Abstract:Neural network accelerators have been widely applied to edge devices for complex tasks like object tracking, image recognition, etc. Previous works have explored the quantization technologies in related lightweight accelerator designs to reduce hardware resource consumption. However, low precision leads to high accuracy loss in inference. Therefore, mixed-precision quantization becomes an alternative solution by applying different precision in different layers to trade off resource consumption and accuracy. Because regular designs for multiplication on hardware cannot support the precision reconfiguration for a multi-precision Quantized Neural Network (QNN) model in runtime, we propose a runtime reconfigurable multi-precision multi-channel bitwise systolic array design for QNN accelerators. We have implemented and evaluated our work on the Ultra96 FPGA platform. Results show that our work can achieve 1.3185 to 3.5671 times speedup in inferring mixed-precision models and has less critical path delay, supporting a higher clock frequency (250MHz).
Abstract:With the continuous growth of neural network scales, low-precision quantization is widely used in edge accelerators. Classic multi-threshold activation hardware requires 2^n thresholds for n-bit outputs, causing a rapid increase in hardware cost as precision increases. We propose a reconfigurable activation hardware, GRAU, based on piecewise linear fitting, where the segment slopes are approximated by powers of two. Our design requires only basic comparators and 1-bit right shifters, supporting mixed-precision quantization and nonlinear functions such as SiLU. Compared with multi-threshold activators, GRAU reduces LUT consumption by over 90%, achieving higher hardware efficiency, flexibility, and scalability.
Abstract:Smooth activation functions are ubiquitous in modern deep learning, yet their theoretical advantages over non-smooth counterparts remain poorly understood. In this work, we characterize both approximation and statistical properties of neural networks with smooth activations over the Sobolev space $W^{s,\infty}([0,1]^d)$ for arbitrary smoothness $s>0$. We prove that constant-depth networks equipped with smooth activations automatically exploit arbitrarily high orders of target function smoothness, achieving the minimax-optimal approximation and estimation error rates (up to logarithmic factors). In sharp contrast, networks with non-smooth activations, such as ReLU, lack this adaptivity: their attainable approximation order is strictly limited by depth, and capturing higher-order smoothness requires proportional depth growth. These results identify activation smoothness as a fundamental mechanism, alternative to depth, for attaining statistical optimality. Technically, our results are established via a constructive approximation framework that produces explicit neural network approximators with carefully controlled parameter norms and model size. This complexity control ensures statistical learnability under empirical risk minimization (ERM) and removes the impractical sparsity constraints commonly required in prior analyses.
Abstract:3D affordance grounding aims to highlight the actionable regions on 3D objects, which is crucial for robotic manipulation. Previous research primarily focused on learning affordance knowledge from static cues such as language and images, which struggle to provide sufficient dynamic interaction context that can reveal temporal and causal cues. To alleviate this predicament, we collect a comprehensive video-based 3D affordance dataset, \textit{VIDA}, which contains 38K human-object-interaction videos covering 16 affordance types, 38 object categories, and 22K point clouds. Based on \textit{VIDA}, we propose a strong baseline: VideoAfford, which activates multimodal large language models with additional affordance segmentation capabilities, enabling both world knowledge reasoning and fine-grained affordance grounding within a unified framework. To enhance action understanding capability, we leverage a latent action encoder to extract dynamic interaction priors from HOI videos. Moreover, we introduce a \textit{spatial-aware} loss function to enable VideoAfford to obtain comprehensive 3D spatial knowledge. Extensive experimental evaluations demonstrate that our model significantly outperforms well-established methods and exhibits strong open-world generalization with affordance reasoning abilities. All datasets and code will be publicly released to advance research in this area.
Abstract:We investigate episodic Markov Decision Processes with heavy-tailed feedback (HTMDPs). Existing approaches for HTMDPs are conservative in stochastic environments and lack adaptivity in adversarial regimes. In this work, we propose algorithms HT-FTRL-OM and HT-FTRL-UOB for HTMDPs that achieve Best-of-Both-Worlds (BoBW) guarantees: instance-independent regret in adversarial environments and logarithmic instance-dependent regret in self-bounding (including the stochastic case) environments. For the known transition setting, HT-FTRL-OM applies the Follow-The-Regularized-Leader (FTRL) framework over occupancy measures with novel skipping loss estimators, achieving a $\widetilde{O}(T^{1/α})$ regret bound in adversarial regimes and a $O(\log T)$ regret in stochastic regimes. Building upon this framework, we develop a novel algorithm HT-FTRL-UOB to tackle the more challenging unknown-transition setting. This algorithm employs a pessimistic skipping loss estimator and achieves a $\widetilde{O}(T^{1/α} + \sqrt{T})$ regret in adversarial regimes and a $O(\log^2(T))$ regret in stochastic regimes. Our analysis overcomes key barriers through several technical insights, including a local control mechanism for heavy-tailed shifted losses, a new suboptimal-mass propagation principle, and a novel regret decomposition that isolates transition uncertainty from heavy-tailed estimation errors and skipping bias.
Abstract:Being able to edit panoramic images is crucial for creating realistic 360° visual experiences. However, existing perspective-based image editing methods fail to model the spatial structure of panoramas. Conventional cube-map decompositions attempt to overcome this problem but inevitably break global consistency due to their mismatch with spherical geometry. Motivated by this insight, we reformulate panoramic editing directly in the equirectangular projection (ERP) domain and present World-Shaper, a unified geometry-aware framework that bridges panoramic generation and editing within a single editing-centric design. To overcome the scarcity of paired data, we adopt a generate-then-edit paradigm, where controllable panoramic generation serves as an auxiliary stage to synthesize diverse paired examples for supervised editing learning. To address geometric distortion, we introduce a geometry-aware learning strategy that explicitly enforces position-aware shape supervision and implicitly internalizes panoramic priors through progressive training. Extensive experiments on our new benchmark, PEBench, demonstrate that our method achieves superior geometric consistency, editing fidelity, and text controllability compared to SOTA methods, enabling coherent and flexible 360° visual world creation with unified editing control. Code, model, and data will be released at our project page: https://world-shaper-project.github.io/
Abstract:Panorama has a full FoV (360$^\circ\times$180$^\circ$), offering a more complete visual description than perspective images. Thanks to this characteristic, panoramic depth estimation is gaining increasing traction in 3D vision. However, due to the scarcity of panoramic data, previous methods are often restricted to in-domain settings, leading to poor zero-shot generalization. Furthermore, due to the spherical distortions inherent in panoramas, many approaches rely on perspective splitting (e.g., cubemaps), which leads to suboptimal efficiency. To address these challenges, we propose $\textbf{DA}$$^{\textbf{2}}$: $\textbf{D}$epth $\textbf{A}$nything in $\textbf{A}$ny $\textbf{D}$irection, an accurate, zero-shot generalizable, and fully end-to-end panoramic depth estimator. Specifically, for scaling up panoramic data, we introduce a data curation engine for generating high-quality panoramic depth data from perspective, and create $\sim$543K panoramic RGB-depth pairs, bringing the total to $\sim$607K. To further mitigate the spherical distortions, we present SphereViT, which explicitly leverages spherical coordinates to enforce the spherical geometric consistency in panoramic image features, yielding improved performance. A comprehensive benchmark on multiple datasets clearly demonstrates DA$^{2}$'s SoTA performance, with an average 38% improvement on AbsRel over the strongest zero-shot baseline. Surprisingly, DA$^{2}$ even outperforms prior in-domain methods, highlighting its superior zero-shot generalization. Moreover, as an end-to-end solution, DA$^{2}$ exhibits much higher efficiency over fusion-based approaches. Both the code and the curated panoramic data will be released. Project page: https://depth-any-in-any-dir.github.io/.
Abstract:Spatio-temporal video grounding (STVG) aims at localizing the spatio-temporal tube of a video, as specified by the input text query. In this paper, we utilize multimodal large language models (MLLMs) to explore a zero-shot solution in STVG. We reveal two key insights about MLLMs: (1) MLLMs tend to dynamically assign special tokens, referred to as \textit{grounding tokens}, for grounding the text query; and (2) MLLMs often suffer from suboptimal grounding due to the inability to fully integrate the cues in the text query (\textit{e.g.}, attributes, actions) for inference. Based on these insights, we propose a MLLM-based zero-shot framework for STVG, which includes novel decomposed spatio-temporal highlighting (DSTH) and temporal-augmented assembling (TAS) strategies to unleash the reasoning ability of MLLMs. The DSTH strategy first decouples the original query into attribute and action sub-queries for inquiring the existence of the target both spatially and temporally. It then uses a novel logit-guided re-attention (LRA) module to learn latent variables as spatial and temporal prompts, by regularizing token predictions for each sub-query. These prompts highlight attribute and action cues, respectively, directing the model's attention to reliable spatial and temporal related visual regions. In addition, as the spatial grounding by the attribute sub-query should be temporally consistent, we introduce the TAS strategy to assemble the predictions using the original video frames and the temporal-augmented frames as inputs to help improve temporal consistency. We evaluate our method on various MLLMs, and show that it outperforms SOTA methods on three common STVG benchmarks. The code will be available at https://github.com/zaiquanyang/LLaVA_Next_STVG.
Abstract:Stochastic interpolants offer a robust framework for continuously transforming samples between arbitrary data distributions, holding significant promise for generative modeling. Despite their potential, rigorous finite-time convergence guarantees for practical numerical schemes remain largely unexplored. In this work, we address the finite-time convergence analysis of numerical implementations for ordinary differential equations (ODEs) derived from stochastic interpolants. Specifically, we establish novel finite-time error bounds in total variation distance for two widely used numerical integrators: the first-order forward Euler method and the second-order Heun's method. Furthermore, our analysis on the iteration complexity of specific stochastic interpolant constructions provides optimized schedules to enhance computational efficiency. Our theoretical findings are corroborated by numerical experiments, which validate the derived error bounds and complexity analyses.




Abstract:Creating immersive and playable 3D worlds from texts or images remains a fundamental challenge in computer vision and graphics. Existing world generation approaches typically fall into two categories: video-based methods that offer rich diversity but lack 3D consistency and rendering efficiency, and 3D-based methods that provide geometric consistency but struggle with limited training data and memory-inefficient representations. To address these limitations, we present HunyuanWorld 1.0, a novel framework that combines the best of both worlds for generating immersive, explorable, and interactive 3D scenes from text and image conditions. Our approach features three key advantages: 1) 360{\deg} immersive experiences via panoramic world proxies; 2) mesh export capabilities for seamless compatibility with existing computer graphics pipelines; 3) disentangled object representations for augmented interactivity. The core of our framework is a semantically layered 3D mesh representation that leverages panoramic images as 360{\deg} world proxies for semantic-aware world decomposition and reconstruction, enabling the generation of diverse 3D worlds. Extensive experiments demonstrate that our method achieves state-of-the-art performance in generating coherent, explorable, and interactive 3D worlds while enabling versatile applications in virtual reality, physical simulation, game development, and interactive content creation.