements. We use decision trees to convey this reasoning information, as they can be easily represented in natural language, effectively providing knowledge from prior experiments (i.e., the impact of the generated features on performance) to the LLMs. Our empirical results demonstrate that OCTree consistently enhances the performance of various prediction models across diverse benchmarks, outperforming competing automated feature engineering methods. Code is available at https://github.com/jaehyun513/OCTree.

  • 6 authors
·
Jun 12, 2024

Fat Polygonal Partitions with Applications to Visualization and Embeddings

Let T be a rooted and weighted tree, where the weight of any node is equal to the sum of the weights of its children. The popular Treemap algorithm visualizes such a tree as a hierarchical partition of a square into rectangles, where the area of the rectangle corresponding to any node in T is equal to the weight of that node. The aspect ratio of the rectangles in such a rectangular partition necessarily depends on the weights and can become arbitrarily high. We introduce a new hierarchical partition scheme, called a polygonal partition, which uses convex polygons rather than just rectangles. We present two methods for constructing polygonal partitions, both having guarantees on the worst-case aspect ratio of the constructed polygons; in particular, both methods guarantee a bound on the aspect ratio that is independent of the weights of the nodes. We also consider rectangular partitions with slack, where the areas of the rectangles may differ slightly from the weights of the corresponding nodes. We show that this makes it possible to obtain partitions with constant aspect ratio. This result generalizes to hyper-rectangular partitions in R^d. We use these partitions with slack for embedding ultrametrics into d-dimensional Euclidean space: we give a rm polylog(Delta)-approximation algorithm for embedding n-point ultrametrics into R^d with minimum distortion, where Delta denotes the spread of the metric, i.e., the ratio between the largest and the smallest distance between two points. The previously best-known approximation ratio for this problem was polynomial in n. This is the first algorithm for embedding a non-trivial family of weighted-graph metrics into a space of constant dimension that achieves polylogarithmic approximation ratio.

  • 3 authors
·
Sep 9, 2010

MatryoshkaLoRA: Learning Accurate Hierarchical Low-Rank Representations for LLM Fine-Tuning

With the rise in scale for deep learning models to billions of parameters, the computational cost of fine-tuning remains a significant barrier to deployment. While Low-Rank Adaptation (LoRA) has become the standard for parameter-efficient fine-tuning, the need to set a predefined, static rank r requires exhaustive grid searches to balance efficiency and performance. Existing rank-adaptive solutions such as DyLoRA mitigate this by sampling ranks during the training from a predefined distribution. However, they often yield sub-optimal results at higher ranks due to lack of consistent gradient signals across the full hierarchy of ranks, thus making these methods data-inefficient. In this paper, we propose MatryoshkaLoRA, a general, Matryoshka-inspired training framework for LoRA that learns accurate hierarchical low-rank representations by inserting a fixed, carefully crafted diagonal matrix P between the existing LoRA adapters to scale their sub-ranks accordingly. By introducing this simple modification, our general framework recovers LoRA and DyLoRA only by changing P and ensures all sub-ranks embed the available gradient information efficiently. Our MatryoshkaLoRA supports dynamic rank selection with minimal degradation in accuracy. We further propose Area Under the Rank Accuracy Curve (AURAC), a metric that consistently evaluates the performance of hierarchical low-rank adapters. Our results demonstrate that MatryoshkaLoRA learns more accurate hierarchical low-rank representations than prior rank-adaptive approaches and achieves superior accuracy-performance trade-offs across ranks on the evaluated datasets. Our code is available at https://github.com/IST-DASLab/MatryoshkaLoRA.

GraphShaper: Geometry-aware Alignment for Improving Transfer Learning in Text-Attributed Graphs

Graph foundation models represent a transformative paradigm for learning transferable representations across diverse graph domains. Recent methods leverage large language models to unify graph and text modalities into a shared representation space using contrastive learning. However, systematic evaluations reveal significant performance degradation at structural boundaries where distinct topological patterns converge, with accuracy losses exceeding 20 percentage points. This issue arises from a key limitation: current methods assume all graph structures can be encoded within a single Euclidean space. In reality, tree structures require hyperbolic geometry to preserve hierarchical branching, while cyclic patterns depend on spherical geometry for closure properties. At structural boundaries, nodes experience conflicting geometric constraints that uniform encoding spaces cannot resolve. This raises a crucial challenge: Can alignment frameworks be designed to respect the intrinsic geometric diversity of graph structures? We introduce GraphShaper, a geometry-aware framework that enhances graph encoding through multi-geometric specialization. Our approach employs expert networks tailored to different geometric spaces, dynamically computing fusion weights to adaptively integrate geometric properties based on local structural characteristics. This adaptive fusion preserves structural integrity before alignment with text embeddings. Extensive experiments demonstrate that GraphShaper achieves 9.47\% accuracy improvements on citation networks and 7.63\% on social networks in zero-shot settings.

  • 9 authors
·
Oct 13, 2025

TreeCUA: Efficiently Scaling GUI Automation with Tree-Structured Verifiable Evolution

Effectively scaling GUI automation is essential for computer-use agents (CUAs); however, existing work primarily focuses on scaling GUI grounding rather than the more crucial GUI planning, which requires more sophisticated data collection. In reality, the exploration process of a CUA across apps/desktops/web pages typically follows a tree structure, with earlier functional entry points often being explored more frequently. Thus, organizing large-scale trajectories into tree structures can reduce data cost and streamline the data scaling of GUI planning. In this work, we propose TreeCUA to efficiently scale GUI automation with tree-structured verifiable evolution. We propose a multi-agent collaborative framework to explore the environment, verify actions, summarize trajectories, and evaluate quality to generate high-quality and scalable GUI trajectories. To improve efficiency, we devise a novel tree-based topology to store and replay duplicate exploration nodes, and design an adaptive exploration algorithm to balance the depth (i.e., trajectory difficulty) and breadth (i.e., trajectory diversity). Moreover, we develop world knowledge guidance and global memory backtracking to avoid low-quality generation. Finally, we naturally extend and propose the TreeCUA-DPO method from abundant tree node information, improving GUI planning capability by referring to the branch information of adjacent trajectories. Experimental results show that TreeCUA and TreeCUA-DPO offer significant improvements, and out-of-domain (OOD) studies further demonstrate strong generalization. All trajectory node information and code will be available at https://github.com/UITron-hub/TreeCUA.

  • 9 authors
·
Feb 10 2

SplatWeaver: Learning to Allocate Gaussian Primitives for Generalizable Novel View Synthesis

Generalizable novel view synthesis aims to render unseen views from uncalibrated input images without requiring per-scene optimization. Recent feed-forward approaches based on 3D Gaussian Splatting have achieved promising efficiency and rendering quality. However, most of them assign a fixed number of Gaussians to each pixel or voxel, ignoring the spatially varying complexity of real-world scenes. Such uniform allocation often wastes Gaussian primitives in smooth regions while providing insufficient capacity for fine structures, complex geometry, and high-frequency details. This motivates us to predict region-dependent primitive cardinalities rather than impose a fixed primitive budget everywhere, enabling a more expressive yet compact 3D scene representation. Therefore, we propose SplatWeaver, a generalizable novel view synthesis framework that is able to dynamically allocate Gaussian primitives over different regions in a feed-forward manner. Specifically, SplatWeaver introduces cardinality Gaussian experts and a pixel-level routing scheme, wherein each expert specializes in producing a specific number of primitives from 0 to M, and the routing scheme coordinates these experts to adaptively determine how many Gaussian primitives should be allocated to each spatial location. Moreover, SplatWeaver incorporates a high-frequency prior with attendant guidance module and routing regularization to stabilize expert selection and promote complexity-aware allocation. By leveraging high-frequency structural cues, the routing process is encouraged to assign more Gaussian primitives to fine structures, complex geometry, and textured regions, while suppressing redundant primitives in smooth areas. Extensive experiments across diverse scenarios show that SplatWeaver consistently outperforms state-of-the-art methods, delivering more faithful novel-view renderings with fewer Gaussian primitives.

Computational Limits of Low-Rank Adaptation (LoRA) for Transformer-Based Models

We study the computational limits of Low-Rank Adaptation (LoRA) update for finetuning transformer-based models using fine-grained complexity theory. Our key observation is that the existence of low-rank decompositions within the gradient computation of LoRA adaptation leads to possible algorithmic speedup. This allows us to (i) identify a phase transition behavior and (ii) prove the existence of nearly linear algorithms by controlling the LoRA update computation term by term, assuming the Strong Exponential Time Hypothesis (SETH). For the former, we identify a sharp transition in the efficiency of all possible rank-r LoRA update algorithms for transformers, based on specific norms resulting from the multiplications of the input sequence X, pretrained weights W^star, and adapter matrices alpha B A / r. Specifically, we derive a shared upper bound threshold for such norms and show that efficient (sub-quadratic) approximation algorithms of LoRA exist only below this threshold. For the latter, we prove the existence of nearly linear approximation algorithms for LoRA adaptation by utilizing the hierarchical low-rank structures of LoRA gradients and approximating the gradients with a series of chained low-rank approximations. To showcase our theory, we consider two practical scenarios: partial (e.g., only W_V and W_Q) and full adaptations (e.g., W_Q, W_V, and W_K) of weights in attention heads.

  • 5 authors
·
Jun 5, 2024

X-LoRA: Mixture of Low-Rank Adapter Experts, a Flexible Framework for Large Language Models with Applications in Protein Mechanics and Design

We report a mixture of expert strategy to create fine-tuned large language models using a deep layer-wise token-level approach based on low-rank adaptation (LoRA). Starting with a set of pre-trained LoRA adapters, we propose a gating strategy that uses the hidden states to dynamically mix adapted layers, allowing the resulting X-LoRA model to draw upon different capabilities and create never-before-used deep layer-wise combinations of adaptations are established to solve specific tasks. The design is inspired by the biological principles of universality and diversity, where neural network building blocks are reused in different hierarchical manifestations. Hence, the X-LoRA model can be easily implemented for any existing large language model (LLM) without a need for modifications of the underlying structure. We develop a tailored X-LoRA model that offers scientific capabilities including forward/inverse analysis tasks and enhanced reasoning capability, focused on biomaterial analysis, protein mechanics and design. The impact of this work include access to readily expandable, adaptable and changeable models with strong domain knowledge and the capability to integrate across areas of knowledge. With the X-LoRA model featuring experts in biology, mathematics, reasoning, bio-inspired materials, mechanics and materials, chemistry, and protein mechanics we conduct a series of physics-focused case studies. We examine knowledge recall, protein mechanics forward/inverse tasks, protein design, and adversarial agentic modeling including ontological knowledge graphs. The model is capable not only of making quantitative predictions of nanomechanical properties of proteins, but also reasons over the results and correctly predicts likely mechanisms that explain distinct molecular behaviors.

  • 2 authors
·
Feb 11, 2024

Configurable Foundation Models: Building LLMs from a Modular Perspective

Advancements in LLMs have recently unveiled challenges tied to computational efficiency and continual scalability due to their requirements of huge parameters, making the applications and evolution of these models on devices with limited computation resources and scenarios requiring various abilities increasingly cumbersome. Inspired by modularity within the human brain, there is a growing tendency to decompose LLMs into numerous functional modules, allowing for inference with part of modules and dynamic assembly of modules to tackle complex tasks, such as mixture-of-experts. To highlight the inherent efficiency and composability of the modular approach, we coin the term brick to represent each functional module, designating the modularized structure as configurable foundation models. In this paper, we offer a comprehensive overview and investigation of the construction, utilization, and limitation of configurable foundation models. We first formalize modules into emergent bricks - functional neuron partitions that emerge during the pre-training phase, and customized bricks - bricks constructed via additional post-training to improve the capabilities and knowledge of LLMs. Based on diverse functional bricks, we further present four brick-oriented operations: retrieval and routing, merging, updating, and growing. These operations allow for dynamic configuration of LLMs based on instructions to handle complex tasks. To verify our perspective, we conduct an empirical analysis on widely-used LLMs. We find that the FFN layers follow modular patterns with functional specialization of neurons and functional neuron partitions. Finally, we highlight several open issues and directions for future research. Overall, this paper aims to offer a fresh modular perspective on existing LLM research and inspire the future creation of more efficient and scalable foundational models.

openbmb OpenBMB
·
Sep 4, 2024 2

Modeling and design of heterogeneous hierarchical bioinspired spider web structures using generative deep learning and additive manufacturing

Spider webs are incredible biological structures, comprising thin but strong silk filament and arranged into complex hierarchical architectures with striking mechanical properties (e.g., lightweight but high strength, achieving diverse mechanical responses). While simple 2D orb webs can easily be mimicked, the modeling and synthesis of 3D-based web structures remain challenging, partly due to the rich set of design features. Here we provide a detailed analysis of the heterogenous graph structures of spider webs, and use deep learning as a way to model and then synthesize artificial, bio-inspired 3D web structures. The generative AI models are conditioned based on key geometric parameters (including average edge length, number of nodes, average node degree, and others). To identify graph construction principles, we use inductive representation sampling of large experimentally determined spider web graphs, to yield a dataset that is used to train three conditional generative models: 1) An analog diffusion model inspired by nonequilibrium thermodynamics, with sparse neighbor representation, 2) a discrete diffusion model with full neighbor representation, and 3) an autoregressive transformer architecture with full neighbor representation. All three models are scalable, produce complex, de novo bio-inspired spider web mimics, and successfully construct graphs that meet the design objectives. We further propose algorithm that assembles web samples produced by the generative models into larger-scale structures based on a series of geometric design targets, including helical and parametric shapes, mimicking, and extending natural design principles towards integration with diverging engineering objectives. Several webs are manufactured using 3D printing and tested to assess mechanical properties.

  • 3 authors
·
Apr 11, 2023

Informed RRT*: Optimal Sampling-based Path Planning Focused via Direct Sampling of an Admissible Ellipsoidal Heuristic

Rapidly-exploring random trees (RRTs) are popular in motion planning because they find solutions efficiently to single-query problems. Optimal RRTs (RRT*s) extend RRTs to the problem of finding the optimal solution, but in doing so asymptotically find the optimal path from the initial state to every state in the planning domain. This behaviour is not only inefficient but also inconsistent with their single-query nature. For problems seeking to minimize path length, the subset of states that can improve a solution can be described by a prolate hyperspheroid. We show that unless this subset is sampled directly, the probability of improving a solution becomes arbitrarily small in large worlds or high state dimensions. In this paper, we present an exact method to focus the search by directly sampling this subset. The advantages of the presented sampling technique are demonstrated with a new algorithm, Informed RRT*. This method retains the same probabilistic guarantees on completeness and optimality as RRT* while improving the convergence rate and final solution quality. We present the algorithm as a simple modification to RRT* that could be further extended by more advanced path-planning algorithms. We show experimentally that it outperforms RRT* in rate of convergence, final solution cost, and ability to find difficult passages while demonstrating less dependence on the state dimension and range of the planning problem.

  • 3 authors
·
Nov 27, 2014

Hyper3D: Efficient 3D Representation via Hybrid Triplane and Octree Feature for Enhanced 3D Shape Variational Auto-Encoders

Recent 3D content generation pipelines often leverage Variational Autoencoders (VAEs) to encode shapes into compact latent representations, facilitating diffusion-based generation. Efficiently compressing 3D shapes while preserving intricate geometric details remains a key challenge. Existing 3D shape VAEs often employ uniform point sampling and 1D/2D latent representations, such as vector sets or triplanes, leading to significant geometric detail loss due to inadequate surface coverage and the absence of explicit 3D representations in the latent space. Although recent work explores 3D latent representations, their large scale hinders high-resolution encoding and efficient training. Given these challenges, we introduce Hyper3D, which enhances VAE reconstruction through efficient 3D representation that integrates hybrid triplane and octree features. First, we adopt an octree-based feature representation to embed mesh information into the network, mitigating the limitations of uniform point sampling in capturing geometric distributions along the mesh surface. Furthermore, we propose a hybrid latent space representation that integrates a high-resolution triplane with a low-resolution 3D grid. This design not only compensates for the lack of explicit 3D representations but also leverages a triplane to preserve high-resolution details. Experimental results demonstrate that Hyper3D outperforms traditional representations by reconstructing 3D shapes with higher fidelity and finer details, making it well-suited for 3D generation pipelines.

  • 7 authors
·
Mar 13, 2025

A Survey of Self-Evolving Agents: On Path to Artificial Super Intelligence

Large Language Models (LLMs) have demonstrated strong capabilities but remain fundamentally static, unable to adapt their internal parameters to novel tasks, evolving knowledge domains, or dynamic interaction contexts. As LLMs are increasingly deployed in open-ended, interactive environments, this static nature has become a critical bottleneck, necessitating agents that can adaptively reason, act, and evolve in real time. This paradigm shift -- from scaling static models to developing self-evolving agents -- has sparked growing interest in architectures and methods enabling continual learning and adaptation from data, interactions, and experiences. This survey provides the first systematic and comprehensive review of self-evolving agents, organized around three foundational dimensions -- what to evolve, when to evolve, and how to evolve. We examine evolutionary mechanisms across agent components (e.g., models, memory, tools, architecture), categorize adaptation methods by stages (e.g., intra-test-time, inter-test-time), and analyze the algorithmic and architectural designs that guide evolutionary adaptation (e.g., scalar rewards, textual feedback, single-agent and multi-agent systems). Additionally, we analyze evaluation metrics and benchmarks tailored for self-evolving agents, highlight applications in domains such as coding, education, and healthcare, and identify critical challenges and research directions in safety, scalability, and co-evolutionary dynamics. By providing a structured framework for understanding and designing self-evolving agents, this survey establishes a roadmap for advancing adaptive agentic systems in both research and real-world deployments, ultimately shedding lights to pave the way for the realization of Artificial Super Intelligence (ASI), where agents evolve autonomously, performing at or beyond human-level intelligence across a wide array of tasks.

  • 27 authors
·
Jul 28, 2025 4

Omni-Recon: Harnessing Image-based Rendering for General-Purpose Neural Radiance Fields

Recent breakthroughs in Neural Radiance Fields (NeRFs) have sparked significant demand for their integration into real-world 3D applications. However, the varied functionalities required by different 3D applications often necessitate diverse NeRF models with various pipelines, leading to tedious NeRF training for each target task and cumbersome trial-and-error experiments. Drawing inspiration from the generalization capability and adaptability of emerging foundation models, our work aims to develop one general-purpose NeRF for handling diverse 3D tasks. We achieve this by proposing a framework called Omni-Recon, which is capable of (1) generalizable 3D reconstruction and zero-shot multitask scene understanding, and (2) adaptability to diverse downstream 3D applications such as real-time rendering and scene editing. Our key insight is that an image-based rendering pipeline, with accurate geometry and appearance estimation, can lift 2D image features into their 3D counterparts, thus extending widely explored 2D tasks to the 3D world in a generalizable manner. Specifically, our Omni-Recon features a general-purpose NeRF model using image-based rendering with two decoupled branches: one complex transformer-based branch that progressively fuses geometry and appearance features for accurate geometry estimation, and one lightweight branch for predicting blending weights of source views. This design achieves state-of-the-art (SOTA) generalizable 3D surface reconstruction quality with blending weights reusable across diverse tasks for zero-shot multitask scene understanding. In addition, it can enable real-time rendering after baking the complex geometry branch into meshes, swift adaptation to achieve SOTA generalizable 3D understanding performance, and seamless integration with 2D diffusion models for text-guided 3D editing.

  • 6 authors
·
Mar 17, 2024

A LoD of Gaussians: Unified Training and Rendering for Ultra-Large Scale Reconstruction with External Memory

Gaussian Splatting has emerged as a high-performance technique for novel view synthesis, enabling real-time rendering and high-quality reconstruction of small scenes. However, scaling to larger environments has so far relied on partitioning the scene into chunks -- a strategy that introduces artifacts at chunk boundaries, complicates training across varying scales, and is poorly suited to unstructured scenarios such as city-scale flyovers combined with street-level views. Moreover, rendering remains fundamentally limited by GPU memory, as all visible chunks must reside in VRAM simultaneously. We introduce A LoD of Gaussians, a framework for training and rendering ultra-large-scale Gaussian scenes on a single consumer-grade GPU -- without partitioning. Our method stores the full scene out-of-core (e.g., in CPU memory) and trains a Level-of-Detail (LoD) representation directly, dynamically streaming only the relevant Gaussians. A hybrid data structure combining Gaussian hierarchies with Sequential Point Trees enables efficient, view-dependent LoD selection, while a lightweight caching and view scheduling system exploits temporal coherence to support real-time streaming and rendering. Together, these innovations enable seamless multi-scale reconstruction and interactive visualization of complex scenes -- from broad aerial views to fine-grained ground-level details.

  • 7 authors
·
Feb 16

Uni-3DAR: Unified 3D Generation and Understanding via Autoregression on Compressed Spatial Tokens

Recent advancements in large language models and their multi-modal extensions have demonstrated the effectiveness of unifying generation and understanding through autoregressive next-token prediction. However, despite the critical role of 3D structural generation and understanding ({3D GU}) in AI for science, these tasks have largely evolved independently, with autoregressive methods remaining underexplored. To bridge this gap, we introduce Uni-3DAR, a unified framework that seamlessly integrates {3D GU} tasks via autoregressive prediction. At its core, Uni-3DAR employs a novel hierarchical tokenization that compresses 3D space using an octree, leveraging the inherent sparsity of 3D structures. It then applies an additional tokenization for fine-grained structural details, capturing key attributes such as atom types and precise spatial coordinates in microscopic 3D structures. We further propose two optimizations to enhance efficiency and effectiveness. The first is a two-level subtree compression strategy, which reduces the octree token sequence by up to 8x. The second is a masked next-token prediction mechanism tailored for dynamically varying token positions, significantly boosting model performance. By combining these strategies, Uni-3DAR successfully unifies diverse {3D GU} tasks within a single autoregressive framework. Extensive experiments across multiple microscopic {3D GU} tasks, including molecules, proteins, polymers, and crystals, validate its effectiveness and versatility. Notably, Uni-3DAR surpasses previous state-of-the-art diffusion models by a substantial margin, achieving up to 256\% relative improvement while delivering inference speeds up to 21.8x faster. The code is publicly available at https://github.com/dptech-corp/Uni-3DAR.

  • 8 authors
·
Mar 20, 2025 2

Queryable LoRA: Instruction-Regularized Routing Over Shared Low-Rank Update Atoms

We present a data-adaptive method for parameter-efficient fine-tuning of large neural networks. Standard low-rank adaptation methods improve efficiency by restricting each layer update to a fixed low-rank form, but this static parameterization can be too rigid when the appropriate correction depends on the input and on the evolving depth-wise computation of the network. Our approach replaces a purely layer-local adapter with a shared queryable memory of low-rank update atoms. For each block of layers, the model forms a query from the current low-rank state and a running summary of previous blocks, uses this query to retrieve a content-dependent combination of shared update components via attention, and applies the resulting routed operator within the low-rank bottleneck. In this way, the method retains the efficiency and scalability of low-rank adaptation while allowing the effective update to vary across inputs and to share reusable structure across layers. The resulting architecture provides a principled middle ground between static LoRA-style updates and fully generated parameter updates: it remains compact and parameter-efficient while supporting dynamic, context-sensitive adaptation. Further, we incorporate instruction-regularization by augmenting routing logits with a language-induced prior over update atoms, thereby biasing the selection of low-rank transformations toward semantically relevant directions without generating unconstrained parameter updates. Experiments on noisy non-linear regression tasks and LLM fine-tuning suggest that this queryable update-memory formulation can improve final test performance and training stability compared to standard low-rank adaptation, while using a comparable number of trainable parameters.

JerzakLabs Jerzak Labs
·
May 7 1

A^2FM: An Adaptive Agent Foundation Model for Tool-Aware Hybrid Reasoning

Large language models split into two families: reasoning-centric LLMs, which strengthen internal chain-of-thought reasoning but cannot invoke external tools, and agentic LLMs, which learn to interact with environments and leverage tools but often lag in deep reasoning. This divide arises from fundamentally different training objectives, leading to mismatched strengths and inefficiency on simple queries, where both families tend to overthink or over-call tools. In this work, we present Adaptive Agent Foundation Model (A^2FM), a unified framework that follows a route-then-align principle: the model first learns task-aware routing and then aligns mode-specific trajectories under a shared backbone. To address the inefficiency gap, we introduce a third mode-instant-that handles simple queries directly, preventing unnecessary reasoning or tool calls while complementing the agentic and reasoning modes. To jointly enhance accuracy and efficiency, we propose Adaptive Policy Optimization (APO), which enforces adaptive sampling across modes and applies a cost-regularized reward. On the 32B scale, A^2FM achieves 13.4% on BrowseComp, 70.4% on AIME25, and 16.7% on HLE, setting new SOTA among comparable models and performing competitively with frontier LLMs across agentic, reasoning, and general benchmarks. Notably, the adaptive execution achieves a cost of pass of only $0.00487 per correct answer-cutting cost by 45.2% relative to reasoning and 33.5% relative to agentic, thus delivering substantially higher cost efficiency while maintaining comparable accuracy.

OPPOer OPPO
·
Oct 13, 2025 3

Fast Marching Tree: a Fast Marching Sampling-Based Method for Optimal Motion Planning in Many Dimensions

In this paper we present a novel probabilistic sampling-based motion planning algorithm called the Fast Marching Tree algorithm (FMT*). The algorithm is specifically aimed at solving complex motion planning problems in high-dimensional configuration spaces. This algorithm is proven to be asymptotically optimal and is shown to converge to an optimal solution faster than its state-of-the-art counterparts, chiefly PRM* and RRT*. The FMT* algorithm performs a "lazy" dynamic programming recursion on a predetermined number of probabilistically-drawn samples to grow a tree of paths, which moves steadily outward in cost-to-arrive space. As a departure from previous analysis approaches that are based on the notion of almost sure convergence, the FMT* algorithm is analyzed under the notion of convergence in probability: the extra mathematical flexibility of this approach allows for convergence rate bounds--the first in the field of optimal sampling-based motion planning. Specifically, for a certain selection of tuning parameters and configuration spaces, we obtain a convergence rate bound of order O(n^{-1/d+ρ}), where n is the number of sampled points, d is the dimension of the configuration space, and ρ is an arbitrarily small constant. We go on to demonstrate asymptotic optimality for a number of variations on FMT*, namely when the configuration space is sampled non-uniformly, when the cost is not arc length, and when connections are made based on the number of nearest neighbors instead of a fixed connection radius. Numerical experiments over a range of dimensions and obstacle configurations confirm our theoretical and heuristic arguments by showing that FMT*, for a given execution time, returns substantially better solutions than either PRM* or RRT*, especially in high-dimensional configuration spaces and in scenarios where collision-checking is expensive.

  • 4 authors
·
Feb 5, 2015

Orion-MSP: Multi-Scale Sparse Attention for Tabular In-Context Learning

Tabular data remain the predominant format for real-world applications. Yet, developing effective neural models for tabular data remains challenging due to heterogeneous feature types and complex interactions occurring at multiple scales. Recent advances in tabular in-context learning (ICL), such as TabPFN and TabICL, have achieved state-of-the-art performance comparable to gradient-boosted trees (GBTs) without task-specific fine-tuning. However, current architectures exhibit key limitations: (1) single-scale feature processing that overlooks hierarchical dependencies, (2) dense attention with quadratic scaling in table width, and (3) strictly sequential component processing that prevents iterative representation refinement and cross-component communication. To address these challenges, we introduce Orion-MSP, a tabular ICL architecture featuring three key innovations: (1) multi-scale processing to capture hierarchical feature interactions; (2) block-sparse attention combining windowed, global, and random patterns for scalable efficiency and long-range connectivity; and (3) a Perceiver-style memory enabling safe bidirectional information flow across components. Across diverse benchmarks, Orion-MSP matches or surpasses state-of-the-art performance while scaling effectively to high-dimensional tables, establishing a new standard for efficient tabular in-context learning. The model is publicly available at https://github.com/Lexsi-Labs/Orion-MSP .

Lexsi Lexsi Labs
·
Nov 4, 2025 2

HPR3D: Hierarchical Proxy Representation for High-Fidelity 3D Reconstruction and Controllable Editing

Current 3D representations like meshes, voxels, point clouds, and NeRF-based neural implicit fields exhibit significant limitations: they are often task-specific, lacking universal applicability across reconstruction, generation, editing, and driving. While meshes offer high precision, their dense vertex data complicates editing; NeRFs deliver excellent rendering but suffer from structural ambiguity, hindering animation and manipulation; all representations inherently struggle with the trade-off between data complexity and fidelity. To overcome these issues, we introduce a novel 3D Hierarchical Proxy Node representation. Its core innovation lies in representing an object's shape and texture via a sparse set of hierarchically organized (tree-structured) proxy nodes distributed on its surface and interior. Each node stores local shape and texture information (implicitly encoded by a small MLP) within its neighborhood. Querying any 3D coordinate's properties involves efficient neural interpolation and lightweight decoding from relevant nearby and parent nodes. This framework yields a highly compact representation where nodes align with local semantics, enabling direct drag-and-edit manipulation, and offers scalable quality-complexity control. Extensive experiments across 3D reconstruction and editing demonstrate our method's expressive efficiency, high-fidelity rendering quality, and superior editability.

  • 7 authors
·
Jul 16, 2025

Dynamic and adaptive mesh-based graph neural network framework for simulating displacement and crack fields in phase field models

Fracture is one of the main causes of failure in engineering structures. Phase field methods coupled with adaptive mesh refinement (AMR) techniques have been widely used to model crack propagation due to their ease of implementation and scalability. However, phase field methods can still be computationally demanding making them unfeasible for high-throughput design applications. Machine learning (ML) models such as Graph Neural Networks (GNNs) have shown their ability to emulate complex dynamic problems with speed-ups orders of magnitude faster compared to high-fidelity simulators. In this work, we present a dynamic mesh-based GNN framework for emulating phase field simulations of crack propagation with AMR for different crack configurations. The developed framework - ADAPTive mesh-based graph neural network (ADAPT-GNN) - exploits the benefits of both ML methods and AMR by describing the graph representation at each time-step as the refined mesh itself. Using ADAPT-GNN, we predict the evolution of displacement fields and scalar damage field (or phase field) with high accuracy compared to conventional phase field fracture model. We also compute crack stress fields with high accuracy using the predicted displacements and phase field parameter. Finally, we observe speed up of 15-36x compared to serial execution of the phase field model.

  • 2 authors
·
Aug 30, 2022

Expert Pyramid Tuning: Efficient Parameter Fine-Tuning for Expertise-Driven Task Allocation

Parameter-Efficient Fine-Tuning (PEFT) has become a dominant paradigm for deploying LLMs in multi-task scenarios due to its extreme parameter efficiency. While Mixture-of-Experts (MoE) based LoRA variants have achieved promising results by dynamically routing tokens to different low-rank experts, they largely overlook the hierarchical nature of task complexity. Existing methods typically employ experts with uniform architectures, limiting their ability to capture diverse feature granularities required by distinct tasks--where some tasks demand high-level semantic abstraction while others require fine-grained syntactic manipulation. To bridge this gap, we propose Expert Pyramid Tuning (EPT), a novel architecture that integrates the multi-scale feature pyramid concept from computer vision into the realm of PEFT. Unlike standard LoRA, EPT decomposes task adaptation into two stages: (1) A shared meta-knowledge Subspace that encodes universal linguistic patterns in low dimensions; (2) A Pyramid Projection Mechanism that utilizes learnable up-projection operators to reconstruct high-dimensional features at varying scales. A task-aware router then dynamically selects the optimal combination of these multi-scale features. Extensive experiments across multiple multi-task benchmarks demonstrate that EPT significantly outperforms SOTA MoE-LoRA variants. Crucially, thanks to the re-parameterization capability of our design, EPT achieves this performance improvement while simultaneously reducing the number of training parameters.

  • 4 authors
·
Mar 12

MasHost Builds It All: Autonomous Multi-Agent System Directed by Reinforcement Learning

Large Language Model (LLM)-driven Multi-agent systems (Mas) have recently emerged as a powerful paradigm for tackling complex real-world tasks. However, existing Mas construction methods typically rely on manually crafted interaction mechanisms or heuristic rules, introducing human biases and constraining the autonomous ability. Even with recent advances in adaptive Mas construction, existing systems largely remain within the paradigm of semi-autonomous patterns. In this work, we propose MasHost, a Reinforcement Learning (RL)-based framework for autonomous and query-adaptive Mas design. By formulating Mas construction as a graph search problem, our proposed MasHost jointly samples agent roles and their interactions through a unified probabilistic sampling mechanism. Beyond the accuracy and efficiency objectives pursued in prior works, we introduce component rationality as an additional and novel design principle in Mas. To achieve this multi-objective optimization, we propose Hierarchical Relative Policy Optimization (HRPO), a novel RL strategy that collaboratively integrates group-relative advantages and action-wise rewards. To our knowledge, our proposed MasHost is the first RL-driven framework for autonomous Mas graph construction. Extensive experiments on six benchmarks demonstrate that MasHost consistently outperforms most competitive baselines, validating its effectiveness, efficiency, and structure rationality.

  • 8 authors
·
Jun 10, 2025

TreeSynth: Synthesizing Diverse Data from Scratch via Tree-Guided Subspace Partitioning

Model customization necessitates high-quality and diverse datasets, but acquiring such data remains time-consuming and labor-intensive. Despite the great potential of large language models (LLMs) for data synthesis, current approaches are constrained by limited seed data, model biases, and low-variation prompts, resulting in limited diversity and biased distributions with the increase of data scales. To tackle this challenge, we introduce TREESYNTH, a tree-guided subspace-based data synthesis approach inspired by decision trees. It constructs a spatial partitioning tree to recursively divide a task-specific full data space (i.e., root node) into numerous atomic subspaces (i.e., leaf nodes) with mutually exclusive and exhaustive attributes to ensure both distinctiveness and comprehensiveness before synthesizing samples within each atomic subspace. This globally dividing-and-synthesizing method finally collects subspace samples into a comprehensive dataset, effectively circumventing repetition and space collapse to ensure the diversity of large-scale data synthesis. Furthermore, the spatial partitioning tree enables sample allocation into atomic subspaces, allowing the rebalancing of existing datasets for more balanced and comprehensive distributions. Empirically, extensive experiments across diverse benchmarks consistently demonstrate the superior data diversity, model performance, and robust scalability of TREESYNTH compared to both human-crafted datasets and peer data synthesis methods, with an average performance gain reaching 10%. Besides, the consistent improvements of TREESYNTH-balanced datasets highlight its efficacious application to redistribute existing datasets for more comprehensive coverage and the induced performance enhancement. The code is available at https://github.com/cpa2001/TreeSynth.

  • 10 authors
·
Mar 21, 2025 1

Group Marching Tree: Sampling-Based Approximately Optimal Motion Planning on GPUs

This paper presents a novel approach, named the Group Marching Tree (GMT*) algorithm, to planning on GPUs at rates amenable to application within control loops, allowing planning in real-world settings via repeated computation of near-optimal plans. GMT*, like the Fast Marching Tree (FMT) algorithm, explores the state space with a "lazy" dynamic programming recursion on a set of samples to grow a tree of near-optimal paths. GMT*, however, alters the approach of FMT with approximate dynamic programming by expanding, in parallel, the group of all active samples with cost below an increasing threshold, rather than only the minimum cost sample. This group approximation enables low-level parallelism over the sample set and removes the need for sequential data structures, while the "lazy" collision checking limits thread divergence---all contributing to a very efficient GPU implementation. While this approach incurs some suboptimality, we prove that GMT* remains asymptotically optimal up to a constant multiplicative factor. We show solutions for complex planning problems under differential constraints can be found in ~10 ms on a desktop GPU and ~30 ms on an embedded GPU, representing a significant speed up over the state of the art, with only small losses in performance. Finally, we present a scenario demonstrating the efficacy of planning within the control loop (~100 Hz) towards operating in dynamic, uncertain settings.

  • 3 authors
·
May 4, 2017

Efficient Encoding of Graphics Primitives with Simplex-based Structures

Grid-based structures are commonly used to encode explicit features for graphics primitives such as images, signed distance functions (SDF), and neural radiance fields (NeRF) due to their simple implementation. However, in n-dimensional space, calculating the value of a sampled point requires interpolating the values of its 2^n neighboring vertices. The exponential scaling with dimension leads to significant computational overheads. To address this issue, we propose a simplex-based approach for encoding graphics primitives. The number of vertices in a simplex-based structure increases linearly with dimension, making it a more efficient and generalizable alternative to grid-based representations. Using the non-axis-aligned simplicial structure property, we derive and prove a coordinate transformation, simplicial subdivision, and barycentric interpolation scheme for efficient sampling, which resembles transformation procedures in the simplex noise algorithm. Finally, we use hash tables to store multiresolution features of all interest points in the simplicial grid, which are passed into a tiny fully connected neural network to parameterize graphics primitives. We implemented a detailed simplex-based structure encoding algorithm in C++ and CUDA using the methods outlined in our approach. In the 2D image fitting task, the proposed method is capable of fitting a giga-pixel image with 9.4% less time compared to the baseline method proposed by instant-ngp, while maintaining the same quality and compression rate. In the volumetric rendering setup, we observe a maximum 41.2% speedup when the samples are dense enough.

  • 2 authors
·
Nov 26, 2023

Adaptability in Multi-Agent Reinforcement Learning: A Framework and Unified Review

Multi-Agent Reinforcement Learning (MARL) has shown clear effectiveness in coordinating multiple agents across simulated benchmarks and constrained scenarios. However, its deployment in real-world multi-agent systems (MAS) remains limited, primarily due to the complex and dynamic nature of such environments. These challenges arise from multiple interacting sources of variability, including fluctuating agent populations, evolving task goals, and inconsistent execution conditions. Together, these factors demand that MARL algorithms remain effective under continuously changing system configurations and operational demands. To better capture and assess this capacity for adjustment, we introduce the concept of adaptability as a unified and practically grounded lens through which to evaluate the reliability of MARL algorithms under shifting conditions, broadly referring to any changes in the environment dynamics that may occur during learning or execution. Centred on the notion of adaptability, we propose a structured framework comprising three key dimensions: learning adaptability, policy adaptability, and scenario-driven adaptability. By adopting this adaptability perspective, we aim to support more principled assessments of MARL performance beyond narrowly defined benchmarks. Ultimately, this survey contributes to the development of algorithms that are better suited for deployment in dynamic, real-world multi-agent systems.

  • 6 authors
·
Jul 14, 2025

SK-Adapter: Skeleton-Based Structural Control for Native 3D Generation

Native 3D generative models have achieved remarkable fidelity and speed, yet they suffer from a critical limitation: inability to prescribe precise structural articulations, where precise structural control within the native 3D space remains underexplored. This paper proposes SK-Adapter, a simple and yet highly efficient and effective framework that unlocks precise skeletal manipulation for native 3D generation. Moving beyond text or image prompts, which can be ambiguous for precise structure, we treat the 3D skeleton as a first-class control signal. SK-Adapter is a lightweight structural adapter network that encodes joint coordinates and topology into learnable tokens, which are injected into the frozen 3D generation backbone via cross-attention. This smart design allows the model to not only effectively "attend" to specific 3D structural constraints but also preserve its original generative priors. To bridge the data gap, we contribute Objaverse-TMS dataset, a large-scale dataset of 24k text-mesh-skeleton pairs. Extensive experiments confirm that our method achieves robust structural control while preserving the geometry and texture quality of the foundation model, significantly outperforming existing baselines. Furthermore, we extend this capability to local 3D editing, enabling the region specific editing of existing assets with skeletal guidance, which is unattainable by previous methods. Project Page: https://sk-adapter.github.io/

  • 4 authors
·
Mar 14 2

CoMoL: Efficient Mixture of LoRA Experts via Dynamic Core Space Merging

Large language models (LLMs) achieve remarkable performance on diverse downstream and domain-specific tasks via parameter-efficient fine-tuning (PEFT). However, existing PEFT methods, particularly MoE-LoRA architectures, suffer from limited parameter efficiency and coarse-grained adaptation due to the proliferation of LoRA experts and instance-level routing. To address these issues, we propose Core Space Mixture of LoRA (CoMoL), a novel MoE-LoRA framework that incorporates expert diversity, parameter efficiency, and fine-grained adaptation. Specifically, CoMoL introduces two key components: core space experts and core space routing. Core space experts store each expert in a compact core matrix, preserving diversity while controlling parameter growth. Core space routing dynamically selects and activates the appropriate core experts for each token, enabling fine-grained, input-adaptive routing. Activated core experts are then merged via a soft-merging strategy into a single core expert, which is combined with a shared LoRA to form a specialized LoRA module. Besides, the routing network is projected into the same low-rank space as the LoRA matrices, further reducing parameter overhead without compromising expressiveness. Extensive experiments demonstrate that CoMoL retains the adaptability of MoE-LoRA architectures while achieving parameter efficiency comparable to standard LoRA, consistently outperforming existing methods across multiple tasks.

  • 11 authors
·
Feb 28

Gaussian Splatting with Localized Points Management

Point management is a critical component in optimizing 3D Gaussian Splatting (3DGS) models, as the point initiation (e.g., via structure from motion) is distributionally inappropriate. Typically, the Adaptive Density Control (ADC) algorithm is applied, leveraging view-averaged gradient magnitude thresholding for point densification, opacity thresholding for pruning, and regular all-points opacity reset. However, we reveal that this strategy is limited in tackling intricate/special image regions (e.g., transparent) as it is unable to identify all the 3D zones that require point densification, and lacking an appropriate mechanism to handle the ill-conditioned points with negative impacts (occlusion due to false high opacity). To address these limitations, we propose a Localized Point Management (LPM) strategy, capable of identifying those error-contributing zones in the highest demand for both point addition and geometry calibration. Zone identification is achieved by leveraging the underlying multiview geometry constraints, with the guidance of image rendering errors. We apply point densification in the identified zone, whilst resetting the opacity of those points residing in front of these regions so that a new opportunity is created to correct ill-conditioned points. Serving as a versatile plugin, LPM can be seamlessly integrated into existing 3D Gaussian Splatting models. Experimental evaluation across both static 3D and dynamic 4D scenes validate the efficacy of our LPM strategy in boosting a variety of existing 3DGS models both quantitatively and qualitatively. Notably, LPM improves both vanilla 3DGS and SpaceTimeGS to achieve state-of-the-art rendering quality while retaining real-time speeds, outperforming on challenging datasets such as Tanks & Temples and the Neural 3D Video Dataset.

  • 7 authors
·
Jun 6, 2024

3D Gaussian Editing with A Single Image

The modeling and manipulation of 3D scenes captured from the real world are pivotal in various applications, attracting growing research interest. While previous works on editing have achieved interesting results through manipulating 3D meshes, they often require accurately reconstructed meshes to perform editing, which limits their application in 3D content generation. To address this gap, we introduce a novel single-image-driven 3D scene editing approach based on 3D Gaussian Splatting, enabling intuitive manipulation via directly editing the content on a 2D image plane. Our method learns to optimize the 3D Gaussians to align with an edited version of the image rendered from a user-specified viewpoint of the original scene. To capture long-range object deformation, we introduce positional loss into the optimization process of 3D Gaussian Splatting and enable gradient propagation through reparameterization. To handle occluded 3D Gaussians when rendering from the specified viewpoint, we build an anchor-based structure and employ a coarse-to-fine optimization strategy capable of handling long-range deformation while maintaining structural stability. Furthermore, we design a novel masking strategy to adaptively identify non-rigid deformation regions for fine-scale modeling. Extensive experiments show the effectiveness of our method in handling geometric details, long-range, and non-rigid deformation, demonstrating superior editing flexibility and quality compared to previous approaches.

  • 6 authors
·
Aug 14, 2024 3

Merging LoRAs like Playing LEGO: Pushing the Modularity of LoRA to Extremes Through Rank-Wise Clustering

Low-Rank Adaptation (LoRA) has emerged as a popular technique for fine-tuning large language models (LLMs) to various domains due to its modular design and widespread availability on platforms like Huggingface. This modularity has sparked interest in combining multiple LoRAs to enhance LLM capabilities. However, existing methods for LoRA composition primarily focus on task-specific adaptations that require additional training, and current model merging techniques often fail to fully leverage LoRA's modular nature, leading to parameter interference and performance degradation. In this paper, we investigate the feasibility of disassembling and reassembling multiple LoRAs at a finer granularity, analogous to assembling LEGO blocks. We introduce the concept of Minimal Semantic Units (MSUs), where the parameters corresponding to each rank in LoRA function as independent units. These MSUs demonstrate permutation invariance and concatenation-summation equivalence properties, enabling flexible combinations to create new LoRAs. Building on these insights, we propose the LoRA-LEGO framework. This framework conducts rank-wise parameter clustering by grouping MSUs from different LoRAs into k clusters. The centroid of each cluster serves as a representative MSU, enabling the assembly of a merged LoRA with an adjusted rank of k. Additionally, we apply a dual reweighting strategy to optimize the scale of the merged LoRA. Experiments across various benchmarks demonstrate that our method outperforms existing approaches in LoRA merging.

  • 8 authors
·
Sep 24, 2024

MC-RFM: Geometry-Aware Few-Shot Adaptation via Mixed-Curvature Riemannian Flow Matching

Parameter-efficient adaptation of pretrained vision models is commonly performed through linear probes, prompts, low-rank updates, or lightweight residual modules. While effective, these methods usually treat adaptation as a discrete Euclidean perturbation of frozen representations, without explicitly modeling the geometry of the task-induced feature displacement. We propose MC-RFM, a mixed-curvature Riemannian flow-matching framework for few-shot adaptation of frozen visual backbones. The key idea is to represent adapted features on a product manifold combining a hyperbolic factor, which captures hierarchy-sensitive semantic structure, and a Euclidean factor, which preserves locally discriminative visual variation. Adaptation is formulated as a task-conditioned continuous transport from frozen features to support-set prototypes, trained with a flow-matching objective and coupled to a hybrid prototype-linear classifier. The method is lightweight, backbone-agnostic, and operates entirely on cached frozen features. Across seven visual recognition benchmarks, five frozen backbones, and 1/4/16-shot regimes, MC-RFM is the best-performing method in a majority of evaluated settings, with the strongest gains on Transformer backbones and fine-grained datasets. Ablations show that the mixed-curvature head, task conditioning, adaptive branch gating, prototype shrinkage, and discriminative supervision each contribute to performance. These results suggest that few-shot adaptation benefits not only from deciding which parameters to update, but also from modeling how representations should move through a geometry matched to the structure of the downstream task.

Talan Talan
·
May 7 1

Efficient and robust approximate nearest neighbor search using Hierarchical Navigable Small World graphs

We present a new approach for the approximate K-nearest neighbor search based on navigable small world graphs with controllable hierarchy (Hierarchical NSW, HNSW). The proposed solution is fully graph-based, without any need for additional search structures, which are typically used at the coarse search stage of the most proximity graph techniques. Hierarchical NSW incrementally builds a multi-layer structure consisting from hierarchical set of proximity graphs (layers) for nested subsets of the stored elements. The maximum layer in which an element is present is selected randomly with an exponentially decaying probability distribution. This allows producing graphs similar to the previously studied Navigable Small World (NSW) structures while additionally having the links separated by their characteristic distance scales. Starting search from the upper layer together with utilizing the scale separation boosts the performance compared to NSW and allows a logarithmic complexity scaling. Additional employment of a heuristic for selecting proximity graph neighbors significantly increases performance at high recall and in case of highly clustered data. Performance evaluation has demonstrated that the proposed general metric space search index is able to strongly outperform previous opensource state-of-the-art vector-only approaches. Similarity of the algorithm to the skip list structure allows straightforward balanced distributed implementation.

  • 2 authors
·
Mar 30, 2016

CAT: Curvature-Adaptive Transformers for Geometry-Aware Learning

Transformers achieve strong performance across diverse domains but implicitly assume Euclidean geometry in their attention mechanisms, limiting their effectiveness on data with non-Euclidean structure. While recent extensions to hyperbolic and spherical spaces show promise for hierarchical and cyclical patterns, respectively, they require committing to a single geometry a priori, reducing flexibility when data exhibits mixed geometric properties. We introduce the Curvature-Adaptive Transformer (CAT), a novel architecture that dynamically learns per-token routing across three geometric attention branches through a lightweight, differentiable gating mechanism. Unlike fixed-geometry approaches, CAT enables adaptive geometric specialization, routing tokens to the appropriate curvature based on their local relational structure. The routing network provides interpretable curvature preferences while each branch employs geometry-specific operations optimized for its respective manifold. On knowledge graph completion benchmarks (FB15k-237, WN18RR), CAT achieves approximately 10% improvements in MRR and Hits@10 over fixed-geometry baselines with minimal overhead (5% parameter increase, comparable inference time). These results demonstrate that learned geometric adaptation outperforms any single fixed geometry for complex relational reasoning, establishing CAT as a scalable and interpretable foundation for mixture-of-geometry architectures across language, vision, and multimodal domains.

  • 3 authors
·
Oct 1, 2025

S3O: A Dual-Phase Approach for Reconstructing Dynamic Shape and Skeleton of Articulated Objects from Single Monocular Video

Reconstructing dynamic articulated objects from a singular monocular video is challenging, requiring joint estimation of shape, motion, and camera parameters from limited views. Current methods typically demand extensive computational resources and training time, and require additional human annotations such as predefined parametric models, camera poses, and key points, limiting their generalizability. We propose Synergistic Shape and Skeleton Optimization (S3O), a novel two-phase method that forgoes these prerequisites and efficiently learns parametric models including visible shapes and underlying skeletons. Conventional strategies typically learn all parameters simultaneously, leading to interdependencies where a single incorrect prediction can result in significant errors. In contrast, S3O adopts a phased approach: it first focuses on learning coarse parametric models, then progresses to motion learning and detail addition. This method substantially lowers computational complexity and enhances robustness in reconstruction from limited viewpoints, all without requiring additional annotations. To address the current inadequacies in 3D reconstruction from monocular video benchmarks, we collected the PlanetZoo dataset. Our experimental evaluations on standard benchmarks and the PlanetZoo dataset affirm that S3O provides more accurate 3D reconstruction, and plausible skeletons, and reduces the training time by approximately 60% compared to the state-of-the-art, thus advancing the state of the art in dynamic object reconstruction.

  • 4 authors
·
May 21, 2024

UE4-NeRF:Neural Radiance Field for Real-Time Rendering of Large-Scale Scene

Neural Radiance Fields (NeRF) is a novel implicit 3D reconstruction method that shows immense potential and has been gaining increasing attention. It enables the reconstruction of 3D scenes solely from a set of photographs. However, its real-time rendering capability, especially for interactive real-time rendering of large-scale scenes, still has significant limitations. To address these challenges, in this paper, we propose a novel neural rendering system called UE4-NeRF, specifically designed for real-time rendering of large-scale scenes. We partitioned each large scene into different sub-NeRFs. In order to represent the partitioned independent scene, we initialize polygonal meshes by constructing multiple regular octahedra within the scene and the vertices of the polygonal faces are continuously optimized during the training process. Drawing inspiration from Level of Detail (LOD) techniques, we trained meshes of varying levels of detail for different observation levels. Our approach combines with the rasterization pipeline in Unreal Engine 4 (UE4), achieving real-time rendering of large-scale scenes at 4K resolution with a frame rate of up to 43 FPS. Rendering within UE4 also facilitates scene editing in subsequent stages. Furthermore, through experiments, we have demonstrated that our method achieves rendering quality comparable to state-of-the-art approaches. Project page: https://jamchaos.github.io/UE4-NeRF/.

  • 8 authors
·
Oct 20, 2023

The Appeal and Reality of Recycling LoRAs with Adaptive Merging

The widespread availability of fine-tuned LoRA modules for open pre-trained models has led to an interest in methods that can adaptively merge LoRAs to improve performance. These methods typically include some way of selecting LoRAs from a pool and tune merging coefficients based on a task-specific dataset. While adaptive merging methods have demonstrated improvements in some settings, no past work has attempted to recycle LoRAs found "in the wild" on model repositories like the Hugging Face Hub. To address this gap, we consider recycling from a pool of nearly 1,000 user-contributed LoRAs trained from the Llama 3.1 8B-Instruct language model. Our empirical study includes a range of adaptive and non-adaptive merging methods in addition to a new method designed via a wide search over the methodological design space. We demonstrate that adaptive merging methods can improve performance over the base model but provide limited benefit over training a new LoRA on the same data used to set merging coefficients. We additionally find not only that the specific choice of LoRAs to merge has little importance, but that using LoRAs with randomly initialized parameter values yields similar performance. This raises the possibility that adaptive merging from recycled LoRAs primarily works via some kind of regularization effect, rather than by enabling positive cross-task transfer. To better understand why past work has proven successful, we confirm that positive transfer is indeed possible when there are highly relevant LoRAs in the pool. We release the model checkpoints and code online.

  • 6 authors
·
Feb 12

Adapt-Pruner: Adaptive Structural Pruning for Efficient Small Language Model Training

Small language models (SLMs) have attracted considerable attention from both academia and industry due to their broad range of applications in edge devices. To obtain SLMs with strong performance, conventional approaches either pre-train the models from scratch, which incurs substantial computational costs, or compress/prune existing large language models (LLMs), which results in performance drops and falls short in comparison to pre-training. In this paper, we investigate the family of acceleration methods that involve both structured pruning and model training. We found 1) layer-wise adaptive pruning (Adapt-Pruner) is extremely effective in LLMs and yields significant improvements over existing pruning techniques, 2) adaptive pruning equipped with further training leads to models comparable to those pre-training from scratch, 3) incremental pruning brings non-trivial performance gain by interleaving pruning with training and only removing a small portion of neurons (sim5%) at a time. Experimental results on LLaMA-3.1-8B demonstrate that Adapt-Pruner outperforms conventional pruning methods, such as LLM-Pruner, FLAP, and SliceGPT, by an average of 1%-7% in accuracy on commonsense benchmarks. Additionally, Adapt-Pruner restores the performance of MobileLLM-125M to 600M on the MMLU benchmark with 200times fewer tokens via pruning from its larger counterparts, and discovers a new 1B model that surpasses LLaMA-3.2-1B in multiple benchmarks.

  • 7 authors
·
Feb 5, 2025

EpiCoder: Encompassing Diversity and Complexity in Code Generation

Effective instruction tuning is indispensable for optimizing code LLMs, aligning model behavior with user expectations and enhancing model performance in real-world applications. However, most existing methods focus on code snippets, which are limited to specific functionalities and rigid structures, restricting the complexity and diversity of the synthesized data. To address these limitations, we introduce a novel feature tree-based synthesis framework inspired by Abstract Syntax Trees (AST). Unlike AST, which captures syntactic structure of code, our framework models semantic relationships between code elements, enabling the generation of more nuanced and diverse data. The feature tree is constructed from raw data and refined iteratively to increase the quantity and diversity of the extracted features. This process enables the identification of more complex patterns and relationships within the code. By sampling subtrees with controlled depth and breadth, our framework allows precise adjustments to the complexity of the generated code, supporting a wide range of tasks from simple function-level operations to intricate multi-file scenarios. We fine-tuned widely-used base models to create the EpiCoder series, achieving state-of-the-art performance at both the function and file levels across multiple benchmarks. Notably, empirical evidence indicates that our approach shows significant potential in synthesizing highly complex repository-level code data. Further analysis elucidates the merits of this approach by rigorously assessing data complexity and diversity through software engineering principles and LLM-as-a-judge method.

  • 13 authors
·
Jan 8, 2025 2

SAGS: Structure-Aware 3D Gaussian Splatting

Following the advent of NeRFs, 3D Gaussian Splatting (3D-GS) has paved the way to real-time neural rendering overcoming the computational burden of volumetric methods. Following the pioneering work of 3D-GS, several methods have attempted to achieve compressible and high-fidelity performance alternatives. However, by employing a geometry-agnostic optimization scheme, these methods neglect the inherent 3D structure of the scene, thereby restricting the expressivity and the quality of the representation, resulting in various floating points and artifacts. In this work, we propose a structure-aware Gaussian Splatting method (SAGS) that implicitly encodes the geometry of the scene, which reflects to state-of-the-art rendering performance and reduced storage requirements on benchmark novel-view synthesis datasets. SAGS is founded on a local-global graph representation that facilitates the learning of complex scenes and enforces meaningful point displacements that preserve the scene's geometry. Additionally, we introduce a lightweight version of SAGS, using a simple yet effective mid-point interpolation scheme, which showcases a compact representation of the scene with up to 24times size reduction without the reliance on any compression strategies. Extensive experiments across multiple benchmark datasets demonstrate the superiority of SAGS compared to state-of-the-art 3D-GS methods under both rendering quality and model size. Besides, we demonstrate that our structure-aware method can effectively mitigate floating artifacts and irregular distortions of previous methods while obtaining precise depth maps. Project page https://eververas.github.io/SAGS/.

  • 5 authors
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Apr 29, 2024 1

AdaptOrch: Task-Adaptive Multi-Agent Orchestration in the Era of LLM Performance Convergence

As large language models from diverse providers converge toward comparable benchmark performance, the traditional paradigm of selecting a single best model per task yields diminishing returns. We argue that orchestration topology -- the structural composition of how multiple agents are coordinated, parallelized, and synthesized -- now dominates system-level performance over individual model capability. We present AdaptOrch, a formal framework for task-adaptive multi-agent orchestration that dynamically selects among four canonical topologies (parallel, sequential, hierarchical, and hybrid) based on task dependency graphs and empirically derived domain characteristics. Our framework introduces three key contributions: (1) a Performance Convergence Scaling Law, formalizing conditions under which orchestration selection outweighs model selection; (2) a Topology Routing Algorithm that maps task decomposition DAGs to optimal orchestration patterns in O(|V| + |E|) time; and (3) an Adaptive Synthesis Protocol with provable termination guarantees and heuristic consistency scoring for parallel agent outputs. We validate AdaptOrch across coding (SWE-bench), reasoning (GPQA), and retrieval-augmented generation tasks, demonstrating that topology-aware orchestration achieves 12-23% improvement over static single-topology baselines, even when using identical underlying models. Our results establish orchestration design as a first-class optimization target independent of model scaling.

  • 1 authors
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Feb 18 1

Adaptive Graph Pruning for Multi-Agent Communication

Large Language Model (LLM) based multi-agent systems have shown remarkable performance in various tasks, especially when enhanced through collaborative communication. However, current methods often rely on a fixed number of agents and static communication structures, limiting their ability to adapt to varying task complexities. In this paper, we propose Adaptive Graph Pruning (AGP), a novel task-adaptive multi-agent collaboration framework that jointly optimizes agent quantity (hard-pruning) and communication topology (soft-pruning). Specifically, our method employs a two-stage training strategy: firstly, independently training soft-pruning networks for different agent quantities to determine optimal agent-quantity-specific complete graphs and positional masks across specific tasks; and then jointly optimizing hard-pruning and soft-pruning within a maximum complete graph to dynamically configure the number of agents and their communication topologies per task. Extensive experiments demonstrate that our approach is: (1) High-performing, achieving state-of-the-art results across six benchmarks and consistently generalizes across multiple mainstream LLM architectures, with a increase in performance of 2.58%sim 9.84%; (2) Task-adaptive, dynamically constructing optimized communication topologies tailored to specific tasks, with an extremely high performance in all three task categories (general reasoning, mathematical reasoning, and code generation); (3) Token-economical, having fewer training steps and token consumption at the same time, with a decrease in token consumption of 90%+; and (4) Training-efficient, achieving high performance with very few training steps compared with other methods. The performance will surpass the existing baselines after about ten steps of training under six benchmarks.

  • 4 authors
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Jun 3, 2025

AgentOrchestra: A Hierarchical Multi-Agent Framework for General-Purpose Task Solving

Recent advances in agent systems have demonstrated remarkable capabilities in solving both general-purpose and highly complex tasks. However, most current models lack mechanisms for coordinating specialized agents and have limited ability to generalize to new or diverse domains. To this end, we introduce AgentOrchestra, a hierarchical multi-agent framework for general-purpose task solving that integrates high-level planning with modular agent collaboration. Drawing inspiration from a conductor orchestrating a symphony, and grounded in the principles of extensibility, multimodality, modularity, and coordination, it features a central planning agent that decomposes complex objectives and delegates sub-tasks to a team of specialized agents. Each sub-agent is equipped with general programming tools, as well as abilities to tackle a wide range of real-world specific tasks, including data analysis, file operations, web navigation, and interactive reasoning in dynamic multimodal environments. Notably, AgentOrchestra introduces an MCP Manager Agent that enables intelligent evolution through dynamic tool creation, retrieval, and reuse mechanisms, significantly enhancing the system's adaptability and scalability. AgentOrchestra supports flexible orchestration through explicit sub-goal formulation, inter-agent communication, and adaptive role allocation. We evaluate the framework on three widely used benchmarks for assessing LLM-based agent systems. Experimental results show that AgentOrchestra consistently outperforms flat-agent and monolithic baselines in terms of task success rate and adaptability. On the GAIA benchmark testing dataset, AgentOrchestra achieves an average score of 83.39\%, ranking among the top general-purpose agents. These results highlight the effectiveness of hierarchical organization and role specialization in building scalable and general-purpose LLM-based agent systems.

  • 8 authors
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Jun 14, 2025

WorldGrow: Generating Infinite 3D World

We tackle the challenge of generating the infinitely extendable 3D world -- large, continuous environments with coherent geometry and realistic appearance. Existing methods face key challenges: 2D-lifting approaches suffer from geometric and appearance inconsistencies across views, 3D implicit representations are hard to scale up, and current 3D foundation models are mostly object-centric, limiting their applicability to scene-level generation. Our key insight is leveraging strong generation priors from pre-trained 3D models for structured scene block generation. To this end, we propose WorldGrow, a hierarchical framework for unbounded 3D scene synthesis. Our method features three core components: (1) a data curation pipeline that extracts high-quality scene blocks for training, making the 3D structured latent representations suitable for scene generation; (2) a 3D block inpainting mechanism that enables context-aware scene extension; and (3) a coarse-to-fine generation strategy that ensures both global layout plausibility and local geometric/textural fidelity. Evaluated on the large-scale 3D-FRONT dataset, WorldGrow achieves SOTA performance in geometry reconstruction, while uniquely supporting infinite scene generation with photorealistic and structurally consistent outputs. These results highlight its capability for constructing large-scale virtual environments and potential for building future world models.

  • 9 authors
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Oct 24, 2025 3

FLoRA: Low-Rank Core Space for N-dimension

Adapting pre-trained foundation models for various downstream tasks has been prevalent in artificial intelligence. Due to the vast number of tasks and high costs, adjusting all parameters becomes unfeasible. To mitigate this, several fine-tuning techniques have been developed to update the pre-trained model weights in a more resource-efficient manner, such as through low-rank adjustments. Yet, almost all of these methods focus on linear weights, neglecting the intricacies of parameter spaces in higher dimensions like 4D. Alternatively, some methods can be adapted for high-dimensional parameter space by compressing changes in the original space into two dimensions and then employing low-rank matrix decomposition. However, these approaches destructs the structural integrity of the involved high-dimensional spaces. To tackle the diversity of dimensional spaces across different foundation models and provide a more precise representation of the changes within these spaces, this paper introduces a generalized parameter-efficient fine-tuning framework, FLoRA, designed for various dimensional parameter space. Specifically, utilizing Tucker decomposition, FLoRA asserts that changes in each dimensional parameter space are based on a low-rank core space which maintains the consistent topological structure with the original space. It then models the changes through this core space alongside corresponding weights to reconstruct alterations in the original space. FLoRA effectively preserves the structural integrity of the change of original N-dimensional parameter space, meanwhile decomposes it via low-rank tensor decomposition. Extensive experiments on computer vision, natural language processing and multi-modal tasks validate FLoRA's effectiveness. Codes are available at https://github.com/SJTU-DeepVisionLab/FLoRA.

  • 9 authors
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May 23, 2024

GeoMVD: Geometry-Enhanced Multi-View Generation Model Based on Geometric Information Extraction

Multi-view image generation holds significant application value in computer vision, particularly in domains like 3D reconstruction, virtual reality, and augmented reality. Most existing methods, which rely on extending single images, face notable computational challenges in maintaining cross-view consistency and generating high-resolution outputs. To address these issues, we propose the Geometry-guided Multi-View Diffusion Model, which incorporates mechanisms for extracting multi-view geometric information and adjusting the intensity of geometric features to generate images that are both consistent across views and rich in detail. Specifically, we design a multi-view geometry information extraction module that leverages depth maps, normal maps, and foreground segmentation masks to construct a shared geometric structure, ensuring shape and structural consistency across different views. To enhance consistency and detail restoration during generation, we develop a decoupled geometry-enhanced attention mechanism that strengthens feature focus on key geometric details, thereby improving overall image quality and detail preservation. Furthermore, we apply an adaptive learning strategy that fine-tunes the model to better capture spatial relationships and visual coherence between the generated views, ensuring realistic results. Our model also incorporates an iterative refinement process that progressively improves the output quality through multiple stages of image generation. Finally, a dynamic geometry information intensity adjustment mechanism is proposed to adaptively regulate the influence of geometric data, optimizing overall quality while ensuring the naturalness of generated images. More details can be found on the project page: https://sobeymil.github.io/GeoMVD.com.

  • 3 authors
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Nov 15, 2025

APT: Architectural Planning and Text-to-Blueprint Construction Using Large Language Models for Open-World Agents

We present APT, an advanced Large Language Model (LLM)-driven framework that enables autonomous agents to construct complex and creative structures within the Minecraft environment. Unlike previous approaches that primarily concentrate on skill-based open-world tasks or rely on image-based diffusion models for generating voxel-based structures, our method leverages the intrinsic spatial reasoning capabilities of LLMs. By employing chain-of-thought decomposition along with multimodal inputs, the framework generates detailed architectural layouts and blueprints that the agent can execute under zero-shot or few-shot learning scenarios. Our agent incorporates both memory and reflection modules to facilitate lifelong learning, adaptive refinement, and error correction throughout the building process. To rigorously evaluate the agent's performance in this emerging research area, we introduce a comprehensive benchmark consisting of diverse construction tasks designed to test creativity, spatial reasoning, adherence to in-game rules, and the effective integration of multimodal instructions. Experimental results using various GPT-based LLM backends and agent configurations demonstrate the agent's capacity to accurately interpret extensive instructions involving numerous items, their positions, and orientations. The agent successfully produces complex structures complete with internal functionalities such as Redstone-powered systems. A/B testing indicates that the inclusion of a memory module leads to a significant increase in performance, emphasizing its role in enabling continuous learning and the reuse of accumulated experience. Additionally, the agent's unexpected emergence of scaffolding behavior highlights the potential of future LLM-driven agents to utilize subroutine planning and leverage the emergence ability of LLMs to autonomously develop human-like problem-solving techniques.

  • 2 authors
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Nov 26, 2024

UltraShape 1.0: High-Fidelity 3D Shape Generation via Scalable Geometric Refinement

In this report, we introduce UltraShape 1.0, a scalable 3D diffusion framework for high-fidelity 3D geometry generation. The proposed approach adopts a two-stage generation pipeline: a coarse global structure is first synthesized and then refined to produce detailed, high-quality geometry. To support reliable 3D generation, we develop a comprehensive data processing pipeline that includes a novel watertight processing method and high-quality data filtering. This pipeline improves the geometric quality of publicly available 3D datasets by removing low-quality samples, filling holes, and thickening thin structures, while preserving fine-grained geometric details. To enable fine-grained geometry refinement, we decouple spatial localization from geometric detail synthesis in the diffusion process. We achieve this by performing voxel-based refinement at fixed spatial locations, where voxel queries derived from coarse geometry provide explicit positional anchors encoded via RoPE, allowing the diffusion model to focus on synthesizing local geometric details within a reduced, structured solution space. Our model is trained exclusively on publicly available 3D datasets, achieving strong geometric quality despite limited training resources. Extensive evaluations demonstrate that UltraShape 1.0 performs competitively with existing open-source methods in both data processing quality and geometry generation. All code and trained models will be released to support future research.

  • 13 authors
·
Dec 24, 2025 4

Representing Long Volumetric Video with Temporal Gaussian Hierarchy

This paper aims to address the challenge of reconstructing long volumetric videos from multi-view RGB videos. Recent dynamic view synthesis methods leverage powerful 4D representations, like feature grids or point cloud sequences, to achieve high-quality rendering results. However, they are typically limited to short (1~2s) video clips and often suffer from large memory footprints when dealing with longer videos. To solve this issue, we propose a novel 4D representation, named Temporal Gaussian Hierarchy, to compactly model long volumetric videos. Our key observation is that there are generally various degrees of temporal redundancy in dynamic scenes, which consist of areas changing at different speeds. Motivated by this, our approach builds a multi-level hierarchy of 4D Gaussian primitives, where each level separately describes scene regions with different degrees of content change, and adaptively shares Gaussian primitives to represent unchanged scene content over different temporal segments, thus effectively reducing the number of Gaussian primitives. In addition, the tree-like structure of the Gaussian hierarchy allows us to efficiently represent the scene at a particular moment with a subset of Gaussian primitives, leading to nearly constant GPU memory usage during the training or rendering regardless of the video length. Extensive experimental results demonstrate the superiority of our method over alternative methods in terms of training cost, rendering speed, and storage usage. To our knowledge, this work is the first approach capable of efficiently handling minutes of volumetric video data while maintaining state-of-the-art rendering quality. Our project page is available at: https://zju3dv.github.io/longvolcap.

  • 7 authors
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Dec 12, 2024