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May 13

Real-Time Inverse Kinematics for Generating Multi-Constrained Movements of Virtual Human Characters

Generating accurate and realistic virtual human movements in real-time is of high importance for a variety of applications in computer graphics, interactive virtual environments, robotics, and biomechanics. This paper introduces a novel real-time inverse kinematics (IK) solver specifically designed for realistic human-like movement generation. Leveraging the automatic differentiation and just-in-time compilation of TensorFlow, the proposed solver efficiently handles complex articulated human skeletons with high degrees of freedom. By treating forward and inverse kinematics as differentiable operations, our method effectively addresses common challenges such as error accumulation and complicated joint limits in multi-constrained problems, which are critical for realistic human motion modeling. We demonstrate the solver's effectiveness on the SMPLX human skeleton model, evaluating its performance against widely used iterative-based IK algorithms, like Cyclic Coordinate Descent (CCD), FABRIK, and the nonlinear optimization algorithm IPOPT. Our experiments cover both simple end-effector tasks and sophisticated, multi-constrained problems with realistic joint limits. Results indicate that our IK solver achieves real-time performance, exhibiting rapid convergence, minimal computational overhead per iteration, and improved success rates compared to existing methods. The project code is available at https://github.com/hvoss-techfak/TF-JAX-IK

  • 2 authors
·
Jul 1, 2025

Amortized Inverse Kinematics via Graph Attention for Real-Time Human Avatar Animation

Inverse kinematics (IK) is a core operation in animation, robotics, and biomechanics: given Cartesian constraints, recover joint rotations under a known kinematic tree. In many real-time human avatar pipelines, the available signal per frame is a sparse set of tracked 3D joint positions, whereas animation systems require joint orientations to drive skinning. Recovering full orientations from positions is underconstrained, most notably because twist about bone axes is ambiguous, and classical IK solvers typically rely on iterative optimization that can be slow and sensitive to noisy inputs. We introduce IK-GAT, a lightweight graph-attention network that reconstructs full-body joint orientations from 3D joint positions in a single forward pass. The model performs message passing over the skeletal parent-child graph to exploit kinematic structure during rotation inference. To simplify learning, IK-GAT predicts rotations in a bone-aligned world-frame representation anchored to rest-pose bone frames. This parameterization makes the twist axis explicit and is exactly invertible to standard parent-relative local rotations given the kinematic tree and rest pose. The network uses a continuous 6D rotation representation and is trained with a geodesic loss on SO(3) together with an optional forward-kinematics consistency regularizer. IK-GAT produces animation-ready local rotations that can directly drive a rigged avatar or be converted to pose parameters of SMPL-like body models for real-time and online applications. With 374K parameters and over 650 FPS on CPU, IK-GAT outperforms VPoser-based per-frame iterative optimization without warm-start at significantly lower cost, and is robust to initial pose and input noise

  • 6 authors
·
Apr 16

Admissible Velocity Propagation : Beyond Quasi-Static Path Planning for High-Dimensional Robots

Path-velocity decomposition is an intuitive yet powerful approach to address the complexity of kinodynamic motion planning. The difficult trajectory planning problem is solved in two separate, simpler, steps: first, find a path in the configuration space that satisfies the geometric constraints (path planning), and second, find a time-parameterization of that path satisfying the kinodynamic constraints. A fundamental requirement is that the path found in the first step should be time-parameterizable. Most existing works fulfill this requirement by enforcing quasi-static constraints in the path planning step, resulting in an important loss in completeness. We propose a method that enables path-velocity decomposition to discover truly dynamic motions, i.e. motions that are not quasi-statically executable. At the heart of the proposed method is a new algorithm -- Admissible Velocity Propagation -- which, given a path and an interval of reachable velocities at the beginning of that path, computes exactly and efficiently the interval of all the velocities the system can reach after traversing the path while respecting the system kinodynamic constraints. Combining this algorithm with usual sampling-based planners then gives rise to a family of new trajectory planners that can appropriately handle kinodynamic constraints while retaining the advantages associated with path-velocity decomposition. We demonstrate the efficiency of the proposed method on some difficult kinodynamic planning problems, where, in particular, quasi-static methods are guaranteed to fail.

  • 4 authors
·
Sep 29, 2016

RigidFormer: Learning Rigid Dynamics using Transformers

Learning-based simulation of multi-object rigid-body dynamics remains difficult because contact is discontinuous and errors compound over long horizons. Most existing methods remain tied to mesh connectivity and vertex-level message passing, which limits their applicability to mesh-free inputs such as point clouds and leads to high computational cost. Efficiently modeling high-fidelity rigid-body dynamics from mesh-free representations, therefore, remains challenging. We introduce RigidFormer, an object-centric Transformer-based model that learns mesh-free rigid-body dynamics with controllable integration step sizes. RigidFormer reasons at the object level and advances each object through compact anchors; Anchor-Vertex Pooling enriches these anchors with local vertex features, retaining contact-relevant geometry without dense vertex-level interaction. We propose Anchor-based RoPE to inject anchor geometry into attention while respecting the unordered nature of objects and anchors: object-token processing is permutation-equivariant, and the mean-pooled anchor descriptor is invariant to anchor reindexing while preserving shape extent. RigidFormer further enforces rigidity by projecting updates onto the rigid-body manifold using differentiable Kabsch alignment. On standard benchmarks, RigidFormer outperforms or matches mesh-based baselines using point inputs, runs faster, generalizes to unseen point resolutions and across datasets, and scales to 200+ objects; we also show a preliminary extension to command-conditioned articulated bodies by treating body parts as interacting object-level components.

Flash-KMeans: Fast and Memory-Efficient Exact K-Means

k-means has historically been positioned primarily as an offline processing primitive, typically used for dataset organization or embedding preprocessing rather than as a first-class component in online systems. In this work, we revisit this classical algorithm under the lens of modern AI system design and enable k-means as an online primitive. We point out that existing GPU implementations of k-means remain fundamentally bottlenecked by low-level system constraints rather than theoretical algorithmic complexity. Specifically, the assignment stage suffers from a severe IO bottleneck due to the massive explicit materialization of the N times K distance matrix in High Bandwidth Memory (HBM). Simultaneously, the centroid update stage is heavily penalized by hardware-level atomic write contention caused by irregular, scatter-style token aggregations. To bridge this performance gap, we propose flash-kmeans, an IO-aware and contention-free k-means implementation for modern GPU workloads. Flash-kmeans introduces two core kernel-level innovations: (1) FlashAssign, which fuses distance computation with an online argmin to completely bypass intermediate memory materialization; (2) sort-inverse update, which explicitly constructs an inverse mapping to transform high-contention atomic scatters into high-bandwidth, segment-level localized reductions. Furthermore, we integrate algorithm-system co-designs, including chunked-stream overlap and cache-aware compile heuristics, to ensure practical deployability. Extensive evaluations on NVIDIA H200 GPUs demonstrate that flash-kmeans achieves up to 17.9times end-to-end speedup over best baselines, while outperforming industry-standard libraries like cuML and FAISS by 33times and over 200times, respectively.

Berkeley UC Berkeley
·
Mar 10 3

Optimization-Guided Diffusion for Interactive Scene Generation

Realistic and diverse multi-agent driving scenes are crucial for evaluating autonomous vehicles, but safety-critical events which are essential for this task are rare and underrepresented in driving datasets. Data-driven scene generation offers a low-cost alternative by synthesizing complex traffic behaviors from existing driving logs. However, existing models often lack controllability or yield samples that violate physical or social constraints, limiting their usability. We present OMEGA, an optimization-guided, training-free framework that enforces structural consistency and interaction awareness during diffusion-based sampling from a scene generation model. OMEGA re-anchors each reverse diffusion step via constrained optimization, steering the generation towards physically plausible and behaviorally coherent trajectories. Building on this framework, we formulate ego-attacker interactions as a game-theoretic optimization in the distribution space, approximating Nash equilibria to generate realistic, safety-critical adversarial scenarios. Experiments on nuPlan and Waymo show that OMEGA improves generation realism, consistency, and controllability, increasing the ratio of physically and behaviorally valid scenes from 32.35% to 72.27% for free exploration capabilities, and from 11% to 80% for controllability-focused generation. Our approach can also generate 5times more near-collision frames with a time-to-collision under three seconds while maintaining the overall scene realism.

OpenDriveLab OpenDriveLab
·
Dec 8, 2025

SAMP: Spatial Anchor-based Motion Policy for Collision-Aware Robotic Manipulators

Neural-based motion planning methods have achieved remarkable progress for robotic manipulators, yet a fundamental challenge lies in simultaneously accounting for both the robot's physical shape and the surrounding environment when generating safe and feasible motions. Moreover, existing approaches often rely on simplified robot models or focus primarily on obstacle representation, which can lead to incomplete collision detection and degraded performance in cluttered scenes. To address these limitations, we propose spatial anchor-based motion policy (SAMP), a unified framework that simultaneously encodes the environment and the manipulator using signed distance field (SDF) anchored on a shared spatial grid. SAMP incorporates a dedicated robot SDF network that captures the manipulator's precise geometry, enabling collision-aware reasoning beyond coarse link approximations. These representations are fused on spatial anchors and used to train a neural motion policy that generates smooth, collision-free trajectories in the proposed efficient feature alignment strategy. Experiments conducted in both simulated and real-world environments consistently show that SAMP outperforms existing methods, delivering an 11% increase in success rate and a 7% reduction in collision rate. These results highlight the benefits of jointly modelling robot and environment geometry, demonstrating its practical value in challenging real-world environments.

  • 7 authors
·
Sep 14, 2025

Collision-Free Humanoid Traversal in Cluttered Indoor Scenes

We study the problem of collision-free humanoid traversal in cluttered indoor scenes, such as hurdling over objects scattered on the floor, crouching under low-hanging obstacles, or squeezing through narrow passages. To achieve this goal, the humanoid needs to map its perception of surrounding obstacles with diverse spatial layouts and geometries to the corresponding traversal skills. However, the lack of an effective representation that captures humanoid-obstacle relationships during collision avoidance makes directly learning such mappings difficult. We therefore propose Humanoid Potential Field (HumanoidPF), which encodes these relationships as collision-free motion directions, significantly facilitating RL-based traversal skill learning. We also find that HumanoidPF exhibits a surprisingly negligible sim-to-real gap as a perceptual representation. To further enable generalizable traversal skills through diverse and challenging cluttered indoor scenes, we further propose a hybrid scene generation method, incorporating crops of realistic 3D indoor scenes and procedurally synthesized obstacles. We successfully transfer our policy to the real world and develop a teleoperation system where users could command the humanoid to traverse in cluttered indoor scenes with just a single click. Extensive experiments are conducted in both simulation and the real world to validate the effectiveness of our method. Demos and code can be found in our website: https://axian12138.github.io/CAT/.

Optimizing NOTEARS Objectives via Topological Swaps

Recently, an intriguing class of non-convex optimization problems has emerged in the context of learning directed acyclic graphs (DAGs). These problems involve minimizing a given loss or score function, subject to a non-convex continuous constraint that penalizes the presence of cycles in a graph. In this work, we delve into the optimization challenges associated with this class of non-convex programs. To address these challenges, we propose a bi-level algorithm that leverages the non-convex constraint in a novel way. The outer level of the algorithm optimizes over topological orders by iteratively swapping pairs of nodes within the topological order of a DAG. A key innovation of our approach is the development of an effective method for generating a set of candidate swapping pairs for each iteration. At the inner level, given a topological order, we utilize off-the-shelf solvers that can handle linear constraints. The key advantage of our proposed algorithm is that it is guaranteed to find a local minimum or a KKT point under weaker conditions compared to previous work and finds solutions with lower scores. Extensive experiments demonstrate that our method outperforms state-of-the-art approaches in terms of achieving a better score. Additionally, our method can also be used as a post-processing algorithm to significantly improve the score of other algorithms. Code implementing the proposed method is available at https://github.com/duntrain/topo.

  • 4 authors
·
May 26, 2023

Fast Marching Tree: a Fast Marching Sampling-Based Method for Optimal Motion Planning in Many Dimensions

In this paper we present a novel probabilistic sampling-based motion planning algorithm called the Fast Marching Tree algorithm (FMT*). The algorithm is specifically aimed at solving complex motion planning problems in high-dimensional configuration spaces. This algorithm is proven to be asymptotically optimal and is shown to converge to an optimal solution faster than its state-of-the-art counterparts, chiefly PRM* and RRT*. The FMT* algorithm performs a "lazy" dynamic programming recursion on a predetermined number of probabilistically-drawn samples to grow a tree of paths, which moves steadily outward in cost-to-arrive space. As a departure from previous analysis approaches that are based on the notion of almost sure convergence, the FMT* algorithm is analyzed under the notion of convergence in probability: the extra mathematical flexibility of this approach allows for convergence rate bounds--the first in the field of optimal sampling-based motion planning. Specifically, for a certain selection of tuning parameters and configuration spaces, we obtain a convergence rate bound of order O(n^{-1/d+ρ}), where n is the number of sampled points, d is the dimension of the configuration space, and ρ is an arbitrarily small constant. We go on to demonstrate asymptotic optimality for a number of variations on FMT*, namely when the configuration space is sampled non-uniformly, when the cost is not arc length, and when connections are made based on the number of nearest neighbors instead of a fixed connection radius. Numerical experiments over a range of dimensions and obstacle configurations confirm our theoretical and heuristic arguments by showing that FMT*, for a given execution time, returns substantially better solutions than either PRM* or RRT*, especially in high-dimensional configuration spaces and in scenarios where collision-checking is expensive.

  • 4 authors
·
Feb 5, 2015

Pre-Generating Multi-Difficulty PDE Data for Few-Shot Neural PDE Solvers

A key aspect of learned partial differential equation (PDE) solvers is that the main cost often comes from generating training data with classical solvers rather than learning the model itself. Another is that there are clear axes of difficulty--e.g., more complex geometries and higher Reynolds numbers--along which problems become (1) harder for classical solvers and thus (2) more likely to benefit from neural speedups. Towards addressing this chicken-and-egg challenge, we study difficulty transfer on 2D incompressible Navier-Stokes, systematically varying task complexity along geometry (number and placement of obstacles), physics (Reynolds number), and their combination. Similar to how it is possible to spend compute to pre-train foundation models and improve their performance on downstream tasks, we find that by classically solving (analogously pre-generating) many low and medium difficulty examples and including them in the training set, it is possible to learn high-difficulty physics from far fewer samples. Furthermore, we show that by combining low and high difficulty data, we can spend 8.9x less compute on pre-generating a dataset to achieve the same error as using only high difficulty examples. Our results highlight that how we allocate classical-solver compute across difficulty levels is as important as how much we allocate overall, and suggest substantial gains from principled curation of pre-generated PDE data for neural solvers. Our code is available at https://github.com/Naman-Choudhary-AI-ML/pregenerating-pde

sage-lab sage-lab
·
Nov 29, 2025

Light Schrödinger Bridge

Despite the recent advances in the field of computational Schr\"odinger Bridges (SB), most existing SB solvers are still heavy-weighted and require complex optimization of several neural networks. It turns out that there is no principal solver which plays the role of simple-yet-effective baseline for SB just like, e.g., k-means method in clustering, logistic regression in classification or Sinkhorn algorithm in discrete optimal transport. We address this issue and propose a novel fast and simple SB solver. Our development is a smart combination of two ideas which recently appeared in the field: (a) parameterization of the Schr\"odinger potentials with sum-exp quadratic functions and (b) viewing the log-Schr\"odinger potentials as the energy functions. We show that combined together these ideas yield a lightweight, simulation-free and theoretically justified SB solver with a simple straightforward optimization objective. As a result, it allows solving SB in moderate dimensions in a matter of minutes on CPU without a painful hyperparameter selection. Our light solver resembles the Gaussian mixture model which is widely used for density estimation. Inspired by this similarity, we also prove an important theoretical result showing that our light solver is a universal approximator of SBs. Furthemore, we conduct the analysis of the generalization error of our light solver. The code for our solver can be found at https://github.com/ngushchin/LightSB

  • 3 authors
·
Oct 2, 2023

Motion Planning around Obstacles with Convex Optimization

Trajectory optimization offers mature tools for motion planning in high-dimensional spaces under dynamic constraints. However, when facing complex configuration spaces, cluttered with obstacles, roboticists typically fall back to sampling-based planners that struggle in very high dimensions and with continuous differential constraints. Indeed, obstacles are the source of many textbook examples of problematic nonconvexities in the trajectory-optimization problem. Here we show that convex optimization can, in fact, be used to reliably plan trajectories around obstacles. Specifically, we consider planning problems with collision-avoidance constraints, as well as cost penalties and hard constraints on the shape, the duration, and the velocity of the trajectory. Combining the properties of Bézier curves with a recently-proposed framework for finding shortest paths in Graphs of Convex Sets (GCS), we formulate the planning problem as a compact mixed-integer optimization. In stark contrast with existing mixed-integer planners, the convex relaxation of our programs is very tight, and a cheap rounding of its solution is typically sufficient to design globally-optimal trajectories. This reduces the mixed-integer program back to a simple convex optimization, and automatically provides optimality bounds for the planned trajectories. We name the proposed planner GCS, after its underlying optimization framework. We demonstrate GCS in simulation on a variety of robotic platforms, including a quadrotor flying through buildings and a dual-arm manipulator (with fourteen degrees of freedom) moving in a confined space. Using numerical experiments on a seven-degree-of-freedom manipulator, we show that GCS can outperform widely-used sampling-based planners by finding higher-quality trajectories in less time.

  • 4 authors
·
May 9, 2022

Dojo: A Differentiable Physics Engine for Robotics

We present Dojo, a differentiable physics engine for robotics that prioritizes stable simulation, accurate contact physics, and differentiability with respect to states, actions, and system parameters. Dojo models hard contact and friction with a nonlinear complementarity problem with second-order cone constraints. We introduce a custom primal-dual interior-point method to solve the second order cone program for stable forward simulation over a broad range of sample rates. We obtain smooth gradient approximations with this solver through the implicit function theorem, giving gradients that are useful for downstream trajectory optimization, policy optimization, and system identification applications. Specifically, we propose to use the central path parameter threshold in the interior point solver as a user-tunable design parameter. A high value gives a smooth approximation to contact dynamics with smooth gradients for optimization and learning, while a low value gives precise simulation rollouts with hard contact. We demonstrate Dojo's differentiability in trajectory optimization, policy learning, and system identification examples. We also benchmark Dojo against MuJoCo, PyBullet, Drake, and Brax on a variety of robot models, and study the stability and simulation quality over a range of sample frequencies and accuracy tolerances. Finally, we evaluate the sim-to-real gap in hardware experiments with a Ufactory xArm 6 robot. Dojo is an open source project implemented in Julia with Python bindings, with code available at https://github.com/dojo-sim/Dojo.jl.

  • 8 authors
·
Mar 1, 2022

Learnable SMPLify: A Neural Solution for Optimization-Free Human Pose Inverse Kinematics

In 3D human pose and shape estimation, SMPLify remains a robust baseline that solves inverse kinematics (IK) through iterative optimization. However, its high computational cost limits its practicality. Recent advances across domains have shown that replacing iterative optimization with data-driven neural networks can achieve significant runtime improvements without sacrificing accuracy. Motivated by this trend, we propose Learnable SMPLify, a neural framework that replaces the iterative fitting process in SMPLify with a single-pass regression model. The design of our framework targets two core challenges in neural IK: data construction and generalization. To enable effective training, we propose a temporal sampling strategy that constructs initialization-target pairs from sequential frames. To improve generalization across diverse motions and unseen poses, we propose a human-centric normalization scheme and residual learning to narrow the solution space. Learnable SMPLify supports both sequential inference and plug-in post-processing to refine existing image-based estimators. Extensive experiments demonstrate that our method establishes itself as a practical and simple baseline: it achieves nearly 200x faster runtime compared to SMPLify, generalizes well to unseen 3DPW and RICH, and operates in a model-agnostic manner when used as a plug-in tool on LucidAction. The code is available at https://github.com/Charrrrrlie/Learnable-SMPLify.

  • 5 authors
·
Aug 19, 2025 2

IKMo: Image-Keyframed Motion Generation with Trajectory-Pose Conditioned Motion Diffusion Model

Existing human motion generation methods with trajectory and pose inputs operate global processing on both modalities, leading to suboptimal outputs. In this paper, we propose IKMo, an image-keyframed motion generation method based on the diffusion model with trajectory and pose being decoupled. The trajectory and pose inputs go through a two-stage conditioning framework. In the first stage, the dedicated optimization module is applied to refine inputs. In the second stage, trajectory and pose are encoded via a Trajectory Encoder and a Pose Encoder in parallel. Then, motion with high spatial and semantic fidelity is guided by a motion ControlNet, which processes the fused trajectory and pose data. Experiment results based on HumanML3D and KIT-ML datasets demonstrate that the proposed method outperforms state-of-the-art on all metrics under trajectory-keyframe constraints. In addition, MLLM-based agents are implemented to pre-process model inputs. Given texts and keyframe images from users, the agents extract motion descriptions, keyframe poses, and trajectories as the optimized inputs into the motion generation model. We conducts a user study with 10 participants. The experiment results prove that the MLLM-based agents pre-processing makes generated motion more in line with users' expectation. We believe that the proposed method improves both the fidelity and controllability of motion generation by the diffusion model.

  • 3 authors
·
May 27, 2025

Ultrafast Sampling-based Kinodynamic Planning via Differential Flatness

Motion planning under dynamics constraints, i.e., kinodynamic planning, enables safe robot operation by generating dynamically feasible trajectories that the robot can accurately track. For high-\dof robots such as manipulators, sampling-based motion planners are commonly used, especially for complex tasks in cluttered environments. However, enforcing constraints on robot dynamics in such planners requires solving either challenging two-point boundary value problems (BVPs) or propagating robot dynamics over time, both of which are computational bottlenecks that drastically increase planning times. Meanwhile, recent efforts have shown that sampling-based motion planners can generate plans in microseconds using parallelization, but are limited to geometric paths. This paper develops AkinoPDF, a fast parallelized sampling-based kinodynamic motion planning technique for a broad class of differentially flat robot systems, including manipulators, ground and aerial vehicles, and more. Differential flatness allows us to transform the motion planning problem from the original state space to a flat output space, where an analytical time-parameterized solution of the BVP and dynamics integration can be obtained. A trajectory in the flat output space is then converted back to a closed-form dynamically feasible trajectory in the original state space, enabling fast validation via ``single instruction, multiple data" parallelism. Our method is fast, exact, and compatible with any sampling-based motion planner. We extensively verify the effectiveness of our approach in both simulated benchmarks and real experiments with cluttered and dynamic environments, requiring mere microseconds to milliseconds of planning time.

  • 5 authors
·
Mar 16

Cutting Slack: Quantum Optimization with Slack-Free Methods for Combinatorial Benchmarks

Constraint handling remains a key bottleneck in quantum combinatorial optimization. While slack-variable-based encodings are straightforward, they significantly increase qubit counts and circuit depth, challenging the scalability of quantum solvers. In this work, we investigate a suite of Lagrangian-based optimization techniques including dual ascent, bundle methods, cutting plane approaches, and augmented Lagrangian formulations for solving constrained combinatorial problems on quantum simulators and hardware. Our framework is applied to three representative NP-hard problems: the Travelling Salesman Problem (TSP), the Multi-Dimensional Knapsack Problem (MDKP), and the Maximum Independent Set (MIS). We demonstrate that MDKP and TSP, with their inequality-based or degree-constrained structures, allow for slack-free reformulations, leading to significant qubit savings without compromising performance. In contrast, MIS does not inherently benefit from slack elimination but still gains in feasibility and objective quality from principled Lagrangian updates. We benchmark these methods across classically hard instances, analyzing trade-offs in qubit usage, feasibility, and optimality gaps. Our results highlight the flexibility of Lagrangian formulations as a scalable alternative to naive QUBO penalization, even when qubit savings are not always achievable. This work provides practical insights for deploying constraint-aware quantum optimization pipelines, with applications in logistics, network design, and resource allocation.

  • 2 authors
·
Jul 16, 2025

A Real-Time Bike-Pedestrian Safety System with Wide-Angle Perception and Evaluation Testbed for Urban Intersections

Collisions between cyclists and pedestrians at urban intersections remain a persistent source of injuries, yet few systems attempt real-time warnings to unequipped road users using commodity hardware. We present a prototype collision warning system that runs on a single edge device with a wide-angle fisheye camera, producing audible and visual alerts at 30\,fps. The system makes four contributions. First, we develop a calibration pipeline for ultra-wide fisheye lenses that overcomes corner-detection failure and optimizer divergence through perspective remapping and direct bundle adjustment. Second, we combine fisheye-aware object detection with a closed-form ground-plane projection via a precomputed lookup table. Third, we introduce a design-time conformance simulation with 24 scripted hazard scenarios, stochastic size-aware detection failures, and a latency sweep showing that a first-order kinematic predictor maintains the mean warning budget above the distracted-pedestrian reaction time across realistic camera latencies. Fourth, we formalize the decision layer as a separable, auditable testbench with explicit deployment gates, contestability mechanisms, and a residual risk register. Under conformance testing with fisheye localization error, the selected pipeline configuration achieves 93.3\% sensitivity and 92.3\% specificity, with a mean warning budget of 3.3\,s. The system design was informed by community-aided design workshops. Code and replication scripts are available at https://github.com/mkturkcan/bikeped.

  • 1 authors
·
Apr 17

Improving Classifier-Free Guidance of Flow Matching via Manifold Projection

Classifier-free guidance (CFG) is a widely used technique for controllable generation in diffusion and flow-based models. Despite its empirical success, CFG relies on a heuristic linear extrapolation that is often sensitive to the guidance scale. In this work, we provide a principled interpretation of CFG through the lens of optimization. We demonstrate that the velocity field in flow matching corresponds to the gradient of a sequence of smoothed distance functions, which guides latent variables toward the scaled target image set. This perspective reveals that the standard CFG formulation is an approximation of this gradient, where the prediction gap, the discrepancy between conditional and unconditional outputs, governs guidance sensitivity. Leveraging this insight, we reformulate the CFG sampling as a homotopy optimization with a manifold constraint. This formulation necessitates a manifold projection step, which we implement via an incremental gradient descent scheme during sampling. To improve computational efficiency and stability, we further enhance this iterative process with Anderson Acceleration without requiring additional model evaluations. Our proposed methods are training-free and consistently refine generation fidelity, prompt alignment, and robustness to the guidance scale. We validate their effectiveness across diverse benchmarks, demonstrating significant improvements on large-scale models such as DiT-XL-2-256, Flux, and Stable Diffusion 3.5.

  • 4 authors
·
Jan 29

Bridging Formal Language with Chain-of-Thought Reasoning to Geometry Problem Solving

Large vision language models exhibit notable limitations on Geometry Problem Solving (GPS) because of their unreliable diagram interpretation and pure natural-language reasoning. A recent line of work mitigates this by using symbolic solvers: the model directly generates a formal program that a geometry solver can execute. However, this direct program generation lacks intermediate reasoning, making the decision process opaque and prone to errors. In this work, we explore a new approach that integrates Chain-of-Thought (CoT) with formal language. The model interleaves natural language reasoning with incremental emission of solver-executable code, producing a hybrid reasoning trace in which critical derivations are expressed in formal language. To teach this behavior at scale, we combine (1) supervised fine-tuning on an 11K newly developed synthetic dataset with interleaved natural language reasoning and automatic formalization, and (2) solver-in-the-loop reinforcement learning that jointly optimizes both the CoT narrative and the resulting program through outcome-based rewards. Built on Qwen2.5-VL-7B, our new model, named GF-Reasoner, achieves up to 15% accuracy improvements on standard GPS benchmarks, surpassing both 7B-scale peers and the much larger model Qwen2.5-VL-72B. By exploiting high-order geometric knowledge and offloading symbolic computation to the solver, the generated reasoning traces are noticeably shorter and cleaner. Furthermore, we present a comprehensive analysis of method design choices (e.g., reasoning paradigms, data synthesis, training epochs, etc.), providing actionable insights for future research.

  • 6 authors
·
Aug 12, 2025

BrickSim: A Physics-Based Simulator for Manipulating Interlocking Brick Assemblies

Interlocking brick assemblies provide a standardized yet challenging testbed for contact-rich and long-horizon robotic manipulation, but existing rigid-body simulators do not faithfully capture snap-fit mechanics. We present BrickSim, the first real-time physics-based simulator for interlocking brick assemblies. BrickSim introduces a compact force-based mechanics model for snap-fit connections and solves the resulting internal force distribution using a structured convex quadratic program. Combined with a hybrid architecture that delegates rigid-body dynamics to the underlying physics engine while handling snap-fit mechanics separately, BrickSim enables real-time, high-fidelity simulation of assembly, disassembly, and structural collapse. On 150 real-world assemblies, BrickSim achieves 100% accuracy in static stability prediction with an average solve time of 5 ms. In dynamic drop tests, it also faithfully reproduces real-world structural collapse, precisely mirroring both the occurrence of breakage and the specific breakage locations. Built on Isaac Sim, BrickSim further supports seamless integration with a wide variety of robots and existing pipelines. We demonstrate robotic construction of brick assemblies using BrickSim, highlighting its potential as a foundation for research in dexterous, long-horizon robotic manipulation. BrickSim is open-source, and the code is available at https://github.com/intelligent-control-lab/BrickSim.

Group Marching Tree: Sampling-Based Approximately Optimal Motion Planning on GPUs

This paper presents a novel approach, named the Group Marching Tree (GMT*) algorithm, to planning on GPUs at rates amenable to application within control loops, allowing planning in real-world settings via repeated computation of near-optimal plans. GMT*, like the Fast Marching Tree (FMT) algorithm, explores the state space with a "lazy" dynamic programming recursion on a set of samples to grow a tree of near-optimal paths. GMT*, however, alters the approach of FMT with approximate dynamic programming by expanding, in parallel, the group of all active samples with cost below an increasing threshold, rather than only the minimum cost sample. This group approximation enables low-level parallelism over the sample set and removes the need for sequential data structures, while the "lazy" collision checking limits thread divergence---all contributing to a very efficient GPU implementation. While this approach incurs some suboptimality, we prove that GMT* remains asymptotically optimal up to a constant multiplicative factor. We show solutions for complex planning problems under differential constraints can be found in ~10 ms on a desktop GPU and ~30 ms on an embedded GPU, representing a significant speed up over the state of the art, with only small losses in performance. Finally, we present a scenario demonstrating the efficacy of planning within the control loop (~100 Hz) towards operating in dynamic, uncertain settings.

  • 3 authors
·
May 4, 2017

PDEAgent-Bench: A Multi-Metric, Multi-Library Benchmark for PDE Solver Generation

PDE-to-solver code generation aims to automatically synthesize executable numerical solvers from partial differential equation (PDE) specifications. This task requires not only understanding the mathematical structure of PDEs, but also selecting appropriate discretization schemes and solver configurations, and correctly implementing the resulting formulations in finite-element method (FEM) libraries. Existing code generation benchmarks mainly evaluate syntactic correctness, or success on predefined test cases. To our knowledge, there is currently no publicly available benchmark specifically for PDE-to-solver code generation, and general-purpose code benchmarks do not fully capture the unique challenges of numerical PDE solution, such as ensuring solver accuracy, efficiency, and compatibility with professional FEM libraries. We introduce PDEAgent-Bench, to the best of our knowledge, the first multi-metric, multi-library benchmark for PDE-to-solver code generation. PDEAgent-Bench contains 645 instances across 6 mathematical categories and 11 PDE families, with common FEM libraries for DOLFINx, Firedrake, and deal.II. Each instance provides an agent-facing problem specification, a reference solution on a prescribed evaluation grid, and case-specific accuracy and runtime targets. PDEAgent-Bench adopts a staged evaluation framework in which generated solvers must sequentially pass executability, numerical accuracy, and computational efficiency checks. Experiments with representative LLMs and code agents show that models can often produce runnable code, but their pass rate drops substantially once accuracy and efficiency requirements are enforced. These results indicate that current agents remain limited in producing numerically reliable and efficient PDE solvers, and that PDEAgent-Bench provides a reproducible testbed grounded in the practical requirements of numerical PDE solving.

  • 24 authors
·
May 9

Learning Flexible Body Collision Dynamics with Hierarchical Contact Mesh Transformer

Recently, many mesh-based graph neural network (GNN) models have been proposed for modeling complex high-dimensional physical systems. Remarkable achievements have been made in significantly reducing the solving time compared to traditional numerical solvers. These methods are typically designed to i) reduce the computational cost in solving physical dynamics and/or ii) propose techniques to enhance the solution accuracy in fluid and rigid body dynamics. However, it remains under-explored whether they are effective in addressing the challenges of flexible body dynamics, where instantaneous collisions occur within a very short timeframe. In this paper, we present Hierarchical Contact Mesh Transformer (HCMT), which uses hierarchical mesh structures and can learn long-range dependencies (occurred by collisions) among spatially distant positions of a body -- two close positions in a higher-level mesh correspond to two distant positions in a lower-level mesh. HCMT enables long-range interactions, and the hierarchical mesh structure quickly propagates collision effects to faraway positions. To this end, it consists of a contact mesh Transformer and a hierarchical mesh Transformer (CMT and HMT, respectively). Lastly, we propose a flexible body dynamics dataset, consisting of trajectories that reflect experimental settings frequently used in the display industry for product designs. We also compare the performance of several baselines using well-known benchmark datasets. Our results show that HCMT provides significant performance improvements over existing methods. Our code is available at https://github.com/yuyudeep/hcmt.

  • 12 authors
·
Dec 19, 2023

SAFE: Stable Alignment Finetuning with Entropy-Aware Predictive Control for RLHF

Optimization (PPO) has been positioned by recent literature as the canonical method for the RL part of RLHF. PPO performs well empirically but has a heuristic motivation and handles the KL-divergence constraint used in LM-RLHF in an ad-hoc manner and suffers form reward oscillations, entropy collapse, value function drift, and sudden policy divergence that require frequent restarts and extensive hyperparameter tuning. In this paper, we develop a new pure on policy actor-critic RL method for the LM-RLHF setting. We present SAFE (Stable Alignment Finetuning with Entropy-aware control),a novel RLHF algorithm that combines a Double Soft-Min Critic for pessimistic value estimation with a new multi-layer stabilization framework combining entropy-gated KL regulation, and PID-controlled adaptive thresholds. Unlike standard PPO's symmetric KL penalties, SAFE distinguishes high-entropy exploration from low-entropy mode collapse and adjusts penalties dynamically based on reward velocity. Experiments on a 3B parameter model show SAFE achieves +5.15\% training-average reward than PPO (0.725 vs 0.689), negligible reward crashes, and superior KL control than ppo . Our method adds minimal computational overhead and provides an interpretable, crash-resistant RLHF framework that maintains aggressive learning speed while ensuring stable long-horizon optimization suitable for production deployment. Code is available at https://github.com/ryyzn9/SAFE

  • 1 authors
·
Feb 4 3

amangkurat: A Python Library for Symplectic Pseudo-Spectral Solution of the Idealized (1+1)D Nonlinear Klein-Gordon Equation

This study introduces amangkurat, an open-source Python library designed for the robust numerical simulation of relativistic scalar field dynamics governed by the nonlinear Klein-Gordon equation in (1+1)D spacetime. The software implements a hybrid computational strategy that couples Fourier pseudo-spectral spatial discretization with a symplectic Størmer-Verlet temporal integrator, ensuring both exponential spatial convergence for smooth solutions and long-term preservation of Hamiltonian structure. To optimize performance, the solver incorporates adaptive timestepping based on Courant-Friedrichs-Lewy (CFL) stability criteria and utilizes Just-In-Time (JIT) compilation for parallelized force computation. The library's capabilities are validated across four canonical physical regimes: dispersive linear wave propagation, static topological kink preservation in phi-fourth theory, integrable breather dynamics in the sine-Gordon model, and non-integrable kink-antikink collisions. Beyond standard numerical validation, this work establishes a multi-faceted analysis framework employing information-theoretic entropy metrics (Shannon, Rényi, and Tsallis), kernel density estimation, and phase space reconstruction to quantify the distinct phenomenological signatures of these regimes. Statistical hypothesis testing confirms that these scenarios represent statistically distinguishable dynamical populations. Benchmarks on standard workstation hardware demonstrate that the implementation achieves high computational efficiency, making it a viable platform for exploratory research and education in nonlinear field theory.

  • 2 authors
·
Dec 27, 2025

Discrete Optimization of Min-Max Violation and its Applications Across Computational Sciences

We introduce the Discrete Min-Max Violation (DMMV) as a general optimization problem which seeks an assignment of discrete values to variables that minimizes the largest constraint violation. This context-free mathematical formulation is applicable to a wide range of use cases that have worst-case performance requirements. After defining the DMMV problem mathematically, we explore its properties to establish a foundational understanding. To tackle DMMV instance sizes of practical relevance, we develop a GPU-accelerated heuristic that takes advantage of the mathematical properties of DMMV for speeding up the solution process. We demonstrate the versatile applicability of our heuristic by solving three optimization problems as use cases: (1) post-training quantization of language models, (2) discrete tomography, and (3) Finite Impulse Response (FIR) filter design. In quantization without outlier separation, our heuristic achieves 14% improvement on average over existing methods. In discrete tomography, it reduces reconstruction error by 16% under uniform noise and accelerates computations by a factor of 6 on GPU. For FIR filter design, it nearly achieves 50% ripple reduction compared to using the commercial integer optimization solver, Gurobi. Our comparative results point to the benefits of studying DMMV as a context-free optimization problem and the advantages that our proposed heuristic offers on three distinct problems. Our GPU-accelerated heuristic will be made open-source to further stimulate research on DMMV and its other applications. The code is available at https://anonymous.4open.science/r/AMVM-5F3E/

  • 4 authors
·
Aug 18, 2025

BoundMPC: Cartesian Trajectory Planning with Error Bounds based on Model Predictive Control in the Joint Space

This work presents a novel online model-predictive trajectory planner for robotic manipulators called BoundMPC. This planner allows the collision-free following of Cartesian reference paths in the end-effector's position and orientation, including via-points, within desired asymmetric bounds of the orthogonal path error. The path parameter synchronizes the position and orientation reference paths. The decomposition of the path error into the tangential direction, describing the path progress, and the orthogonal direction, which represents the deviation from the path, is well known for the position from the path-following control in the literature. This paper extends this idea to the orientation by utilizing the Lie theory of rotations. Moreover, the orthogonal error plane is further decomposed into basis directions to define asymmetric Cartesian error bounds easily. Using piecewise linear position and orientation reference paths with via-points is computationally very efficient and allows replanning the pose trajectories during the robot's motion. This feature makes it possible to use this planner for dynamically changing environments and varying goals. The flexibility and performance of BoundMPC are experimentally demonstrated by two scenarios on a 7-DoF Kuka LBR iiwa 14 R820 robot. The first scenario shows the transfer of a larger object from a start to a goal pose through a confined space where the object must be tilted. The second scenario deals with grasping an object from a table where the grasping point changes during the robot's motion, and collisions with other obstacles in the scene must be avoided.

  • 4 authors
·
Jan 10, 2024

The Predicted-Updates Dynamic Model: Offline, Incremental, and Decremental to Fully Dynamic Transformations

We formulate the predicted-updates dynamic model, one of the first beyond-worst-case models for dynamic algorithms, which generalizes a large set of well-studied dynamic models including the offline dynamic, incremental, and decremental models to the fully dynamic setting when given predictions about the update times of the elements. In the most basic form of our model, we receive a set of predicted update times for all of the updates that occur over the event horizon. We give a novel framework that "lifts" offline divide-and-conquer algorithms into the fully dynamic setting with little overhead. Using this, we are able to interpolate between the offline and fully dynamic settings; when the ell_1 error of the prediction is linear in the number of updates, we achieve the offline runtime of the algorithm (up to poly log n factors). Provided a fully dynamic backstop algorithm, our algorithm will never do worse than the backstop algorithm regardless of the prediction error. Furthermore, our framework achieves a smooth linear trade-off between ell_1 error in the predictions and runtime. These correspond to the desiderata of consistency, robustness, and graceful degradation of the algorithms-with-predictions literature. We further extend our techniques to incremental and decremental settings, transforming algorithms in these settings when given predictions of only the deletion and insertion times, respectively. Our framework is general, and we apply it to obtain improved efficiency bounds over the state-of-the-art dynamic algorithms for a variety of problems including triconnectivity, planar digraph all pairs shortest paths, k-edge connectivity, and others, for prediction error of reasonable magnitude.

  • 2 authors
·
Jul 17, 2023

StoSignSGD: Unbiased Structural Stochasticity Fixes SignSGD for Training Large Language Models

Sign-based optimization algorithms, such as SignSGD, have garnered significant attention for their remarkable performance in distributed learning and training large foundation models. Despite their empirical superiority, SignSGD is known to diverge on non-smooth objectives, which are ubiquitous in modern machine learning due to ReLUs, max-pools, and mixture-of-experts. To overcome this fundamental limitation, we propose StoSignSGD, an algorithm that injects structural stochasticity into the sign operator while maintaining an unbiased update step. In the regime of (online) convex optimization, our theoretical analysis shows that StoSignSGD rigorously resolves the non-convergence issues of SignSGD, achieving a sharp convergence rate matching the lower bound. For the more challenging non-convex non-smooth optimization, we introduce generalized stationary measures that encompass prior definitions, proving that StoSignSGD improves upon the best-known complexity bounds by dimensional factors. Empirically, StoSignSGD exhibits robust stability and superior efficiency across diverse large language model (LLM) training regimes. Notably, in low-precision FP8 pretraining -- a setting where AdamW fails catastrophically -- StoSignSGD remains highly stable and yields a remarkable 1.44times to 2.14times speedup relative to established baselines. Furthermore, when fine-tuning 7B LLMs on mathematical reasoning tasks, StoSignSGD delivers substantial performance gains over both AdamW and SignSGD. Finally, to dissect the mechanisms driving its success, we develop a sign conversion framework capable of transforming any general optimizer into its unbiased, sign-based counterpart. Utilizing this framework, we deconstruct the core components of StoSignSGD and present a comprehensive ablation study to empirically validate our algorithmic design choices.

  • 4 authors
·
Apr 15

Model-Based and Sample-Efficient AI-Assisted Math Discovery in Sphere Packing

Sphere packing, Hilbert's eighteenth problem, asks for the densest arrangement of congruent spheres in n-dimensional Euclidean space. Although relevant to areas such as cryptography, crystallography, and medical imaging, the problem remains unresolved: beyond a few special dimensions, neither optimal packings nor tight upper bounds are known. Even a major breakthrough in dimension n=8, later recognised with a Fields Medal, underscores its difficulty. A leading technique for upper bounds, the three-point method, reduces the problem to solving large, high-precision semidefinite programs (SDPs). Because each candidate SDP may take days to evaluate, standard data-intensive AI approaches are infeasible. We address this challenge by formulating SDP construction as a sequential decision process, the SDP game, in which a policy assembles SDP formulations from a set of admissible components. Using a sample-efficient model-based framework that combines Bayesian optimisation with Monte Carlo Tree Search, we obtain new state-of-the-art upper bounds in dimensions 4-16, showing that model-based search can advance computational progress in longstanding geometric problems. Together, these results demonstrate that sample-efficient, model-based search can make tangible progress on mathematically rigid, evaluation limited problems, pointing towards a complementary direction for AI-assisted discovery beyond large-scale LLM-driven exploration.

  • 6 authors
·
Dec 4, 2025 2

Spectral Subspace Clustering for Attributed Graphs

Subspace clustering seeks to identify subspaces that segment a set of n data points into k (k<<n) groups, which has emerged as a powerful tool for analyzing data from various domains, especially images and videos. Recently, several studies have demonstrated the great potential of subspace clustering models for partitioning vertices in attributed graphs, referred to as SCAG. However, these works either demand significant computational overhead for constructing the nxn self-expressive matrix, or fail to incorporate graph topology and attribute data into the subspace clustering framework effectively, and thus, compromise result quality. Motivated by this, this paper presents two effective and efficient algorithms, S2CAG and M-S2CAG, for SCAG computation. Particularly, S2CAG obtains superb performance through three major contributions. First, we formulate a new objective function for SCAG with a refined representation model for vertices and two non-trivial constraints. On top of that, an efficient linear-time optimization solver is developed based on our theoretically grounded problem transformation and well-thought-out adaptive strategy. We then conduct an in-depth analysis to disclose the theoretical connection of S2CAG to conductance minimization, which further inspires the design of M-S2CAG that maximizes the modularity. Our extensive experiments, comparing S2CAG and M-S2CAG against 17 competitors over 8 benchmark datasets, exhibit that our solutions outperform all baselines in terms of clustering quality measured against the ground truth while delivering high efficiency

  • 4 authors
·
Nov 17, 2024

Informed RRT*: Optimal Sampling-based Path Planning Focused via Direct Sampling of an Admissible Ellipsoidal Heuristic

Rapidly-exploring random trees (RRTs) are popular in motion planning because they find solutions efficiently to single-query problems. Optimal RRTs (RRT*s) extend RRTs to the problem of finding the optimal solution, but in doing so asymptotically find the optimal path from the initial state to every state in the planning domain. This behaviour is not only inefficient but also inconsistent with their single-query nature. For problems seeking to minimize path length, the subset of states that can improve a solution can be described by a prolate hyperspheroid. We show that unless this subset is sampled directly, the probability of improving a solution becomes arbitrarily small in large worlds or high state dimensions. In this paper, we present an exact method to focus the search by directly sampling this subset. The advantages of the presented sampling technique are demonstrated with a new algorithm, Informed RRT*. This method retains the same probabilistic guarantees on completeness and optimality as RRT* while improving the convergence rate and final solution quality. We present the algorithm as a simple modification to RRT* that could be further extended by more advanced path-planning algorithms. We show experimentally that it outperforms RRT* in rate of convergence, final solution cost, and ability to find difficult passages while demonstrating less dependence on the state dimension and range of the planning problem.

  • 3 authors
·
Nov 27, 2014

An analytical framework for the Levine hats problem: new strategies, bounds and generalizations

We study the Levine hat problem, a classic combinatorial puzzle introduced by Lionel Levine in 2010. This problem involves a game in which n geq 2 players, each seeing an infinite stack of hats on each of their teammates' heads but not on their own, must simultaneously guess the index of a black hat on their own stack. If one of the players fails to do so, the team loses collectively. The players must therefore come up with a good strategy before the game starts. While the optimal winning probability V_{n} remains unknown even for n=2, we make three key advances. First, we develop a novel geometric framework for representing strategies through measurable functions, providing a new expression of V_{n} and a unified treatment of the game for finite and for infinite stacks via integral formulations. Secondly, we construct a new strategy K_{5} that reaches the conjectured optimal probability of victory : 0.35. We also show that K_{5} is part of a larger class of strategies that allow us to improve current bounds and resolve conjectured inequalities. Finally, we introduce and entirely solve a continuous generalization of the problem, demonstrating that extending to uncountable hat stacks increases the optimal winning probability to exactly 1/2. This generalization naturally leads to a broader and smoother strategic framework, within which we also describe how to compute optimal responses to a range of strategies.

  • 5 authors
·
Aug 3, 2025

Constrained Bi-Level Optimization: Proximal Lagrangian Value function Approach and Hessian-free Algorithm

This paper presents a new approach and algorithm for solving a class of constrained Bi-Level Optimization (BLO) problems in which the lower-level problem involves constraints coupling both upper-level and lower-level variables. Such problems have recently gained significant attention due to their broad applicability in machine learning. However, conventional gradient-based methods unavoidably rely on computationally intensive calculations related to the Hessian matrix. To address this challenge, we begin by devising a smooth proximal Lagrangian value function to handle the constrained lower-level problem. Utilizing this construct, we introduce a single-level reformulation for constrained BLOs that transforms the original BLO problem into an equivalent optimization problem with smooth constraints. Enabled by this reformulation, we develop a Hessian-free gradient-based algorithm-termed proximal Lagrangian Value function-based Hessian-free Bi-level Algorithm (LV-HBA)-that is straightforward to implement in a single loop manner. Consequently, LV-HBA is especially well-suited for machine learning applications. Furthermore, we offer non-asymptotic convergence analysis for LV-HBA, eliminating the need for traditional strong convexity assumptions for the lower-level problem while also being capable of accommodating non-singleton scenarios. Empirical results substantiate the algorithm's superior practical performance.

  • 4 authors
·
Jan 29, 2024

Binary-Integer-Programming Based Algorithm for Expert Load Balancing in Mixture-of-Experts Models

For pre-training of MoE (Mixture-of-Experts) models, one of the main issues is unbalanced expert loads, which may cause routing collapse or increased computational overhead. Existing methods contain the Loss-Controlled method and the Loss-Free method, where both the unbalanced degrees at first several training steps are still high and decrease slowly. In this work, we propose BIP-Based Balancing, an expert load balancing algorithm based on binary integer programming (BIP). The algorithm maintains an additional vector q on each MoE layer that can help change the top-K order of s by solving a binary integer programming with very small time costs. We implement the algorithm on two MoE language models: 16-expert (0.3B) and 64-expert (1.1B). The experimental results show that on both models comparing with the Loss-Controlled method and the Loss-Free method, our algorithm trains models with the lowest perplexities, while saves at least 13% of pre-training time compared with the Loss-Controlled method. Within our current knowledge, this is the first routing algorithm that achieves maintaining load balance status on every expert in every MoE layer from the first step to the last step during the whole pre-training process, while the trained MoE models also perform well. The code material of this work is available at https://github.com/sunyuanLLM/bip_routing_algorithm.

  • 1 authors
·
Feb 21, 2025

MoCapAnything V2: End-to-End Motion Capture for Arbitrary Skeletons

Recent methods for arbitrary-skeleton motion capture from monocular video follow a factorized pipeline, where a Video-to-Pose network predicts joint positions and an analytical inverse-kinematics (IK) stage recovers joint rotations. While effective, this design is inherently limited, since joint positions do not fully determine rotations and leave degrees of freedom such as bone-axis twist ambiguous, and the non-differentiable IK stage prevents the system from adapting to noisy predictions or optimizing for the final animation objective. In this work, we present the first fully end-to-end framework in which both Video-to-Pose and Pose-to-Rotation are learnable and jointly optimized. We observe that the ambiguity in pose-to-rotation mapping arises from missing coordinate system information: the same joint positions can correspond to different rotations under different rest poses and local axis conventions. To resolve this, we introduce a reference pose-rotation pair from the target asset, which, together with the rest pose, not only anchors the mapping but also defines the underlying rotation coordinate system. This formulation turns rotation prediction into a well-constrained conditional problem and enables effective learning. In addition, our model predicts joint positions directly from video without relying on mesh intermediates, improving both robustness and efficiency. Both stages share a skeleton-aware Global-Local Graph-guided Multi-Head Attention (GL-GMHA) module for joint-level local reasoning and global coordination. Experiments on Truebones Zoo and Objaverse show that our method reduces rotation error from ~17 degrees to ~10 degrees, and to 6.54 degrees on unseen skeletons, while achieving ~20x faster inference than mesh-based pipelines. Project page: https://animotionlab.github.io/MoCapAnythingV2/

  • 13 authors
·
Apr 29 3

DragMesh: Interactive 3D Generation Made Easy

While generative models have excelled at creating static 3D content, the pursuit of systems that understand how objects move and respond to interactions remains a fundamental challenge. Current methods for articulated motion lie at a crossroads: they are either physically consistent but too slow for real-time use, or generative but violate basic kinematic constraints. We present DragMesh, a robust framework for real-time interactive 3D articulation built around a lightweight motion generation core. Our core contribution is a novel decoupled kinematic reasoning and motion generation framework. First, we infer the latent joint parameters by decoupling semantic intent reasoning (which determines the joint type) from geometric regression (which determines the axis and origin using our Kinematics Prediction Network (KPP-Net)). Second, to leverage the compact, continuous, and singularity-free properties of dual quaternions for representing rigid body motion, we develop a novel Dual Quaternion VAE (DQ-VAE). This DQ-VAE receives these predicted priors, along with the original user drag, to generate a complete, plausible motion trajectory. To ensure strict adherence to kinematics, we inject the joint priors at every layer of the DQ-VAE's non-autoregressive Transformer decoder using FiLM (Feature-wise Linear Modulation) conditioning. This persistent, multi-scale guidance is complemented by a numerically-stable cross-product loss to guarantee axis alignment. This decoupled design allows DragMesh to achieve real-time performance and enables plausible, generative articulation on novel objects without retraining, offering a practical step toward generative 3D intelligence. Code: https://github.com/AIGeeksGroup/DragMesh. Website: https://aigeeksgroup.github.io/DragMesh.

PekingUniversity Peking University
·
Dec 6, 2025 2

SafeMo: Linguistically Grounded Unlearning for Trustworthy Text-to-Motion Generation

Text-to-motion (T2M) generation with diffusion backbones achieves strong realism and alignment. Safety concerns in T2M methods have been raised in recent years; existing methods replace discrete VQ-VAE codebook entries to steer the model away from unsafe behaviors. However, discrete codebook replacement-based methods have two critical flaws: firstly, replacing codebook entries which are reused by benign prompts leads to drifts on everyday tasks, degrading the model's benign performance; secondly, discrete token-based methods introduce quantization and smoothness loss, resulting in artifacts and jerky transitions. Moreover, existing text-to-motion datasets naturally contain unsafe intents and corresponding motions, making them unsuitable for safety-driven machine learning. To address these challenges, we propose SafeMo, a trustworthy motion generative framework integrating Minimal Motion Unlearning (MMU), a two-stage machine unlearning strategy, enabling safe human motion generation in continuous space, preserving continuous kinematics without codebook loss and delivering strong safety-utility trade-offs compared to current baselines. Additionally, we present the first safe text-to-motion dataset SafeMoVAE-29K integrating rewritten safe text prompts and continuous refined motion for trustworthy human motion unlearning. Built upon DiP, SafeMo efficiently generates safe human motions with natural transitions. Experiments demonstrate effective unlearning performance of SafeMo by showing strengthened forgetting on unsafe prompts, reaching 2.5x and 14.4x higher forget-set FID on HumanML3D and Motion-X respectively, compared to the previous SOTA human motion unlearning method LCR, with benign performance on safe prompts being better or comparable. Code: https://github.com/AIGeeksGroup/SafeMo. Website: https://aigeeksgroup.github.io/SafeMo.

  • 4 authors
·
Jan 2

PlayCoder: Making LLM-Generated GUI Code Playable

Large language models (LLMs) have achieved strong results in code generation, but their ability to generate GUI applications, especially games, remains insufficiently studied. Existing benchmarks mainly evaluate correctness through test cases, which are inadequate for GUI applications because these systems are interactive, event-driven, and require correct state transitions across sequences of user actions. Their evaluation therefore should consider interaction flows and UI logic rather than only pass/fail outcomes. To study this problem, we introduce PlayEval, a repository-aware benchmark built from 43 multilingual GUI applications in Python, TypeScript, and JavaScript. Unlike prior GUI benchmarks that are difficult to adapt to desktop environments, PlayEval covers six major GUI application categories and directly supports code-generation evaluation. We further propose Play@k, a metric that measures whether at least one of *k* generated candidates can be played end-to-end without logical errors. To support reliable evaluation, we develop PlayTester, an LLM-based agent that performs task-oriented GUI playthroughs and detects logic violations automatically. Experiments on 10 state-of-the-art code LLMs show that, despite high compilation rates, they achieve near-zero Play@3, revealing major weaknesses in generating logically correct GUI applications. To address this limitation, we present PlayCoder, a multi-agent, repository-aware framework that generates, evaluates, and iteratively repairs GUI application code in a closed loop. PlayCoder substantially improves both functional correctness and semantic alignment for open-source and closed-source models, reaching up to 38.1% Exec@3 and 20.3% Play@3. Case studies further show that it can uncover silent logic bugs missed by traditional metrics and fix them through targeted edits.

tencent Tencent
·
Apr 20 4

Training Non-Differentiable Networks via Optimal Transport

Neural networks increasingly embed non-differentiable components (spiking neurons, quantized layers, discrete routing, blackbox simulators, etc.) where backpropagation is inapplicable and surrogate gradients introduce bias. We present PolyStep, a gradient-free optimizer that updates parameters using only forward passes. Each step evaluates the loss at structured polytope vertices in a compressed subspace, computes softmax-weighted assignments over the resulting cost matrix, and displaces particles toward low-cost vertices via barycentric projection. This update corresponds to the one-sided limit of a regularized optimal-transport problem, inheriting its geometric structure without Sinkhorn iterations. PolyStep trains genuinely non-differentiable models where existing gradient-free methods collapse to near-random accuracy. On hard-LIF spiking networks we reach 93.4% test accuracy, outperforming all gradient-free baselines by over 60~pp and closing to within 4.4~pp of a surrogate-gradient Adam ceiling. Across four additional non-differentiable architectures (int8 quantization, argmax attention, staircase activations, hard MoE routing) we lead every gradient-free competitor. On MAX-SAT scaling from 100 to 1M variables, we sustain above 92% clause satisfaction while evolution strategies drop 8--12~pp. On RL policy search, we match OpenAI-ES on classical control and retain performance under integer and binary quantization that collapses gradient-based methods. We prove convergence to conservative-stationary points at rate O(log T/T) on piecewise-smooth losses, upgraded to Clarke-stationary on the headline architectures and extended to the piecewise-constant regime via a hitting-time bound. These rates match the known zeroth-order query-complexity lower bounds that all forward-only methods inherit. Code is available at https://github.com/anindex/polystep.

  • 1 authors
·
May 2

An Efficient Graph-Transformer Operator for Learning Physical Dynamics with Manifolds Embedding

Accurate and efficient physical simulations are essential in science and engineering, yet traditional numerical solvers face significant challenges in computational cost when handling simulations across dynamic scenarios involving complex geometries, varying boundary/initial conditions, and diverse physical parameters. While deep learning offers promising alternatives, existing methods often struggle with flexibility and generalization, particularly on unstructured meshes, which significantly limits their practical applicability. To address these challenges, we propose PhysGTO, an efficient Graph-Transformer Operator for learning physical dynamics through explicit manifold embeddings in both physical and latent spaces. In the physical space, the proposed Unified Graph Embedding module aligns node-level conditions and constructs sparse yet structure-preserving graph connectivity to process heterogeneous inputs. In the latent space, PhysGTO integrates a lightweight flux-oriented message-passing scheme with projection-inspired attention to capture local and global dependencies, facilitating multilevel interactions among complex physical correlations. This design ensures linear complexity relative to the number of mesh points, reducing both the number of trainable parameters and computational costs in terms of floating-point operations (FLOPs), and thereby allowing efficient inference in real-time applications. We introduce a comprehensive benchmark spanning eleven datasets, covering problems with unstructured meshes, transient flow dynamics, and large-scale 3D geometries. PhysGTO consistently achieves state-of-the-art accuracy while significantly reducing computational costs, demonstrating superior flexibility, scalability, and generalization in a wide range of simulation tasks.

  • 9 authors
·
Dec 10, 2025 1

Restart-Free (Accelerated) Gradient Sliding Methods for Strongly Convex Composite Optimization

In this paper, we study a class of composite optimization problems whose objective function is given by the summation of a general smooth and nonsmooth component, together with a relatively simple nonsmooth term. While restart strategies are commonly employed in first-order methods to achieve optimal convergence under strong convexity, they introduce structural complexity and practical overhead, making algorithm design and nesting cumbersome. To address this, we propose a restart-free stochastic gradient sliding algorithm that eliminates the need for explicit restart phases when the simple nonsmooth component is strongly convex. Through a novel and carefully designed parameter selection strategy, we prove that the proposed algorithm achieves an ε-solution with only O(log(1ε)) gradient evaluations for the smooth component and O(1ε) stochastic subgradient evaluations for the nonsmooth component, matching the optimal complexity of existing multi-phase (restart-based) methods. Moreover, for the case where the nonsmooth component is structured, allowing the overall problem to be reformulated as a bilinear saddle-point problem, we develop a restart-free accelerated stochastic gradient sliding algorithm. We show that the resulting method requires only O(log(1ε)) gradient computations for the smooth component while preserving an overall iteration complexity of O(1{sqrtε}) for solving the corresponding saddle-point problems. Our work thus provides simpler, restart-f

  • 3 authors
·
Feb 3

V-OCBF: Learning Safety Filters from Offline Data via Value-Guided Offline Control Barrier Functions

Ensuring safety in autonomous systems requires controllers that satisfy hard, state-wise constraints without relying on online interaction. While existing Safe Offline RL methods typically enforce soft expected-cost constraints, they do not guarantee forward invariance. Conversely, Control Barrier Functions (CBFs) provide rigorous safety guarantees but usually depend on expert-designed barrier functions or full knowledge of the system dynamics. We introduce Value-Guided Offline Control Barrier Functions (V-OCBF), a framework that learns a neural CBF entirely from offline demonstrations. Unlike prior approaches, V-OCBF does not assume access to the dynamics model; instead, it derives a recursive finite-difference barrier update, enabling model-free learning of a barrier that propagates safety information over time. Moreover, V-OCBF incorporates an expectile-based objective that avoids querying the barrier on out-of-distribution actions and restricts updates to the dataset-supported action set. The learned barrier is then used with a Quadratic Program (QP) formulation to synthesize real-time safe control. Across multiple case studies, V-OCBF yields substantially fewer safety violations than baseline methods while maintaining strong task performance, highlighting its scalability for offline synthesis of safety-critical controllers without online interaction or hand-engineered barriers.

  • 5 authors
·
Dec 11, 2025

Learning to Generate Object Interactions with Physics-Guided Video Diffusion

Recent models for video generation have achieved remarkable progress and are now deployed in film, social media production, and advertising. Beyond their creative potential, such models also hold promise as world simulators for robotics and embodied decision making. Despite strong advances, however, current approaches still struggle to generate physically plausible object interactions and lack physics-grounded control mechanisms. To address this limitation, we introduce KineMask, an approach for physics-guided video generation that enables realistic rigid body control, interactions, and effects. Given a single image and a specified object velocity, our method generates videos with inferred motions and future object interactions. We propose a two-stage training strategy that gradually removes future motion supervision via object masks. Using this strategy we train video diffusion models (VDMs) on synthetic scenes of simple interactions and demonstrate significant improvements of object interactions in real scenes. Furthermore, KineMask integrates low-level motion control with high-level textual conditioning via predictive scene descriptions, leading to effective support for synthesis of complex dynamical phenomena. Extensive experiments show that KineMask achieves strong improvements over recent models of comparable size. Ablation studies further highlight the complementary roles of low- and high-level conditioning in VDMs. Our code, model, and data will be made publicly available.

  • 5 authors
·
Oct 2, 2025

MV-SAM3D: Adaptive Multi-View Fusion for Layout-Aware 3D Generation

Recent unified 3D generation models have made remarkable progress in producing high-quality 3D assets from a single image. Notably, layout-aware approaches such as SAM3D can reconstruct multiple objects while preserving their spatial arrangement, opening the door to practical scene-level 3D generation. However, current methods are limited to single-view input and cannot leverage complementary multi-view observations, while independently estimated object poses often lead to physically implausible layouts such as interpenetration and floating artifacts. We present MV-SAM3D, a training-free framework that extends layout-aware 3D generation with multi-view consistency and physical plausibility. We formulate multi-view fusion as a Multi-Diffusion process in 3D latent space and propose two adaptive weighting strategies -- attention-entropy weighting and visibility weighting -- that enable confidence-aware fusion, ensuring each viewpoint contributes according to its local observation reliability. For multi-object composition, we introduce physics-aware optimization that injects collision and contact constraints both during and after generation, yielding physically plausible object arrangements. Experiments on standard benchmarks and real-world multi-object scenes demonstrate significant improvements in reconstruction fidelity and layout plausibility, all without any additional training. Code is available at https://github.com/devinli123/MV-SAM3D.

  • 7 authors
·
Mar 12