Search arXiv⌕ Search

arXiv subjects

Ke Fan

Publications and source records attributed to Ke Fan.

At least 19 recordsLinked to original sources

A Pretrained Model for Bayesian Filtering in Heterogeneous Dynamical Systems

Filtering has not yet had its foundation-model moment: state estimation is still dominated either by online Bayesian filtering algorithms that require known dy- namics as inputs, or by learning-based neural filters trained from scratch for a single system or parametric family. The core challenge is structural heterogene- ity: dynamical systems differ in their governing dynamics, physical scales, and noise levels, precluding a shared representation space for a reusable filter. To bridge this gap, we introduce FilterFM, the first pretrained model for Bayesian filtering that estimates latent states across heterogeneous dynamical systems with a single checkpoint. FilterFM employs a hierarchical two-level observation se- quence encoder and a prior-to-posterior state-reconstruction module that together handle varying observation and state dimensions across heterogeneous systems, while modeling state uncertainty via quantile prediction. Trained on a mixture of heterogeneous filtering tasks, FilterFM exhibits superior in-domain performance, delivering significant gains in estimation accuracy, runtime efficiency, and noise robustness compared to existing baselines. Beyond in-domain performance, it marks the first model to successfully enable zero-shot filtering on unseen dynamics, bridging the generalization gap in state estimation. Furthermore, we uncover clear scaling behaviors in foundation-model-based Bayesian filtering, which combined with comprehensive component ablation studies, validate the structural optimality of our design and broaden the generalization scope for this research field.

cs.LG↗

From Views to Worlds: Active Exploration over 3D Worlds for Vision-Language Models

Vision-language models (VLMs) have achieved remarkable progress in 2D visual understanding tasks, yet the passive view-centric perception paradigm limits their capacity for 3D spatial reasoning. Such reasoning often requires actively acquiring spatial evidence beyond the currently visible views, such as camera poses and cross-view spatial relationships, to infer 3D relationships that are not explicitly represented in 2D images. However, existing methods either lack active exploration or merely provide additional views during inference, without explicitly acquiring such spatial evidence beyond 2D images. In this paper, we propose View-to-World (V2W), an active exploration framework that enables VLMs to actively explore 3D worlds and lifts VLMs from passive view-centric perception to active world-centric spatial reasoning. Given a spatial reasoning task with multi-view images, V2W first reconstructs an explicit 3D world with geometry, camera poses, and language-grounded semantics, and exposes it to VLMs through visual and linguistic interfaces. Through multi-turn interaction with these interfaces, VLMs iteratively acquire spatial evidence from the constructed 3D world, enabling active world-centric spatial reasoning. V2W can be integrated with existing VLMs in a training-free manner and can be further enhanced by optimizing the exploration policy via reinforcement learning. Experiments on spatial mental modeling benchmarks demonstrate that V2W substantially improves VLM baselines in the training-free setting and achieves state-of-the-art performance with the learned exploration policy, highlighting the importance of active exploration for spatial intelligence. Project page: \url{https://fangzhou2000.github.io/projects/v2w}.

cs.CV↗

OWLET: On-Policy Weighted Learning via Evidence Transfer for Video Large Language Model Post-Training

Post-training has become a key stage for eliciting reasoning capabilities in Video Large Language Models (Video-LLMs). Existing post-training methods mainly follow two paradigms: reinforcement learning (RL) and on-policy distillation (OPD). However, they do not fully exploit visual evidence for effective training. RL supervises the policy with a single trajectory-level reward, which is too coarse-grained for video reasoning: the same response-level advantage is applied to every generated token, disregarding that the tokens of a video response are grounded in the visual stream to very different degrees. OPD provides token-level supervision through output-distribution matching, but lacks direct supervision of the spatiotemporal representations that produce those outputs. We observe across extensive experiments that the same model reasons more accurately when its video view combines global temporal context with question-relevant details. Comparing the same student-generated response under this view and uniform sampling reveals changes in token likelihoods and internal representations, providing a training signal for evidence use. Building on this observation, we propose OWLET, an evidence-privileged RL method that derives training signals from a richer teacher view. This view couples uniform global context with question-conditioned local windows, providing visual evidence without requiring a larger model. To better exploit this privileged visual evidence, OWLET introduces (i) \textbf{evidence-aware credit redistribution}, which compares token likelihoods across the two views and redistributes positive response-level advantages according to their relative evidence support; and (ii) \textbf{spatiotemporal state alignment}, which aligns the two views' hidden states on verifier-accepted responses.

cs.CV↗

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↗

TIMotion: Temporal and Interactive Framework for Efficient Human-Human Motion Generation

Human-human motion generation is essential for understanding humans as social beings. Current methods fall into two main categories: single-person-based methods and separate modeling-based methods. To delve into this field, we abstract the overall generation process into a general framework MetaMotion, which consists of two phases: temporal modeling and interaction mixing. For temporal modeling, the single-person-based methods concatenate two people into a single one directly, while the separate modeling-based methods skip the modeling of interaction sequences. The inadequate modeling described above resulted in sub-optimal performance and redundant model parameters. In this paper, we introduce TIMotion (Temporal and Interactive Modeling), an efficient and effective framework for human-human motion generation. Specifically, we first propose Causal Interactive Injection to model two separate sequences as a causal sequence leveraging the temporal and causal properties. Then we present Role-Evolving Scanning to adjust to the change in the active and passive roles throughout the interaction. Finally, to generate smoother and more rational motion, we design Localized Pattern Amplification to capture short-term motion patterns. Extensive experiments on InterHuman and InterX demonstrate that our method achieves superior performance. Project page: https://aigc-explorer.github.io/TIMotion-page/

cs.CV↗

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↗

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↗

Diffusion Implicit Policy for Unpaired Scene-aware Motion Synthesis

Scene-aware motion synthesis has been widely researched recently due to its numerous applications. Prevailing methods rely heavily on paired motion-scene data, while it is difficult to generalize to diverse scenes when trained only on a few specific ones. Thus, we propose a unified framework, termed Diffusion Implicit Policy (DIP), for scene-aware motion synthesis, where paired motion-scene data are no longer necessary. In this paper, we disentangle human-scene interaction from motion synthesis during training, and then introduce an interaction-based implicit policy into motion diffusion during inference. Synthesized motion can be derived through iterative diffusion denoising and implicit policy optimization, thus motion naturalness and interaction plausibility can be maintained simultaneously. For long-term motion synthesis, we introduce motion blending in joint rotation power space. The proposed method is evaluated on synthesized scenes with ShapeNet furniture, and real scenes from PROX and Replica. Results show that our framework presents better motion naturalness and interaction plausibility than cutting-edge methods. This also indicates the feasibility of utilizing the DIP for motion synthesis in more general tasks and versatile scenes. Code will be publicly available at https://github.com/jingyugong/DIP.

cs.CV↗

Reconstructing Topology-Consistent Face Mesh by Volume Rendering from Multi-View Images

Industrial 3D face assets creation typically reconstructs topology-consistent face meshes from multi-view images for downstream production. However, high-quality reconstruction usually requires manual processing or specific capture settings. Recently NeRF has shown great advantages in 3D reconstruction, by representing scenes as density and radiance fields and utilizing neural volume rendering for novel view synthesis. Inspired by this, we introduce a novel method which combines explicit mesh with neural volume rendering to optimize geometry of an artist-made template face mesh from multi-view images while keeping the topology unchanged. Our method derives density fields from meshes using distance fields as an intermediary and encodes radiance field in compact tri-planes. To improve convergence, several adaptions tailored for meshes are introduced to the volume rendering. Experiments demonstrate that our method achieves superior reconstruction quality compared to previous approaches, validating the feasibility of integrating mesh and neural volume rendering.

cs.CV↗

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↗

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↗

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↗