Search arXiv⌕ Search

arXiv subjects

Haiyang Liu

Publications and source records attributed to Haiyang Liu.

At least 19 recordsLinked to original sources

Every $r$-regular Hamiltonian graph with $r\geq 17$ contains a second Hamilton cycle

A conjecture of Sheehan states that every Hamiltonian $4$-regular graph contains a second Hamilton cycle. A natural problem is to find the smallest positive integer $k$ such that every Hamiltonian $r$-regular graph contains a second Hamilton cycle when $r\geq k$. Thomassen proved that $k\leq 300$. Improving Thomassen's result, Haxell, Seamone, and Verstra{ë}te proved that $k\leq 23$. We improve this bound by proving that every $r$-regular Hamiltonian graph contains a second Hamilton cycle whenever $r\geq 17$. Our new idea is to establish a transversal theorem for set systems on a cycle using Harris's results on the Moser--Tardos algorithm for Local Lemma. We then apply Thomassen's theorem on independent dominating sets to obtain a second Hamilton cycle. For $r\ge 18$, we also give some algorithms to find such a transversal.

math.CO↗

An Empirical Analysis of EOS Blockchain: Architecture, Contract, and Security

With the rapid development of blockchain technology, various blockchain systems are exhibiting vitality and potential. As a representative of Blockchain 3.0, the EOS blockchain has been regarded as a strong competitor to Ethereum. Nevertheless, compared with Bitcoin and Ethereum, academic research and in-depth analyses of EOS remain scarce. To address this gap, this study conducts a comprehensive investigation of the EOS blockchain from five key dimensions: system architecture, decentralization, performance, smart contracts, and behavioral security. The architectural analysis focuses on six core components of the EOS system, detailing their functionalities and operational workflows. The decentralization and performance evaluations, based on data from the XBlock data-sharing platform, reveal several critical issues: low account activity, limited participation in the supernode election process, minimal variation in the set of block producers, and a substantial gap between actual throughput and the claimed million-level performance. Five types of contract vulnerabilities are identified in the smart contract dimension, and four mainstream vulnerability detection platforms are introduced and comparatively analyzed. In terms of behavioral security, four real-world attacks targeting the structural characteristics of EOS are summarized. This study contributes to the ongoing development of the EOS blockchain and provides valuable insights for enhancing the security and regulatory mechanisms of blockchain ecosystems.

cs.CR↗

FloodDiffusion 2: Efficient and Path Controllable Streaming Motion Generation

We present FloodDiffusion 2 (FD2), an efficient and controllable framework that builds upon FloodDiffusion (FD1), a state-of-the-art streaming motion generation model. While FD1 produces plausible motion, it suffers from low efficiency and limited controllability, as its attention design requires repeated computation over the entire history, and it lacks precise trajectory control for real-world applications. To address these limitations and improve generation quality, FD2 introduces three advances. First, Partial Attention makes finalized history representations independent of the active window, enabling KV-cached inference and shared-history packing for efficient training. Second, we establish a necessary-and-sufficient Bregman criterion for regression losses to preserve diffusion's conditional-mean velocity field. This criterion guides an FK-induced quadratic loss that incorporates motion geometry without online FK evaluation. Third, FD2 introduces precise path conditioning to control the character's root trajectory while preserving natural body motion. Experiments show that FD2 reduces training computation by 4.6$\times$ and accelerates denoising by 11.29$\times$, reaching 2.303 ms per update on long sequences. Alongside these efficiency gains, FD2 improves motion quality over FD1 and achieves state-of-the-art FID scores among streaming methods, with 0.048 on SEED and 0.053 on HumanML3D.

cs.CV↗

Triangular Resampling for Long-Horizon Motion Generation

We introduce Triangular Resampling (TR), a post-training method for mitigating long-horizon error accumulation in motion diffusion models. Built on FloodDiffusion's triangular denoising schedule, TR addresses the mismatch between ground-truth-derived training windows and model-generated inference states. Replacing only completed motion history leaves this mismatch unresolved in partially denoised states within the active window. TR therefore extends rollout-based training to these states, using ground-truth clamping to limit excessive drift. For each replayed sample, TR draws one denoising threshold, shared across latent positions and replay updates, and replays multi-step triangular denoising without gradient tracking. After each update, states below the threshold are replaced with noise-matched ground truth, while those at or above it retain model predictions. The resulting latent window enters the standard training update. This rollout construction supports both supervised training (TR) and distribution matching (TR-DMD). On 120-second motion generation from HumanML3D test prompts, TR and TR-DMD achieve state-of-the-art FID AUC within their respective non-DMD and DMD comparison groups. Supervised TR reduces FID AUC by 40.9% and FID degradation slope by 55.3% relative to matched post-training without replay.

cs.CV↗

World2Motion: Turning Video World Models into 3D Human Motion Generators

We present World2Motion, a framework that generates scene-aware 3D human motion and corresponding video from a single image and a text prompt. While existing 3D motion generators learn from motion datasets, their generalization is constrained by limited coverage of environments. In contrast, video world models such as Cosmos 3 offer broader environmental priors but are not designed for full-body motion generation; recovering motion from their generated videos requires costly two-stage inference. To address these, we turn Cosmos 3 into a single-stage 3D motion generator. This adaptation has two challenges: the scarcity of paired video--motion data and temporal instability in the generated motion. First, we construct a training dataset combining synthetic video--motion pairs with real videos paired with estimated 3D motion. Second, we propose a shift-decoupled noise schedule that assigns different noise levels to video and motion through shared denoising progress. This design accommodates the different denoising requirements of the two modalities, reducing motion jitter. Experiments on a multi-source interaction benchmark show that World2Motion has better motion--text alignment and scene interaction compared with the evaluated 3D motion generators. It also matches the interaction success rate of the two-stage baseline while achieving approximately 3.3$\times$ faster inference. Our project page is available at https://fyantu.github.io/World2Motion/.

cs.CV↗

Many Eyes, One World: Feed-Forward 3D Reconstruction from Mixed Cameras

Real-world capture is heterogeneous: perspective, fisheye, and $360^\circ$ panoramic images can coexist within a single reconstruction task, yet most feed-forward 3D reconstruction models assume perspective imagery and a uniform input representation. Recent models handling several camera types are either informed of the camera type for each view or reconstruct one image pair at a time. No single-pass method reconstructs mixed-camera tuples containing full panoramas from images alone. We present MEOW, a feed-forward system that jointly reconstructs metric pointmaps and camera poses from one N-view tuple mixing perspective, fisheye and full-panorama images, in a single forward pass from images alone: no calibration, distortion parameters, camera-type labels or poses are supplied for any view. Our guiding design philosophy is to treat heterogeneous-camera reconstruction as a data-adaptation problem rather than an architectural redesign. MEOW retains a perspective-pretrained backbone and learns heterogeneous cameras entirely from a procedural data engine, which renders each scene across a continuous manifold of camera models with exact rays and depth, and certifies covisibility for every camera-sampled training tuple. Trained on synthetic tuples only, MEOW transfers zero-shot to real captures: on heterogeneous 2D3DS tuples it achieves 79.9 mAA@30 against 53.8 for Wid3R given the camera type of every view; on our laser-scanned mixed-camera benchmark it registers every four-view mixed tuple with 79.4 AUC@30. The data engine, benchmark, and complete evaluation pipeline will be released.

cs.CV↗

GestureFAR: Streaming Co-Speech Gesture Generation with Flow Autoregression

Generating natural co-speech gestures from streaming speech is essential for embodied conversational agents, where motion must be produced while a user is still speaking. Recent streaming gesture systems make online generation possible by autoregressing over discrete motion tokens, but this design compresses high-dimensional continuous motion into finite codebooks and can limit the realism and diversity of generated gestures. To preserve both causality and continuous expressiveness, we propose \textbf{GestureFAR}, a flow-autoregressive framework for streaming co-speech gesture generation. First, GestureFAR autoregresses over causal continuous motion latents, using a transformer to model streaming audio-motion context and a per-token flow-matching head to sample the next latent from a continuous distribution. Second, we introduce a head-only flow distillation strategy that freezes the causal backbone and distills the multi-step per-token flow head into a single network evaluation using consistency and distribution-matching objectives. This keeps the model token-causal while removing the main latency bottleneck for live interaction. Experiments on BEAT2 show that GestureFAR significantly improves the quality--latency trade-off among streaming-capable methods, preserving strong gesture quality while enabling real-time token-causal generation. Project Page: https://andypinxinliu.github.io/GestureFAR

cs.CV↗

GestureLSM: Latent Shortcut based Co-Speech Gesture Generation with Spatial-Temporal Modeling

Generating full-body human gestures based on speech signals remains challenges on quality and speed. Existing approaches model different body regions such as body, legs and hands separately, which fail to capture the spatial interactions between them and result in unnatural and disjointed movements. Additionally, their autoregressive/diffusion-based pipelines show slow generation speed due to dozens of inference steps. To address these two challenges, we propose GestureLSM, a flow-matching-based approach for Co-Speech Gesture Generation with spatial-temporal modeling. Our method i) explicitly model the interaction of tokenized body regions through spatial and temporal attention, for generating coherent full-body gestures. ii) introduce the flow matching to enable more efficient sampling by explicitly modeling the latent velocity space. To overcome the suboptimal performance of flow matching baseline, we propose latent shortcut learning and beta distribution time stamp sampling during training to enhance gesture synthesis quality and accelerate inference. Combining the spatial-temporal modeling and improved flow matching-based framework, GestureLSM achieves state-of-the-art performance on BEAT2 while significantly reducing inference time compared to existing methods, highlighting its potential for enhancing digital humans and embodied agents in real-world applications. Project Page: https://andypinxinliu.github.io/GestureLSM

cs.CV↗

PersonaGesture: Single-Reference Co-Speech Gesture Personalization for Unseen Speakers

We propose PersonaGesture, a diffusion-based pipeline for single-reference co-speech gesture personalization of unseen speakers. Given target speech and one motion clip from a new speaker, the model must synthesize gestures that follow the new utterance while retaining speaker-specific pose choices, without per-speaker optimization. This setting is useful for avatars and virtual agents, but it is hard because the reference mixes stable speaker habits with utterance-specific trajectories. PersonaGesture consists of two key components, Adaptive Style Infusion (ASI) and Implicit Distribution Rectification (IDR), to separate temporal identity evidence from residual statistic correction. A Style Perceiver first encodes the variable-length reference into compact speaker-memory tokens. ASI injects these tokens into denoising through zero-initialized residual cross-attention, enabling style evidence to affect motion formation without replacing the pretrained speech-to-motion prior. Building on this, IDR applies a length-aware diagonal affine map in latent space to correct residual channel-wise moments estimated from the same reference. Across BEAT2 and ZeroEGGS, we evaluate quantitative metrics, reference-identity controls, same-audio diagnostics, qualitative comparisons, and human preference. Experiments show that separating denoising-time speaker memory from conservative post-generation moment correction improves unseen-speaker personalization over collapsed style codes, full-reference attention, and one-clip finetuning. Project: https://xiangyue-zhang.github.io/PersonaGesture.

cs.CV↗

SplitAvatar: One-shot Head Avatar with Autoregressive Gaussian Splitting

3D Gaussian Splatting (3DGS) provides an efficient method for high-quality scene reconstruction using anisotropic Gaussians. Recently, 3DGS-based methods have significantly improved the rendering quality of human avatars while enabling real-time performance. However, existing methods suffer from a magnitude mismatch in the number of Gaussians generated by image-based and 3DMM-based approaches. This discrepancy results in reconstructed expressions that lack fine-grained detail. In this paper, we introduce a novel method for reconstructing an animatable head avatar from a single image. We propose a Graph splitting network to progressively generate Gaussians from coarse to fine using an autoregressive architecture. To address the graph inconsistency caused by split Gaussians, we employ a mesh topology extension method to align the GNN's connectivity with the increased Gaussian count. Furthermore, we introduce a novel density control method that includes a gating mechanism that generates soft masks for Gaussians, preventing over-densification after the splitting operation. This allows for dynamic control over Gaussian density across different facial regions. For smooth and rapid training, we employ a delayed filtering strategy to avoid re-computing the graph topology during training. Experimental results demonstrate that our autoregressive structure effectively improves expression representation ability by progressively splitting Gaussians. This process, enabled by the GNN-guided splitting, synthesizes more precise facial details and achieves higher reconstruction quality.

cs.CV↗

DyaDiT: A Multi-Modal Diffusion Transformer for Socially Favorable Dyadic Gesture Generation

Generating realistic conversational gestures are essential for achieving natural, socially engaging interactions with digital humans. However, existing methods typically map a single audio stream to a single speaker's motion, without considering social context or modeling the mutual dynamics between two people engaging in conversation. We present DyaDiT, a multi-modal diffusion transformer that generates contextually appropriate human motion from dyadic audio signals. Trained on Seamless Interaction Dataset, DyaDiT takes dyadic audio with optional social-context tokens to produce context-appropriate motion. It fuses information from both speakers to capture interaction dynamics, uses a motion dictionary to encode motion priors, and can optionally utilize the conversational partner's gestures to produce more responsive motion. We evaluate DyaDiT on standard motion generation metrics and conduct quantitative user studies, demonstrating that it not only surpasses existing methods on objective metrics but is also strongly preferred by users, highlighting its robustness and socially favorable motion generation. Code and models will be released upon acceptance.

cs.CV↗

FastPFRec: A Fast Personalized Federated Recommendation with Secure Sharing

Graph neural network (GNN)-based federated recommendation systems effectively capture user-item relationships while preserving data privacy. However, existing methods often face slow convergence on graph data and privacy leakage risks during collaboration. To address these challenges, we propose FastPFRec (Fast Personalized Federated Recommendation with Secure Sharing), a novel framework that enhances both training efficiency and data security. FastPFRec accelerates model convergence through an efficient local update strategy and introduces a privacy-aware parameter sharing mechanism to mitigate leakage risks. Experiments on four real-world datasets (Yelp, Kindle, Gowalla-100k, and Gowalla-1m) show that FastPFRec achieves 32.0% fewer training rounds, 34.1% shorter training time, and 8.1% higher accuracy compared with existing baselines. These results demonstrate that FastPFRec provides an efficient and privacy-preserving solution for scalable federated recommendation.

cs.IR↗

FSMC-Pose: Frequency and Spatial Fusion with Multiscale Self-calibration for Cattle Mounting Pose Estimation

Mounting posture is an important visual indicator of estrus in dairy cattle. However, achieving reliable mounting pose estimation in real-world environments remains challenging due to cluttered backgrounds and frequent inter-animal occlusion. We present FSMC-Pose, a top-down framework that integrates a lightweight frequency-spatial fusion backbone, CattleMountNet, and a multiscale self-calibration head, SC2Head. Specifically, we design two algorithmic components for CattleMountNet: the Spatial Frequency Enhancement Block (SFEBlock) and the Receptive Aggregation Block (RABlock). SFEBlock separates cattle from cluttered backgrounds, while RABlock captures multiscale contextual information. The Spatial-Channel Self-Calibration Head (SC2Head) attends to spatial and channel dependencies and introduces a self-calibration branch to mitigate structural misalignment under inter-animal overlap. We construct a mounting dataset, MOUNT-Cattle, covering 1176 mounting instances, which follows the COCO format and supports drop-in training across pose estimation models. Using a comprehensive dataset that combines MOUNT-Cattle with the public NWAFU-Cattle dataset, FSMC-Pose achieves higher accuracy than strong baselines, with markedly lower computational and parameter costs, while maintaining real-time inference on commodity GPUs. Extensive experiments and qualitative analyses show that FSMC-Pose effectively captures and estimates cattle mounting pose in complex and cluttered environments. Dataset and code are available at https://github.com/elianafang/FSMC-Pose.

cs.CV↗

TDMM-LM: Bridging Facial Understanding and Animation via Language Models

Text-guided human body animation has advanced rapidly, yet facial animation lags due to the scarcity of well-annotated, text-paired facial corpora. To close this gap, we leverage foundation generative models to synthesize a large, balanced corpus of facial behavior. We design prompts suite covering emotions and head motions, generate about 80 hours of facial videos with multiple generators, and fit per-frame 3D facial parameters, yielding large-scale (prompt and parameter) pairs for training. Building on this dataset, we probe language models for bidirectional competence over facial motion via two complementary tasks: (1) Motion2Language: given a sequence of 3D facial parameters, the model produces natural-language descriptions capturing content, style, and dynamics; and (2) Language2Motion: given a prompt, the model synthesizes the corresponding sequence of 3D facial parameters via quantized motion tokens for downstream animation. Extensive experiments show that in this setting language models can both interpret and synthesize facial motion with strong generalization. To best of our knowledge, this is the first work to cast facial-parameter modeling as a language problem, establishing a unified path for text-conditioned facial animation and motion understanding.

cs.CV↗

Towards Interactive Intelligence for Digital Humans

We introduce Interactive Intelligence, a novel paradigm of digital human that is capable of personality-aligned expression, adaptive interaction, and self-evolution. To realize this, we present Mio (Multimodal Interactive Omni-Avatar), an end-to-end framework composed of five specialized modules: Thinker, Talker, Face Animator, Body Animator, and Renderer. This unified architecture integrates cognitive reasoning with real-time multimodal embodiment to enable fluid, consistent interaction. Furthermore, we establish a new benchmark to rigorously evaluate the capabilities of interactive intelligence. Extensive experiments demonstrate that our framework achieves superior performance compared to state-of-the-art methods across all evaluated dimensions. Together, these contributions move digital humans beyond superficial imitation toward intelligent interaction.

cs.CV↗

An Improved Interpolation Theorem and Disproofs of Two Conjectures on 2-Connected Subgraphs

We prove that any \(2\)-connected graph \(G\) on \(n\) vertices with minimum degree \(δ(G) \ge \frac{n}{4}+2\) contains a \(2\)-connected subgraph of order \(k\) for every integer \(k\) with \(4 \le k \le n\). This improves a previous result of Yin and Wu. In \cite{YinWu-DAM-2026}, Yin and Wu proposed two conjectures. The first states that for any \(2\)-connected graph \(G\) of order \(n\) and size \(m\), there exists a \(2\)-connected subgraph of order \(k\) for each \(k \in \{4, \dots, n\}\) whenever \(m \ge \frac{1}{2} n^{3/2}\). The second conjecture asserts that the same conclusion holds under the alternative condition \(δ(G) \ge \sqrt{n}\). In this paper, we construct counterexamples that completely disprove the first conjecture. Furthermore, using the existence of \((v, k, 2)\)-Symmetric Balanced Incomplete Block designs (i.e., SBIBDs), we disprove the second conjecture for all \(n \in \{8, 14, 22, 32, 74, 112, 158\}\). Finally, we propose a conjecture of our own: for any \(2\)-connected graph \(G\) on \(n\) vertices with \(δ(G) \ge \frac{n}{k}\), where \(k \ge 3\) and \(n\) is sufficiently large, \(G\) contains a \(2\)-connected subgraph of every order from \(4\) to \(n\).

math.CO↗

FloodDiffusion: Tailored Diffusion Forcing for Streaming Motion Generation

We present FloodDiffusion, a new framework for text-driven, streaming human motion generation. Given time-varying text prompts, FloodDiffusion generates text-aligned, seamless motion sequences with real-time latency. Unlike existing methods that rely on chunk-by-chunk or auto-regressive model with diffusion head, we adopt a diffusion forcing framework to model this time-series generation task under time-varying control events. We find that a straightforward implementation of vanilla diffusion forcing (as proposed for video models) fails to model real motion distributions. We demonstrate that to guarantee modeling the output distribution, the vanilla diffusion forcing must be tailored to: (i) train with a bi-directional attention instead of casual attention; (ii) implement a lower triangular time scheduler instead of a random one; (iii) utilize a continues time-varying way to introduce text conditioning. With these improvements, we demonstrate in the first time that the diffusion forcing-based framework achieves state-of-the-art performance on the streaming motion generation task, reaching an FID of 0.057 on the HumanML3D benchmark. Models, code, and weights are available. https://shandaai.github.io/FloodDiffusion/

cs.CV↗

DyStream: Streaming Dyadic Talking Heads Generation via Flow Matching-based Autoregressive Model

Generating realistic, dyadic talking head video requires ultra-low latency. Existing chunk-based methods require full non-causal context windows, introducing significant delays. This high latency critically prevents the immediate, non-verbal feedback required for a realistic listener. To address this, we present DyStream, a flow matching-based autoregressive model that could generate video in real-time from both speaker and listener audio. Our method contains two key designs: (1) we adopt a stream-friendly autoregressive framework with flow-matching heads for probabilistic modeling, and (2) We propose a causal encoder enhanced by a lookahead module to incorporate short future context (e.g., 60 ms) to improve quality while maintaining low latency. Our analysis shows this simple-and-effective method significantly surpass alternative causal strategies, including distillation and generative encoder. Extensive experiments show that DyStream could generate video within 34 ms per frame, guaranteeing the entire system latency remains under 100 ms. Besides, it achieves state-of-the-art lip-sync quality, with offline and online LipSync Confidence scores of 8.13 and 7.61 on HDTF, respectively. The model, weights and codes are available.

cs.CV↗