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Weiwei Xu

Weiwei Xu contributes to research discovery and scholarly infrastructure.

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Published work

13 published item(s)

preprint2026arXiv

FashionMAC: Deformation-Free Fashion Image Generation with Fine-Grained Model Appearance Customization

Garment-centric fashion image generation aims to synthesize realistic and controllable human models dressing a given garment, which has attracted growing interest due to its practical applications in e-commerce. The key challenges of the task lie in two aspects: (1) faithfully preserving the garment details, and (2) gaining fine-grained controllability over the model's appearance. Existing methods typically require performing garment deformation in the generation process, which often leads to garment texture distortions. Also, they fail to control the fine-grained attributes of the generated models, due to the lack of specifically designed mechanisms. To address these issues, we propose FashionMAC, a novel diffusion-based deformation-free framework that achieves high-quality and controllable fashion showcase image generation. The core idea of our framework is to eliminate the need for performing garment deformation and directly outpaint the garment segmented from a dressed person, which enables faithful preservation of the intricate garment details. Moreover, we propose a novel region-adaptive decoupled attention (RADA) mechanism along with a chained mask injection strategy to achieve fine-grained appearance controllability over the synthesized human models. Specifically, RADA adaptively predicts the generated regions for each fine-grained text attribute and enforces the text attribute to focus on the predicted regions by a chained mask injection strategy, significantly enhancing the visual fidelity and the controllability. Extensive experiments validate the superior performance of our framework compared to existing state-of-the-art methods.

preprint2026arXiv

HetScene: Heterogeneity-Aware Diffusion for Dense Indoor Scene Generation

Generating controllable and physically plausible indoor scenes is a pivotal prerequisite for constructing high-fidelity simulation environments for embodied AI. However, existing deeplearning-based methods usually treat all objects as homogeneous instances within a unified generation process. While effective for sparse and simplistic layouts, they struggle to model realistic layouts with dense object arrangements and complex spatial dependencies, leadingto limited scalability and degraded physical plausibility. To deal with these challenges, we revisit indoor layout generation from the perspective of structural heterogeneity and decompose the objects into primary objects and secondary objects according to their distinct roles in shaping a scene. Based on this decomposition, we propose HetScene, a heterogeneous two-stage generation framework that decouples indoor layout synthesis into Structural Layout Generation (SLG) and Contextual Layout Generation (CLG). SLG first generates globally coherent structural layouts with only primary objects conditioned on text descriptions, top-down binary room masks, and spatial relation graphs, establishing a stable global macro-skeleton of large core furniture.

preprint2026arXiv

The Readability Spectrum: Patterns, Issues, and Prompt Effects in LLM-Generated Code

As Large Language Models (LLMs) are transforming software development, the functional quality of generated code has become a central focus, leaving readability, one of critical non-functional attributes, understudied. Given that LLM-generated code still needs human review before adoption, it is important to understand its readability especially compared with human-written code and the role of prompt design in shaping it. We therefore set out to conduct a systematic investigation into the code readability of LLM-generated code. To systematically quantify code readability, We establish a comprehensive readability model that synthesizes textual, structural, program, and visual features of code. Based on the model, we evaluate the readability of code generated by the mainstream LLMs under 5,869 scenarios extracted from large code base including World of Code (WoC) and LeetCode. We find that current LLMs produce code with overall readability comparable to human-written code, but displaying distinct readability issue patterns. We further examine how different prompt dimensions affect the readability of LLM-generated code, and find that function signatures, constraints and style descriptions emerge as the most influential factors, while the overall impact of prompt design remains limited. Our findings indicate that, on one hand, LLM-generated code is at least comparable to human-written code in readability, validating its potential for systematic integration into software workflows from a non-functional perspective; on the other hand, distinct readability issue patterns and limited effectiveness of prompt engineering reveal a latent technical debt, highlighting the need for future research to improve the readability of LLM-generated code and thus ensure long-term maintainability.

preprint2022arXiv

Active Boundary Loss for Semantic Segmentation

This paper proposes a novel active boundary loss for semantic segmentation. It can progressively encourage the alignment between predicted boundaries and ground-truth boundaries during end-to-end training, which is not explicitly enforced in commonly used cross-entropy loss. Based on the predicted boundaries detected from the segmentation results using current network parameters, we formulate the boundary alignment problem as a differentiable direction vector prediction problem to guide the movement of predicted boundaries in each iteration. Our loss is model-agnostic and can be plugged in to the training of segmentation networks to improve the boundary details. Experimental results show that training with the active boundary loss can effectively improve the boundary F-score and mean Intersection-over-Union on challenging image and video object segmentation datasets.

preprint2022arXiv

Automatic Quantization for Physics-Based Simulation

Quantization has proven effective in high-resolution and large-scale simulations, which benefit from bit-level memory saving. However, identifying a quantization scheme that meets the requirement of both precision and memory efficiency requires trial and error. In this paper, we propose a novel framework to allow users to obtain a quantization scheme by simply specifying either an error bound or a memory compression rate. Based on the error propagation theory, our method takes advantage of auto-diff to estimate the contributions of each quantization operation to the total error. We formulate the task as a constrained optimization problem, which can be efficiently solved with analytical formulas derived for the linearized objective function. Our workflow extends the Taichi compiler and introduces dithering to improve the precision of quantized simulations. We demonstrate the generality and efficiency of our method via several challenging examples of physics-based simulation, which achieves up to 2.5x memory compression without noticeable degradation of visual quality in the results. Our code and data are available at https://github.com/Hanke98/AutoQuantizer.

preprint2022arXiv

Composition-aware Graphic Layout GAN for Visual-textual Presentation Designs

In this paper, we study the graphic layout generation problem of producing high-quality visual-textual presentation designs for given images. We note that image compositions, which contain not only global semantics but also spatial information, would largely affect layout results. Hence, we propose a deep generative model, dubbed as composition-aware graphic layout GAN (CGL-GAN), to synthesize layouts based on the global and spatial visual contents of input images. To obtain training images from images that already contain manually designed graphic layout data, previous work suggests masking design elements (e.g., texts and embellishments) as model inputs, which inevitably leaves hint of the ground truth. We study the misalignment between the training inputs (with hint masks) and test inputs (without masks), and design a novel domain alignment module (DAM) to narrow this gap. For training, we built a large-scale layout dataset which consists of 60,548 advertising posters with annotated layout information. To evaluate the generated layouts, we propose three novel metrics according to aesthetic intuitions. Through both quantitative and qualitative evaluations, we demonstrate that the proposed model can synthesize high-quality graphic layouts according to image compositions.

preprint2022arXiv

Crystallizing Kagome artificial spin ice

Artificial spin ices are engineered arrays of dipolarly coupled nanobar magnets. They enable direct investigations of fascinating collective phenomena from their diverse microstates. However, experimental access to ground states in the geometrically frustrated systems has proven difficult, limiting studies and applications of novel properties and functionalities from the low energy states. Here, we introduce a convenient approach to control the competing diploar interactions between the neighboring nanomagnets, allowing us to tailor the vertex degeneracy of the ground states. We achieve this by tuning the length of selected nanobar magnets in the spin ice lattice. We demonstrate the effectiveness of our method by realizing multiple low energy microstates in a Kagome artificial spin ice, particularly the hardly accessible long range ordered ground state - the spin crystal state. Our strategy can be directly applied to other artificial spin systems to achieve exotic phases and explore new emergent collective behaviors.

preprint2022arXiv

NICE-SLAM: Neural Implicit Scalable Encoding for SLAM

Neural implicit representations have recently shown encouraging results in various domains, including promising progress in simultaneous localization and mapping (SLAM). Nevertheless, existing methods produce over-smoothed scene reconstructions and have difficulty scaling up to large scenes. These limitations are mainly due to their simple fully-connected network architecture that does not incorporate local information in the observations. In this paper, we present NICE-SLAM, a dense SLAM system that incorporates multi-level local information by introducing a hierarchical scene representation. Optimizing this representation with pre-trained geometric priors enables detailed reconstruction on large indoor scenes. Compared to recent neural implicit SLAM systems, our approach is more scalable, efficient, and robust. Experiments on five challenging datasets demonstrate competitive results of NICE-SLAM in both mapping and tracking quality. Project page: https://pengsongyou.github.io/nice-slam

preprint2021arXiv

An X-ray selected catalog of extended galaxy clusters from the ROSAT All-Sky Survey (RXGCC)

There is a known tension between cosmological parameter constraints obtained from the primary CMB and those from galaxy cluster samples. One possible explanation could be certain types of groups or clusters of galaxy have been missed in the past. We aim to search for galaxy groups and clusters with particularly extended surface brightness distributions, by creating a new X-ray selected catalog of extended galaxy clusters from the ROSAT All-Sky Survey, using a dedicated algorithm optimized for extended sources. Through extensive simulations, the detection efficiency and sample purity are investigated. Previous cluster catalogs in X-ray and other wave-bands, as well as spectroscopic and photometric redshifts of galaxies are used for the cluster identification. We report a catalog of galaxy clusters at high galactic latitude based on the ROSAT All-sky Survey, named as RXGCC, which includes 944 groups and clusters. Out of it, 641 clusters have been identified through ICM emission previously (Bronze), 154 known optical and infrared clusters are detected as X-ray clusters for the first time (Silver), and 149 identified as clusters for the first time (Gold). Based on 200 simulations, the contamination ratio of the detections which were identified as clusters by ICM emission, and the detections which were identified as optical and infrared clusters in previous work is 0.008 and 0.100, respectively. Compared with Bronze sample, the Gold+Silver sample is less luminous, less massive, and has a flatter surface brightness profile. Specifically, the median flux in [0.1-2.4]keV band for Gold+Silver and Bronze sample is 2.496e-12 erg/s/cm^2 and 4.955e-12 erg/s/cm^2, respectively. The median slope of cluster profile is 0.76 and 0.83 for Gold+Silver and Bronze sample, respectively. This whole sample is available at https://github.com/wwxu/rxgcc.github.io/blob/master/table_rxgcc.fits (Abridged)

preprint2021arXiv

Example-based Real-time Clothing Synthesis for Virtual Agents

We present a real-time cloth animation method for dressing virtual humans of various shapes and poses. Our approach formulates the clothing deformation as a high-dimensional function of body shape parameters and pose parameters. In order to accelerate the computation, our formulation factorizes the clothing deformation into two independent components: the deformation introduced by body pose variation (Clothing Pose Model) and the deformation from body shape variation (Clothing Shape Model). Furthermore, we sample and cluster the poses spanning the entire pose space and use those clusters to efficiently calculate the anchoring points. We also introduce a sensitivity-based distance measurement to both find nearby anchoring points and evaluate their contributions to the final animation. Given a query shape and pose of the virtual agent, we synthesize the resulting clothing deformation by blending the Taylor expansion results of nearby anchoring points. Compared to previous methods, our approach is general and able to add the shape dimension to any clothing pose model. %and therefore it is more general. Furthermore, we can animate clothing represented with tens of thousands of vertices at 50+ FPS on a CPU. Moreover, our example database is more representative and can be generated in parallel, and thereby saves the training time. We also conduct a user evaluation and show that our method can improve a user's perception of dressed virtual agents in an immersive virtual environment compared to a conventional linear blend skinning method.

preprint2020arXiv

Quasi-Newton Solver for Robust Non-Rigid Registration

Imperfect data (noise, outliers and partial overlap) and high degrees of freedom make non-rigid registration a classical challenging problem in computer vision. Existing methods typically adopt the $\ell_{p}$ type robust estimator to regularize the fitting and smoothness, and the proximal operator is used to solve the resulting non-smooth problem. However, the slow convergence of these algorithms limits its wide applications. In this paper, we propose a formulation for robust non-rigid registration based on a globally smooth robust estimator for data fitting and regularization, which can handle outliers and partial overlaps. We apply the majorization-minimization algorithm to the problem, which reduces each iteration to solving a simple least-squares problem with L-BFGS. Extensive experiments demonstrate the effectiveness of our method for non-rigid alignment between two shapes with outliers and partial overlap, with quantitative evaluation showing that it outperforms state-of-the-art methods in terms of registration accuracy and computational speed. The source code is available at https://github.com/Juyong/Fast_RNRR.

preprint2018arXiv

DeepWarp: DNN-based Nonlinear Deformation

DeepWarp is an efficient and highly re-usable deep neural network (DNN) based nonlinear deformable simulation framework. Unlike other deep learning applications such as image recognition, where different inputs have a uniform and consistent format (e.g. an array of all the pixels in an image), the input for deformable simulation is quite variable, high-dimensional, and parametrization-unfriendly. Consequently, even though DNN is known for its rich expressivity of nonlinear functions, directly using DNN to reconstruct the force-displacement relation for general deformable simulation is nearly impossible. DeepWarp obviates this difficulty by partially restoring the force-displacement relation via warping the nodal displacement simulated using a simplistic constitutive model -- the linear elasticity. In other words, DeepWarp yields an incremental displacement fix based on a simplified (therefore incorrect) simulation result other than returning the unknown displacement directly. We contrive a compact yet effective feature vector including geodesic, potential and digression to sort training pairs of per-node linear and nonlinear displacement. DeepWarp is robust under different model shapes and tessellations. With the assistance of deformation substructuring, one DNN training is able to handle a wide range of 3D models of various geometries including most examples shown in the paper. Thanks to the linear elasticity and its constant system matrix, the underlying simulator only needs to perform one pre-factorized matrix solve at each time step, and DeepWarp is able to simulate large models in real time.