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Jingbo Wang

Publications and source records attributed to Jingbo Wang.

At least 127 records · Page 7Linked to original sources

DiffSensei: Bridging Multi-Modal LLMs and Diffusion Models for Customized Manga Generation

Story visualization, the task of creating visual narratives from textual descriptions, has seen progress with text-to-image generation models. However, these models often lack effective control over character appearances and interactions, particularly in multi-character scenes. To address these limitations, we propose a new task: \textbf{customized manga generation} and introduce \textbf{DiffSensei}, an innovative framework specifically designed for generating manga with dynamic multi-character control. DiffSensei integrates a diffusion-based image generator with a multimodal large language model (MLLM) that acts as a text-compatible identity adapter. Our approach employs masked cross-attention to seamlessly incorporate character features, enabling precise layout control without direct pixel transfer. Additionally, the MLLM-based adapter adjusts character features to align with panel-specific text cues, allowing flexible adjustments in character expressions, poses, and actions. We also introduce \textbf{MangaZero}, a large-scale dataset tailored to this task, containing 43,264 manga pages and 427,147 annotated panels, supporting the visualization of varied character interactions and movements across sequential frames. Extensive experiments demonstrate that DiffSensei outperforms existing models, marking a significant advancement in manga generation by enabling text-adaptable character customization. The project page is https://jianzongwu.github.io/projects/diffsensei/.

cs.CV↗

Synthesizing Physically Plausible Human Motions in 3D Scenes

We present a physics-based character control framework for synthesizing human-scene interactions. Recent advances adopt physics simulation to mitigate artifacts produced by data-driven kinematic approaches. However, existing physics-based methods mainly focus on single-object environments, resulting in limited applicability in realistic 3D scenes with multi-objects. To address such challenges, we propose a framework that enables physically simulated characters to perform long-term interaction tasks in diverse, cluttered, and unseen 3D scenes. The key idea is to decouple human-scene interactions into two fundamental processes, Interacting and Navigating, which motivates us to construct two reusable Controllers, namely InterCon and NavCon. Specifically, InterCon uses two complementary policies to enable characters to enter or leave the interacting state with a particular object (e.g., sitting on a chair or getting up). To realize navigation in cluttered environments, we introduce NavCon, where a trajectory following policy enables characters to track pre-planned collision-free paths. Benefiting from the divide and conquer strategy, we can train all policies in simple environments and directly apply them in complex multi-object scenes through coordination from a rule-based scheduler. Video and code are available at https://github.com/liangpan99/InterScene.

cs.CV↗

Long-Term Timing Analysis of PSR J1741-3016: Efficient Noise Characterization Using PINT

The stable rotation of young pulsars is often interrupted by two non-deterministic phenomena: glitches and red timing noise. Timing noise provides insights into plasma and nuclear physics under extreme conditions. The framework leverages rotational symmetry in pulsar spin-down models and temporal symmetry in noise processes to achieve computational efficiency, aligning with the journal's focus on symmetry principles in physical systems. In this paper, we apply a novel frequentist framework developed within the PINT software package (v0.9.8) to analyze single-pulsar noise processes. Using 17.5 years of pulse time-of-arrival (TOA) data for the young pulsar PSR J1741-3016, observed with the Nanshan 26 m radio telescope, we investigate its timing properties. In this study, we employed the Downhill Weighted Least-Squares Fitter to estimate the pulsar's spin parameters and position. The Akaike Information Criterion (AIC) was used for model parameter selection. The results obtained with PINT were compared to those from ENTERPRISE and TEMPONEST, two Bayesian-based frameworks. We demonstrate that PINT achieves comparable results with significantly reduced computational costs. Additionally, the adequacy of the noise model can be readily verified through visual inspection tools. Future research will utilize this framework to analyze timing noise across a large sample of young pulsars.

astro-ph.HE↗

RMP-SAM: Towards Real-Time Multi-Purpose Segment Anything

Recent segmentation methods, which adopt large-scale data training and transformer architecture, aim to create one foundation model that can perform multiple tasks. However, most of these methods rely on heavy encoder and decoder frameworks, hindering their performance in real-time scenarios. To explore real-time segmentation, recent advancements primarily focus on semantic segmentation within specific environments, such as autonomous driving. However, they often overlook the generalization ability of these models across diverse scenarios. Therefore, to fill this gap, this work explores a novel real-time segmentation setting called real-time multi-purpose segmentation. It contains three fundamental sub-tasks: interactive segmentation, panoptic segmentation, and video instance segmentation. Unlike previous methods, which use a specific design for each task, we aim to use only a single end-to-end model to accomplish all these tasks in real-time. To meet real-time requirements and balance multi-task learning, we present a novel dynamic convolution-based method, Real-Time Multi-Purpose SAM (RMP-SAM). It contains an efficient encoder and an efficient decoupled adapter to perform prompt-driven decoding. Moreover, we further explore different training strategies and one new adapter design to boost co-training performance further. We benchmark several strong baselines by extending existing works to support our multi-purpose segmentation. Extensive experiments demonstrate that RMP-SAM is effective and generalizes well on proposed benchmarks and other specific semantic tasks. Our implementation of RMP-SAM achieves the optimal balance between accuracy and speed for these tasks.Our code and model are available at https://github.com/xushilin1/RAP-SAM/.

cs.CV↗

Searching for gravitational-wave bursts from cosmic string cusps with the Parkes Pulsar Timing Array third data release

Pulsar timing arrays (PTAs) are designed to detect nanohertz-frequency gravitational waves (GWs). Since GWs are anticipated from cosmic strings, PTAs offer a viable approach to testing their existence. We present the results of the first Bayesian search for gravitational-wave bursts from cosmic string cusps (GWCS) using the third PPTA data release for 30 millisecond pulsars. In this data collection, we find no evidence for GWCS signals. We compare a model with a GWCS signal to one with only noise, including a common spatially uncorrelated red noise (CURN), and find that our data is more consistent with the noise-only model.We then establish upper limits on the strain amplitude of GWCS at the pulsar term, based on the analysis of 30 millisecond pulsars, after finding no compelling evidence. We find the addition of a CURN with different spectral indices into the noise model has a negligible impact on the upper limits. And the upper limit range of the amplitude of the pulsar-term GWCS is concentrated between 10^{-12} and 10^{-11}. Finally, we set upper limits on the amplitude of GWCS events, parametrized by width and event epoch, for a single pulsar PSR J1857+0943. Moreover, we derive upper limit on the cosmic string tension as a function of burst width and compare it with previous results.

gr-qc↗

UMC: Unified Resilient Controller for Legged Robots with Joint Malfunctions

Adaptation to unpredictable damages is crucial for autonomous legged robots, yet existing methods based on multi-policy or meta-learning frameworks face challenges like limited generalization and complex maintenance. To address this issue, we first analyze and summarize eight types of damage scenarios, including sensor failures and joint malfunctions. Then, we propose a novel, model-free, two-stage training framework, Unified Malfunction Controller (UMC), incorporating a masking mechanism to enhance damage resilience. Specifically, the model is initially trained with normal environments to ensure robust performance under standard conditions. In the second stage, we use masks to prevent the legged robot from relying on malfunctioning limbs, enabling adaptive gait and movement adjustments upon malfunction. Experimental results demonstrate that our approach improves the task completion capability by an average of 36% for the transformer and 39% for the MLP across three locomotion tasks. The source code and trained models will be made available to the public.

cs.RO↗

Pay Attention and Move Better: Harnessing Attention for Interactive Motion Generation and Training-free Editing

This research delves into the problem of interactive editing of human motion generation. Previous motion diffusion models lack explicit modeling of the word-level text-motion correspondence and good explainability, hence restricting their fine-grained editing ability. To address this issue, we propose an attention-based motion diffusion model, namely MotionCLR, with CLeaR modeling of attention mechanisms. Technically, MotionCLR models the in-modality and cross-modality interactions with self-attention and cross-attention, respectively. More specifically, the self-attention mechanism aims to measure the sequential similarity between frames and impacts the order of motion features. By contrast, the cross-attention mechanism works to find the fine-grained word-sequence correspondence and activate the corresponding timesteps in the motion sequence. Based on these key properties, we develop a versatile set of simple yet effective motion editing methods via manipulating attention maps, such as motion (de-)emphasizing, in-place motion replacement, and example-based motion generation, etc. For further verification of the explainability of the attention mechanism, we additionally explore the potential of action-counting and grounded motion generation ability via attention maps. Our experimental results show that our method enjoys good generation and editing ability with good explainability.

cs.CV↗

MotionLCM: Real-time Controllable Motion Generation via Latent Consistency Model

This work introduces MotionLCM, extending controllable motion generation to a real-time level. Existing methods for spatial-temporal control in text-conditioned motion generation suffer from significant runtime inefficiency. To address this issue, we first propose the motion latent consistency model (MotionLCM) for motion generation, building on the motion latent diffusion model. By adopting one-step (or few-step) inference, we further improve the runtime efficiency of the motion latent diffusion model for motion generation. To ensure effective controllability, we incorporate a motion ControlNet within the latent space of MotionLCM and enable explicit control signals (i.e., initial motions) in the vanilla motion space to further provide supervision for the training process. By employing these techniques, our approach can generate human motions with text and control signals in real-time. Experimental results demonstrate the remarkable generation and controlling capabilities of MotionLCM while maintaining real-time runtime efficiency.

cs.CV↗

A Plug-and-Play Physical Motion Restoration Approach for In-the-Wild High-Difficulty Motions

Extracting physically plausible 3D human motion from videos is a critical task. Although existing simulation-based motion imitation methods can enhance the physical quality of daily motions estimated from monocular video capture, extending this capability to high-difficulty motions remains an open challenge. This can be attributed to some flawed motion clips in video-based motion capture results and the inherent complexity in modeling high-difficulty motions. Therefore, sensing the advantage of segmentation in localizing human body, we introduce a mask-based motion correction module (MCM) that leverages motion context and video mask to repair flawed motions, producing imitation-friendly motions; and propose a physics-based motion transfer module (PTM), which employs a pretrain and adapt approach for motion imitation, improving physical plausibility with the ability to handle in-the-wild and challenging motions. Our approach is designed as a plug-and-play module to physically refine the video motion capture results, including high-difficulty in-the-wild motions. Finally, to validate our approach, we collected a challenging in-the-wild test set to establish a benchmark, and our method has demonstrated effectiveness on both the new benchmark and existing public datasets.https://physicalmotionrestoration.github.io

cs.CV↗

ScaMo: Exploring the Scaling Law in Autoregressive Motion Generation Model

The scaling law has been validated in various domains, such as natural language processing (NLP) and massive computer vision tasks; however, its application to motion generation remains largely unexplored. In this paper, we introduce a scalable motion generation framework that includes the motion tokenizer Motion FSQ-VAE and a text-prefix autoregressive transformer. Through comprehensive experiments, we observe the scaling behavior of this system. For the first time, we confirm the existence of scaling laws within the context of motion generation. Specifically, our results demonstrate that the normalized test loss of our prefix autoregressive models adheres to a logarithmic law in relation to compute budgets. Furthermore, we also confirm the power law between Non-Vocabulary Parameters, Vocabulary Parameters, and Data Tokens with respect to compute budgets respectively. Leveraging the scaling law, we predict the optimal transformer size, vocabulary size, and data requirements for a compute budget of $1e18$. The test loss of the system, when trained with the optimal model size, vocabulary size, and required data, aligns precisely with the predicted test loss, thereby validating the scaling law.

cs.CV↗

An Incremental Algorithm for Algebraic Program Analysis

We propose a method for conducting algebraic program analysis (APA) incrementally in response to changes of the program under analysis. APA is a program analysis paradigm that consists of two distinct steps: computing a path expression that succinctly summarizes the set of program paths of interest, and interpreting the path expression using a properly-defined semantic algebra to obtain program properties of interest. In this context, the goal of an incremental algorithm is to reduce the analysis time by leveraging the intermediate results computed before the program changes. We have made two main contributions. First, we propose a data structure for efficiently representing path expression as a tree together with a tree-based interpreting method. Second, we propose techniques for efficiently updating the program properties in response to changes of the path expression. We have implemented our method and evaluated it on thirteen Java applications from the DaCapo benchmark suite. The experimental results show that both our method for incrementally computing path expression and our method for incrementally interpreting path expression are effective in speeding up the analysis. Compared to the baseline APA and two state-of-the-art APA methods, the speedup of our method ranges from 160X to 4761X depending on the types of program analyses performed.

cs.PL↗

ChatDyn: Language-Driven Multi-Actor Dynamics Generation in Street Scenes

Generating realistic and interactive dynamics of traffic participants according to specific instruction is critical for street scene simulation. However, there is currently a lack of a comprehensive method that generates realistic dynamics of different types of participants including vehicles and pedestrians, with different kinds of interactions between them. In this paper, we introduce ChatDyn, the first system capable of generating interactive, controllable and realistic participant dynamics in street scenes based on language instructions. To achieve precise control through complex language, ChatDyn employs a multi-LLM-agent role-playing approach, which utilizes natural language inputs to plan the trajectories and behaviors for different traffic participants. To generate realistic fine-grained dynamics based on the planning, ChatDyn designs two novel executors: the PedExecutor, a unified multi-task executor that generates realistic pedestrian dynamics under different task plannings; and the VehExecutor, a physical transition-based policy that generates physically plausible vehicle dynamics. Extensive experiments show that ChatDyn can generate realistic driving scene dynamics with multiple vehicles and pedestrians, and significantly outperforms previous methods on subtasks. Code and model will be available at https://vfishc.github.io/chatdyn.

cs.CV↗

BOSS: Blocking algorithm for optimizing shuttling scheduling in Ion Trap

Ion traps stand at the forefront of quantum hardware technology, presenting unparalleled benefits for quantum computing, such as high-fidelity gates, extensive connectivity, and prolonged coherence times. In this context, we explore the critical role of shuttling operations within these systems, especially their influence on the fidelity loss and elongated execution times. To address these challenges, we have developed BOSS, an efficient blocking algorithm tailored to enhance shuttling efficiency. This optimization not only bolsters the shuttling process but also elevates the overall efficacy of ion trap devices. We experimented on multiple applications using two qubit gates up to 4000+ and qubits ranging from 64 to 78. Our method significantly reduces the number of shuttles on most applications, with a maximum reduction of 96.1%. Additionally, our investigation includes simulations of realistic experimental parameters that incorporate sympathetic cooling, offering a higher fidelity and a refined estimate of execution times that align more closely with practical scenarios.

quant-ph↗

MotionWavelet: Human Motion Prediction via Wavelet Manifold Learning

Modeling temporal characteristics and the non-stationary dynamics of body movement plays a significant role in predicting human future motions. However, it is challenging to capture these features due to the subtle transitions involved in the complex human motions. This paper introduces MotionWavelet, a human motion prediction framework that utilizes Wavelet Transformation and studies human motion patterns in the spatial-frequency domain. In MotionWavelet, a Wavelet Diffusion Model (WDM) learns a Wavelet Manifold by applying Wavelet Transformation on the motion data therefore encoding the intricate spatial and temporal motion patterns. Once the Wavelet Manifold is built, WDM trains a diffusion model to generate human motions from Wavelet latent vectors. In addition to the WDM, MotionWavelet also presents a Wavelet Space Shaping Guidance mechanism to refine the denoising process to improve conformity with the manifold structure. WDM also develops Temporal Attention-Based Guidance to enhance prediction accuracy. Extensive experiments validate the effectiveness of MotionWavelet, demonstrating improved prediction accuracy and enhanced generalization across various benchmarks. Our code and models will be released upon acceptance.

cs.CV↗

DRiVE: Diffusion-based Rigging Empowers Generation of Versatile and Expressive Characters

Recent advances in generative models have enabled high-quality 3D character reconstruction from multi-modal. However, animating these generated characters remains a challenging task, especially for complex elements like garments and hair, due to the lack of large-scale datasets and effective rigging methods. To address this gap, we curate AnimeRig, a large-scale dataset with detailed skeleton and skinning annotations. Building upon this, we propose DRiVE, a novel framework for generating and rigging 3D human characters with intricate structures. Unlike existing methods, DRiVE utilizes a 3D Gaussian representation, facilitating efficient animation and high-quality rendering. We further introduce GSDiff, a 3D Gaussian-based diffusion module that predicts joint positions as spatial distributions, overcoming the limitations of regression-based approaches. Extensive experiments demonstrate that DRiVE achieves precise rigging results, enabling realistic dynamics for clothing and hair, and surpassing previous methods in both quality and versatility. The code and dataset will be made public for academic use upon acceptance.

cs.CV↗

EMDM: Efficient Motion Diffusion Model for Fast and High-Quality Motion Generation

We introduce Efficient Motion Diffusion Model (EMDM) for fast and high-quality human motion generation. Current state-of-the-art generative diffusion models have produced impressive results but struggle to achieve fast generation without sacrificing quality. On the one hand, previous works, like motion latent diffusion, conduct diffusion within a latent space for efficiency, but learning such a latent space can be a non-trivial effort. On the other hand, accelerating generation by naively increasing the sampling step size, e.g., DDIM, often leads to quality degradation as it fails to approximate the complex denoising distribution. To address these issues, we propose EMDM, which captures the complex distribution during multiple sampling steps in the diffusion model, allowing for much fewer sampling steps and significant acceleration in generation. This is achieved by a conditional denoising diffusion GAN to capture multimodal data distributions among arbitrary (and potentially larger) step sizes conditioned on control signals, enabling fewer-step motion sampling with high fidelity and diversity. To minimize undesired motion artifacts, geometric losses are imposed during network learning. As a result, EMDM achieves real-time motion generation and significantly improves the efficiency of motion diffusion models compared to existing methods while achieving high-quality motion generation. Our code will be publicly available upon publication.

cs.CV↗

InterControl: Zero-shot Human Interaction Generation by Controlling Every Joint

Text-conditioned motion synthesis has made remarkable progress with the emergence of diffusion models. However, the majority of these motion diffusion models are primarily designed for a single character and overlook multi-human interactions. In our approach, we strive to explore this problem by synthesizing human motion with interactions for a group of characters of any size in a zero-shot manner. The key aspect of our approach is the adaptation of human-wise interactions as pairs of human joints that can be either in contact or separated by a desired distance. In contrast to existing methods that necessitate training motion generation models on multi-human motion datasets with a fixed number of characters, our approach inherently possesses the flexibility to model human interactions involving an arbitrary number of individuals, thereby transcending the limitations imposed by the training data. We introduce a novel controllable motion generation method, InterControl, to encourage the synthesized motions maintaining the desired distance between joint pairs. It consists of a motion controller and an inverse kinematics guidance module that realistically and accurately aligns the joints of synthesized characters to the desired location. Furthermore, we demonstrate that the distance between joint pairs for human-wise interactions can be generated using an off-the-shelf Large Language Model (LLM). Experimental results highlight the capability of our framework to generate interactions with multiple human characters and its potential to work with off-the-shelf physics-based character simulators. Code is available at https://github.com/zhenzhiwang/intercontrol

cs.CV↗

Unified Human-Scene Interaction via Prompted Chain-of-Contacts

Human-Scene Interaction (HSI) is a vital component of fields like embodied AI and virtual reality. Despite advancements in motion quality and physical plausibility, two pivotal factors, versatile interaction control and the development of a user-friendly interface, require further exploration before the practical application of HSI. This paper presents a unified HSI framework, UniHSI, which supports unified control of diverse interactions through language commands. This framework is built upon the definition of interaction as Chain of Contacts (CoC): steps of human joint-object part pairs, which is inspired by the strong correlation between interaction types and human-object contact regions. Based on the definition, UniHSI constitutes a Large Language Model (LLM) Planner to translate language prompts into task plans in the form of CoC, and a Unified Controller that turns CoC into uniform task execution. To facilitate training and evaluation, we collect a new dataset named ScenePlan that encompasses thousands of task plans generated by LLMs based on diverse scenarios. Comprehensive experiments demonstrate the effectiveness of our framework in versatile task execution and generalizability to real scanned scenes. The project page is at https://github.com/OpenRobotLab/UniHSI .

cs.CV↗