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Ke Fan

Publications and source records attributed to Ke Fan.

At least 19 recordsLinked to original sources

Configurable and Hierarchical Allreduce

MPI_Allreduce is among the most performance-critical collectives in large-scale scientific computing and distributed machine learning, yet the small- and medium-message regime remains challenging: latency, synchronization depth, and strong hardware hierarchy between intra- and inter-domain communication all compound per-invocation cost. We present CHIARA, a configurable hierarchical Allreduce that encodes hardware hierarchy through a logical batch-lane topology and executes a staged schedule in which only a bounded portion of the reduction vector is active at a time. Inter-batch communication is distributed across multiple ranks via a rotating-root lane primitive, avoiding centralized leaders. Tool further enables a semi-composed Rabenseifner-style Allreduce by preserving a lane-aligned intermediate layout across the Reduce-Scatter/Allgather boundary, eliminating redundant intra-domain reorganization. We evaluate Tool on Polaris, Aurora, and Fugaku, achieving speedups of up to 1.94x, 13.43x, and 13.48x over vendor MPI_Allreduce, and up to 2.2x end-to-end speedup in a parallel k-means application.

cs.DC

EGG: An Expert-Guided Agent Framework for Kernel Generation

High-performance GPU kernels are critical for reducing the exponentially growing computational costs of large language models (LLMs), but their development heavily relies on manual tuning by domain experts. While recent advances in LLM-based approaches show promise for automating kernel generation, they still struggle to achieve both correctness and high performance. This limitation primarily arises from the lack of domain-specific optimization guidance, hindering effective exploration of the optimization space. We propose EGG, an Expert-Guided Agent Framework for Kernel Generation, which incorporates expert optimization principles to guide LLMs' decisions. Inspired by expert workflows, we decompose kernel generation into two hierarchical stages: 1) algorithmic structure design, which establishes a high-quality computational structure foundation; 2) hardware-specific tuning, which performs targeted adjustments through parallel mapping, tensor tiling, and memory optimization. This staged decomposition defines explicit optimization objectives, structuring the design space to achieve progressive refinement. To this end, a stage-aware multi-agent collaboration mechanism is designed for inter and intra-stage context management, ensuring stable optimization trajectories. Experiments on KernelBench and real-world workloads show that EGG achieves a 2.13x average speedup over PyTorch, outperforming existing agent-based and RL-based approaches.

cs.AI

3D Skew-Normal Splatting

3D Gaussian Splatting (3DGS) has emerged as a leading representation for real-time novel view synthesis and has been widely adopted in various downstream applications. The core strength of 3DGS lies in its efficient kernel-based scene representation, where Gaussian primitives provide favorable mathematical and computational properties. However, under a finite primitive budget, the symmetric shape of each primitive directly affects representation compactness, especially near asymmetric structures such as object boundaries and one-sided surfaces. Recent works have explored more complex kernel distributions; however, they either remain within the elliptical family or rely on hard truncation, which limits continuous shape control and introduces distributional discontinuities. In this paper, we propose Skew-Normal Splatting (SNS), which adopts the Azzalini Skew-Normal distribution as the fundamental primitive. By introducing a learnable and bounded skewness parameter, SNS can continuously interpolate between symmetric Gaussians and Half-Gaussian-like shapes, enabling flexible modeling of both sharp boundaries and interior regions. Moreover, SNS preserves analytical tractability under affine transformations and marginalization. This property allows seamless integration into existing Gaussian Splatting rasterization pipelines. Furthermore, to address the strong coupling between scale, rotation, and skewness parameters, we introduce a decoupled parameterization and a block-wise optimization strategy to enhance training stability and accuracy. Extensive experiments on standard novel-view synthesis benchmarks show that SNS consistently improves reconstruction quality over Gaussian and recent non-Gaussian kernels, with clearer benefits on sharp boundaries and thin or one-sided structures.

cs.CV

OFlow: Injecting Object-Aware Temporal Flow Matching for Robust Robotic Manipulation

Robust robotic manipulation requires not only predicting how the scene evolves over time, but also recognizing task-relevant objects in complex scenes. However, existing VLA models face two limitations. They typically act only on the current frame, while future prediction and object-aware reasoning are often learned in separate latent spaces. We propose OFlow (injecting Object-Aware Temporal Flow Matching into VLAs), a framework that addresses both limitations by unifying temporal foresight and object-aware reasoning in a shared semantic latent space. Our method forecasts future latents with temporal flow matching, factorizes them into object-aware representations that emphasize physically relevant cues while filtering task-irrelevant variation, and conditions continuous action generation on these predictions. By integrating OFlow into VLA pipelines, our method enables more reliable control under distribution shifts. Extensive experiments across LIBERO, LIBERO-Plus, MetaWorld, and SimplerEnv benchmarks and real-world tasks demonstrate that object-aware foresight consistently enhances robustness and success.

cs.RO

Next-Scale Generative Reranking: A Tree-based Generative Rerank Method at Meituan

In modern multi-stage recommendation systems, reranking plays a critical role by modeling contextual information. Due to inherent challenges such as the combinatorial space complexity, an increasing number of methods adopt the generative paradigm: the generator produces the optimal list during inference, while an evaluator guides the generator's optimization during the training phase. However, these methods still face two problems. Firstly, these generators fail to produce optimal generation results due to the lack of both local and global perspectives, regardless of whether the generation strategy is autoregressive or non-autoregressive. Secondly, the goal inconsistency problem between the generator and the evaluator during training complicates the guidance signal and leading to suboptimal performance. To address these issues, we propose the \textbf{N}ext-\textbf{S}cale \textbf{G}eneration \textbf{R}eranking (NSGR), a tree-based generative framework. Specifically, we introduce a next-scale generator (NSG) that progressively expands a recommendation list from user interests in a coarse-to-fine manner, balancing global and local perspectives. Furthermore, we design a multi-scale neighbor loss, which leverages a tree-based multi-scale evaluator (MSE) to provide scale-specific guidance to the NSG at each scale. Extensive experiments on public and industrial datasets validate the effectiveness of NSGR. And NSGR has been successfully deployed on the Meituan food delivery platform.

cs.IR

Controllable Text-to-Motion Generation via Modular Body-Part Phase Control

Text-to-motion (T2M) generation is becoming a practical tool for animation and interactive avatars. However, modifying specific body parts while maintaining overall motion coherence remains challenging. Existing methods typically rely on cumbersome, high-dimensional joint constraints (e.g., trajectories), which hinder user-friendly, iterative refinement. To address this, we propose Modular Body-Part Phase Control, a plug-and-play framework enabling structured, localized editing via a compact, scalar-based phase interface. By modeling body-part latent motion channels as sinusoidal phase signals characterized by amplitude, frequency, phase shift, and offset, we extract interpretable codes that capture part-specific dynamics. A modular Phase ControlNet branch then injects this signal via residual feature modulation, seamlessly decoupling control from the generative backbone. Experiments on both diffusion- and flow-based models demonstrate that our approach provides predictable and fine-grained control over motion magnitude, speed, and timing. It preserves global motion coherence and offers a practical paradigm for controllable T2M generation. Project page: https://jixiii.github.io/bp-phase-project-page/

cs.CV

OCRA: Object-Centric Learning with 3D and Tactile Priors for Human-to-Robot Action Transfer

We present OCRA, an Object-Centric framework for video-based human-to-Robot Action transfer that learns directly from human demonstration videos to enable robust manipulation. Object-centric learning emphasizes task-relevant objects and their interactions while filtering out irrelevant background, providing a natural and scalable way to teach robots. OCRA leverages multi-view RGB videos, the state-of-the-art 3D foundation model VGGT, and advanced detection and segmentation models to reconstruct object-centric 3D point clouds, capturing rich interactions between objects. To handle properties not easily perceived by vision alone, we incorporate tactile priors via a large-scale dataset of over one million tactile images. These 3D and tactile priors are fused through a multimodal module (ResFiLM) and fed into a Diffusion Policy to generate robust manipulation actions. Extensive experiments on both vision-only and visuo-tactile tasks show that OCRA significantly outperforms existing baselines and ablations, demonstrating its effectiveness for learning from human demonstration videos.

cs.RO

Learning Generalizable Hand-Object Tracking from Synthetic Demonstrations

We present a system for learning generalizable hand-object tracking controllers purely from synthetic data, without requiring any human demonstrations. Our approach makes two key contributions: (1) HOP, a Hand-Object Planner, which can synthesize diverse hand-object trajectories; and (2) HOT, a Hand-Object Tracker that bridges synthetic-to-physical transfer through reinforcement learning and interaction imitation learning, delivering a generalizable controller conditioned on target hand-object states. Our method extends to diverse object shapes and hand morphologies. Through extensive evaluations, we show that our approach enables dexterous hands to track challenging, long-horizon sequences including object re-arrangement and agile in-hand reorientation. These results represent a significant step toward scalable foundation controllers for manipulation that can learn entirely from synthetic data, breaking the data bottleneck that has long constrained progress in dexterous manipulation.

cs.RO

SciTS: Scientific Time Series Understanding and Generation with LLMs

The scientific reasoning ability of large language models (LLMs) has recently attracted significant attention. Time series, as a fundamental modality in scientific data, presents unique challenges that are often overlooked in current multimodal LLMs, which either encode numerical sequences as text or convert them into images. Such approaches may be insufficient for comprehensive scientific time series understanding and generation. Existing unified time series models typically specialise in either forecasting or analysis, and their effectiveness on non-periodic, heterogeneous scientific signals remains unclear. To address these gaps, we introduce SciTS, a benchmark spanning 12 scientific domains and 43 tasks, with over 50k+ instances, both univariate and multivariate signals ranging from $10^0$ to $10^7$ in length and up to 10~MHz in frequency. We benchmark 17 models, including text-only LLMs, multimodal LLMs, and unified time series models, and find that general-purpose LLMs exhibit stronger generalisability than specialised time series models, while representing time series as text or images limits their performance due to excessively long sequences and loss of numerical precision, respectively. We then introduce TimeOmni, a framework that equips LLMs with the ability to understand and generate time series while remaining compatible with general-purpose LLM training. This work fills a gap in both dedicated benchmarks and modelling frameworks for scientific time series, paving the way for LLMs to understand and generate complex temporal scientific data.

cs.LG

UniTracker: Learning Universal Whole-Body Motion Tracker for Humanoid Robots

Achieving expressive and generalizable whole-body motion control is essential for deploying humanoid robots in real-world environments. In this work, we propose UniTracker, a three-stage training framework that enables robust and scalable motion tracking across a wide range of human behaviors. In the first stage, we train a teacher policy with privileged observations to generate high-quality actions. In the second stage, we introduce a Conditional Variational Autoencoder (CVAE) to model a universal student policy that can be deployed directly on real hardware. The CVAE structure allows the policy to learn a global latent representation of motion, enhancing generalization to unseen behaviors and addressing the limitations of standard MLP-based policies under partial observations. Unlike pure MLPs that suffer from drift in global attributes like orientation, our CVAE-student policy incorporates global intent during training by aligning a partial-observation prior to the full-observation encoder. In the third stage, we introduce a fast adaptation module that fine-tunes the universal policy on harder motion sequences that are difficult to track directly. This adaptation can be performed both for single sequences and in batch mode, further showcasing the flexibility and scalability of our approach. We evaluate UniTracker in both simulation and real-world settings using a Unitree G1 humanoid, demonstrating strong performance in motion diversity, tracking accuracy, and deployment robustness.

cs.RO

Implementation and Assessment of an Augmented Training Curriculum for Surgical Robotics

The integration of high-level assistance algorithms in surgical robotics training curricula may be beneficial in establishing a more comprehensive and robust skillset for aspiring surgeons, improving their clinical performance as a consequence. This work presents the development and validation of a haptic-enhanced Virtual Reality simulator for surgical robotics training, featuring 8 surgical tasks that the trainee can interact with thanks to the embedded physics engine. This virtual simulated environment is augmented by the introduction of high-level haptic interfaces for robotic assistance that aim at re-directing the motion of the trainee's hands and wrists toward targets or away from obstacles, and providing a quantitative performance score after the execution of each training exercise.An experimental study shows that the introduction of enhanced robotic assistance into a surgical robotics training curriculum improves performance during the training process and, crucially, promotes the transfer of the acquired skills to an unassisted surgical scenario, like the clinical one.

cs.RO

Go to Zero: Towards Zero-shot Motion Generation with Million-scale Data

Generating diverse and natural human motion sequences based on textual descriptions constitutes a fundamental and challenging research area within the domains of computer vision, graphics, and robotics. Despite significant advancements in this field, current methodologies often face challenges regarding zero-shot generalization capabilities, largely attributable to the limited size of training datasets. Moreover, the lack of a comprehensive evaluation framework impedes the advancement of this task by failing to identify directions for improvement. In this work, we aim to push text-to-motion into a new era, that is, to achieve the generalization ability of zero-shot. To this end, firstly, we develop an efficient annotation pipeline and introduce MotionMillion-the largest human motion dataset to date, featuring over 2,000 hours and 2 million high-quality motion sequences. Additionally, we propose MotionMillion-Eval, the most comprehensive benchmark for evaluating zero-shot motion generation. Leveraging a scalable architecture, we scale our model to 7B parameters and validate its performance on MotionMillion-Eval. Our results demonstrate strong generalization to out-of-domain and complex compositional motions, marking a significant step toward zero-shot human motion generation. The code is available at https://github.com/VankouF/MotionMillion-Codes.

cs.CV

Benchmarking Generalizable Bimanual Manipulation: RoboTwin Dual-Arm Collaboration Challenge at CVPR 2025 MEIS Workshop

Embodied Artificial Intelligence (Embodied AI) is an emerging frontier in robotics, driven by the need for autonomous systems that can perceive, reason, and act in complex physical environments. While single-arm systems have shown strong task performance, collaborative dual-arm systems are essential for handling more intricate tasks involving rigid, deformable, and tactile-sensitive objects. To advance this goal, we launched the RoboTwin Dual-Arm Collaboration Challenge at the 2nd MEIS Workshop, CVPR 2025. Built on the RoboTwin Simulation platform (1.0 and 2.0) and the AgileX COBOT-Magic Robot platform, the competition consisted of three stages: Simulation Round 1, Simulation Round 2, and a final Real-World Round. Participants totally tackled 17 dual-arm manipulation tasks, covering rigid, deformable, and tactile-based scenarios. The challenge attracted 64 global teams and over 400 participants, producing top-performing solutions like SEM and AnchorDP3 and generating valuable insights into generalizable bimanual policy learning. This report outlines the competition setup, task design, evaluation methodology, key findings and future direction, aiming to support future research on robust and generalizable bimanual manipulation policies. The Challenge Webpage is available at https://robotwin-benchmark.github.io/cvpr-2025-challenge/.

cs.RO

AnchorDP3: 3D Affordance Guided Sparse Diffusion Policy for Robotic Manipulation

We present AnchorDP3, a diffusion policy framework for dual-arm robotic manipulation that achieves state-of-the-art performance in highly randomized environments. AnchorDP3 integrates three key innovations: (1) Simulator-Supervised Semantic Segmentation, using rendered ground truth to explicitly segment task-critical objects within the point cloud, which provides strong affordance priors; (2) Task-Conditioned Feature Encoders, lightweight modules processing augmented point clouds per task, enabling efficient multi-task learning through a shared diffusion-based action expert; (3) Affordance-Anchored Keypose Diffusion with Full State Supervision, replacing dense trajectory prediction with sparse, geometrically meaningful action anchors, i.e., keyposes such as pre-grasp pose, grasp pose directly anchored to affordances, drastically simplifying the prediction space; the action expert is forced to predict both robot joint angles and end-effector poses simultaneously, which exploits geometric consistency to accelerate convergence and boost accuracy. Trained on large-scale, procedurally generated simulation data, AnchorDP3 achieves a 98.7% average success rate in the RoboTwin benchmark across diverse tasks under extreme randomization of objects, clutter, table height, lighting, and backgrounds. This framework, when integrated with the RoboTwin real-to-sim pipeline, has the potential to enable fully autonomous generation of deployable visuomotor policies from only scene and instruction, totally eliminating human demonstrations from learning manipulation skills.

cs.RO

VideoGen-Eval: Agent-based System for Video Generation Evaluation

The rapid advancement of video generation has rendered existing evaluation systems inadequate for assessing state-of-the-art models, primarily due to simple prompts that cannot showcase the model's capabilities, fixed evaluation operators struggling with Out-of-Distribution (OOD) cases, and misalignment between computed metrics and human preferences. To bridge the gap, we propose VideoGen-Eval, an agent evaluation system that integrates LLM-based content structuring, MLLM-based content judgment, and patch tools designed for temporal-dense dimensions, to achieve a dynamic, flexible, and expandable video generation evaluation. Additionally, we introduce a video generation benchmark to evaluate existing cutting-edge models and verify the effectiveness of our evaluation system. It comprises 700 structured, content-rich prompts (both T2V and I2V) and over 12,000 videos generated by 20+ models, among them, 8 cutting-edge models are selected as quantitative evaluation for the agent and human. Extensive experiments validate that our proposed agent-based evaluation system demonstrates strong alignment with human preferences and reliably completes the evaluation, as well as the diversity and richness of the benchmark.

cs.CV

MotionStreamer: Streaming Motion Generation via Diffusion-based Autoregressive Model in Causal Latent Space

This paper addresses the challenge of text-conditioned streaming motion generation, which requires us to predict the next-step human pose based on variable-length historical motions and incoming texts. Existing methods struggle to achieve streaming motion generation, e.g., diffusion models are constrained by pre-defined motion lengths, while GPT-based methods suffer from delayed response and error accumulation problem due to discretized non-causal tokenization. To solve these problems, we propose MotionStreamer, a novel framework that incorporates a continuous causal latent space into a probabilistic autoregressive model. The continuous latents mitigate information loss caused by discretization and effectively reduce error accumulation during long-term autoregressive generation. In addition, by establishing temporal causal dependencies between current and historical motion latents, our model fully utilizes the available information to achieve accurate online motion decoding. Experiments show that our method outperforms existing approaches while offering more applications, including multi-round generation, long-term generation, and dynamic motion composition. Project Page: https://zju3dv.github.io/MotionStreamer/

cs.CV

Towards Synthesized and Editable Motion In-Betweening Through Part-Wise Phase Representation

Styled motion in-betweening is crucial for computer animation and gaming. However, existing methods typically encode motion styles by modeling whole-body motions, often overlooking the representation of individual body parts. This limitation reduces the flexibility of infilled motion, particularly in adjusting the motion styles of specific limbs independently. To overcome this challenge, we propose a novel framework that models motion styles at the body-part level, enhancing both the diversity and controllability of infilled motions. Our approach enables more nuanced and expressive animations by allowing precise modifications to individual limb motions while maintaining overall motion coherence. Leveraging phase-related insights, our framework employs periodic autoencoders to automatically extract the phase of each body part, capturing distinctive local style features. Additionally, we effectively decouple the motion source from synthesis control by integrating motion manifold learning and conditional generation techniques from both image and motion domains. This allows the motion source to generate high-quality motions across various styles, with extracted motion and style features readily available for controlled synthesis in subsequent tasks. Comprehensive evaluations demonstrate that our method achieves superior speed, robust generalization, and effective generation of extended motion sequences.

cs.CV

A New Formulation of Lipschitz Constrained With Functional Gradient Learning for GANs

This paper introduces a promising alternative method for training Generative Adversarial Networks (GANs) on large-scale datasets with clear theoretical guarantees. GANs are typically learned through a minimax game between a generator and a discriminator, which is known to be empirically unstable. Previous learning paradigms have encountered mode collapse issues without a theoretical solution. To address these challenges, we propose a novel Lipschitz-constrained Functional Gradient GANs learning (Li-CFG) method to stabilize the training of GAN and provide a theoretical foundation for effectively increasing the diversity of synthetic samples by reducing the neighborhood size of the latent vector. Specifically, we demonstrate that the neighborhood size of the latent vector can be reduced by increasing the norm of the discriminator gradient, resulting in enhanced diversity of synthetic samples. To efficiently enlarge the norm of the discriminator gradient, we introduce a novel {\epsilon}-centered gradient penalty that amplifies the norm of the discriminator gradient using the hyper-parameter {\epsilon}. In comparison to other constraints, our method enlarging the discriminator norm, thus obtaining the smallest neighborhood size of the latent vector. Extensive experiments on benchmark datasets for image generation demonstrate the efficacy of the Li-CFG method and the {\epsilon}-centered gradient penalty. The results showcase improved stability and increased diversity of synthetic samples.

cs.CV