pwc-archive/papers-with-abstracts huggingface dataset:
LLM-Aided Customizable Profiling of Code Data Based On Programming Language Concepts
Authors: Pankaj Thorat, Adnan Qidwai, Adrija Dhar, Aishwariya Chakraborty, Anand Eswaran, Hima Patel, Praveen Jayachandran
Date: 2025-03-19 00:00:00
Tasks: Code Generation, Data Valuation, Descriptive

Data profiling is critical in machine learning for generating descriptive statistics, supporting both deeper understanding and downstream tasks like data valuation and curation. This work addresses profiling specifically in the context of code datasets for Large Language Models (code-LLMs), where data quality directly influences tasks such as code generation and summarization. Characterizing code datasets in terms of programming language concepts enables better insights and targeted data curation. Our proposed methodology decomposes code data profiling into two phases: (1) an offline phase where LLMs are leveraged to derive and learn rules for extracting syntactic and semantic concepts across various programming languages, including previously unseen or low-resource languages, and (2) an online deterministic phase applying these derived rules for efficient real-time analysis. This hybrid approach is customizable, extensible to new syntactic and semantic constructs, and scalable to multiple languages. Experimentally, our LLM-aided method achieves a mean accuracy of 90.33% for syntactic extraction rules and semantic classification accuracies averaging 80% and 77% across languages and semantic concepts, respectively.
Bézier Splatting for Fast and Differentiable Vector Graphics Rendering
Authors: Xi Liu, Chaoyi Zhou, Nanxuan Zhao, Siyu Huang
Date: 2025-03-20 00:00:00
Tasks: Vector Graphics

Differentiable vector graphics (VGs) are widely used in image vectorization and vector synthesis, while existing representations are costly to optimize and struggle to achieve high-quality rendering results for high-resolution images. This work introduces a new differentiable VG representation, dubbed B\'ezier Splatting, that enables fast yet high-fidelity VG rasterization. B\'ezier Splatting samples 2D Gaussians along B\'ezier curves, which naturally provide positional gradients at object boundaries. Thanks to the efficient splatting-based differentiable rasterizer, B\'ezier Splatting achieves 30x and 150x faster per forward and backward rasterization step for open curves compared to DiffVG. Additionally, we introduce an adaptive pruning and densification strategy that dynamically adjusts the spatial distribution of curves to escape local minima, further improving VG quality. Furthermore, our new VG representation supports conversion to standard XML-based SVG format, enhancing interoperability with existing VG tools and pipelines. Experimental results show that B\'ezier Splatting significantly outperforms existing methods with better visual fidelity and significant optimization speedup.
VerbDiff: Text-Only Diffusion Models with Enhanced Interaction Awareness
Authors: SeungJu Cha, Kwanyoung Lee, Ye-Chan Kim, Hyunwoo Oh, Dong-Jin Kim
Date: 2025-03-20 00:00:00
Proceeding: CVPR 2025 1
Tasks: Image Generation, Text to Image Generation, Text-to-Image Generation

Recent large-scale text-to-image diffusion models generate photorealistic images but often struggle to accurately depict interactions between humans and objects due to their limited ability to differentiate various interaction words. In this work, we propose VerbDiff to address the challenge of capturing nuanced interactions within text-to-image diffusion models. VerbDiff is a novel text-to-image generation model that weakens the bias between interaction words and objects, enhancing the understanding of interactions. Specifically, we disentangle various interaction words from frequency-based anchor words and leverage localized interaction regions from generated images to help the model better capture semantics in distinctive words without extra conditions. Our approach enables the model to accurately understand the intended interaction between humans and objects, producing high-quality images with accurate interactions aligned with specified verbs. Extensive experiments on the HICO-DET dataset demonstrate the effectiveness of our method compared to previous approaches.
OccluGaussian: Occlusion-Aware Gaussian Splatting for Large Scene Reconstruction and Rendering
Authors: Shiyong Liu, Xiao Tang, Zhihao LI, Yingfan He, Chongjie Ye, Jianzhuang Liu, Binxiao Huang, Shunbo Zhou, Xiaofei Wu
Date: 2025-03-20 00:00:00

In large-scale scene reconstruction using 3D Gaussian splatting, it is common to partition the scene into multiple smaller regions and reconstruct them individually. However, existing division methods are occlusion-agnostic, meaning that each region may contain areas with severe occlusions. As a result, the cameras within those regions are less correlated, leading to a low average contribution to the overall reconstruction. In this paper, we propose an occlusion-aware scene division strategy that clusters training cameras based on their positions and co-visibilities to acquire multiple regions. Cameras in such regions exhibit stronger correlations and a higher average contribution, facilitating high-quality scene reconstruction. We further propose a region-based rendering technique to accelerate large scene rendering, which culls Gaussians invisible to the region where the viewpoint is located. Such a technique significantly speeds up the rendering without compromising quality. Extensive experiments on multiple large scenes show that our method achieves superior reconstruction results with faster rendering speed compared to existing state-of-the-art approaches. Project page: https://occlugaussian.github.io.
Animating the Uncaptured: Humanoid Mesh Animation with Video Diffusion Models
Authors: Marc Benedí San Millán, Angela Dai, Matthias Nießner
Date: 2025-03-20 00:00:00

Animation of humanoid characters is essential in various graphics applications, but requires significant time and cost to create realistic animations. We propose an approach to synthesize 4D animated sequences of input static 3D humanoid meshes, leveraging strong generalized motion priors from generative video models -- as such video models contain powerful motion information covering a wide variety of human motions. From an input static 3D humanoid mesh and a text prompt describing the desired animation, we synthesize a corresponding video conditioned on a rendered image of the 3D mesh. We then employ an underlying SMPL representation to animate the corresponding 3D mesh according to the video-generated motion, based on our motion optimization. This enables a cost-effective and accessible solution to enable the synthesis of diverse and realistic 4D animations.
Controlling Avatar Diffusion with Learnable Gaussian Embedding
Authors: Xuan Gao, Jingtao Zhou, Dongyu Liu, Yuqi Zhou, Juyong Zhang
Date: 2025-03-20 00:00:00

Recent advances in diffusion models have made significant progress in digital human generation. However, most existing models still struggle to maintain 3D consistency, temporal coherence, and motion accuracy. A key reason for these shortcomings is the limited representation ability of commonly used control signals(e.g., landmarks, depth maps, etc.). In addition, the lack of diversity in identity and pose variations in public datasets further hinders progress in this area. In this paper, we analyze the shortcomings of current control signals and introduce a novel control signal representation that is optimizable, dense, expressive, and 3D consistent. Our method embeds a learnable neural Gaussian onto a parametric head surface, which greatly enhances the consistency and expressiveness of diffusion-based head models. Regarding the dataset, we synthesize a large-scale dataset with multiple poses and identities. In addition, we use real/synthetic labels to effectively distinguish real and synthetic data, minimizing the impact of imperfections in synthetic data on the generated head images. Extensive experiments show that our model outperforms existing methods in terms of realism, expressiveness, and 3D consistency. Our code, synthetic datasets, and pre-trained models will be released in our project page: https://ustc3dv.github.io/Learn2Control/
How to Train Your Dragon: Automatic Diffusion-Based Rigging for Characters with Diverse Topologies
Authors: Zeqi Gu, Difan Liu, Timothy Langlois, Matthew Fisher, Abe Davis
Date: 2025-03-19 00:00:00

Recent diffusion-based methods have achieved impressive results on animating images of human subjects. However, most of that success has built on human-specific body pose representations and extensive training with labeled real videos. In this work, we extend the ability of such models to animate images of characters with more diverse skeletal topologies. Given a small number (3-5) of example frames showing the character in different poses with corresponding skeletal information, our model quickly infers a rig for that character that can generate images corresponding to new skeleton poses. We propose a procedural data generation pipeline that efficiently samples training data with diverse topologies on the fly. We use it, along with a novel skeleton representation, to train our model on articulated shapes spanning a large space of textures and topologies. Then during fine-tuning, our model rapidly adapts to unseen target characters and generalizes well to rendering new poses, both for realistic and more stylized cartoon appearances. To better evaluate performance on this novel and challenging task, we create the first 2D video dataset that contains both humanoid and non-humanoid subjects with per-frame keypoint annotations. With extensive experiments, we demonstrate the superior quality of our results. Project page: https://traindragondiffusion.github.io/
A Personalized Data-Driven Generative Model of Human Motion
Authors: Angelo Di Porzio, Marco Coraggio
Date: 2025-03-19 00:00:00

The deployment of autonomous virtual avatars (in extended reality) and robots in human group activities - such as rehabilitation therapy, sports, and manufacturing - is expected to increase as these technologies become more pervasive. Designing cognitive architectures and control strategies to drive these agents requires realistic models of human motion. However, existing models only provide simplified descriptions of human motor behavior. In this work, we propose a fully data-driven approach, based on Long Short-Term Memory neural networks, to generate original motion that captures the unique characteristics of specific individuals. We validate the architecture using real data of scalar oscillatory motion. Extensive analyses show that our model effectively replicates the velocity distribution and amplitude envelopes of the individual it was trained on, remaining different from other individuals, and outperforming state-of-the-art models in terms of similarity to human data.
POSTA: A Go-to Framework for Customized Artistic Poster Generation
Authors: Haoyu Chen, Xiaojie Xu, Wenbo Li, Jingjing Ren, Tian Ye, Songhua Liu, Ying-Cong Chen, Lei Zhu, Xinchao Wang
Date: 2025-03-19 00:00:00
Proceeding: CVPR 2025 1
Tasks: Text Segmentation

Poster design is a critical medium for visual communication. Prior work has explored automatic poster design using deep learning techniques, but these approaches lack text accuracy, user customization, and aesthetic appeal, limiting their applicability in artistic domains such as movies and exhibitions, where both clear content delivery and visual impact are essential. To address these limitations, we present POSTA: a modular framework powered by diffusion models and multimodal large language models (MLLMs) for customized artistic poster generation. The framework consists of three modules. Background Diffusion creates a themed background based on user input. Design MLLM then generates layout and typography elements that align with and complement the background style. Finally, to enhance the poster's aesthetic appeal, ArtText Diffusion applies additional stylization to key text elements. The final result is a visually cohesive and appealing poster, with a fully modular process that allows for complete customization. To train our models, we develop the PosterArt dataset, comprising high-quality artistic posters annotated with layout, typography, and pixel-level stylized text segmentation. Our comprehensive experimental analysis demonstrates POSTA's exceptional controllability and design diversity, outperforming existing models in both text accuracy and aesthetic quality.
ClimateGS: Real-Time Climate Simulation with 3D Gaussian Style Transfer
Authors: Yuezhen Xie, Meiying Zhang, Qi Hao
Date: 2025-03-19 00:00:00
Tasks: NeRF, Self-Supervised Learning, Style Transfer

Adverse climate conditions pose significant challenges for autonomous systems, demanding reliable perception and decision-making across diverse environments. To better simulate these conditions, physically-based NeRF rendering methods have been explored for their ability to generate realistic scene representations. However, these methods suffer from slow rendering speeds and long preprocessing times, making them impractical for real-time testing and user interaction. This paper presents ClimateGS, a novel framework integrating 3D Gaussian representations with physical simulation to enable real-time climate effects rendering. The novelty of this work is threefold: 1) developing a linear transformation for 3D Gaussian photorealistic style transfer, enabling direct modification of spherical harmonics across bands for efficient and consistent style adaptation; 2) developing a joint training strategy for 3D style transfer, combining supervised and self-supervised learning to accelerate convergence while preserving original scene details; 3) developing a real-time rendering method for climate simulation, integrating physics-based effects with 3D Gaussian to achieve efficient and realistic rendering. We evaluate ClimateGS on MipNeRF360 and Tanks and Temples, demonstrating real-time rendering with comparable or superior visual quality to SOTA 2D/3D methods, making it suitable for interactive applications.
SceneEval: Evaluating Semantic Coherence in Text-Conditioned 3D Indoor Scene Synthesis
Authors: Hou In Ivan Tam, Hou In Derek Pun, Austin T. Wang, Angel X. Chang, Manolis Savva
Date: 2025-03-18 00:00:00
Tasks: Indoor Scene Synthesis, Scene Generation

Despite recent advances in text-conditioned 3D indoor scene generation, there remain gaps in the evaluation of these methods. Existing metrics primarily assess the realism of generated scenes by comparing them to a set of ground-truth scenes, often overlooking alignment with the input text - a critical factor in determining how effectively a method meets user requirements. We present SceneEval, an evaluation framework designed to address this limitation. SceneEval includes metrics for both explicit user requirements, such as the presence of specific objects and their attributes described in the input text, and implicit expectations, like the absence of object collisions, providing a comprehensive assessment of scene quality. To facilitate evaluation, we introduce SceneEval-500, a dataset of scene descriptions with annotated ground-truth scene properties. We evaluate recent scene generation methods using SceneEval and demonstrate its ability to provide detailed assessments of the generated scenes, highlighting strengths and areas for improvement across multiple dimensions. Our results show that current methods struggle at generating scenes that meet user requirements, underscoring the need for further research in this direction.
Motion Synthesis with Sparse and Flexible Keyjoint Control
Authors: Inwoo Hwang, Jinseok Bae, Donggeun Lim, Young Min Kim
Date: 2025-03-18 00:00:00
Tasks: Motion Generation, Motion Synthesis

Creating expressive character animations is labor-intensive, requiring intricate manual adjustment of animators across space and time. Previous works on controllable motion generation often rely on a predefined set of dense spatio-temporal specifications (e.g., dense pelvis trajectories with exact per-frame timing), limiting practicality for animators. To process high-level intent and intuitive control in diverse scenarios, we propose a practical controllable motions synthesis framework that respects sparse and flexible keyjoint signals. Our approach employs a decomposed diffusion-based motion synthesis framework that first synthesizes keyjoint movements from sparse input control signals and then synthesizes full-body motion based on the completed keyjoint trajectories. The low-dimensional keyjoint movements can easily adapt to various control signal types, such as end-effector position for diverse goal-driven motion synthesis, or incorporate functional constraints on a subset of keyjoints. Additionally, we introduce a time-agnostic control formulation, eliminating the need for frame-specific timing annotations and enhancing control flexibility. Then, the shared second stage can synthesize a natural whole-body motion that precisely satisfies the task requirement from dense keyjoint movements. We demonstrate the effectiveness of sparse and flexible keyjoint control through comprehensive experiments on diverse datasets and scenarios.
Submillimeter-Accurate 3D Lumbar Spine Reconstruction from Biplanar X-Ray Images: Incorporating a Multi-Task Network and Landmark-Weighted Loss
Authors: Wanxin Yu, Zhemin Zhu, Cong Wang, Yihang Bao, Chunjie Xia, Rongshan Cheng, Yan Yu, Tsung-Yuan Tsai
Date: 2025-03-18 00:00:00
Tasks: 3D Reconstruction

Three-dimensional reconstruction of the spine under weight-bearing conditions from biplanar X-ray images is of great importance for the clinical assessment of spinal diseases. However, the current fully automated reconstruction methods only achieve millimeter-level accuracy, making it difficult to meet clinical standards. This study developed and validated a fully automated method for high-accuracy 3D reconstruction of the lumbar spine from biplanar X-ray images. The method involves lumbar decomposition and landmark detection from the raw X-ray images, followed by a deformable model and landmark-weighted 2D-3D registration approach. The reconstruction accuracy was validated by the gold standard obtained through the registration of CT-segmented vertebral models with the biplanar X-ray images. The proposed method achieved a 3D reconstruction accuracy of 0.80mm, representing a significant improvement over the mainstream approaches. This study will contribute to the clinical diagnosis of lumbar in weight-bearing positions.
ReBot: Scaling Robot Learning with Real-to-Sim-to-Real Robotic Video Synthesis
Authors: Yu Fang, Yue Yang, Xinghao Zhu, Kaiyuan Zheng, Gedas Bertasius, Daniel Szafir, Mingyu Ding
Date: 2025-03-15 00:00:00
Tasks: Domain Generalization, Robot Manipulation, Vision-Language-Action

Vision-language-action (VLA) models present a promising paradigm by training policies directly on real robot datasets like Open X-Embodiment. However, the high cost of real-world data collection hinders further data scaling, thereby restricting the generalizability of VLAs. In this paper, we introduce ReBot, a novel real-to-sim-to-real approach for scaling real robot datasets and adapting VLA models to target domains, which is the last-mile deployment challenge in robot manipulation. Specifically, ReBot replays real-world robot trajectories in simulation to diversify manipulated objects (real-to-sim), and integrates the simulated movements with inpainted real-world background to synthesize physically realistic and temporally consistent robot videos (sim-to-real). Our approach has several advantages: 1) it enjoys the benefit of real data to minimize the sim-to-real gap; 2) it leverages the scalability of simulation; and 3) it can generalize a pretrained VLA to a target domain with fully automated data pipelines. Extensive experiments in both simulation and real-world environments show that ReBot significantly enhances the performance and robustness of VLAs. For example, in SimplerEnv with the WidowX robot, ReBot improved the in-domain performance of Octo by 7.2% and OpenVLA by 21.8%, and out-of-domain generalization by 19.9% and 9.4%, respectively. For real-world evaluation with a Franka robot, ReBot increased the success rates of Octo by 17% and OpenVLA by 20%. More information can be found at: https://yuffish.github.io/rebot/
A New Benchmark for Online Learning with Budget-Balancing Constraints
Authors: Mark Braverman, Jingyi Liu, Jieming Mao, Jon Schneider, Eric Xue
Date: 2025-03-19 00:00:00
Tasks: Multi-Armed Bandits

The adversarial Bandit with Knapsack problem is a multi-armed bandits problem with budget constraints and adversarial rewards and costs. In each round, a learner selects an action to take and observes the reward and cost of the selected action. The goal is to maximize the sum of rewards while satisfying the budget constraint. The classical benchmark to compare against is the best fixed distribution over actions that satisfies the budget constraint in expectation. Unlike its stochastic counterpart, where rewards and costs are drawn from some fixed distribution (Badanidiyuru et al., 2018), the adversarial BwK problem does not admit a no-regret algorithm for every problem instance due to the "spend-or-save" dilemma (Immorlica et al., 2022). A key problem left open by existing works is whether there exists a weaker but still meaningful benchmark to compare against such that no-regret learning is still possible. In this work, we present a new benchmark to compare against, motivated both by real-world applications such as autobidding and by its underlying mathematical structure. The benchmark is based on the Earth Mover's Distance (EMD), and we show that sublinear regret is attainable against any strategy whose spending pattern is within EMD $o(T^2)$ of any sub-pacing spending pattern. As a special case, we obtain results against the "pacing over windows" benchmark, where we partition time into disjoint windows of size $w$ and allow the benchmark strategies to choose a different distribution over actions for each window while satisfying a pacing budget constraint. Against this benchmark, our algorithm obtains a regret bound of $\tilde{O}(T/\sqrt{w}+\sqrt{wT})$. We also show a matching lower bound, proving the optimality of our algorithm in this important special case. In addition, we provide further evidence of the necessity of the EMD condition for obtaining a sublinear regret.
Large Language Models for Water Distribution Systems Modeling and Decision-Making
Authors: Yinon Goldshtein, Gal Perelman, Assaf Schuster, Avi Ostfeld
Date: 2025-03-20 00:00:00
Tasks: Decision Making, Management

The design, operations, and management of water distribution systems (WDS) involve complex mathematical models. These models are continually improving due to computational advancements, leading to better decision-making and more efficient WDS management. However, the significant time and effort required for modeling, programming, and analyzing results remain substantial challenges. Another issue is the professional burden, which confines the interaction with models, databases, and other sophisticated tools to a small group of experts, thereby causing non-technical stakeholders to depend on these experts or make decisions without modeling support. Furthermore, explaining model results is challenging even for experts, as it is often unclear which conditions cause the model to reach a certain state or recommend a specific policy. The recent advancements in Large Language Models (LLMs) open doors for a new stage in human-model interaction. This study proposes a framework of plain language interactions with hydraulic and water quality models based on LLM-EPANET architecture. This framework is tested with increasing levels of complexity of queries to study the ability of LLMs to interact with WDS models, run complex simulations, and report simulation results. The performance of the proposed framework is evaluated across several categories of queries and hyper-parameter configurations, demonstrating its potential to enhance decision-making processes in WDS management.