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Jun 1

ShapeCoder: Discovering Abstractions for Visual Programs from Unstructured Primitives

Programs are an increasingly popular representation for visual data, exposing compact, interpretable structure that supports manipulation. Visual programs are usually written in domain-specific languages (DSLs). Finding "good" programs, that only expose meaningful degrees of freedom, requires access to a DSL with a "good" library of functions, both of which are typically authored by domain experts. We present ShapeCoder, the first system capable of taking a dataset of shapes, represented with unstructured primitives, and jointly discovering (i) useful abstraction functions and (ii) programs that use these abstractions to explain the input shapes. The discovered abstractions capture common patterns (both structural and parametric) across the dataset, so that programs rewritten with these abstractions are more compact, and expose fewer degrees of freedom. ShapeCoder improves upon previous abstraction discovery methods, finding better abstractions, for more complex inputs, under less stringent input assumptions. This is principally made possible by two methodological advancements: (a) a shape to program recognition network that learns to solve sub-problems and (b) the use of e-graphs, augmented with a conditional rewrite scheme, to determine when abstractions with complex parametric expressions can be applied, in a tractable manner. We evaluate ShapeCoder on multiple datasets of 3D shapes, where primitive decompositions are either parsed from manual annotations or produced by an unsupervised cuboid abstraction method. In all domains, ShapeCoder discovers a library of abstractions that capture high-level relationships, remove extraneous degrees of freedom, and achieve better dataset compression compared with alternative approaches. Finally, we investigate how programs rewritten to use discovered abstractions prove useful for downstream tasks.

  • 4 authors
·
May 9, 2023

Generative 3D Gaussians with Learned Density Control

We present Density-Sampled Gaussians (DeG), a novel 3D representation designed to bridge the gap between adaptive rendering primitives and scalable generative modeling. Unlike existing approaches that constrain 3D Gaussians to fixed voxel grids or arrays, DeG models Gaussian centers as samples from a learnable probability density function defined over an octree. This formulation provides a rigorous mathematical framework for adaptive density control: by jointly optimizing the spatial density and Gaussian attributes under rendering supervision, our model naturally concentrates primitives in regions of high geometric complexity. We achieve this via a new render loss contribution gradient that serves as a fully differentiable analogue to the discrete densification and pruning heuristics used in standard Gaussian Splatting. The resulting representation is highly flexible, supporting variable-resolution decoding from a single latent code by simply adjusting the sampling budget. To enable generative synthesis, we train a latent diffusion model on DeG. We identify a critical challenge in applying diffusion to unordered set-structured latents, which can significantly slow convergence, and propose VecSeq, a canonical re-indexing mechanism that anchors latent tokens to a deterministic 3D Sobol sequence. This transforms the ambiguous set-generation problem into a robust sequence modeling task. Extensive experiments demonstrate that our pipeline achieves state-of-the-art quality in single-image-to-3D generation, combining the structural adaptivity of unstructured primitives with the training stability of grid-based methods.

  • 5 authors
·
May 7

OmniManip: Towards General Robotic Manipulation via Object-Centric Interaction Primitives as Spatial Constraints

The development of general robotic systems capable of manipulating in unstructured environments is a significant challenge. While Vision-Language Models(VLM) excel in high-level commonsense reasoning, they lack the fine-grained 3D spatial understanding required for precise manipulation tasks. Fine-tuning VLM on robotic datasets to create Vision-Language-Action Models(VLA) is a potential solution, but it is hindered by high data collection costs and generalization issues. To address these challenges, we propose a novel object-centric representation that bridges the gap between VLM's high-level reasoning and the low-level precision required for manipulation. Our key insight is that an object's canonical space, defined by its functional affordances, provides a structured and semantically meaningful way to describe interaction primitives, such as points and directions. These primitives act as a bridge, translating VLM's commonsense reasoning into actionable 3D spatial constraints. In this context, we introduce a dual closed-loop, open-vocabulary robotic manipulation system: one loop for high-level planning through primitive resampling, interaction rendering and VLM checking, and another for low-level execution via 6D pose tracking. This design ensures robust, real-time control without requiring VLM fine-tuning. Extensive experiments demonstrate strong zero-shot generalization across diverse robotic manipulation tasks, highlighting the potential of this approach for automating large-scale simulation data generation.

  • 6 authors
·
Jan 7, 2025 3

PrimitiveAnything: Human-Crafted 3D Primitive Assembly Generation with Auto-Regressive Transformer

Shape primitive abstraction, which decomposes complex 3D shapes into simple geometric elements, plays a crucial role in human visual cognition and has broad applications in computer vision and graphics. While recent advances in 3D content generation have shown remarkable progress, existing primitive abstraction methods either rely on geometric optimization with limited semantic understanding or learn from small-scale, category-specific datasets, struggling to generalize across diverse shape categories. We present PrimitiveAnything, a novel framework that reformulates shape primitive abstraction as a primitive assembly generation task. PrimitiveAnything includes a shape-conditioned primitive transformer for auto-regressive generation and an ambiguity-free parameterization scheme to represent multiple types of primitives in a unified manner. The proposed framework directly learns the process of primitive assembly from large-scale human-crafted abstractions, enabling it to capture how humans decompose complex shapes into primitive elements. Through extensive experiments, we demonstrate that PrimitiveAnything can generate high-quality primitive assemblies that better align with human perception while maintaining geometric fidelity across diverse shape categories. It benefits various 3D applications and shows potential for enabling primitive-based user-generated content (UGC) in games. Project page: https://primitiveanything.github.io

  • 8 authors
·
May 7, 2025 1

Differentiable Blocks World: Qualitative 3D Decomposition by Rendering Primitives

Given a set of calibrated images of a scene, we present an approach that produces a simple, compact, and actionable 3D world representation by means of 3D primitives. While many approaches focus on recovering high-fidelity 3D scenes, we focus on parsing a scene into mid-level 3D representations made of a small set of textured primitives. Such representations are interpretable, easy to manipulate and suited for physics-based simulations. Moreover, unlike existing primitive decomposition methods that rely on 3D input data, our approach operates directly on images through differentiable rendering. Specifically, we model primitives as textured superquadric meshes and optimize their parameters from scratch with an image rendering loss. We highlight the importance of modeling transparency for each primitive, which is critical for optimization and also enables handling varying numbers of primitives. We show that the resulting textured primitives faithfully reconstruct the input images and accurately model the visible 3D points, while providing amodal shape completions of unseen object regions. We compare our approach to the state of the art on diverse scenes from DTU, and demonstrate its robustness on real-life captures from BlendedMVS and Nerfstudio. We also showcase how our results can be used to effortlessly edit a scene or perform physical simulations. Code and video results are available at https://www.tmonnier.com/DBW .

  • 5 authors
·
Jul 11, 2023

Bridging 3D Gaussian and Mesh for Freeview Video Rendering

This is only a preview version of GauMesh. Recently, primitive-based rendering has been proven to achieve convincing results in solving the problem of modeling and rendering the 3D dynamic scene from 2D images. Despite this, in the context of novel view synthesis, each type of primitive has its inherent defects in terms of representation ability. It is difficult to exploit the mesh to depict the fuzzy geometry. Meanwhile, the point-based splatting (e.g. the 3D Gaussian Splatting) method usually produces artifacts or blurry pixels in the area with smooth geometry and sharp textures. As a result, it is difficult, even not impossible, to represent the complex and dynamic scene with a single type of primitive. To this end, we propose a novel approach, GauMesh, to bridge the 3D Gaussian and Mesh for modeling and rendering the dynamic scenes. Given a sequence of tracked mesh as initialization, our goal is to simultaneously optimize the mesh geometry, color texture, opacity maps, a set of 3D Gaussians, and the deformation field. At a specific time, we perform alpha-blending on the RGB and opacity values based on the merged and re-ordered z-buffers from mesh and 3D Gaussian rasterizations. This produces the final rendering, which is supervised by the ground-truth image. Experiments demonstrate that our approach adapts the appropriate type of primitives to represent the different parts of the dynamic scene and outperforms all the baseline methods in both quantitative and qualitative comparisons without losing render speed.

  • 9 authors
·
Mar 18, 2024

CAD-Tokenizer: Towards Text-based CAD Prototyping via Modality-Specific Tokenization

Computer-Aided Design (CAD) is a foundational component of industrial prototyping, where models are defined not by raw coordinates but by construction sequences such as sketches and extrusions. This sequential structure enables both efficient prototype initialization and subsequent editing. Text-guided CAD prototyping, which unifies Text-to-CAD generation and CAD editing, has the potential to streamline the entire design pipeline. However, prior work has not explored this setting, largely because standard large language model (LLM) tokenizers decompose CAD sequences into natural-language word pieces, failing to capture primitive-level CAD semantics and hindering attention modules from modeling geometric structure. We conjecture that a multimodal tokenization strategy, aligned with CAD's primitive and structural nature, can provide more effective representations. To this end, we propose CAD-Tokenizer, a framework that represents CAD data with modality-specific tokens using a sequence-based VQ-VAE with primitive-level pooling and constrained decoding. This design produces compact, primitive-aware representations that align with CAD's structural nature. Applied to unified text-guided CAD prototyping, CAD-Tokenizer significantly improves instruction following and generation quality, achieving better quantitative and qualitative performance over both general-purpose LLMs and task-specific baselines.

microsoft Microsoft
·
Sep 25, 2025 3

ComPile: A Large IR Dataset from Production Sources

Code is increasingly becoming a core data modality of modern machine learning research impacting not only the way we write code with conversational agents like OpenAI's ChatGPT, Google's Bard, or Anthropic's Claude, the way we translate code from one language into another, but also the compiler infrastructure underlying the language. While modeling approaches may vary and representations differ, the targeted tasks often remain the same within the individual classes of models. Relying solely on the ability of modern models to extract information from unstructured code does not take advantage of 70 years of programming language and compiler development by not utilizing the structure inherent to programs in the data collection. This detracts from the performance of models working over a tokenized representation of input code and precludes the use of these models in the compiler itself. To work towards the first intermediate representation (IR) based models, we fully utilize the LLVM compiler infrastructure, shared by a number of languages, to generate a 182B token dataset of LLVM IR. We generated this dataset from programming languages built on the shared LLVM infrastructure, including Rust, Swift, Julia, and C/C++, by hooking into LLVM code generation either through the language's package manager or the compiler directly to extract the dataset of intermediate representations from production grade programs. Statistical analysis proves the utility of our dataset not only for large language model training, but also for the introspection into the code generation process itself with the dataset showing great promise for machine-learned compiler components.

  • 9 authors
·
Sep 27, 2023

Effects of structure on reasoning in instance-level Self-Discover

The drive for predictable LLM reasoning in their integration with compound systems has popularized structured outputs, yet concerns remain about performance trade-offs compared to unconstrained natural language. At the same time, training on unconstrained Chain of Thought (CoT) traces has brought about a new class of strong reasoning models that nevertheless present novel compute budget and faithfulness challenges. This paper introduces iSelf-Discover, an instance-level adaptation of the Self-Discover framework, and using it compares dynamically generated structured JSON reasoning with its unstructured counterpart. Our empirical evaluation across diverse benchmarks using state-of-the-art open-source models supports a consistent advantage for unstructured reasoning. Notably, on the complex MATH benchmark, unstructured plans achieved relative performance improvements of up to 18.90\% over structured approaches. Zero-shot unstructured iSelf-Discover variants are also shown to outperform their five-shot structured counterparts, underscoring the significance of this gap, even when structured plans are dynamically generated to ensure reasoning precedes the final answer. We further demonstrate that the optimal granularity of plan generation (instance-level vs. task-level) is context-dependent. These findings invite re-evaluation of the reliance on structured formats for complex problem-solving and how compound systems should be organized.

  • 2 authors
·
Jul 4, 2025

SynCode: LLM Generation with Grammar Augmentation

LLMs are widely used in complex AI applications. These applications underscore the need for LLM outputs to adhere to a specific format, for their integration with other components in the systems. Typically the format rules e.g., for data serialization formats such as JSON, YAML, or Code in Programming Language are expressed as context-free grammar (CFG). Due to the hallucinations and unreliability of LLMs, instructing LLMs to adhere to specified syntax becomes an increasingly important challenge. We present SynCode, a novel framework for efficient and general syntactical decoding with LLMs, to address this challenge. SynCode leverages the CFG of a formal language, utilizing an offline-constructed efficient lookup table called DFA mask store based on the discrete finite automaton (DFA) of the language grammar terminals. We demonstrate SynCode's soundness and completeness given the CFG of the formal language, presenting its ability to retain syntactically valid tokens while rejecting invalid ones. SynCode seamlessly integrates with any language defined by CFG, as evidenced by experiments focusing on generating JSON, Python, and Go outputs. Our experiments evaluating the effectiveness of SynCode for JSON generation demonstrate that SynCode eliminates all syntax errors and significantly outperforms state-of-the-art baselines. Furthermore, our results underscore how SynCode significantly reduces 96.07% of syntax errors in generated Python and Go code, showcasing its substantial impact on enhancing syntactical precision in LLM generation. Our code is available at https://github.com/uiuc-focal-lab/syncode

  • 5 authors
·
Mar 3, 2024

PP-StructureV2: A Stronger Document Analysis System

A large amount of document data exists in unstructured form such as raw images without any text information. Designing a practical document image analysis system is a meaningful but challenging task. In previous work, we proposed an intelligent document analysis system PP-Structure. In order to further upgrade the function and performance of PP-Structure, we propose PP-StructureV2 in this work, which contains two subsystems: Layout Information Extraction and Key Information Extraction. Firstly, we integrate Image Direction Correction module and Layout Restoration module to enhance the functionality of the system. Secondly, 8 practical strategies are utilized in PP-StructureV2 for better performance. For Layout Analysis model, we introduce ultra light-weight detector PP-PicoDet and knowledge distillation algorithm FGD for model lightweighting, which increased the inference speed by 11 times with comparable mAP. For Table Recognition model, we utilize PP-LCNet, CSP-PAN and SLAHead to optimize the backbone module, feature fusion module and decoding module, respectively, which improved the table structure accuracy by 6\% with comparable inference speed. For Key Information Extraction model, we introduce VI-LayoutXLM which is a visual-feature independent LayoutXLM architecture, TB-YX sorting algorithm and U-DML knowledge distillation algorithm, which brought 2.8\% and 9.1\% improvement respectively on the Hmean of Semantic Entity Recognition and Relation Extraction tasks. All the above mentioned models and code are open-sourced in the GitHub repository PaddleOCR.

  • 9 authors
·
Oct 11, 2022

CADDreamer: CAD object Generation from Single-view Images

Diffusion-based 3D generation has made remarkable progress in recent years. However, existing 3D generative models often produce overly dense and unstructured meshes, which stand in stark contrast to the compact, structured, and sharply-edged Computer-Aided Design (CAD) models crafted by human designers. To address this gap, we introduce CADDreamer, a novel approach for generating boundary representations (B-rep) of CAD objects from a single image. CADDreamer employs a primitive-aware multi-view diffusion model that captures both local geometric details and high-level structural semantics during the generation process. By encoding primitive semantics into the color domain, the method leverages the strong priors of pre-trained diffusion models to align with well-defined primitives. This enables the inference of multi-view normal maps and semantic maps from a single image, facilitating the reconstruction of a mesh with primitive labels. Furthermore, we introduce geometric optimization techniques and topology-preserving extraction methods to mitigate noise and distortion in the generated primitives. These enhancements result in a complete and seamless B-rep of the CAD model. Experimental results demonstrate that our method effectively recovers high-quality CAD objects from single-view images. Compared to existing 3D generation techniques, the B-rep models produced by CADDreamer are compact in representation, clear in structure, sharp in edges, and watertight in topology.

  • 9 authors
·
Feb 28, 2025

Flash-LLM: Enabling Cost-Effective and Highly-Efficient Large Generative Model Inference with Unstructured Sparsity

With the fast growth of parameter size, it becomes increasingly challenging to deploy large generative models as they typically require large GPU memory consumption and massive computation. Unstructured model pruning has been a common approach to reduce both GPU memory footprint and the overall computation while retaining good model accuracy. However, the existing solutions do not provide a highly-efficient support for handling unstructured sparsity on modern GPUs, especially on the highly-structured Tensor Core hardware. Therefore, we propose Flash-LLM for enabling low-cost and highly-efficient large generative model inference with the sophisticated support of unstructured sparsity on high-performance but highly restrictive Tensor Cores. Based on our key observation that the main bottleneck of generative model inference is the several skinny matrix multiplications for which Tensor Cores would be significantly under-utilized due to low computational intensity, we propose a general Load-as-Sparse and Compute-as-Dense methodology for unstructured sparse matrix multiplication. The basic insight is to address the significant memory bandwidth bottleneck while tolerating redundant computations that are not critical for end-to-end performance on Tensor Cores. Based on this, we design an effective software framework for Tensor Core based unstructured SpMM, leveraging on-chip resources for efficient sparse data extraction and computation/memory-access overlapping. At SpMM kernel level, Flash-LLM significantly outperforms the state-of-the-art library, i.e., Sputnik and SparTA by an average of 2.9x and 1.5x, respectively. At end-to-end framework level on OPT-30B/66B/175B models, for tokens per GPU-second, Flash-LLM achieves up to 3.8x and 3.6x improvement over DeepSpeed and FasterTransformer, respectively, with significantly lower inference cost.

  • 9 authors
·
Sep 18, 2023

A Framework for End-to-End Learning on Semantic Tree-Structured Data

While learning models are typically studied for inputs in the form of a fixed dimensional feature vector, real world data is rarely found in this form. In order to meet the basic requirement of traditional learning models, structural data generally have to be converted into fix-length vectors in a handcrafted manner, which is tedious and may even incur information loss. A common form of structured data is what we term "semantic tree-structures", corresponding to data where rich semantic information is encoded in a compositional manner, such as those expressed in JavaScript Object Notation (JSON) and eXtensible Markup Language (XML). For tree-structured data, several learning models have been studied to allow for working directly on raw tree-structure data, However such learning models are limited to either a specific tree-topology or a specific tree-structured data format, e.g., synthetic parse trees. In this paper, we propose a novel framework for end-to-end learning on generic semantic tree-structured data of arbitrary topology and heterogeneous data types, such as data expressed in JSON, XML and so on. Motivated by the works in recursive and recurrent neural networks, we develop exemplar neural implementations of our framework for the JSON format. We evaluate our approach on several UCI benchmark datasets, including ablation and data-efficiency studies, and on a toy reinforcement learning task. Experimental results suggest that our framework yields comparable performance to use of standard models with dedicated feature-vectors in general, and even exceeds baseline performance in cases where compositional nature of the data is particularly important. The source code for a JSON-based implementation of our framework along with experiments can be downloaded at https://github.com/EndingCredits/json2vec.

  • 2 authors
·
Feb 13, 2020

Struct-Bench: A Benchmark for Differentially Private Structured Text Generation

Differentially private (DP) synthetic data generation is a promising technique for utilizing private datasets that otherwise cannot be exposed for model training or other analytics. While much research literature has focused on generating private unstructured text and image data, in enterprise settings, structured data (e.g., tabular) is more common, often including natural language fields or components. Existing synthetic data evaluation techniques (e.g., FID) struggle to capture the structural properties and correlations of such datasets. In this work, we propose Struct-Bench, a framework and benchmark for evaluating synthetic datasets derived from structured datasets that contain natural language data. The Struct-Bench framework requires users to provide a representation of their dataset structure as a Context-Free Grammar (CFG). Our benchmark comprises 5 real-world and 2 synthetically generated datasets, each annotated with CFGs. We show that these datasets demonstrably present a great challenge even for state-of-the-art DP synthetic data generation methods. Struct-Bench also includes reference implementations of different metrics and a leaderboard, thereby providing researchers a standardized evaluation platform to benchmark and investigate privacy-preserving synthetic data generation methods. Further, we also present a case study showing how to use Struct-Bench to improve the synthetic data quality of Private Evolution (PE) on structured data. The benchmark and the leaderboard have been publicly made available at https://struct-bench.github.io.

  • 10 authors
·
Sep 12, 2025 3

Splat the Net: Radiance Fields with Splattable Neural Primitives

Radiance fields have emerged as a predominant representation for modeling 3D scene appearance. Neural formulations such as Neural Radiance Fields provide high expressivity but require costly ray marching for rendering, whereas primitive-based methods such as 3D Gaussian Splatting offer real-time efficiency through splatting, yet at the expense of representational power. Inspired by advances in both these directions, we introduce splattable neural primitives, a new volumetric representation that reconciles the expressivity of neural models with the efficiency of primitive-based splatting. Each primitive encodes a bounded neural density field parameterized by a shallow neural network. Our formulation admits an exact analytical solution for line integrals, enabling efficient computation of perspectively accurate splatting kernels. As a result, our representation supports integration along view rays without the need for costly ray marching. The primitives flexibly adapt to scene geometry and, being larger than prior analytic primitives, reduce the number required per scene. On novel-view synthesis benchmarks, our approach matches the quality and speed of 3D Gaussian Splatting while using 10times fewer primitives and 6times fewer parameters. These advantages arise directly from the representation itself, without reliance on complex control or adaptation frameworks. The project page is https://vcai.mpi-inf.mpg.de/projects/SplatNet/.

  • 6 authors
·
Oct 9, 2025

DiffLocks: Generating 3D Hair from a Single Image using Diffusion Models

We address the task of generating 3D hair geometry from a single image, which is challenging due to the diversity of hairstyles and the lack of paired image-to-3D hair data. Previous methods are primarily trained on synthetic data and cope with the limited amount of such data by using low-dimensional intermediate representations, such as guide strands and scalp-level embeddings, that require post-processing to decode, upsample, and add realism. These approaches fail to reconstruct detailed hair, struggle with curly hair, or are limited to handling only a few hairstyles. To overcome these limitations, we propose DiffLocks, a novel framework that enables detailed reconstruction of a wide variety of hairstyles directly from a single image. First, we address the lack of 3D hair data by automating the creation of the largest synthetic hair dataset to date, containing 40K hairstyles. Second, we leverage the synthetic hair dataset to learn an image-conditioned diffusion-transfomer model that generates accurate 3D strands from a single frontal image. By using a pretrained image backbone, our method generalizes to in-the-wild images despite being trained only on synthetic data. Our diffusion model predicts a scalp texture map in which any point in the map contains the latent code for an individual hair strand. These codes are directly decoded to 3D strands without post-processing techniques. Representing individual strands, instead of guide strands, enables the transformer to model the detailed spatial structure of complex hairstyles. With this, DiffLocks can recover highly curled hair, like afro hairstyles, from a single image for the first time. Data and code is available at https://radualexandru.github.io/difflocks/

  • 5 authors
·
May 9, 2025

Swift4D:Adaptive divide-and-conquer Gaussian Splatting for compact and efficient reconstruction of dynamic scene

Novel view synthesis has long been a practical but challenging task, although the introduction of numerous methods to solve this problem, even combining advanced representations like 3D Gaussian Splatting, they still struggle to recover high-quality results and often consume too much storage memory and training time. In this paper we propose Swift4D, a divide-and-conquer 3D Gaussian Splatting method that can handle static and dynamic primitives separately, achieving a good trade-off between rendering quality and efficiency, motivated by the fact that most of the scene is the static primitive and does not require additional dynamic properties. Concretely, we focus on modeling dynamic transformations only for the dynamic primitives which benefits both efficiency and quality. We first employ a learnable decomposition strategy to separate the primitives, which relies on an additional parameter to classify primitives as static or dynamic. For the dynamic primitives, we employ a compact multi-resolution 4D Hash mapper to transform these primitives from canonical space into deformation space at each timestamp, and then mix the static and dynamic primitives to produce the final output. This divide-and-conquer method facilitates efficient training and reduces storage redundancy. Our method not only achieves state-of-the-art rendering quality while being 20X faster in training than previous SOTA methods with a minimum storage requirement of only 30MB on real-world datasets. Code is available at https://github.com/WuJH2001/swift4d.

  • 8 authors
·
Mar 15, 2025

Constrained Decoding of Diffusion LLMs with Context-Free Grammars

Large language models (LLMs) have shown promising performance across diverse domains. Many practical applications of LLMs, such as code completion and structured data extraction, require adherence to syntactic constraints specified by a formal language. Yet, due to their probabilistic nature, LLM output is not guaranteed to adhere to such formal languages. Prior work has proposed constrained decoding as a means to restrict LLM generation to particular formal languages. However, existing works are not applicable to the emerging paradigm of diffusion LLMs, when used in practical scenarios such as the generation of formally correct C++ or JSON output. In this paper we address this challenge and present the first constrained decoding method for diffusion models, one that can handle formal languages captured by context-free grammars. We begin by reducing constrained decoding to the more general additive infilling problem, which asks whether a partial output can be completed to a valid word in the target language. This problem also naturally subsumes the previously unaddressed multi-region infilling constrained decoding. We then reduce this problem to the task of deciding whether the intersection of the target language and a regular language is empty and present an efficient algorithm to solve it for context-free languages. Empirical results on various applications, such as C++ code infilling and structured data extraction in JSON, demonstrate that our method achieves near-perfect syntactic correctness while consistently preserving or improving functional correctness. Importantly, our efficiency optimizations ensure that the computational overhead remains practical.

  • 3 authors
·
Aug 13, 2025

STUN: Structured-Then-Unstructured Pruning for Scalable MoE Pruning

Mixture-of-experts (MoEs) have been adopted for reducing inference costs by sparsely activating experts in Large language models (LLMs). Despite this reduction, the massive number of experts in MoEs still makes them expensive to serve. In this paper, we study how to address this, by pruning MoEs. Among pruning methodologies, unstructured pruning has been known to achieve the highest performance for a given pruning ratio, compared to structured pruning, since the latter imposes constraints on the sparsification structure. This is intuitive, as the solution space of unstructured pruning subsumes that of structured pruning. However, our counterintuitive finding reveals that expert pruning, a form of structured pruning, can actually precede unstructured pruning to outperform unstructured-only pruning. As existing expert pruning, requiring O(k^n{n}) forward passes for n experts, cannot scale for recent MoEs, we propose a scalable alternative with O(1) complexity, yet outperforming the more expensive methods. The key idea is leveraging a latent structure between experts, based on behavior similarity, such that the greedy decision of whether to prune closely captures the joint pruning effect. Ours is highly effective -- for Snowflake Arctic, a 480B-sized MoE with 128 experts, our method needs only one H100 and two hours to achieve nearly no loss in performance with 40% sparsity, even in generative tasks such as GSM8K, where state-of-the-art unstructured pruning fails to. The code will be made publicly available.

  • 6 authors
·
Sep 10, 2024

Rethinking Repetition Problems of LLMs in Code Generation

With the advent of neural language models, the performance of code generation has been significantly boosted. However, the problem of repetitions during the generation process continues to linger. Previous work has primarily focused on content repetition, which is merely a fraction of the broader repetition problem in code generation. A more prevalent and challenging problem is structural repetition. In structural repetition, the repeated code appears in various patterns but possesses a fixed structure, which can be inherently reflected in grammar. In this paper, we formally define structural repetition and propose an efficient decoding approach called RPG, which stands for Repetition Penalization based on Grammar, to alleviate the repetition problems in code generation for LLMs. Specifically, RPG first leverages grammar rules to identify repetition problems during code generation, and then strategically decays the likelihood of critical tokens that contribute to repetitions, thereby mitigating them in code generation. To facilitate this study, we construct a new dataset CodeRepetEval to comprehensively evaluate approaches for mitigating the repetition problems in code generation. Extensive experimental results demonstrate that RPG substantially outperforms the best-performing baselines on CodeRepetEval dataset as well as HumanEval and MBPP benchmarks, effectively reducing repetitions and enhancing the quality of generated code.

  • 5 authors
·
May 15, 2025

DocETL: Agentic Query Rewriting and Evaluation for Complex Document Processing

Analyzing unstructured data, such as complex documents, has been a persistent challenge in data processing. Large Language Models (LLMs) have shown promise in this regard, leading to recent proposals for declarative frameworks for LLM-powered unstructured data processing. However, these frameworks focus on reducing cost when executing user-specified operations using LLMs, rather than improving accuracy, executing most operations as-is. This is problematic for complex tasks and data, where LLM outputs for user-defined operations are often inaccurate, even with optimized prompts. We present DocETL, a system that optimizes complex document processing pipelines, while accounting for LLM shortcomings. DocETL offers a declarative interface for users to define such pipelines and uses an agent-based framework to automatically optimize them, leveraging novel agent-based rewrites (that we call {\em rewrite directives}) and an optimization and evaluation framework that we introduce. We introduce {\em (i)} logical rewriting of pipelines, tailored for LLM-based tasks, {\em (ii)} an agent-guided plan evaluation mechanism that synthesizes and orchestrates task-specific validation prompts, and {\em (iii)} an optimization algorithm that efficiently finds promising plans, considering the time constraints of LLM-based plan generation and evaluation. Our evaluation on three different unstructured document analysis tasks demonstrates that DocETL finds plans with outputs that are 1.34 to 4.6times higher quality (e.g., more accurate, comprehensive) than well-engineered baselines, addressing a critical gap in existing declarative frameworks for unstructured data analysis. DocETL is open-source at docetl.org, and as of October 2024, has amassed over 800 GitHub Stars, with users spanning a variety of domains.

  • 3 authors
·
Oct 15, 2024

XGrammar: Flexible and Efficient Structured Generation Engine for Large Language Models

The applications of LLM Agents are becoming increasingly complex and diverse, leading to a high demand for structured outputs that can be parsed into code, structured function calls, and embodied agent commands. These developments bring significant demands for structured generation in LLM inference. Context-free grammar is a flexible approach to enable structured generation via constrained decoding. However, executing context-free grammar requires going through several stack states over all tokens in vocabulary during runtime, bringing non-negligible overhead for structured generation. In this paper, we propose XGrammar, a flexible and efficient structure generation engine for large language models. XGrammar accelerates context-free grammar execution by dividing the vocabulary into context-independent tokens that can be prechecked and context-dependent tokens that need to be interpreted during runtime. We further build transformations to expand the grammar context and reduce the number of context-independent tokens. Additionally, we build an efficient persistent stack to accelerate the context-dependent token checks. Finally, we co-design the grammar engine with LLM inference engine to overlap grammar computation with GPU executions. Evaluation results show that XGrammar can achieve up to 100x speedup over existing solutions. Combined with an LLM inference engine, it can generate near-zero overhead structure generation in end-to-end low-LLM serving.

  • 7 authors
·
Nov 22, 2024

LayoutLLM-T2I: Eliciting Layout Guidance from LLM for Text-to-Image Generation

In the text-to-image generation field, recent remarkable progress in Stable Diffusion makes it possible to generate rich kinds of novel photorealistic images. However, current models still face misalignment issues (e.g., problematic spatial relation understanding and numeration failure) in complex natural scenes, which impedes the high-faithfulness text-to-image generation. Although recent efforts have been made to improve controllability by giving fine-grained guidance (e.g., sketch and scribbles), this issue has not been fundamentally tackled since users have to provide such guidance information manually. In this work, we strive to synthesize high-fidelity images that are semantically aligned with a given textual prompt without any guidance. Toward this end, we propose a coarse-to-fine paradigm to achieve layout planning and image generation. Concretely, we first generate the coarse-grained layout conditioned on a given textual prompt via in-context learning based on Large Language Models. Afterward, we propose a fine-grained object-interaction diffusion method to synthesize high-faithfulness images conditioned on the prompt and the automatically generated layout. Extensive experiments demonstrate that our proposed method outperforms the state-of-the-art models in terms of layout and image generation. Our code and settings are available at https://layoutllm-t2i.github.io.

  • 5 authors
·
Aug 9, 2023

Image-based table recognition: data, model, and evaluation

Important information that relates to a specific topic in a document is often organized in tabular format to assist readers with information retrieval and comparison, which may be difficult to provide in natural language. However, tabular data in unstructured digital documents, e.g., Portable Document Format (PDF) and images, are difficult to parse into structured machine-readable format, due to complexity and diversity in their structure and style. To facilitate image-based table recognition with deep learning, we develop the largest publicly available table recognition dataset PubTabNet (https://github.com/ibm-aur-nlp/PubTabNet), containing 568k table images with corresponding structured HTML representation. PubTabNet is automatically generated by matching the XML and PDF representations of the scientific articles in PubMed Central Open Access Subset (PMCOA). We also propose a novel attention-based encoder-dual-decoder (EDD) architecture that converts images of tables into HTML code. The model has a structure decoder which reconstructs the table structure and helps the cell decoder to recognize cell content. In addition, we propose a new Tree-Edit-Distance-based Similarity (TEDS) metric for table recognition, which more appropriately captures multi-hop cell misalignment and OCR errors than the pre-established metric. The experiments demonstrate that the EDD model can accurately recognize complex tables solely relying on the image representation, outperforming the state-of-the-art by 9.7% absolute TEDS score.

  • 3 authors
·
Nov 24, 2019

Mixture of Volumetric Primitives for Efficient Neural Rendering

Real-time rendering and animation of humans is a core function in games, movies, and telepresence applications. Existing methods have a number of drawbacks we aim to address with our work. Triangle meshes have difficulty modeling thin structures like hair, volumetric representations like Neural Volumes are too low-resolution given a reasonable memory budget, and high-resolution implicit representations like Neural Radiance Fields are too slow for use in real-time applications. We present Mixture of Volumetric Primitives (MVP), a representation for rendering dynamic 3D content that combines the completeness of volumetric representations with the efficiency of primitive-based rendering, e.g., point-based or mesh-based methods. Our approach achieves this by leveraging spatially shared computation with a deconvolutional architecture and by minimizing computation in empty regions of space with volumetric primitives that can move to cover only occupied regions. Our parameterization supports the integration of correspondence and tracking constraints, while being robust to areas where classical tracking fails, such as around thin or translucent structures and areas with large topological variability. MVP is a hybrid that generalizes both volumetric and primitive-based representations. Through a series of extensive experiments we demonstrate that it inherits the strengths of each, while avoiding many of their limitations. We also compare our approach to several state-of-the-art methods and demonstrate that MVP produces superior results in terms of quality and runtime performance.

  • 6 authors
·
Mar 2, 2021

Urban Architect: Steerable 3D Urban Scene Generation with Layout Prior

Text-to-3D generation has achieved remarkable success via large-scale text-to-image diffusion models. Nevertheless, there is no paradigm for scaling up the methodology to urban scale. Urban scenes, characterized by numerous elements, intricate arrangement relationships, and vast scale, present a formidable barrier to the interpretability of ambiguous textual descriptions for effective model optimization. In this work, we surmount the limitations by introducing a compositional 3D layout representation into text-to-3D paradigm, serving as an additional prior. It comprises a set of semantic primitives with simple geometric structures and explicit arrangement relationships, complementing textual descriptions and enabling steerable generation. Upon this, we propose two modifications -- (1) We introduce Layout-Guided Variational Score Distillation to address model optimization inadequacies. It conditions the score distillation sampling process with geometric and semantic constraints of 3D layouts. (2) To handle the unbounded nature of urban scenes, we represent 3D scene with a Scalable Hash Grid structure, incrementally adapting to the growing scale of urban scenes. Extensive experiments substantiate the capability of our framework to scale text-to-3D generation to large-scale urban scenes that cover over 1000m driving distance for the first time. We also present various scene editing demonstrations, showing the powers of steerable urban scene generation. Website: https://urbanarchitect.github.io.

  • 6 authors
·
Apr 10, 2024 1

ANPL: Towards Natural Programming with Interactive Decomposition

Though LLMs are capable of generating plausible programs, it's challenging to interact with the LLMs further to revise the program, especially if the user's specific requirements are different from the initial proposal. In this paper, we introduce ANPL, an interactive programming system that ensures users can always refine the generated code towards their specific programmatic intents via structured decompositions. Borrowing the paradigm of sketching from program synthesis, an ANPL program consists of a set of input-outputs that it must satisfy, a ``sketch'' -- control/data flow expressed in precise code (e.g. Python), and ``holes'' -- sub-modules to be implemented by the LLM specified with natural language. The user revises an ANPL program by either modifying the sketch, changing the language used to describe the holes, or providing additional input-outputs to a particular hole, turning it into a sub-ANPL program that can be solved recursively. This workflow allows the users to offload programming burdens to the LLM as much as possible while retaining the ability to pinpoint and resolve bugs locally, without exposing the rest of the program to the LLM. We deploy ANPL on the Abstraction and Reasoning Corpus (ARC), a set of unique tasks that are challenging for state-of-the-art AI systems, showing it outperforms baseline programming systems that (a) without the ability to decompose tasks interactively and (b) without the guarantee that the modules can be correctly composed together. Additional evaluations on APPS, HumanEval, and real-world programming tasks have validated that the ANPL framework is applicable to multiple programming domains. We release the ANPL solutions to the ARC tasks as a dataset, providing insights into how humans decompose novel tasks programmatically. See our code at https://iprc-dip.github.io/ANPL/.

  • 11 authors
·
May 29, 2023

Efficient Encoding of Graphics Primitives with Simplex-based Structures

Grid-based structures are commonly used to encode explicit features for graphics primitives such as images, signed distance functions (SDF), and neural radiance fields (NeRF) due to their simple implementation. However, in n-dimensional space, calculating the value of a sampled point requires interpolating the values of its 2^n neighboring vertices. The exponential scaling with dimension leads to significant computational overheads. To address this issue, we propose a simplex-based approach for encoding graphics primitives. The number of vertices in a simplex-based structure increases linearly with dimension, making it a more efficient and generalizable alternative to grid-based representations. Using the non-axis-aligned simplicial structure property, we derive and prove a coordinate transformation, simplicial subdivision, and barycentric interpolation scheme for efficient sampling, which resembles transformation procedures in the simplex noise algorithm. Finally, we use hash tables to store multiresolution features of all interest points in the simplicial grid, which are passed into a tiny fully connected neural network to parameterize graphics primitives. We implemented a detailed simplex-based structure encoding algorithm in C++ and CUDA using the methods outlined in our approach. In the 2D image fitting task, the proposed method is capable of fitting a giga-pixel image with 9.4% less time compared to the baseline method proposed by instant-ngp, while maintaining the same quality and compression rate. In the volumetric rendering setup, we observe a maximum 41.2% speedup when the samples are dense enough.

  • 2 authors
·
Nov 26, 2023

Struc-Bench: Are Large Language Models Really Good at Generating Complex Structured Data?

Despite the power of Large Language Models (LLMs) like GPT-4, they still struggle with tasks that require generating complex, structured outputs. In this study, we assess the capability of Current LLMs in generating complex structured data and propose a structure-aware fine-tuning approach as a solution to improve this ability. To perform a comprehensive evaluation, we propose Struc-Bench, include five representative LLMs (i.e., GPT-NeoX 20B, GPT-3.5, GPT-4, and Vicuna) and evaluate them on our carefully constructed datasets spanning raw text, HTML, and LaTeX tables. Based on our analysis of current model performance, we identify specific common formatting errors and areas of potential improvement. To address complex formatting requirements, we utilize FormatCoT (Chain-of-Thought) to generate format instructions from target outputs. Our experiments show that our structure-aware fine-tuning method, when applied to LLaMA-7B, significantly improves adherence to natural language constraints, outperforming other evaluated LLMs. Based on these results, we present an ability map of model capabilities from six dimensions (i.e., coverage, formatting, reasoning, comprehension, pragmatics, and hallucination). This map highlights the weaknesses of LLMs in handling complex structured outputs and suggests promising directions for future work. Our code and models can be found at https://github.com/gersteinlab/Struc-Bench.

  • 5 authors
·
Sep 16, 2023 1

Procedural Pretraining: Warming Up Language Models with Abstract Data

Pretraining directly on web-scale corpora is the de facto paradigm for building language models. We study an alternative setting where the model is initially exposed to abstract structured data, as a means to ease the subsequent acquisition of rich semantic knowledge, much like humans learn simple logic and mathematics before higher reasoning. We specifically focus on procedural data, generated by formal languages and other simple algorithms, as such abstract data. We first diagnose the algorithmic skills that different forms of procedural data can improve, often significantly. For example, on context recall (Needle-in-a-haystack), the accuracy jumps from 10 to 98% when pretraining on Dyck sequences (balanced brackets). Second, we study how these gains are reflected in pretraining larger models (up to 1.3B). We find that front-loading as little as 0.1% procedural data significantly outperforms standard pretraining on natural language, code, and informal mathematics (C4, CodeParrot, and DeepMind-Math datasets). Notably, this procedural pretraining enables the models to reach the same loss value with only 55, 67, 86% of the original data. Third, we explore the mechanisms behind and find that procedural pretraining instils non-trivial structure in both attention and MLP layers. The former is particularly important for structured domains (e.g. code), and the latter for language. Finally, we lay a path for combining multiple forms of procedural data. Our results show that procedural pretraining is a simple, lightweight means to improving performance and accelerating language model pretraining, ultimately suggesting the promise of disentangling knowledge acquisition from reasoning in LLMs.

  • 5 authors
·
Jan 29

DIRECT-3D: Learning Direct Text-to-3D Generation on Massive Noisy 3D Data

We present DIRECT-3D, a diffusion-based 3D generative model for creating high-quality 3D assets (represented by Neural Radiance Fields) from text prompts. Unlike recent 3D generative models that rely on clean and well-aligned 3D data, limiting them to single or few-class generation, our model is directly trained on extensive noisy and unaligned `in-the-wild' 3D assets, mitigating the key challenge (i.e., data scarcity) in large-scale 3D generation. In particular, DIRECT-3D is a tri-plane diffusion model that integrates two innovations: 1) A novel learning framework where noisy data are filtered and aligned automatically during the training process. Specifically, after an initial warm-up phase using a small set of clean data, an iterative optimization is introduced in the diffusion process to explicitly estimate the 3D pose of objects and select beneficial data based on conditional density. 2) An efficient 3D representation that is achieved by disentangling object geometry and color features with two separate conditional diffusion models that are optimized hierarchically. Given a prompt input, our model generates high-quality, high-resolution, realistic, and complex 3D objects with accurate geometric details in seconds. We achieve state-of-the-art performance in both single-class generation and text-to-3D generation. We also demonstrate that DIRECT-3D can serve as a useful 3D geometric prior of objects, for example to alleviate the well-known Janus problem in 2D-lifting methods such as DreamFusion. The code and models are available for research purposes at: https://github.com/qihao067/direct3d.

  • 5 authors
·
Jun 6, 2024

AutoBrep: Autoregressive B-Rep Generation with Unified Topology and Geometry

The boundary representation (B-Rep) is the standard data structure used in Computer-Aided Design (CAD) for defining solid models. Despite recent progress, directly generating B-Reps end-to-end with precise geometry and watertight topology remains a challenge. This paper presents AutoBrep, a novel Transformer model that autoregressively generates B-Reps with high quality and validity. AutoBrep employs a unified tokenization scheme that encodes both geometric and topological characteristics of a B-Rep model as a sequence of discrete tokens. Geometric primitives (i.e., surfaces and curves) are encoded as latent geometry tokens, and their structural relationships are defined as special topological reference tokens. Sequence order in AutoBrep naturally follows a breadth first traversal of the B-Rep face adjacency graph. At inference time, neighboring faces and edges along with their topological structure are progressively generated. Extensive experiments demonstrate the advantages of our unified representation when coupled with next-token prediction for B-Rep generation. AutoBrep outperforms baselines with better quality and watertightness. It is also highly scalable to complex solids with good fidelity and inference speed. We further show that autocompleting B-Reps is natively supported through our unified tokenization, enabling user-controllable CAD generation with minimal changes. Code is available at https://github.com/AutodeskAILab/AutoBrep.

  • 6 authors
·
Dec 2, 2025

FineInstructions: Scaling Synthetic Instructions to Pre-Training Scale

Due to limited supervised training data, large language models (LLMs) are typically pre-trained via a self-supervised "predict the next word" objective on a vast amount of unstructured text data. To make the resulting model useful to users, it is further trained on a far smaller amount of "instruction-tuning" data comprised of supervised training examples of instructions and responses. To overcome the limited amount of supervised data, we propose a procedure that can transform the knowledge in internet-scale pre-training documents into billions of synthetic instruction and answer training pairs. The resulting dataset, called FineInstructions, uses ~18M instruction templates created from real user-written queries and prompts. These instruction templates are matched to and instantiated with human-written source documents from unstructured pre-training corpora. With "supervised" synthetic training data generated at this scale, an LLM can be pre-trained from scratch solely with the instruction-tuning objective, which is far more in-distribution with the expected downstream usage of LLMs (responding to user prompts). We conduct controlled token-for-token training experiments and find pre-training on FineInstructions outperforms standard pre-training and other proposed synthetic pre-training techniques on standard benchmarks measuring free-form response quality. Our resources can be found at https://huggingface.co/fineinstructions .

UltraShape 1.0: High-Fidelity 3D Shape Generation via Scalable Geometric Refinement

In this report, we introduce UltraShape 1.0, a scalable 3D diffusion framework for high-fidelity 3D geometry generation. The proposed approach adopts a two-stage generation pipeline: a coarse global structure is first synthesized and then refined to produce detailed, high-quality geometry. To support reliable 3D generation, we develop a comprehensive data processing pipeline that includes a novel watertight processing method and high-quality data filtering. This pipeline improves the geometric quality of publicly available 3D datasets by removing low-quality samples, filling holes, and thickening thin structures, while preserving fine-grained geometric details. To enable fine-grained geometry refinement, we decouple spatial localization from geometric detail synthesis in the diffusion process. We achieve this by performing voxel-based refinement at fixed spatial locations, where voxel queries derived from coarse geometry provide explicit positional anchors encoded via RoPE, allowing the diffusion model to focus on synthesizing local geometric details within a reduced, structured solution space. Our model is trained exclusively on publicly available 3D datasets, achieving strong geometric quality despite limited training resources. Extensive evaluations demonstrate that UltraShape 1.0 performs competitively with existing open-source methods in both data processing quality and geometry generation. All code and trained models will be released to support future research.

  • 13 authors
·
Dec 24, 2025 4

Stroke3D: Lifting 2D strokes into rigged 3D model via latent diffusion models

Rigged 3D assets are fundamental to 3D deformation and animation. However, existing 3D generation methods face challenges in generating animatable geometry, while rigging techniques lack fine-grained structural control over skeleton creation. To address these limitations, we introduce Stroke3D, a novel framework that directly generates rigged meshes from user inputs: 2D drawn strokes and a descriptive text prompt. Our approach pioneers a two-stage pipeline that separates the generation into: 1) Controllable Skeleton Generation, we employ the Skeletal Graph VAE (Sk-VAE) to encode the skeleton's graph structure into a latent space, where the Skeletal Graph DiT (Sk-DiT) generates a skeletal embedding. The generation process is conditioned on both the text for semantics and the 2D strokes for explicit structural control, with the VAE's decoder reconstructing the final high-quality 3D skeleton; and 2) Enhanced Mesh Synthesis via TextuRig and SKA-DPO, where we then synthesize a textured mesh conditioned on the generated skeleton. For this stage, we first enhance an existing skeleton-to-mesh model by augmenting its training data with TextuRig: a dataset of textured and rigged meshes with captions, curated from Objaverse-XL. Additionally, we employ a preference optimization strategy, SKA-DPO, guided by a skeleton-mesh alignment score, to further improve geometric fidelity. Together, our framework enables a more intuitive workflow for creating ready to animate 3D content. To the best of our knowledge, our work is the first to generate rigged 3D meshes conditioned on user-drawn 2D strokes. Extensive experiments demonstrate that Stroke3D produces plausible skeletons and high-quality meshes.

Idioms: Neural Decompilation With Joint Code and Type Prediction

Decompilers are important tools for reverse engineers that help them analyze software at a higher level of abstraction than assembly. Unfortunately, because compilation is lossy, deterministic decompilers produce code that is missing many of the details that make source code readable in the first place, like variable names and types. Neural decompilers, on the other hand, offer the ability to statistically fill in these details. Existing work in neural decompilation, however, suffers from substantial drawbacks that limits its ability to handle real code: it is unable to handle user-defined composite types, which are essential to fully specifying many functions' semantics, or require test cases. In this work, we introduce a new training process to finetune any LLM into a neural decompiler capable of generating the appropriate user-defined types alongside the decompilation. We introduce a new dataset, Realtype, that includes substantially more complicated and realistic types than existing neural decompilation benchmarks. Motivated by the intuition that different parts of data structures can be operated upon by different parts of the program, we show that interprocedural context can help improve neural decompilers' ability to handle user-defined types. We show that our training process yields state-of-the-art results in neural decompilation. We also publicly release the Idioms series of finetuned neural decompilation models in support of open science. In summary, we identify the need for joint code and type prediction, show that it is a hard problem, and take the first steps towards solving it.

  • 3 authors
·
Feb 6, 2025

To See is Not to Master: Teaching LLMs to Use Private Libraries for Code Generation

Large Language Models (LLMs) have shown strong potential for code generation, yet they remain limited in private-library-oriented code generation, where the goal is to generate code using APIs from private libraries. Existing approaches mainly rely on retrieving private-library API documentation and injecting relevant knowledge into the context at inference time. However, our study shows that this is insufficient: even given accurate required knowledge, LLMs still struggle to invoke private-library APIs effectively. To address this limitation, we propose PriCoder, an approach that teaches LLMs to invoke private-library APIs through automatically synthesized data. Specifically, PriCoder models private-library data synthesis as the construction of a graph, and alternates between two graph operators: (1) Progressive Graph Evolution, which improves data diversity by progressively synthesizing more diverse training samples from basic ones, and (2) Multidimensional Graph Pruning, which improves data quality through a rigorous filtering pipeline. To support rigorous evaluation, we construct two new benchmarks based on recently released libraries that are unfamiliar to the tested models. Experiments on three mainstream LLMs show that PriCoder substantially improves private-library-oriented code generation, yielding gains of over 20% in pass@1 in many settings, while causing negligible impact on general code generation capability. Our code and benchmarks are publicly available at https://github.com/eniacode/PriCoder.

  • 7 authors
·
Mar 26

Does Synthetic Layered Design Data Benefit Layered Design Decomposition?

Recent advances in image generation have made it easy to produce high-quality images. However, these outputs are inherently flattened, entangling foreground elements, background, and text within a fixed canvas. As a result, flexible post-generation editing remains challenging, revealing a clear last-mile gap toward practical usability. Existing approaches either rely on scarce proprietary layered assets or construct partially synthetic data from limited structural priors. However, both strategies face fundamental challenges in scalability. In this work, we investigate whether pure synthetic layered data can improve graphic design decomposition. We make the assumption that, in graphic design, effective decomposition does not require modeling inter-layer dependencies as precisely as in natural-image composition, since design elements are often intentionally arranged as modular and semantically separable components. Concretely, we conduct a data-centric study based on CLD baseline, which is a state-of-the-art layer decomposition framework. Based on the baseline, we construct our own synthetic dataset, SynLayers, generate textual supervision using vision language models, and automate inference inputs with VLM-predicted bounding boxes. Our study reveals three key findings: (1) even training with purely synthetic data can outperform non-scalable alternatives such as the widely used PrismLayersPro dataset, demonstrating its viability as a scalable and effective substitute; (2) performance consistently improves with increased training data scale, while gains begin to saturate at around 50K samples; and (3) synthetic data enables balanced control over layer-count distributions, avoiding the layer-count imbalance commonly observed in real-world datasets. We hope this data-centric study encourages broader adoption of synthetic data as a practical foundation for layered design editing systems.

HKUST HKUST
·
May 13 3

PosterLLaVa: Constructing a Unified Multi-modal Layout Generator with LLM

Layout generation is the keystone in achieving automated graphic design, requiring arranging the position and size of various multi-modal design elements in a visually pleasing and constraint-following manner. Previous approaches are either inefficient for large-scale applications or lack flexibility for varying design requirements. Our research introduces a unified framework for automated graphic layout generation, leveraging the multi-modal large language model (MLLM) to accommodate diverse design tasks. In contrast, our data-driven method employs structured text (JSON format) and visual instruction tuning to generate layouts under specific visual and textual constraints, including user-defined natural language specifications. We conducted extensive experiments and achieved state-of-the-art (SOTA) performance on public multi-modal layout generation benchmarks, demonstrating the effectiveness of our method. Moreover, recognizing existing datasets' limitations in capturing the complexity of real-world graphic designs, we propose two new datasets for much more challenging tasks (user-constrained generation and complicated poster), further validating our model's utility in real-life settings. Marking by its superior accessibility and adaptability, this approach further automates large-scale graphic design tasks. The code and datasets will be publicly available on https://github.com/posterllava/PosterLLaVA.

  • 6 authors
·
Jun 4, 2024 2

Learning Eigenstructures of Unstructured Data Manifolds

We introduce a novel framework that directly learns a spectral basis for shape and manifold analysis from unstructured data, eliminating the need for traditional operator selection, discretization, and eigensolvers. Grounded in optimal-approximation theory, we train a network to decompose an implicit approximation operator by minimizing the reconstruction error in the learned basis over a chosen distribution of probe functions. For suitable distributions, they can be seen as an approximation of the Laplacian operator and its eigendecomposition, which are fundamental in geometry processing. Furthermore, our method recovers in a unified manner not only the spectral basis, but also the implicit metric's sampling density and the eigenvalues of the underlying operator. Notably, our unsupervised method makes no assumption on the data manifold, such as meshing or manifold dimensionality, allowing it to scale to arbitrary datasets of any dimension. On point clouds lying on surfaces in 3D and high-dimensional image manifolds, our approach yields meaningful spectral bases, that can resemble those of the Laplacian, without explicit construction of an operator. By replacing the traditional operator selection, construction, and eigendecomposition with a learning-based approach, our framework offers a principled, data-driven alternative to conventional pipelines. This opens new possibilities in geometry processing for unstructured data, particularly in high-dimensional spaces.

HPR3D: Hierarchical Proxy Representation for High-Fidelity 3D Reconstruction and Controllable Editing

Current 3D representations like meshes, voxels, point clouds, and NeRF-based neural implicit fields exhibit significant limitations: they are often task-specific, lacking universal applicability across reconstruction, generation, editing, and driving. While meshes offer high precision, their dense vertex data complicates editing; NeRFs deliver excellent rendering but suffer from structural ambiguity, hindering animation and manipulation; all representations inherently struggle with the trade-off between data complexity and fidelity. To overcome these issues, we introduce a novel 3D Hierarchical Proxy Node representation. Its core innovation lies in representing an object's shape and texture via a sparse set of hierarchically organized (tree-structured) proxy nodes distributed on its surface and interior. Each node stores local shape and texture information (implicitly encoded by a small MLP) within its neighborhood. Querying any 3D coordinate's properties involves efficient neural interpolation and lightweight decoding from relevant nearby and parent nodes. This framework yields a highly compact representation where nodes align with local semantics, enabling direct drag-and-edit manipulation, and offers scalable quality-complexity control. Extensive experiments across 3D reconstruction and editing demonstrate our method's expressive efficiency, high-fidelity rendering quality, and superior editability.

  • 7 authors
·
Jul 16, 2025

Hierarchical SVG Tokenization: Learning Compact Visual Programs for Scalable Vector Graphics Modeling

Recent large language models have shifted SVG generation from differentiable rendering optimization to autoregressive program synthesis. However, existing approaches still rely on generic byte-level tokenization inherited from natural language processing, which poorly reflects the geometric structure of vector graphics. Numerical coordinates are fragmented into discrete symbols, destroying spatial relationships and introducing severe token redundancy, often leading to coordinate hallucination and inefficient long-sequence generation. To address these challenges, we propose HiVG, a hierarchical SVG tokenization framework tailored for autoregressive vector graphics generation. HiVG decomposes raw SVG strings into structured atomic tokens and further compresses executable command--parameter groups into geometry-constrained segment tokens, substantially improving sequence efficiency while preserving syntactic validity. To further mitigate spatial mismatch, we introduce a Hierarchical Mean--Noise (HMN) initialization strategy that injects numerical ordering signals and semantic priors into new token embeddings. Combined with a curriculum training paradigm that progressively increases program complexity, HiVG enables more stable learning of executable SVG programs. Extensive experiments on both text-to-SVG and image-to-SVG tasks demonstrate improved generation fidelity, spatial consistency, and sequence efficiency compared with conventional tokenization schemes. Our code is publicly available at https://github.com/ximinng/HiVG

Spice-E : Structural Priors in 3D Diffusion using Cross-Entity Attention

We are witnessing rapid progress in automatically generating and manipulating 3D assets due to the availability of pretrained text-image diffusion models. However, time-consuming optimization procedures are required for synthesizing each sample, hindering their potential for democratizing 3D content creation. Conversely, 3D diffusion models now train on million-scale 3D datasets, yielding high-quality text-conditional 3D samples within seconds. In this work, we present Spice-E - a neural network that adds structural guidance to 3D diffusion models, extending their usage beyond text-conditional generation. At its core, our framework introduces a cross-entity attention mechanism that allows for multiple entities (in particular, paired input and guidance 3D shapes) to interact via their internal representations within the denoising network. We utilize this mechanism for learning task-specific structural priors in 3D diffusion models from auxiliary guidance shapes. We show that our approach supports a variety of applications, including 3D stylization, semantic shape editing and text-conditional abstraction-to-3D, which transforms primitive-based abstractions into highly-expressive shapes. Extensive experiments demonstrate that Spice-E achieves SOTA performance over these tasks while often being considerably faster than alternative methods. Importantly, this is accomplished without tailoring our approach for any specific task.

  • 4 authors
·
Nov 29, 2023

One Model to Rig Them All: Diverse Skeleton Rigging with UniRig

The rapid evolution of 3D content creation, encompassing both AI-powered methods and traditional workflows, is driving an unprecedented demand for automated rigging solutions that can keep pace with the increasing complexity and diversity of 3D models. We introduce UniRig, a novel, unified framework for automatic skeletal rigging that leverages the power of large autoregressive models and a bone-point cross-attention mechanism to generate both high-quality skeletons and skinning weights. Unlike previous methods that struggle with complex or non-standard topologies, UniRig accurately predicts topologically valid skeleton structures thanks to a new Skeleton Tree Tokenization method that efficiently encodes hierarchical relationships within the skeleton. To train and evaluate UniRig, we present Rig-XL, a new large-scale dataset of over 14,000 rigged 3D models spanning a wide range of categories. UniRig significantly outperforms state-of-the-art academic and commercial methods, achieving a 215% improvement in rigging accuracy and a 194% improvement in motion accuracy on challenging datasets. Our method works seamlessly across diverse object categories, from detailed anime characters to complex organic and inorganic structures, demonstrating its versatility and robustness. By automating the tedious and time-consuming rigging process, UniRig has the potential to speed up animation pipelines with unprecedented ease and efficiency. Project Page: https://zjp-shadow.github.io/works/UniRig/

  • 5 authors
·
Apr 16, 2025

GONE: Structural Knowledge Unlearning via Neighborhood-Expanded Distribution Shaping

Unlearning knowledge is a pressing and challenging task in Large Language Models (LLMs) because of their unprecedented capability to memorize and digest training data at scale, raising more significant issues regarding safety, privacy, and intellectual property. However, existing works, including parameter editing, fine-tuning, and distillation-based methods, are all focused on flat sentence-level data but overlook the relational, multi-hop, and reasoned knowledge in naturally structured data. In response to this gap, this paper introduces Graph Oblivion and Node Erasure (GONE), a benchmark for evaluating knowledge unlearning over structured knowledge graph (KG) facts in LLMs. This KG-based benchmark enables the disentanglement of three effects of unlearning: direct fact removal, reasoning-based leakage, and catastrophic forgetting. In addition, Neighborhood-Expanded Distribution Shaping (NEDS), a novel unlearning framework, is designed to leverage graph connectivity and identify anchor correlated neighbors, enforcing a precise decision boundary between the forgotten fact and its semantic neighborhood. Evaluations on LLaMA-3-8B and Mistral-7B across multiple knowledge editing and unlearning methods showcase NEDS's superior performance (1.000 on unlearning efficacy and 0.839 on locality) on GONE and other benchmarks. Code is available at https://anonymous.4open.science/r/GONE-4679/.

  • 3 authors
·
Feb 20

SVGCraft: Beyond Single Object Text-to-SVG Synthesis with Comprehensive Canvas Layout

Generating VectorArt from text prompts is a challenging vision task, requiring diverse yet realistic depictions of the seen as well as unseen entities. However, existing research has been mostly limited to the generation of single objects, rather than comprehensive scenes comprising multiple elements. In response, this work introduces SVGCraft, a novel end-to-end framework for the creation of vector graphics depicting entire scenes from textual descriptions. Utilizing a pre-trained LLM for layout generation from text prompts, this framework introduces a technique for producing masked latents in specified bounding boxes for accurate object placement. It introduces a fusion mechanism for integrating attention maps and employs a diffusion U-Net for coherent composition, speeding up the drawing process. The resulting SVG is optimized using a pre-trained encoder and LPIPS loss with opacity modulation to maximize similarity. Additionally, this work explores the potential of primitive shapes in facilitating canvas completion in constrained environments. Through both qualitative and quantitative assessments, SVGCraft is demonstrated to surpass prior works in abstraction, recognizability, and detail, as evidenced by its performance metrics (CLIP-T: 0.4563, Cosine Similarity: 0.6342, Confusion: 0.66, Aesthetic: 6.7832). The code will be available at https://github.com/ayanban011/SVGCraft.

  • 5 authors
·
Mar 30, 2024

Unveiling Document Structures with YOLOv5 Layout Detection

The current digital environment is characterized by the widespread presence of data, particularly unstructured data, which poses many issues in sectors including finance, healthcare, and education. Conventional techniques for data extraction encounter difficulties in dealing with the inherent variety and complexity of unstructured data, hence requiring the adoption of more efficient methodologies. This research investigates the utilization of YOLOv5, a cutting-edge computer vision model, for the purpose of rapidly identifying document layouts and extracting unstructured data. The present study establishes a conceptual framework for delineating the notion of "objects" as they pertain to documents, incorporating various elements such as paragraphs, tables, photos, and other constituent parts. The main objective is to create an autonomous system that can effectively recognize document layouts and extract unstructured data, hence improving the effectiveness of data extraction. In the conducted examination, the YOLOv5 model exhibits notable effectiveness in the task of document layout identification, attaining a high accuracy rate along with a precision value of 0.91, a recall value of 0.971, an F1-score of 0.939, and an area under the receiver operating characteristic curve (AUC-ROC) of 0.975. The remarkable performance of this system optimizes the process of extracting textual and tabular data from document images. Its prospective applications are not limited to document analysis but can encompass unstructured data from diverse sources, such as audio data. This study lays the foundation for future investigations into the wider applicability of YOLOv5 in managing various types of unstructured data, offering potential for novel applications across multiple domains.

  • 3 authors
·
Sep 29, 2023

CraftsMan: High-fidelity Mesh Generation with 3D Native Generation and Interactive Geometry Refiner

We present a novel generative 3D modeling system, coined CraftsMan, which can generate high-fidelity 3D geometries with highly varied shapes, regular mesh topologies, and detailed surfaces, and, notably, allows for refining the geometry in an interactive manner. Despite the significant advancements in 3D generation, existing methods still struggle with lengthy optimization processes, irregular mesh topologies, noisy surfaces, and difficulties in accommodating user edits, consequently impeding their widespread adoption and implementation in 3D modeling software. Our work is inspired by the craftsman, who usually roughs out the holistic figure of the work first and elaborates the surface details subsequently. Specifically, we employ a 3D native diffusion model, which operates on latent space learned from latent set-based 3D representations, to generate coarse geometries with regular mesh topology in seconds. In particular, this process takes as input a text prompt or a reference image and leverages a powerful multi-view (MV) diffusion model to generate multiple views of the coarse geometry, which are fed into our MV-conditioned 3D diffusion model for generating the 3D geometry, significantly improving robustness and generalizability. Following that, a normal-based geometry refiner is used to significantly enhance the surface details. This refinement can be performed automatically, or interactively with user-supplied edits. Extensive experiments demonstrate that our method achieves high efficacy in producing superior-quality 3D assets compared to existing methods. HomePage: https://craftsman3d.github.io/, Code: https://github.com/wyysf-98/CraftsMan

  • 7 authors
·
May 23, 2024 2

StructPrune: Structured Global Pruning asymptotics with O(N) GPU Memory

Pruning is critical for scaling large language models (LLMs). Global pruning achieves strong performance but requires O(N) memory, which is infeasible for billion-parameter models. Local pruning reduces GPU memory usage to that of a single layer by pruning layers independently, but it neglects inter-layer dependencies and often leads to suboptimal performance in high-sparsity regimes. Unlike unstructured pruning, structured pruning produces regular sparsity patterns that align well with GPU kernels and library optimizations, making it more hardware-efficient. However, structured pruning typically relies on global pruning, since structured patterns are more prone to severe performance degradation under local optimization. To jointly achieve structured pruning and the memory efficiency of local pruning, we propose a divide-and-conquer strategy that decomposes the global pruning problem into coordinated subproblems across different modules, each of which fits within limited GPU memory. Building on this idea, we design STRUPRUNE, an ADMM-based framework that integrates structured sparsity into the pruning process, combining the memory efficiency of local pruning with the hardware compatibility of structured methods. We derive a closed-form analytical solution for structured pruning masks that provides an explicit rule for layer-wise sparsity allocation, and further develop an energy-based asymptotic framework yielding a softmax-form allocation scheme that simplifies optimization while adapting to heterogeneous layer importance. Experiments demonstrate that STRUPRUNE matches the perplexity of global structured pruning while reducing memory cost from O(N) to O(N), enabling practical deployment at the billion-parameter scale.

  • 3 authors
·
Sep 24, 2025

All elementary functions from a single binary operator

A single two-input gate suffices for all of Boolean logic in digital hardware. No comparable primitive has been known for continuous mathematics: computing elementary functions such as sin, cos, sqrt, and log has always required multiple distinct operations. Here I show that a single binary operator, eml(x,y)=exp(x)-ln(y), together with the constant 1, generates the standard repertoire of a scientific calculator. This includes constants such as e, pi, and i; arithmetic operations including addition, subtraction, multiplication, division, and exponentiation as well as the usual transcendental and algebraic functions. For example, exp(x)=eml(x,1), ln(x)=eml(1,eml(eml(1,x),1)), and likewise for all other operations. That such an operator exists was not anticipated; I found it by systematic exhaustive search and established constructively that it suffices for the concrete scientific-calculator basis. In EML (Exp-Minus-Log) form, every such expression becomes a binary tree of identical nodes, yielding a grammar as simple as S -> 1 | eml(S,S). This uniform structure also enables gradient-based symbolic regression: using EML trees as trainable circuits with standard optimizers (Adam), I demonstrate the feasibility of exact recovery of closed-form elementary functions from numerical data at shallow tree depths up to 4. The same architecture can fit arbitrary data, but when the generating law is elementary, it may recover the exact formula.

  • 1 authors
·
Apr 3

Learning N:M Fine-grained Structured Sparse Neural Networks From Scratch

Sparsity in Deep Neural Networks (DNNs) has been widely studied to compress and accelerate the models on resource-constrained environments. It can be generally categorized into unstructured fine-grained sparsity that zeroes out multiple individual weights distributed across the neural network, and structured coarse-grained sparsity which prunes blocks of sub-networks of a neural network. Fine-grained sparsity can achieve a high compression ratio but is not hardware friendly and hence receives limited speed gains. On the other hand, coarse-grained sparsity cannot concurrently achieve both apparent acceleration on modern GPUs and decent performance. In this paper, we are the first to study training from scratch an N:M fine-grained structured sparse network, which can maintain the advantages of both unstructured fine-grained sparsity and structured coarse-grained sparsity simultaneously on specifically designed GPUs. Specifically, a 2:4 sparse network could achieve 2x speed-up without performance drop on Nvidia A100 GPUs. Furthermore, we propose a novel and effective ingredient, sparse-refined straight-through estimator (SR-STE), to alleviate the negative influence of the approximated gradients computed by vanilla STE during optimization. We also define a metric, Sparse Architecture Divergence (SAD), to measure the sparse network's topology change during the training process. Finally, We justify SR-STE's advantages with SAD and demonstrate the effectiveness of SR-STE by performing comprehensive experiments on various tasks. Source codes and models are available at https://github.com/NM-sparsity/NM-sparsity.

  • 8 authors
·
Feb 8, 2021

GlobalSplat: Efficient Feed-Forward 3D Gaussian Splatting via Global Scene Tokens

The efficient spatial allocation of primitives serves as the foundation of 3D Gaussian Splatting, as it directly dictates the synergy between representation compactness, reconstruction speed, and rendering fidelity. Previous solutions, whether based on iterative optimization or feed-forward inference, suffer from significant trade-offs between these goals, mainly due to the reliance on local, heuristic-driven allocation strategies that lack global scene awareness. Specifically, current feed-forward methods are largely pixel-aligned or voxel-aligned. By unprojecting pixels into dense, view-aligned primitives, they bake redundancy into the 3D asset. As more input views are added, the representation size increases and global consistency becomes fragile. To this end, we introduce GlobalSplat, a framework built on the principle of align first, decode later. Our approach learns a compact, global, latent scene representation that encodes multi-view input and resolves cross-view correspondences before decoding any explicit 3D geometry. Crucially, this formulation enables compact, globally consistent reconstructions without relying on pretrained pixel-prediction backbones or reusing latent features from dense baselines. Utilizing a coarse-to-fine training curriculum that gradually increases decoded capacity, GlobalSplat natively prevents representation bloat. On RealEstate10K and ACID, our model achieves competitive novel-view synthesis performance while utilizing as few as 16K Gaussians, significantly less than required by dense pipelines, obtaining a light 4MB footprint. Further, GlobalSplat enables significantly faster inference than the baselines, operating under 78 milliseconds in a single forward pass. Project page is available at https://r-itk.github.io/globalsplat/