Abstract:Reconstructing translucent objects from multi-view images is a difficult problem. Previously, researchers have used differentiable path tracing and the neural implicit field, which require relatively large computational costs. Recently, many works have achieved good reconstruction results for opaque objects based on a 3DGS pipeline with much higher efficiency. However, such methods have difficulty dealing with translucent objects, because they do not consider the optical properties of translucent objects. In this paper, we propose a novel 3DGS-based pipeline (GTSR) to reconstruct the surface geometry of translucent objects. GTSR combines two sets of Gaussians, surface and interior Gaussians, which are used to model the surface and scattering color when lights pass translucent objects. To render the appearance of translucent objects, we introduce a method that uses the Fresnel term to blend two sets of Gaussians. Furthermore, to improve the reconstructed details of non-contour areas, we introduce the Disney BSDF model with deferred rendering to enhance constraints of the normal and depth. Experimental results demonstrate that our method outperforms baseline reconstruction methods on the NeuralTO Syn dataset while showing great real-time rendering performance. We also extend the dataset with new translucent objects of varying material properties and demonstrate our method can adapt to different translucent materials.
Abstract:In multi-vector retrieval, both queries and data are represented as sets of high-dimensional vectors, enabling finer-grained semantic matching and improving retrieval quality over single-vector approaches. However, its practical adoption is held back by the lack of effective indexing algorithms. Existing work, attempting to reuse standard single-vector indexes, often fails to preserve multi-vector semantics or remains slow. In this work, we present GEM, a native indexing framework for multi-vector representations. The core idea is to construct a proximity graph directly over vector sets, preserving their fine-grained semantics while enabling efficient navigation. First, GEM designs a set-level clustering scheme. It associates each vector set with only its most informative clusters, effectively reducing redundancy without hurting semantic coverage. Then, it builds local proximity graphs within clusters and bridges them into a globally navigable structure. To handle the non-metric nature of multi-vector similarity, GEM decouples the graph construction metric from the final relevance score and injects semantic shortcuts to guide efficient navigation toward relevant regions. At query time, GEM launches beam search from multiple entry points and prunes paths early using cluster cues. To further enhance efficiency, a quantized distance estimation technique is used for both indexing and search. Across in-domain, out-of-domain, and multi-modal benchmarks, GEM achieves up to 16x speedup over state-of-the-art methods while matching or improving accuracy.
Abstract:In this report, we introduce ERNIE 5.0, a natively autoregressive foundation model desinged for unified multimodal understanding and generation across text, image, video, and audio. All modalities are trained from scratch under a unified next-group-of-tokens prediction objective, based on an ultra-sparse mixture-of-experts (MoE) architecture with modality-agnostic expert routing. To address practical challenges in large-scale deployment under diverse resource constraints, ERNIE 5.0 adopts a novel elastic training paradigm. Within a single pre-training run, the model learns a family of sub-models with varying depths, expert capacities, and routing sparsity, enabling flexible trade-offs among performance, model size, and inference latency in memory- or time-constrained scenarios. Moreover, we systematically address the challenges of scaling reinforcement learning to unified foundation models, thereby guaranteeing efficient and stable post-training under ultra-sparse MoE architectures and diverse multimodal settings. Extensive experiments demonstrate that ERNIE 5.0 achieves strong and balanced performance across multiple modalities. To the best of our knowledge, among publicly disclosed models, ERNIE 5.0 represents the first production-scale realization of a trillion-parameter unified autoregressive model that supports both multimodal understanding and generation. To facilitate further research, we present detailed visualizations of modality-agnostic expert routing in the unified model, alongside comprehensive empirical analysis of elastic training, aiming to offer profound insights to the community.




Abstract:Exploration capacity shapes both inference-time performance and reinforcement learning (RL) training for large (vision-) language models, as stochastic sampling often yields redundant reasoning paths with little high-level diversity. This paper proposes Reasoning Palette, a novel latent-modulation framework that endows the model with a stochastic latent variable for strategic contextualization, guiding its internal planning prior to token generation. This latent context is inferred from the mean-pooled embedding of a question-answer pair via a variational autoencoder (VAE), where each sampled latent potentially encodes a distinct reasoning context. During inference, a sampled latent is decoded into learnable token prefixes and prepended to the input prompt, modulating the model's internal reasoning trajectory. In this way, the model performs internal sampling over reasoning strategies prior to output generation, which shapes the style and structure of the entire response sequence. A brief supervised fine-tuning (SFT) warm-up phase allows the model to adapt to this latent conditioning. Within RL optimization, Reasoning Palette facilitates structured exploration by enabling on-demand injection for diverse reasoning modes, significantly enhancing exploration efficiency and sustained learning capability. Experiments across multiple reasoning benchmarks demonstrate that our method enables interpretable and controllable control over the (vision-) language model's strategic behavior, thereby achieving consistent performance gains over standard RL methods.




Abstract:Large Language Model (LLM) agents are increasingly deployed to automate complex workflows in mobile and desktop environments. However, current model-centric agent architectures struggle to self-evolve post-deployment: improving personalization, capability, and efficiency typically requires continuous model retraining/fine-tuning, which incurs prohibitive computational overheads and suffers from an inherent trade-off between model accuracy and inference efficiency. To enable iterative self-evolution without model retraining, we propose MOBIMEM, a memory-centric agent system. MOBIMEM first introduces three specialized memory primitives to decouple agent evolution from model weights: (1) Profile Memory uses a lightweight distance-graph (DisGraph) structure to align with user preferences, resolving the accuracy-latency trade-off in user profile retrieval; (2) Experience Memory employs multi-level templates to instantiate execution logic for new tasks, ensuring capability generalization; and (3) Action Memory records fine-grained interaction sequences, reducing the reliance on expensive model inference. Building upon this memory architecture, MOBIMEM further integrates a suite of OS-inspired services to orchestrate execution: a scheduler that coordinates parallel sub-task execution and memory operations; an agent record-and-replay (AgentRR) mechanism that enables safe and efficient action reuse; and a context-aware exception handling that ensures graceful recovery from user interruptions and runtime errors. Evaluation on AndroidWorld and top-50 apps shows that MOBIMEM achieves 83.1% profile alignment with 23.83 ms retrieval time (280x faster than GraphRAG baselines), improves task success rates by up to 50.3%, and reduces end-to-end latency by up to 9x on mobile devices.
Abstract:As a method to connect human brain and external devices, Brain-computer interfaces (BCIs) are receiving extensive research attention. Recently, the integration of communication theory with BCI has emerged as a popular trend, offering potential to enhance system performance and shape next-generation communications. A key challenge in this field is modeling the brain wireless communication channel between intracranial electrocorticography (ECoG) emitting neurons and extracranial electroencephalography (EEG) receiving electrodes. However, the complex physiology of brain challenges the application of traditional channel modeling methods, leaving relevant research in its infancy. To address this gap, we propose a frequency-division multiple-input multiple-output (MIMO) estimation framework leveraging simultaneous macaque EEG and ECoG recordings, while employing neurophysiology-informed regularization to suppress noise interference. This approach reveals profound similarities between neural signal propagation and multi-antenna communication systems. Experimental results show improved estimation accuracy over conventional methods while highlighting a trade-off between frequency resolution and temporal stability determined by signal duration. This work establish a conceptual bridge between neural interfacing and communication theory, accelerating synergistic developments in both fields.
Abstract:Generating high-quality physically based rendering (PBR) materials is important to achieve realistic rendering in the downstream tasks, yet it remains challenging due to the intertwined effects of materials and lighting. While existing methods have made breakthroughs by incorporating material decomposition in the 3D generation pipeline, they tend to bake highlights into albedo and ignore spatially varying properties of metallicity and roughness. In this work, we present PBR3DGen, a two-stage mesh generation method with high-quality PBR materials that integrates the novel multi-view PBR material estimation model and a 3D PBR mesh reconstruction model. Specifically, PBR3DGen leverages vision language models (VLM) to guide multi-view diffusion, precisely capturing the spatial distribution and inherent attributes of reflective-metalness material. Additionally, we incorporate view-dependent illumination-aware conditions as pixel-aware priors to enhance spatially varying material properties. Furthermore, our reconstruction model reconstructs high-quality mesh with PBR materials. Experimental results demonstrate that PBR3DGen significantly outperforms existing methods, achieving new state-of-the-art results for PBR estimation and mesh generation. More results and visualization can be found on our project page: https://pbr3dgen1218.github.io/.
Abstract:Dense high dimensional vectors are becoming increasingly vital in fields such as computer vision, machine learning, and large language models (LLMs), serving as standard representations for multimodal data. Now the dimensionality of these vector can exceed several thousands easily. Despite the nearest neighbor search (NNS) over these dense high dimensional vectors have been widely used for retrieval augmented generation (RAG) and many other applications, the effectiveness of NNS in such a high-dimensional space remains uncertain, given the possible challenge caused by the "curse of dimensionality." To address above question, in this paper, we conduct extensive NNS studies with different distance functions, such as $L_1$ distance, $L_2$ distance and angular-distance, across diverse embedding datasets, of varied types, dimensionality and modality. Our aim is to investigate factors influencing the meaningfulness of NNS. Our experiments reveal that high-dimensional text embeddings exhibit increased resilience as dimensionality rises to higher levels when compared to random vectors. This resilience suggests that text embeddings are less affected to the "curse of dimensionality," resulting in more meaningful NNS outcomes for practical use. Additionally, the choice of distance function has minimal impact on the relevance of NNS. Our study shows the effectiveness of the embedding-based data representation method and can offer opportunity for further optimization of dense vector-related applications.
Abstract:This paper presents a novel method for generating diverse 3D human poses in scenes with semantic control. Existing methods heavily rely on the human-scene interaction dataset, resulting in a limited diversity of the generated human poses. To overcome this challenge, we propose to decouple the pose and interaction generation process. Our approach consists of three stages: pose generation, contact generation, and putting human into the scene. We train a pose generator on the human dataset to learn rich pose prior, and a contact generator on the human-scene interaction dataset to learn human-scene contact prior. Finally, the placing module puts the human body into the scene in a suitable and natural manner. The experimental results on the PROX dataset demonstrate that our method produces more physically plausible interactions and exhibits more diverse human poses. Furthermore, experiments on the MP3D-R dataset further validates the generalization ability of our method.
Abstract:3D generation has witnessed significant advancements, yet efficiently producing high-quality 3D assets from a single image remains challenging. In this paper, we present a triplane autoencoder, which encodes 3D models into a compact triplane latent space to effectively compress both the 3D geometry and texture information. Within the autoencoder framework, we introduce a 3D-aware cross-attention mechanism, which utilizes low-resolution latent representations to query features from a high-resolution 3D feature volume, thereby enhancing the representation capacity of the latent space. Subsequently, we train a diffusion model on this refined latent space. In contrast to solely relying on image embedding for 3D generation, our proposed method advocates for the simultaneous utilization of both image embedding and shape embedding as conditions. Specifically, the shape embedding is estimated via a diffusion prior model conditioned on the image embedding. Through comprehensive experiments, we demonstrate that our method outperforms state-of-the-art algorithms, achieving superior performance while requiring less training data and time. Our approach enables the generation of high-quality 3D assets in merely 7 seconds on a single A100 GPU.