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Kai Han

Publications and source records attributed to Kai Han.

At least 91 records · Page 5Linked to original sources

Category Discovery: An Open-World Perspective

Category discovery (CD) is an emerging open-world learning task, which aims at automatically categorizing unlabelled data containing instances from unseen classes, given some labelled data from seen classes. This task has attracted significant attention over the years and leads to a rich body of literature trying to address the problem from different perspectives. In this survey, we provide a comprehensive review of the literature, and offer detailed analysis and in-depth discussion on different methods. Firstly, we introduce a taxonomy for the literature by considering two base settings, namely novel category discovery (NCD) and generalized category discovery (GCD), and several derived settings that are designed to address the extra challenges in different real-world application scenarios, including continual category discovery, skewed data distribution, federated category discovery, etc. Secondly, for each setting, we offer a detailed analysis of the methods encompassing three fundamental components, representation learning, label assignment, and estimation of class number. Thirdly, we benchmark all the methods and distill key insights showing that large-scale pretrained backbones, hierarchical and auxiliary cues, and curriculum-style training are all beneficial for category discovery, while challenges remain in the design of label assignment, the estimation of class numbers, and scaling to complex multi-object scenarios. Finally, we discuss the key insights from the literature so far and point out promising future research directions. We compile a living survey of the category discovery literature at https://github.com/Visual-AI/Category-Discovery.

cs.CV↗

Inpaint4Drag: Repurposing Inpainting Models for Drag-Based Image Editing via Bidirectional Warping

Drag-based image editing has emerged as a powerful paradigm for intuitive image manipulation. However, existing approaches predominantly rely on manipulating the latent space of generative models, leading to limited precision, delayed feedback, and model-specific constraints. Accordingly, we present Inpaint4Drag, a novel framework that decomposes drag-based editing into pixel-space bidirectional warping and image inpainting. Inspired by elastic object deformation in the physical world, we treat image regions as deformable materials that maintain natural shape under user manipulation. Our method achieves real-time warping previews (0.01s) and efficient inpainting (0.3s) at 512x512 resolution, significantly improving the interaction experience compared to existing methods that require minutes per edit. By transforming drag inputs directly into standard inpainting formats, our approach serves as a universal adapter for any inpainting model without architecture modification, automatically inheriting all future improvements in inpainting technology. Extensive experiments demonstrate that our method achieves superior visual quality and precise control while maintaining real-time performance. Project page: https://visual-ai.github.io/inpaint4drag/

cs.CV↗

Splat4D: Diffusion-Enhanced 4D Gaussian Splatting for Temporally and Spatially Consistent Content Creation

Generating high-quality 4D content from monocular videos for applications such as digital humans and AR/VR poses challenges in ensuring temporal and spatial consistency, preserving intricate details, and incorporating user guidance effectively. To overcome these challenges, we introduce Splat4D, a novel framework enabling high-fidelity 4D content generation from a monocular video. Splat4D achieves superior performance while maintaining faithful spatial-temporal coherence by leveraging multi-view rendering, inconsistency identification, a video diffusion model, and an asymmetric U-Net for refinement. Through extensive evaluations on public benchmarks, Splat4D consistently demonstrates state-of-the-art performance across various metrics, underscoring the efficacy of our approach. Additionally, the versatility of Splat4D is validated in various applications such as text/image conditioned 4D generation, 4D human generation, and text-guided content editing, producing coherent outcomes following user instructions.

cs.CV↗

CLIMD: A Curriculum Learning Framework for Imbalanced Multimodal Diagnosis

Clinicians usually combine information from multiple sources to achieve the most accurate diagnosis, and this has sparked increasing interest in leveraging multimodal deep learning for diagnosis. However, in real clinical scenarios, due to differences in incidence rates, multimodal medical data commonly face the issue of class imbalance, which makes it difficult to adequately learn the features of minority classes. Most existing methods tackle this issue with resampling or loss reweighting, but they are prone to overfitting or underfitting and fail to capture cross-modal interactions. Therefore, we propose a Curriculum Learning framework for Imbalanced Multimodal Diagnosis (CLIMD). Specifically, we first design multimodal curriculum measurer that combines two indicators, intra-modal confidence and inter-modal complementarity, to enable the model to focus on key samples and gradually adapt to complex category distributions. Additionally, a class distribution-guided training scheduler is introduced, which enables the model to progressively adapt to the imbalanced class distribution during training. Extensive experiments on multiple multimodal medical datasets demonstrate that the proposed method outperforms state-of-the-art approaches across various metrics and excels in handling imbalanced multimodal medical data. Furthermore, as a plug-and-play CL framework, CLIMD can be easily integrated into other models, offering a promising path for improving multimodal disease diagnosis accuracy. Code is publicly available at https://github.com/KHan-UJS/CLIMD.

cs.CV↗

LLM Data Selection and Utilization via Dynamic Bi-level Optimization

While large-scale training data is fundamental for developing capable large language models (LLMs), strategically selecting high-quality data has emerged as a critical approach to enhance training efficiency and reduce computational costs. Current data selection methodologies predominantly rely on static, training-agnostic criteria, failing to account for the dynamic model training and data interactions. In this paper, we propose a new Data Weighting Model (DWM) to adjust the weight of selected data within each batch to achieve a dynamic data utilization during LLM training. Specially, to better capture the dynamic data preference of the trained model, a bi-level optimization framework is implemented to update the weighting model. Our experiments demonstrate that DWM enhances the performance of models trained with randomly-selected data, and the learned weighting model can be transferred to enhance other data selection methods and models of different sizes. Moreover, we further analyze how a model's data preferences evolve throughout training, providing new insights into the data preference of the model during training.

cs.LG↗

Ascending the Infinite Ladder: Benchmarking Spatial Deformation Reasoning in Vision-Language Models

Humans naturally possess the spatial reasoning ability to form and manipulate images and structures of objects in space. There is an increasing effort to endow Vision-Language Models (VLMs) with similar spatial reasoning capabilities. However, it remains unclear whether these models truly understand and manipulate spatial objects or not. To address this question, we propose a new evaluation framework aimed at assessing the performance of VLMs in spatial deformation reasoning tasks. Specifically, we construct a benchmark for spatial deformation reasoning from 2D to 3D. Leveraging our data engine, we can generate unlimited evaluation problem pairs with infinite steps, without any data leakage. We explore whether the model can effectively perform spatial deformation reasoning from two directions: forward reasoning (given the operations, find the final state) and reverse reasoning (given the final state, determine the operations). We adopt a ladder competition format, using the number of deformation steps as the level classification criterion, with the goal of exploring the boundaries of the model's deformation reasoning capabilities. Interestingly, the benchmarking results reveal that almost no model demonstrates plausible spatial deformation reasoning abilities. Furthermore, even after applying targeted training and mainstream reasoning enhancement methods, the models are still unable to perform well on 3D spatial deformation reasoning.

cs.CV↗

OmniEval: A Benchmark for Evaluating Omni-modal Models with Visual, Auditory, and Textual Inputs

In this paper, we introduce OmniEval, a benchmark for evaluating omni-modality models like MiniCPM-O 2.6, which encompasses visual, auditory, and textual inputs. Compared with existing benchmarks, our OmniEval has several distinctive features: (i) Full-modal collaboration: We design evaluation tasks that highlight the strong coupling between audio and video, requiring models to effectively leverage the collaborative perception of all modalities; (ii) Diversity of videos: OmniEval includes 810 audio-visual synchronized videos, 285 Chinese videos and 525 English videos; (iii) Diversity and granularity of tasks: OmniEval contains 2617 question-answer pairs, comprising 1412 open-ended questions and 1205 multiple-choice questions. These questions are divided into 3 major task types and 12 sub-task types to achieve comprehensive evaluation. Among them, we introduce a more granular video localization task named Grounding. Then we conduct experiments on OmniEval with several omni-modality models. We hope that our OmniEval can provide a platform for evaluating the ability to construct and understand coherence from the context of all modalities. Codes and data could be found at https://omnieval-benchmark.github.io/.

cs.CV↗

Mr. DETR++: Instructive Multi-Route Training for Detection Transformers with Mixture-of-Experts

Existing methods enhance the training of detection transformers by incorporating an auxiliary one-to-many assignment. In this work, we treat the model as a multi-task framework, simultaneously performing one-to-one and one-to-many predictions. We investigate the roles of each component in the transformer decoder across these two training targets, including self-attention, cross-attention, and feed-forward network. Our empirical results demonstrate that any independent component in the decoder can effectively learn both targets simultaneously, even when other components are shared. This finding leads us to propose a multi-route training mechanism, featuring a primary route for one-to-one prediction and two auxiliary training routes for one-to-many prediction. We propose a novel instructive self-attention mechanism, integrated into the first auxiliary route, which dynamically and flexibly guides object queries for one-to-many prediction. For the second auxiliary route, we introduce a route-aware Mixture-of-Experts (MoE) to facilitate knowledge sharing while mitigating potential conflicts between routes. Additionally, we apply an MoE to low-scale features in the encoder, optimizing the balance between efficiency and effectiveness. The auxiliary routes are discarded during inference. We conduct extensive experiments across various object detection baselines, achieving consistent improvements as demonstrated in Fig. 1. Our method is highly flexible and can be readily adapted to other tasks. To demonstrate its versatility, we conduct experiments on both instance segmentation and panoptic segmentation, further validating its effectiveness. Project page: https://visual-ai.github.io/mrdetr/

cs.CV↗

Generalized Category Discovery under the Long-Tailed Distribution

This paper addresses the problem of Generalized Category Discovery (GCD) under a long-tailed distribution, which involves discovering novel categories in an unlabelled dataset using knowledge from a set of labelled categories. Existing works assume a uniform distribution for both datasets, but real-world data often exhibits a long-tailed distribution, where a few categories contain most examples, while others have only a few. While the long-tailed distribution is well-studied in supervised and semi-supervised settings, it remains unexplored in the GCD context. We identify two challenges in this setting - balancing classifier learning and estimating category numbers - and propose a framework based on confident sample selection and density-based clustering to tackle them. Our experiments on both long-tailed and conventional GCD datasets demonstrate the effectiveness of our method.

cs.CV↗

GAMEBoT: Transparent Assessment of LLM Reasoning in Games

Large Language Models (LLMs) are increasingly deployed in real-world applications that demand complex reasoning. To track progress, robust benchmarks are required to evaluate their capabilities beyond superficial pattern recognition. However, current LLM reasoning benchmarks often face challenges such as insufficient interpretability, performance saturation or data contamination. To address these challenges, we introduce GAMEBoT, a gaming arena designed for rigorous and transparent assessment of LLM reasoning capabilities. GAMEBoT decomposes complex reasoning in games into predefined modular subproblems. This decomposition allows us to design a suite of Chain-of-Thought (CoT) prompts that leverage domain knowledge to guide LLMs in addressing these subproblems before action selection. Furthermore, we develop a suite of rule-based algorithms to generate ground truth for these subproblems, enabling rigorous validation of the LLMs' intermediate reasoning steps. This approach facilitates evaluation of both the quality of final actions and the accuracy of the underlying reasoning process. GAMEBoT also naturally alleviates the risk of data contamination through dynamic games and head-to-head LLM competitions. We benchmark 17 prominent LLMs across eight games, encompassing various strategic abilities and game characteristics. Our results suggest that GAMEBoT presents a significant challenge, even when LLMs are provided with detailed CoT prompts. Project page: https://visual-ai.github.io/gamebot

cs.CL↗

Pangu Embedded: An Efficient Dual-system LLM Reasoner with Metacognition

This work presents Pangu Embedded, an efficient Large Language Model (LLM) reasoner developed on Ascend Neural Processing Units (NPUs), featuring flexible fast and slow thinking capabilities. Pangu Embedded addresses the significant computational costs and inference latency challenges prevalent in existing reasoning-optimized LLMs. We propose a two-stage training framework for its construction. In Stage 1, the model is finetuned via an iterative distillation process, incorporating inter-iteration model merging to effectively aggregate complementary knowledge. This is followed by reinforcement learning on Ascend clusters, optimized by a latency-tolerant scheduler that combines stale synchronous parallelism with prioritized data queues. The RL process is guided by a Multi-source Adaptive Reward System (MARS), which generates dynamic, task-specific reward signals using deterministic metrics and lightweight LLM evaluators for mathematics, coding, and general problem-solving tasks. Stage 2 introduces a dual-system framework, endowing Pangu Embedded with a "fast" mode for routine queries and a deeper "slow" mode for complex inference. This framework offers both manual mode switching for user control and an automatic, complexity-aware mode selection mechanism that dynamically allocates computational resources to balance latency and reasoning depth. Experimental results on benchmarks including AIME 2024, GPQA, and LiveCodeBench demonstrate that Pangu Embedded with 7B parameters, outperforms similar-size models like Qwen3-8B and GLM4-9B. It delivers rapid responses and state-of-the-art reasoning quality within a single, unified model architecture, highlighting a promising direction for developing powerful yet practically deployable LLM reasoners.

cs.CL↗

Pangu Pro MoE: Mixture of Grouped Experts for Efficient Sparsity

The surgence of Mixture of Experts (MoE) in Large Language Models promises a small price of execution cost for a much larger model parameter count and learning capacity, because only a small fraction of parameters are activated for each input token. However, it is commonly observed that some experts are activated far more often than others, leading to system inefficiency when running the experts on different devices in parallel. Therefore, we introduce Mixture of Grouped Experts (MoGE), which groups the experts during selection and balances the expert workload better than MoE in nature. It constrains tokens to activate an equal number of experts within each predefined expert group. When a model execution is distributed on multiple devices, this architectural design ensures a balanced computational load across devices, significantly enhancing throughput, particularly for the inference phase. Further, we build Pangu Pro MoE on Ascend NPUs, a sparse model based on MoGE with 72 billion total parameters, 16 billion of which are activated for each token. The configuration of Pangu Pro MoE is optimized for Ascend 300I Duo and 800I A2 through extensive system simulation studies. Our experiments indicate that MoGE indeed leads to better expert load balancing and more efficient execution for both model training and inference on Ascend NPUs. The inference performance of Pangu Pro MoE achieves 1148 tokens/s per card and can be further improved to 1528 tokens/s per card by speculative acceleration, outperforming comparable 32B and 72B Dense models. Furthermore, we achieve an excellent cost-to-performance ratio for model inference on Ascend 300I Duo. Our studies show that Ascend NPUs are capable of training Pangu Pro MoE with massive parallelization to make it a leading model within the sub-100B total parameter class, outperforming prominent open-source models like GLM-Z1-32B and Qwen3-32B.

cs.CL↗

Mixture of Lookup Experts

Mixture-of-Experts (MoE) activates only a subset of experts during inference, allowing the model to maintain low inference FLOPs and latency even as the parameter count scales up. However, since MoE dynamically selects the experts, all the experts need to be loaded into VRAM. Their large parameter size still limits deployment, and offloading, which load experts into VRAM only when needed, significantly increase inference latency. To address this, we propose Mixture of Lookup Experts (MoLE), a new MoE architecture that is efficient in both communication and VRAM usage. In MoLE, the experts are Feed-Forward Networks (FFNs) during training, taking the output of the embedding layer as input. Before inference, these experts can be re-parameterized as lookup tables (LUTs) that retrieves expert outputs based on input ids, and offloaded to storage devices. Therefore, we do not need to perform expert computations during inference. Instead, we directly retrieve the expert's computation results based on input ids and load them into VRAM, and thus the resulting communication overhead is negligible. Experiments show that, with the same FLOPs and VRAM usage, MoLE achieves inference speeds comparable to dense models and significantly faster than MoE with experts offloading, while maintaining performance on par with MoE.

cs.LG↗

A Microgravity Simulation Experimental Platform For Small Space Robots In Orbit

This study describes the development and validation of a novel microgravity experimental platform that is mainly applied to small robots such as modular self-reconfigurable robots. This platform mainly consists of an air supply system, a microporous platform and glass. By supplying air to the microporous platform to form an air film, the influence of the weight of the air foot and the ventilation hose of traditional air-float platforms on microgravity experiments is solved. The contribution of this work is to provide a platform with less external interference for microgravity simulation experiments on small robots.

cs.RO↗

Transferable text data distillation by trajectory matching

In the realm of large language model (LLM), as the size of large models increases, it also brings higher training costs. There is a urgent need to minimize the data size in LLM training. Compared with data selection method, the data distillation method aims to synthesize a small number of data samples to achieve the training effect of the full data set and has better flexibility. Despite its successes in computer vision, the discreteness of text data has hitherto stymied its exploration in natural language processing (NLP). In this work, we proposed a method that involves learning pseudo prompt data based on trajectory matching and finding its nearest neighbor ID to achieve cross-architecture transfer. During the distillation process, we introduce a regularization loss to improve the robustness of our distilled data. To our best knowledge, this is the first data distillation work suitable for text generation tasks such as instruction tuning. Evaluations on two benchmarks, including ARC-Easy and MMLU instruction tuning datasets, established the superiority of our distillation approach over the SOTA data selection method LESS. Furthermore, our method demonstrates a good transferability over LLM structures (i.e., OPT to Llama).

cs.CL↗

Needle Threading: Can LLMs Follow Threads through Near-Million-Scale Haystacks?

As the context limits of Large Language Models (LLMs) increase, the range of possible applications and downstream functions broadens. In many real-world tasks, decisions depend on details scattered across collections of often disparate documents containing mostly irrelevant information. Long-context LLMs appear well-suited to this form of complex information retrieval and reasoning, which has traditionally proven costly and time-consuming. However, although the development of longer context models has seen rapid gains in recent years, our understanding of how effectively LLMs use their context has not kept pace. To address this, we conduct a set of retrieval experiments designed to evaluate the capabilities of 17 leading LLMs, such as their ability to follow threads of information through the context window. Strikingly, we find that many models are remarkably threadsafe: capable of simultaneously following multiple threads without significant loss in performance. Still, for many models, we find the effective context limit is significantly shorter than the supported context length, with accuracy decreasing as the context window grows. Our study also highlights the important point that token counts from different tokenizers should not be directly compared -- they often correspond to substantially different numbers of written characters. We release our code and long-context experimental data.

cs.CL↗

ICE: Intrinsic Concept Extraction from a Single Image via Diffusion Models

The inherent ambiguity in defining visual concepts poses significant challenges for modern generative models, such as the diffusion-based Text-to-Image (T2I) models, in accurately learning concepts from a single image. Existing methods lack a systematic way to reliably extract the interpretable underlying intrinsic concepts. To address this challenge, we present ICE, short for Intrinsic Concept Extraction, a novel framework that exclusively utilises a T2I model to automatically and systematically extract intrinsic concepts from a single image. ICE consists of two pivotal stages. In the first stage, ICE devises an automatic concept localization module to pinpoint relevant text-based concepts and their corresponding masks within the image. This critical stage streamlines concept initialization and provides precise guidance for subsequent analysis. The second stage delves deeper into each identified mask, decomposing the object-level concepts into intrinsic concepts and general concepts. This decomposition allows for a more granular and interpretable breakdown of visual elements. Our framework demonstrates superior performance on intrinsic concept extraction from a single image in an unsupervised manner. Project page: https://visual-ai.github.io/ice

cs.CV↗

Hyperbolic Category Discovery

Generalized Category Discovery (GCD) is an intriguing open-world problem that has garnered increasing attention. Given a dataset that includes both labelled and unlabelled images, GCD aims to categorize all images in the unlabelled subset, regardless of whether they belong to known or unknown classes. In GCD, the common practice typically involves applying a spherical projection operator at the end of the self-supervised pretrained backbone, operating within Euclidean or spherical space. However, both of these spaces have been shown to be suboptimal for encoding samples that possesses hierarchical structures. In contrast, hyperbolic space exhibits exponential volume growth relative to radius, making it inherently strong at capturing the hierarchical structure of samples from both seen and unseen categories. Therefore, we propose to tackle the category discovery challenge in the hyperbolic space. We introduce HypCD, a simple \underline{Hyp}erbolic framework for learning hierarchy-aware representations and classifiers for generalized \underline{C}ategory \underline{D}iscovery. HypCD first transforms the Euclidean embedding space of the backbone network into hyperbolic space, facilitating subsequent representation and classification learning by considering both hyperbolic distance and the angle between samples. This approach is particularly helpful for knowledge transfer from known to unknown categories in GCD. We thoroughly evaluate HypCD on public GCD benchmarks, by applying it to various baseline and state-of-the-art methods, consistently achieving significant improvements.

cs.CV↗