<?xml version='1.0' encoding='UTF-8'?>
<feed xmlns:opensearch="http://a9.com/-/spec/opensearch/1.1/" xmlns:arxiv="http://arxiv.org/schemas/atom" xmlns="http://www.w3.org/2005/Atom">
  <id>https://arxiv.org/api/ktSZC822dyBEuR5xCHwr0kmdpQA</id>
  <title>arXiv Query: search_query=all:"web aesthetics" OR all:"UI aesthetics" OR all:"design quality" OR all:"layout generation"&amp;id_list=&amp;start=0&amp;max_results=60</title>
  <updated>2026-09-22T01:58:48Z</updated>
  <link href="https://arxiv.org/api/query?search_query=all:%22web+aesthetics%22+OR+(all:%22UI+aesthetics%22+OR+(all:%22design+quality%22+OR+all:%22layout+generation%22))&amp;start=0&amp;max_results=60&amp;id_list=" type="application/atom+xml"/>
  <opensearch:itemsPerPage>60</opensearch:itemsPerPage>
  <opensearch:totalResults>440</opensearch:totalResults>
  <opensearch:startIndex>0</opensearch:startIndex>
  <entry>
    <id>http://arxiv.org/abs/2609.23183v1</id>
    <title>K-TRAIL: Simulator-Guided Generative Design of EM/RF Circuits</title>
    <updated>2026-09-19T19:13:54Z</updated>
    <link href="https://arxiv.org/abs/2609.23183v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.23183v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Inverse design of RF and electromagnetic (EM) circuits is challenging because the relationship between circuit layout and electrical response is non-unique, and full-wave simulation is computationally expensive. This paper presents K-TRAIL, a simulator-guided generative framework for automated EM/RF circuit synthesis. K-TRAIL combines diffusion-based layout generation with derivative-free ensemble Kalman guidance, allowing feedback from a black-box EM simulator to refine candidate layouts during generation without requiring adjoint sensitivities or differentiable solver models. The framework supports both synthesis from prescribed S-parameter responses and synthesis directly from RF performance constraints. Experiments on multi-layer RFIC structures show that simulator-guided generation improves agreement with target responses and can identify structurally distinct layouts that satisfy circuit-level design requirements. The proposed approach provides a practical path toward generative, verification-aware RF circuit design while retaining the flexibility to explore diverse layout topologies.</summary>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-19T19:13:54Z</published>
    <arxiv:primary_category term="cs.LG"/>
    <author>
      <name>Piyush Saha</name>
    </author>
    <author>
      <name>Evan Newell</name>
    </author>
    <author>
      <name>Hanna O'Leary</name>
    </author>
    <author>
      <name>Arun Natarajan</name>
    </author>
    <author>
      <name>Alireza Aghasi</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.11519v1</id>
    <title>Learning Interaction between Image and Layout Priors for Joint Image-Layout Generation in Design Templates</title>
    <updated>2026-09-10T13:22:23Z</updated>
    <link href="https://arxiv.org/abs/2609.11519v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.11519v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>In this paper, we address the problem of graphic design template creation, which generates a background image and a layout of foreground elements over the background to form a harmonious composition from an input text.
  Prior work on graphic design generation mostly adopts a sequential paradigm, where design elements are generated sequentially. We argue that such a sequential scheme falls short of faithfully capturing the dependency between the background and layout (and thus the joint image-layout distribution), which limits the quality of generated design templates.
  To overcome this limitation, we propose a model, InterIL, which jointly generates the two modalities, background image and layout, in a single generative process. The novel design of our joint model connects the backbones of pretrained image and layout diffusion models with a learnable communication module to explicitly model bidirectional image-layout interaction. During training, the image and layout backbones are frozen to maintain and leverage the vast pretrained single-modality prior knowledge, while only the communication module is updated, so that the model can focus on learning image-layout interaction and thereby better capture the joint image-layout distribution for improved composition harmony.
  Our model has no design-specific inductive bias, which allows it to better preserve the original characteristics of realistic designs. We further introduce a test-time guidance strategy to enable users to impose their specific preferences on generated results.
  Our experiments show that, compared with prior approaches, our model can generate significantly better results in terms of image, layout and image-layout harmonization, producing outputs closer to real samples. We also demonstrate the flexibility of our model in enforcing user preferences at inference without retraining.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-10T13:22:23Z</published>
    <arxiv:comment>Main paper with supplementary material. Submitted to IEEE Transactions on Visualization and Computer Graphics</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Shirong Yang</name>
    </author>
    <author>
      <name>Bo Yang</name>
    </author>
    <author>
      <name>Ying Cao</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.09213v1</id>
    <title>Geometry Conditioning in an Embodied SLM: Training Controls and Robustness Diagnostics in a 0.8B Hybrid Model</title>
    <updated>2026-09-06T05:55:24Z</updated>
    <link href="https://arxiv.org/abs/2609.09213v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.09213v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We study how physical-state inputs affect a 0.8B hybrid language model adapted for manipulation with 6.2M trainable parameters. Six conditions are trained on three LIBERO-Spatial tasks and evaluated over three seeds and 540 held-out rollouts. Conditioning recurrent decay gates on geometric increments yields 28.9% success, compared with 36.7% when those increments are shuffled during training and 24.4% without explicit object/goal geometry. Both geometry policies receive correct inputs at evaluation. A token adapter using the same increments scores 27.8%; differences vary across seeds and remain inconclusive. Token-clock conditioning scores 11.1%, including one seed that fails to converge. In separate robustness tests, a state-only relative-coordinate policy retains 7/10 success under frame relabeling, whereas all four tested visual policies fall to at most 3/20 after a 5 cm object displacement. These results show no reliable advantage from training-time geometric alignment under this recipe and illustrate the gap between coordinate invariance and physical-layout generalization. Episode records, seed-level analyses, and figure-generation code accompany the paper.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-06T05:55:24Z</published>
    <arxiv:comment>7 pages, 3 figures. Includes ancillary data and analysis code</arxiv:comment>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Hao Li</name>
    </author>
    <author>
      <name>Haofei Sun</name>
    </author>
    <author>
      <name>Lin He</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.03918v1</id>
    <title>Grounding GUI Design in Computational Psychology</title>
    <updated>2026-09-03T14:35:32Z</updated>
    <link href="https://arxiv.org/abs/2609.03918v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.03918v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Creating visually appealing user interfaces often requires extensive manual iteration. We propose an approach that applies answer set programming (ASP) to automatically generate and optimize UI layouts while satisfying design objectives such as grid alignment, grouping, color harmony, and whitespace, along with designer-specified preferences. Our method encodes constraints on element properties and relative positioning, producing layouts that balance functional and aesthetic goals. We evaluate this approach in three studies. Across two user studies, participants rated layouts generated with the full ASP model higher than both random designs and those based on simple heuristics. Designers reported that ASP-generated layouts supported early-stage sketching and exploration.</summary>
    <category term="cs.HC" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-03T14:35:32Z</published>
    <arxiv:comment>47 pages, 55 figures. Submitted to the International Journal of Human-Computer Studies</arxiv:comment>
    <arxiv:primary_category term="cs.HC"/>
    <author>
      <name>Xianni Wang</name>
      <arxiv:affiliation>University of Jyväskylä, Faculty of Information Technology, Jyväskylä, Finland</arxiv:affiliation>
    </author>
    <author>
      <name>Javier Romero Davila</name>
      <arxiv:affiliation>University of Potsdam, Institute of Computer Science, Potsdam, Germany</arxiv:affiliation>
    </author>
    <author>
      <name>Saku Sourulahti</name>
      <arxiv:affiliation>University of Jyväskylä, Faculty of Information Technology, Jyväskylä, Finland</arxiv:affiliation>
    </author>
    <author>
      <name>Torsten Schaub</name>
      <arxiv:affiliation>University of Potsdam, Institute of Computer Science, Potsdam, Germany</arxiv:affiliation>
    </author>
    <author>
      <name>Jussi P. P. Jokinen</name>
      <arxiv:affiliation>University of Jyväskylä, Faculty of Information Technology, Jyväskylä, Finland</arxiv:affiliation>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.03596v1</id>
    <title>ReRoom: Blending Virtual and Physical Contexts for In Situ Room Planning in Mixed Reality</title>
    <updated>2026-09-03T09:46:32Z</updated>
    <link href="https://arxiv.org/abs/2609.03596v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.03596v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Planning a real domestic space is an in situ authoring process: users evaluate candidate layouts at true scale, refine their intent, and carry accepted decisions into later iterations. Existing approaches either separate layout editing from the physical room or provide limited support for evaluating and refining whole-room proposals in situ. We present ReRoom, a mixed-reality system for in situ room-layout authoring. ReRoom presents a shared layout state through a virtual room proxy spatially registered to the target room, allowing interaction and layout generation to remain grounded in the physical context. Users refine the current proposal through direct manipulation or language and preserve accepted placements, allowing each generated update to continue the same evolving design. To balance layout quality with generation efficiency, ReRoom uses a skill-guided layout agent whose room-layout design skill operationalizes three principles that we formulate by synthesizing established interior-design guidance for real-room layout generation. The skill grounds these principles in a normalized representation of the scanned room and reusable geometric checks. Evaluations show that ReRoom produces high-quality layouts for non-rectangular rooms, while its in situ workflow improves the room-planning experience over an otherwise equivalent off-site VR workflow. Code will be released upon acceptance of the paper.</summary>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.HC" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-03T09:46:32Z</published>
    <arxiv:comment>19 pages, 8 figures; supplementary materials included</arxiv:comment>
    <arxiv:primary_category term="cs.GR"/>
    <author>
      <name>Hongliang Yang</name>
    </author>
    <author>
      <name>Yanjing Xu</name>
    </author>
    <author>
      <name>Anhang Zhang</name>
    </author>
    <author>
      <name>Hui Ye</name>
    </author>
    <author>
      <name>Pengfei Xu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.01582v1</id>
    <title>SpatialGuard: Harness-Guided Verifiable Spatial Reasoning for Text-to-Image Generation</title>
    <updated>2026-09-01T17:47:00Z</updated>
    <link href="https://arxiv.org/abs/2609.01582v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.01582v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Complex 3D spatial text to image generation requires models to convert natural language into stable visual geometry, not merely semantic appearance. Existing prompt-driven or layout-conditioned methods improve controllability, but often lack an optimizable and verifiable spatial intermediary before visual sampling. As a result, object relations, occlusion, visibility, and camera constraints can decay during multi-round generation. This paper presents SpatialGuard, a structured layout-guided framework for complex 3D spatial text-to-image generation. SpatialGuard parses prompts into image synthesis-oriented 3D layouts through a Spatial Layout Architect, realizes them as visual conditions and candidate images through a Visual Realizer, and uses a Visual Alignment Critic to validate consistency among prompt, layout, and image. To keep constraints stable across iterations, SpatialGuard introduces a Layout Harness that organizes rule constraints, tool invocation, shared knowledge, and feedback loops around the editable layout state. This design turns complex spatial generation from implicit prompt following into a verifiable process of planning, realization, validation, and repair. Comprehensive experiments show that SpatialGuard achieves state-of-the-art performance in complex 3D spatial layout generation and improves spatial faithfulness over existing text-to-image and layout control baselines.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-01T17:47:00Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Ziyun Qian</name>
    </author>
    <author>
      <name>Zizhi Chen</name>
    </author>
    <author>
      <name>Yizhou Liu</name>
    </author>
    <author>
      <name>Mingyang Sun</name>
    </author>
    <author>
      <name>Dingkang Yang</name>
    </author>
    <author>
      <name>Lihua Zhang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.00194v2</id>
    <title>ReDeck: Step-Level Render-Grounded Refinement for Document-to-Slide Generation</title>
    <updated>2026-09-05T21:02:51Z</updated>
    <link href="https://arxiv.org/abs/2609.00194v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.00194v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Document-to-slide generation is challenging because slides are dense editable artifacts that require both faithful content selection and precise spatial layout. Recent slide agents adopt iterative reflection, but typically follow a monolithic "one version, one feedback" loop: a slide or deck is rewritten, rendered afterward, and critiqued only at the turn boundary. This delayed feedback makes local failures such as overflow, overlap, clipping, and off-canvas placement difficult to attribute and repair. We propose ReDeck, a step-level render-grounded refinement framework that decomposes slide revision into atomic edit actions and returns renderer-derived observations after each step, turning refinement into "one edit, one observation." To balance local repair with global quality, ReDeck uses multi-granular feedback: step-level render feedback for spatial errors, a turn-level adaptive critic for semantic and design guidance, and a submission-level gate for hard layout validation. We further introduce DeckQuiz, a benchmark that decouples content fidelity, spatial correctness, and design quality. Across GPT-5.4, Claude-4.6, and Gemini-3.1, ReDeck consistently outperforms existing slide-generation agents, and ablations confirm that feedback timing and granularity are critical for reliable slide refinement.</summary>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-31T18:12:10Z</published>
    <arxiv:primary_category term="cs.AI"/>
    <author>
      <name>Muzhao Tian</name>
    </author>
    <author>
      <name>Zezi Zeng</name>
    </author>
    <author>
      <name>Yifan Yang</name>
    </author>
    <author>
      <name>Xin Gao</name>
    </author>
    <author>
      <name>Yan Li</name>
    </author>
    <author>
      <name>Zisu Huang</name>
    </author>
    <author>
      <name>Xiaohua Wang</name>
    </author>
    <author>
      <name>Changze Lv</name>
    </author>
    <author>
      <name>Mingxi Cheng</name>
    </author>
    <author>
      <name>Bei Liu</name>
    </author>
    <author>
      <name>Kai Qiu</name>
    </author>
    <author>
      <name>Qi Dai</name>
    </author>
    <author>
      <name>Dong Chen</name>
    </author>
    <author>
      <name>Yue Dong</name>
    </author>
    <author>
      <name>Xiaoqing Zheng</name>
    </author>
    <author>
      <name>Ji Li</name>
    </author>
    <author>
      <name>Chong Luo</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.17255v1</id>
    <title>Learning Where and What to Lift for Bi-planar X-ray-to-CT Reconstruction</title>
    <updated>2026-08-18T01:23:36Z</updated>
    <link href="https://arxiv.org/abs/2608.17255v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.17255v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>X-ray imaging can be approximately modeled as the projection of an underlying volumetric attenuation field, with each measurement recording the accumulated attenuation along a corresponding ray path. Reconstructing a CT volume from only a few X-ray views is therefore severely ill-posed, as the projections collapse depth information and leave 3D locations of anatomical regions and their corresponding intensity distributions highly entangled and ambiguous. We observe that once the spatial organization of anatomical regions is established, estimating their CT intensities becomes substantially more tractable. Motivated by this, we propose LiftXR, an interleaved, geometry-guided framework that explicitly incorporates spatial layout recovery into CT reconstruction. Specifically, a layout lifter first generates a 3D anatomical layout from bi-planar X-rays, providing spatial guidance for an intensity renderer to reconstruct a CT volume. An anatomical parser then performs volumetric perception on the reconstruction, exploiting its spatially resolved boundary and intensity cues to recover a refined anatomical layout. This transition from projection-conditioned layout generation to reconstruction-conditioned anatomical perception allows the parsed layout to provide feedback for region-specific intensity calibration. Extensive experiments on two public datasets demonstrate that LiftXR consistently outperforms recent X-ray-to-CT reconstruction methods, establishing a new state of the art. Moreover, the reconstructed CT achieves superior performance in external downstream segmentation, indicating improved anatomical fidelity. Code will be released.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-18T01:23:36Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yifei Wu</name>
    </author>
    <author>
      <name>Yicheng Wu</name>
    </author>
    <author>
      <name>Qiang Ma</name>
    </author>
    <author>
      <name>Qi Chen</name>
    </author>
    <author>
      <name>Renyang Gu</name>
    </author>
    <author>
      <name>Xinyu Liu</name>
    </author>
    <author>
      <name>Yongsheng Pan</name>
    </author>
    <author>
      <name>Yong Xia</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.13767v1</id>
    <title>Simulation-Aware In-Context Policy Improvement for LLM-Aided Analog Layout Refinement</title>
    <updated>2026-08-13T20:46:17Z</updated>
    <link href="https://arxiv.org/abs/2608.13767v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.13767v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Analog IC layout design remains a labor-intensive iterative process dominated by simulation-driven refinement. Although end-to-end layout generators accelerate initial placement and routing, they still require experts to manually tune layout optimization parameters with repeated post-layout simulations for stringent design specifications. While Bayesian Optimization (BO) is widely adopted for parameter tuning in analog IC design, at the layout level it typically requires hundreds to thousands of evaluations, each involving costly parasitic extraction and post-layout simulation, which makes it impractical. Recently, Large Language Models (LLMs) have demonstrated potential in improving the sample efficiency of such simulation-driven tuning. However, their restricted access to geometric layout context and design-specific heuristics limits their ability to manipulate the layout optimization process. In this paper, we propose a simulation-aware LLM multi-agent framework that performs in-context policy improvement (ICPI) by iteratively updating layout optimization parameters exposed by an analog layout generator through an act-observe-reflect loop on compact structured layout representations. Experiments on real-world analog circuits show that, with only tens of post-layout simulations, our approach improves post-layout performance over the generator's built-in heuristics and BO-based tuning method.</summary>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-13T20:46:17Z</published>
    <arxiv:comment>7 pages, 3 figures. To appear in the Proceedings of the 2026 International Conference on LLM-Aided Design (ICLAD 2026)</arxiv:comment>
    <arxiv:primary_category term="cs.AI"/>
    <author>
      <name>Bingyang Liu</name>
    </author>
    <author>
      <name>Ziming Wei</name>
    </author>
    <author>
      <name>Xiaohan Gao</name>
    </author>
    <author>
      <name>David Z. Pan</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.10838v1</id>
    <title>PolyLayout: Hierarchical VLM-Guided Layout Generation Beyond Rectangular Rooms</title>
    <updated>2026-08-11T12:04:14Z</updated>
    <link href="https://arxiv.org/abs/2608.10838v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.10838v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Generating physically plausible 3D room layouts is essential for home furnishing retail, enabling customers to visualize products in their own homes and confidently make purchasing decisions. However, a gap exists between academic research and real-world application: existing solutions primarily focus on algorithmic strategies for furniture placement, largely neglecting the non-rectangular geometries and strict door/window constraints prevalent in real homes. To bridge the gap, we introduce a hybrid, hierarchical framework tailored for retail, specifically designed to support scalable spatial planning applications. Our system decouples generation into three stages: (1) functional furniture clustering and fine-grained intra-zone placement; (2) macro-routing guided by a vision-language model (VLM) to anchor both these clustered zones and any remaining standalone furniture within diverse polygonal boundaries; and (3) rule-based optimization for collision-free micro-arrangements that respect architectural constraints. We evaluate our system on production-scale catalogs and a representative set of irregular real-world topologies. Our results show that our approach attains the highest perceptual plausibility while maintaining good geometric compliance at relatively low latency, and extends to irregular boundaries that existing methods do not natively support.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-11T12:04:14Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yutong Jiang</name>
    </author>
    <author>
      <name>Zahra Atashgahi</name>
    </author>
    <author>
      <name>Carlos Soto Garcia Delgado</name>
    </author>
    <author>
      <name>Ruben Brokkelkamp</name>
    </author>
    <author>
      <name>Davide Zanutto</name>
    </author>
    <author>
      <name>Efşan Sökmen</name>
    </author>
    <author>
      <name>Shahin Shahkarami</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.03501v1</id>
    <title>Can LLM design high-quality experiments? A Comprehensive and Systematic Benchmark on Autonomous Experimental Design</title>
    <updated>2026-08-04T11:43:22Z</updated>
    <link href="https://arxiv.org/abs/2608.03501v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.03501v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>AI for Research (AI4Research) leverages AI to automate and improve scientific workflows. While experimental design is a critical stage of the research process, prior work has focused primarily on code implementation and execution, overlooking the importance of this stage, and no benchmark exists to evaluate AI's ability to conduct systematic experiment design. To bridge this gap, we propose SCOPE, a Scientific COmprehensive Planning Evaluation Benchmark constructed from 300 high-quality latest papers across 19 research domains from top-tier venues (e.g., ICML, NeurIPS, and ICLR),evaluating LLMs on two dimensions: High-Level planning completeness (main, ablation, and analysis experiments) and Low-Level configuration accuracy and rationality (datasets, baselines, and metrics). Benchmarking reveals three findings: (1) most LLMs cannot directly design high-quality experiments; (2) all LLMs exhibit a performance bottleneck in low-level configuration; and (3) search mode does not improve design quality. Furthermore, to address these challenges, we propose OptED, a novel agentic workflow to optimize LLM-based experimental design, that enhances LLM-based experimental planning through stage isolation, tool augmentation, and rule-based constraints, effectively alleviating the configuration bottleneck.</summary>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-04T11:43:22Z</published>
    <arxiv:comment>32 pages, 7 figures</arxiv:comment>
    <arxiv:primary_category term="cs.AI"/>
    <author>
      <name>Zejun Liu</name>
    </author>
    <author>
      <name>Jian Wu</name>
    </author>
    <author>
      <name>Ru Peng</name>
    </author>
    <author>
      <name>Yuliang Ji</name>
    </author>
    <author>
      <name>Dongyuan Li</name>
    </author>
    <author>
      <name>Renhe Jiang</name>
    </author>
    <author>
      <name>Yue Zhang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.03064v1</id>
    <title>Global Graph-Validated Optimization for VLM-based 3D Indoor Scene Generation</title>
    <updated>2026-08-04T03:24:09Z</updated>
    <link href="https://arxiv.org/abs/2608.03064v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.03064v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We study open-vocabulary 3D indoor layout generation, which synthesizes diverse and physically plausible scenes from unlabeled 3D assets using free-form language instructions. Recent methods leverage large language models (LLMs) and vision-language models (VLMs) to generate structured scenes from text. However, most model inter-asset relations implicitly or rely on local pairwise constraints and local optimization. These formulations are poorly aligned with the global, highly non-convex layout space, often yielding locally plausible yet globally inconsistent or physically infeasible scenes. We address this problem with a graph-based intermediate representation that separates semantic coherence from physical feasibility, together with a hybrid search-and-refinement strategy. First, Global Semantic Verification (GSV) represents scenes as structured graphs and enforces semantic constraints through rule-based verification. This explicit validation removes contradictory configurations and produces a globally consistent semantic scaffold. Second, Global Physical Feasibility Search (GPFS) combines evolutionary search for global exploration with gradient-based refinement for local exploitation. It reduces dependence on VLM-proposed initialization and improves robustness in non-convex and discontinuous feasible spaces. Together, GSV and GPFS move layout generation beyond local relational modeling and initialization-sensitive optimization toward globally consistent reasoning and search. Experiments show that our method achieves state-of-the-art performance in open-vocabulary 3D indoor layout generation, improving both semantic consistency and physical plausibility.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-04T03:24:09Z</published>
    <arxiv:comment>15 pages, 8 figures</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Jialu Huang</name>
    </author>
    <author>
      <name>Yingxuan You</name>
    </author>
    <author>
      <name>Fei Wang</name>
    </author>
    <author>
      <name>Zheng Dang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.01973v1</id>
    <title>Roomer: Reflective Object-Grounded Model Editing and Repair for 3D Indoor Layout Synthesis</title>
    <updated>2026-08-03T09:38:00Z</updated>
    <link href="https://arxiv.org/abs/2608.01973v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.01973v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Existing indoor layout generators produce globally plausible layouts yet may retain local violations such as collisions, out-of-bounds placements, obstructed openings, and blocked circulation. Most prior work focuses on full-scene synthesis or scene-level optimization, with limited support for identifying responsible objects and locally repairing affected regions. We present Roomer, a reflective repair framework that casts these violations as sparse, object-grounded repair problems. Roomer encodes layouts as ``RoState'' and uses ``RoReview'' to bind measured violations to implicated objects. A geometry-conditioned vision-language model planner proposes a structured local edit, while a deterministic solver validates it and generates a finite set of candidate edits when needed. Each candidate is committed only if full-scene verification confirms that it resolves the target violation without new hard violations or broken protected constraints. We train the planner on Roomer-CC, a controlled-corruption dataset that pairs faulty layouts with object-grounded violation evidence and known-feasible inverse StatePatches. Since existing benchmarks rarely assess whether physically valid layouts are usable, we introduce Roomer-Eval to assess distributional quality, physical validity, and practical usability. Experiments show that Roomer repairs residual violations while preserving valid regions, improves physical validity and usability, and transfers across external generators.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-03T09:38:00Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Lingwei Dang</name>
    </author>
    <author>
      <name>Ziyan Qiu</name>
    </author>
    <author>
      <name>Jiajia Cheng</name>
    </author>
    <author>
      <name>Shishuo Shang</name>
    </author>
    <author>
      <name>Zhenhao Zhang</name>
    </author>
    <author>
      <name>Yufei Zhu</name>
    </author>
    <author>
      <name>Qingxin Xiao</name>
    </author>
    <author>
      <name>Pan Liu</name>
    </author>
    <author>
      <name>Shenghui Huang</name>
    </author>
    <author>
      <name>Yun Hao</name>
    </author>
    <author>
      <name>Juntong Li</name>
    </author>
    <author>
      <name>Qingyao Wu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.01106v1</id>
    <title>SG-Layout: Structured Scene Graph-Guided Layout Generation with LLMs</title>
    <updated>2026-08-02T09:11:38Z</updated>
    <link href="https://arxiv.org/abs/2608.01106v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.01106v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Understanding and generating spatially coherent layouts from natural language remains a fundamental yet challenging task for large language models (LLMs). Existing LLMs often struggle to capture explicit geometric relationships and structural dependencies between objects. To address this issue, we propose SG-Layout, a graph-guided layout generation framework that explicitly incorporates structured spatial knowledge into LLMs. SG-Layout follows a two-stage training paradigm: (1) a graph-language feature alignment stage, where a relational graph encoder and a projector are trained to map scene-graph embeddings into the LLM's linguistic space; and (2) an instruction tuning stage, where LoRA-based adapters enable efficient fine-tuning for instruction-driven layout generation while keeping the backbone frozen. We evaluate SG-Layout on image layout generation, indoor scene synthesis and robotic object rearrangement tasks. Experimental results show that SG-Layout improves spatial reasoning accuracy and geometric consistency over the compact open-source backbone, with particularly clear advantages in relation-dense and compositionally complex scenes. These results highlight the effectiveness of graph-structured feature alignment for enhancing controllable layout generation.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-02T09:11:38Z</published>
    <arxiv:comment>16 pages, 5 figures. Accepted at WAICA 2026</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Junsheng Wang</name>
    </author>
    <author>
      <name>Chao Chen</name>
    </author>
    <author>
      <name>Mengying Xie</name>
    </author>
    <author>
      <name>Mingyan Li</name>
    </author>
    <author>
      <name>Fuqiang Gu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.07547v1</id>
    <title>Learning an Interior Layout Policy in a Domain Specific Language Action Space</title>
    <updated>2026-07-31T09:28:19Z</updated>
    <link href="https://arxiv.org/abs/2608.07547v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.07547v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Indoor scene layout generation is a challenging task in interior design. Existing methods often oversimplify the task by reducing room conditions to coarse 3D bounding boxes and neglecting structural elements such as doors and windows. More fundamentally, many prior approaches formulate spatial reasoning as direct coordinate prediction, thereby casting interior layout design as continuous regression over raw geometric parameters, which hinders the model from learning the underlying reasoning logic of intelligent layout design. We propose \textbf{LayoutDSL}, a novel LLM-based framework for learning an interior layout policy in a domain-specific language (DSL) action space. The DSL provides an explicit symbolic representation of layout information and serves as a structured action space for layout reasoning, where each action corresponds to an interpretable design decision. Under this DSL-based policy learning paradigm, we construct 3D-FrontDSL, a dataset of room-structure annotations paired with synthetic DSL action sequences for supervised fine-tuning. To promote a more generalizable and scalable policy with verifiable feedback, we design rewards grounded in interior design principles and physical plausibility, and optimize the policy via reinforcement learning. Extensive experiments demonstrate that LayoutDSL substantially improves spatial plausibility and design logicality over strong baselines and existing methods.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-31T09:28:19Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yuhao Lu</name>
    </author>
    <author>
      <name>Weichen Zhang</name>
    </author>
    <author>
      <name>Wenyi Xiao</name>
    </author>
    <author>
      <name>Haohui Chen</name>
    </author>
    <author>
      <name>Yiyun Fei</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.26525v1</id>
    <title>AtlasLC: Fast Codec-Ready Compression of Object-Centric 3D Gaussian Splatting</title>
    <updated>2026-07-29T06:43:17Z</updated>
    <link href="https://arxiv.org/abs/2607.26525v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.26525v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>3D Gaussian Splatting (3DGS) enables photorealistic novel-view synthesis with real-time rendering, but deploying compressed object-centric 3DGS in XR requires more than image-space rate-distortion. In practical XR asset pipelines, reusable objects are repeatedly packaged, transmitted, decoded, and instantiated, making asset-preparation cost, codec compatibility, decoding latency, and preservation of depth and silhouette cues first-class concerns. Existing 3DGS compression methods are largely developed for scene-scale captures and often rely on heavy layout generation or aggressive global pruning, assumptions that transfer poorly to semantically concentrated foreground objects. We present AtlasLC, a source-free, training-free compression pipeline for object-centric 3DGS that operates directly on released Gaussian assets, without original images, camera poses, or per-asset optimization. AtlasLC couples local-competition pruning with deterministic atlas packing to remove the mapping/remapping bottleneck while preserving object-wide foreground support; a lightweight single-pass sort-based conditional transport is used as a shared coordinate backbone for these stages. Across the evaluated assets, AtlasLC reduces atlas-preparation time by up to a factor of 25 and end-to-end compression time by up to a factor of 5, while offering a favorable deployment-aware balance of payload, decode latency, runtime FPS, and 3D geometry relative to the evaluated compressed baselines. Relative to similarly compact structured baselines, it uses about 6 to 8 percent fewer bits while maintaining comparable perceptual and geometric quality. These results show that object-centric 3DGS compression should be optimized for a deployment-aware operating point enabling scalable XR asset libraries.</summary>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-29T06:43:17Z</published>
    <arxiv:comment>Accepted to IEEE ISMAR 2026 (TVCG)</arxiv:comment>
    <arxiv:primary_category term="cs.GR"/>
    <author>
      <name>ByungHyun Kim</name>
    </author>
    <author>
      <name>Jinwoo Jeon</name>
    </author>
    <author>
      <name>Woontack Woo</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.21850v1</id>
    <title>SCALE: Self-Supervised Constraint-Aware Layout GEneration for Local P&amp;R DRV Fixing at Advanced Nodes</title>
    <updated>2026-07-23T22:38:04Z</updated>
    <link href="https://arxiv.org/abs/2607.21850v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.21850v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>As semiconductor manufacturing advances toward sub-2nm nodes, local place-and-route (P&amp;R) design-rule violation (DRV) fixing is increasingly limited by complex rule interactions, dense multi-layer routing geometries, and foundry-specific constraints. While Large Language Models (LLMs) have recently demonstrated strong capabilities in EDA scripting and documentation, their application to visual layout understanding remains largely unexplored: diagnosing DRC violations from layout imagery demands precise geometric reasoning and foundry-specific rule knowledge absent from general-purpose VLM training. We propose SCALE, a framework with a self-supervised layout-generation stage for local DRV fixing at advanced nodes. Multi-layer layout geometry is serialized into structured text, and a fine-tuned language model learns to reconstruct randomly masked polygons from surrounding BEOL context alone without violation labels. At inference, natural-language rule constraints and high-temperature sampling steer generation toward diverse, violation-prone layout variants validated by an industrial signoff DRC checker, producing DRC-annotated layout--violation pairs used to fine-tune a domain-adapted DRC-VLM. This VLM provides rule-aware geometric guidance for local DRV repair, boosting state-of-the-art agents' solve rates by +12--25% (up to 97%) on 100 real sub-2nm cases spanning enclosure, spacing, width, and color-spacing violations.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-23T22:38:04Z</published>
    <arxiv:comment>8 pages, 5 Figures, 6 Tables</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Chia-Tung Ho</name>
    </author>
    <author>
      <name>Haoyu Yang</name>
    </author>
    <author>
      <name>Guanglei Zhou</name>
    </author>
    <author>
      <name>Yoshi Nishi</name>
    </author>
    <author>
      <name>Yaguang Li</name>
    </author>
    <author>
      <name>Walker Turner</name>
    </author>
    <author>
      <name>Cunxi Yu</name>
    </author>
    <author>
      <name>Yiran Chen</name>
    </author>
    <author>
      <name>Brucek Khailany</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.21217v1</id>
    <title>ICAE-Bench: Evaluating Coding Agents as Interactive Project Builders</title>
    <updated>2026-07-23T11:31:38Z</updated>
    <link href="https://arxiv.org/abs/2607.21217v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.21217v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>The recent emergence of vibe-coding workflows is changing what coding agents are expected to do. Instead of merely completing code under fully specified instructions, agents are increasingly expected to transform incomplete product intent into working software by combining various abilities including planning, requirement clarification, tool use, debugging, and repository-level construction. Yet existing benchmarks have not fully caught up with this shift, evaluating agents on static, fully specified tasks.
  In this paper, we introduce ICAE-Bench, a benchmark for evaluating coding agents under interactive project-building settings. The basic idea is to start from a fuzzy product requirement, simulating the dynamic paradigm with an automated User Agent. To make this setting both realistic and evaluable, ICAE-Bench introduces three key designs. First, to avoid the ambiguity of unconstrained fuzzy requirements, each task derives ambiguity from a precise real open-source repository with executable behavior. Second, to ensure high-quality and reproducible user simulation, ICAE-Bench grounds interaction through User Agent Data, allowing the User Agent to reveal hidden constraints without inventing new requirements or leaking implementation artifacts. Third, to evaluate open-ended repositories fairly, ICAE-Bench uses standardized black-box tests together with multi-dimensional diagnostics, including functional correctness, semantic and API similarity, structural fidelity, design quality, and interaction quality.</summary>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-23T11:31:38Z</published>
    <arxiv:primary_category term="cs.AI"/>
    <author>
      <name>Zhongyuan Peng</name>
    </author>
    <author>
      <name>Dan Huang</name>
    </author>
    <author>
      <name>Chuyu Zhang</name>
    </author>
    <author>
      <name>Caijun Xu</name>
    </author>
    <author>
      <name>Changyi Xiao</name>
    </author>
    <author>
      <name>Shibo Hong</name>
    </author>
    <author>
      <name>David Lo</name>
    </author>
    <author>
      <name>Lin Qiu</name>
    </author>
    <author>
      <name>Xuezhi Cao</name>
    </author>
    <author>
      <name>Jiyuan He</name>
    </author>
    <author>
      <name>Yixin Cao</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.21017v1</id>
    <title>TableVerse: A Large-scale Tabletop Dataset with Real-world Grounded Layouts for Generalizable Manipulation</title>
    <updated>2026-07-23T08:02:53Z</updated>
    <link href="https://arxiv.org/abs/2607.21017v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.21017v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>The development of generalizable robotic manipulation policies is inherently bounded by the availability of large-scale, high-fidelity scene data. While recent automated synthesis methods attempt to bridge this gap via text-to-layout hallucination or simplified procedural generation, they frequently suffer from physical implausibility and fail to capture the complex, dense clutter of actual human environments. In this paper, we introduce TableVerse, a fully automated Real2Sim pipeline that shifts the paradigm from imaginative layout generation to deterministic reconstruction from unstructured, in-the-wild image data. Our framework seamlessly processes unscripted internet media into high-fidelity, simulation-ready tabletop environments with accurate metric scales, authentic topologies, and verified mechanical stability. Furthermore, an automated task-conditioned trajectory generation framework is integrated to synthesize high-quality, collision-free pick-and-place demonstrations. Leveraging this complete pipeline, we construct the TableVerse-100K Dataset, a large-scale corpus comprising 100,000 unique, physically consistent environments paired with interactive manipulation trajectories. By capturing diverse asset compositions, realistic spatial distributions, and high-quality demonstrations, TableVerse-100K establishes a highly scalable and high-fidelity data foundation, providing significant value to facilitate future research in generalizable robotic manipulation tasks.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-23T08:02:53Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Boyuan Wang</name>
    </author>
    <author>
      <name>Yue Zhang</name>
    </author>
    <author>
      <name>Xutao Xue</name>
    </author>
    <author>
      <name>Xueyu Song</name>
    </author>
    <author>
      <name>Yu Sun</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.20866v1</id>
    <title>Agentic Designer: Progressive Multi-Agent Collaboration for Structure-Aware Interior Layout Generation</title>
    <updated>2026-07-23T02:46:11Z</updated>
    <link href="https://arxiv.org/abs/2607.20866v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.20866v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Generating realistic interior furniture layouts that strictly adhere to architectural constraints (e.g., walls, doors, and windows) remains a fundamental challenge in automated spatial design. Existing approaches, primarily based on one-shot generation using diffusion models or Large Language Models (LLMs), lack explicit mechanisms for intermediate geometric constraint verification, often resulting in structural collisions and functionally infeasible arrangements under complex room constraints. To address these challenges, we propose Agentic Designer, a progressive, multi-agent framework that formulates structure-aware interior layout generation as an iterative and constraint-verified decision process. By decomposing layout synthesis into modular stages of proposal, verification, and adjustment, the framework coordinates three specialized agents, a Generator, an Evaluator, and a Refiner, through a Progressive Consensus Mechanism. This mechanism enforces stepwise geometric validation and correction before each placement is committed, thereby preventing error accumulation. To facilitate this structure-aware paradigm and standardize evaluation, we establish InStruct, a comprehensive benchmark that integrates a dataset comprising over 18,000 high-quality, parametrically annotated samples with a novel suite of structure-centric metrics. Extensive quantitative evaluations, qualitative analyses, and user studies show that Agentic Designer significantly outperforms state-of-the-art methods, demonstrating substantial improvements in strict structural adherence and functional design coherence.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-23T02:46:11Z</published>
    <arxiv:comment>TPAMI 2026</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Zhijing Yang</name>
    </author>
    <author>
      <name>Haocheng Lin</name>
    </author>
    <author>
      <name>Zhihua Xu</name>
    </author>
    <author>
      <name>Haojie Li</name>
    </author>
    <author>
      <name>Keze Wang</name>
    </author>
    <author>
      <name>Liang Lin</name>
    </author>
    <author>
      <name>Tianshui Chen</name>
    </author>
    <arxiv:doi>10.1109/TPAMI.2026.3711762</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1109/TPAMI.2026.3711762" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.20385v1</id>
    <title>Persian Pixel: A large-scale synthetic OCR dataset for Persian language</title>
    <updated>2026-07-22T17:13:25Z</updated>
    <link href="https://arxiv.org/abs/2607.20385v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.20385v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Optical Character Recognition (OCR) for Persian remains substantially less mature than for Latin-script languages despite Persian being spoken by more than 110 million people across multiple countries. This gap arises from two fundamental challenges: the intrinsic complexity of the Perso-Arabic writing system and the limited availability of large-scale, high-quality annotated datasets. Persian script exhibits obligatory cursive connectivity, context-dependent glyph shaping, extensive ligatures, diacritic placement, and stylistic variation across writing forms such as Naskh and Nastaliq, all of which significantly complicate text recognition. At the same time, the high cost and labor-intensive nature of manual annotation have created a persistent data bottleneck, limiting the development of robust OCR systems and slowing progress in Persian document digitization.In this paper, we introduce Persian Pixel, a comprehensive synthetic OCR dataset specifically designed to address these challenges. Comprising over 343,000 high-fidelity image text pairs, the dataset spans sentence, paragraph, and full-page document layouts generated from a carefully curated seven-million-word Persian corpus using the SynthOCR-Gen rendering framework. The generation pipeline faithfully models the typographic characteristics of Persian script, including contextual character joining, positional glyph variants, diacritic placement, and multiple representative Persian typefaces. To bridge the synthetic-to-real domain gap, the rendered images are further enriched with more than twenty-five stochastic degradation models that emulate realistic document acquisition artifacts, including ink bleed, paper aging, blur, illumination variation, scanner imperfections, compression artifacts, and multiple noise processes.By overcoming the long-standing scarcity of annotated Persian OCR data, Persian Pixel provides a scalable and openly available resource for training and fine-tuning modern OCR architectures, including transformer-based models such as TrOCR and Donut. The dataset establishes a strong foundation for research in Persian document analysis, historical manuscript digitization, and end-to-end document understanding, while demonstrating that programmatic synthetic data generation offers a practical, cost-effective, and scalable alternative to manual annotation for advancing OCR in low-resource and typographically complex scripts.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-22T17:13:25Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Pouria Mahdi</name>
    </author>
    <author>
      <name>Haq Nawaz Malik</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.19967v1</id>
    <title>When Shippers Become Algorithms: Candidate Exposure, Information Design, and the Concentration of LLM-Mediated Freight Markets</title>
    <updated>2026-07-22T09:51:56Z</updated>
    <link href="https://arxiv.org/abs/2607.19967v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.19967v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Shippers are beginning to delegate carrier selection to large language model (LLM) agents. We ask what such delegation does to a freight matching market, and which platform design choices contain it. We carried out agent-based simulations in which fifty shipper agents, built on commercial LLMs from OpenAI (GPT), Anthropic (Claude), and Google (Gemini), procure truckload capacity for thirty days. The market implements the rules of digital freight matching: each load is offered down the shipper's ranked list of carriers (waterfall tendering), carriers have daily capacity limits, spot prices respond to congestion, and carrier ratings accumulate with transactions. We found three risks and one remedy that works. Agents converged at once: for a fixed sampled carrier population, the same carrier was the modal first choice of every model on day one, attracting up to 76% of requests. Because each agent picks from its own randomly drawn list of displayed candidates, the platform controls how many options each shipper sees; concentration rose steeply once lists exceeded about ten carriers, with the onset differing across models. Which carriers ended up dominant varied widely from one sampled market to another, and displaying true quality instead of estimated ratings changed neither the level nor this variability (by design, quality affects only what agents see, never delivery outcomes). Against these risks, disclosing each carrier's remaining daily capacity cut concentration by a third and doubled shipper surplus, while vendor diversification, list-order randomization, and popularity display showed no clearly detectable effect. Platform information design, ahead of model choice or model regulation, is the lever that works.</summary>
    <category term="physics.soc-ph" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CY" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-22T09:51:56Z</published>
    <arxiv:primary_category term="physics.soc-ph"/>
    <author>
      <name>Takahiro Ezaki</name>
    </author>
    <author>
      <name>Naoto Imura</name>
    </author>
    <author>
      <name>Katsuhiro Nishinari</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.17528v3</id>
    <title>Can AI Agents Really Complete RTL-to-GDS? Lessons from Benchmarking Tool-Interactive EDA Workflows</title>
    <updated>2026-07-23T03:04:35Z</updated>
    <link href="https://arxiv.org/abs/2607.17528v3" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.17528v3" rel="related" type="application/pdf" title="pdf"/>
    <summary>Large language model (LLM) agents are extending electronic design automation (EDA) beyond static RTL generation toward long-horizon, tool-interactive workflows. Yet it remains unclear whether general-purpose coding agents, even with domain-specific EDA skills, can reliably execute an end-to-end RTL-to-GDS flow encompassing synthesis, physical implementation, and engineering change order (ECO) optimization. We evaluate AI agents on a PicoRV32 RTL-to-GDS flow using commercial EDA tools under two timing targets. Their performance is assessed using end-to-end design score, stage completion, and Token ROI, a cost-efficiency metric relating design quality to runtime and cost. Comparing three agent architectures and four foundation models, we derive three practical lessons. First, domain-specific skills improve agents' understanding of individual subtasks but do not ensure reliable completion of a long-horizon EDA flow. Second, agents that achieve similar design progress can still differ by up to 141 times in Token ROI, revealing substantial differences in runtime and cost efficiency. Third, low-level tool-interface mismatches are a major source of physical design failures, particularly when Tcl commands depend on the tool version or execution mode. These results suggest that robust Agentic EDA requires not only stronger models but also structured tool interfaces, persistent design context, controlled execution, and process-level evaluation.</summary>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AR" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-20T04:08:06Z</published>
    <arxiv:primary_category term="cs.AI"/>
    <author>
      <name>Jinyuan Deng</name>
    </author>
    <author>
      <name>Zhengrui Chen</name>
    </author>
    <author>
      <name>Xufeng Wei</name>
    </author>
    <author>
      <name>Tianyu Xing</name>
    </author>
    <author>
      <name>Chenyi Wen</name>
    </author>
    <author>
      <name>Qi Sun</name>
    </author>
    <author>
      <name>Cheng Zhuo</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.17145v2</id>
    <title>Text2Villa: Hierarchical Generation of 3D Indoor Environments with Physics-Aware Analysis-by-Synthesis</title>
    <updated>2026-08-07T06:30:56Z</updated>
    <link href="https://arxiv.org/abs/2607.17145v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.17145v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Generating 3D indoor scenes from natural language holds tremendous potential, yet existing methods predominantly fail to generate multi-room structures with vertical connectivity and arbitrary polygonal boundaries. Furthermore, they lack a deep grounding in continuous 3D physical laws, leading to severe geometric penetrations and floating artifacts. In this work, we propose Text2Villa, a novel hierarchical generative framework. At the macro level, we construct a multi-story dataset to fine-tune an autoregressive layout generator, ensuring the direct parsing of text into 3D building foundations featuring polygonal boundaries and multi-story connectivity. To enforce physical laws during micro-level asset arrangement, we introduce the Affordance-driven Physical-Semantic Scene Graph (A-PSSG) to explicitly abstract physical affordances (such as support surfaces and containment cavities) into node attributes, establishing strict geometric and semantic edge constraints. Guided by the A-PSSG, we formulate scene instantiation as a constrained closed-loop optimization problem following the analysis-by-synthesis paradigm. By integrating an underlying geometric collision detection engine with the high-level semantic reasoning of multimodal large language models (MLLMs), our heuristic solver dynamically executes physics-aware actions under the observation-evaluation-modification mechanism to effectively resolve mesh collisions, floating artifacts, and fine-grained cavity containment failures. Extensive experiments demonstrate that Text2Villa outperforms previous methods across various metrics, robustly generating high-fidelity and physically plausible villa-level 3D environments from text, thereby providing a reliable and interactive 3D content foundation for downstream applications.</summary>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-19T09:01:20Z</published>
    <arxiv:comment>17 pages, 12 figures, Project page: https://xdlbw.github.io/Text2Villa/</arxiv:comment>
    <arxiv:primary_category term="cs.GR"/>
    <author>
      <name>Xiang Tang</name>
    </author>
    <author>
      <name>Ruotong Li</name>
    </author>
    <author>
      <name>Xiaopeng Fan</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.13539v1</id>
    <title>ThinkBLOX: 3D Indoor Scene Generation with Progressive Reasoning</title>
    <updated>2026-07-15T07:42:47Z</updated>
    <link href="https://arxiv.org/abs/2607.13539v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.13539v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>While traditional graphics methods often synthesize 3D indoor scenes autoregressively or hierarchically, recent vision-language model (VLM)-based generators predominantly adopt a one-shot paradigm where the full layout is planned at once. This one-shot approach often requires global re-optimization or complete reconstruction during interactive editing (e.g., inserting or moving objects) and can lead to physically or semantically poorly organized arrangements. To address these challenges, we propose ThinkBLOX, a VLM-based progressive reasoning framework that iteratively designs and refines 3D scenes. ThinkBLOX treats layout generation as a state-conditioned, step-by-step reasoningand-action process. To power this, we construct the ThinkBLOX-Data-200K dataset, containing 224,757 procedural placement pairs annotated with multi-view scene context, explicit Chain-of-Thought (CoT) rationales, and structured JSON layouts. Through supervised fine-tuning (SFT) on this dataset, the VLM learns to bridge the reasoning-action gap under incremental updates. Furthermore, recognizing that scene synthesis is inherently a multisolution task where SFT suffers from reward conflict, we introduce Tier-Decoupled GDPO. This reinforcement learning scheme organizes heterogeneous rewards into distinct tiers, stabilizing policy optimization across physical validity, semantic plausibility, and reasoning-action consistency. Extensive experiments show that ThinkBLOX significantly outperforms recent one-shot and iterative baselines in physical plausibility, semantic alignment, and interactive editability. Additionally, we show that it supports diverse applications, including both global and local generation and rearrangement of 3D scenes.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-15T07:42:47Z</published>
    <arxiv:comment>20 pages</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yuan Xiao</name>
    </author>
    <author>
      <name>Can Wang</name>
    </author>
    <author>
      <name>Xiangyu Kong</name>
    </author>
    <author>
      <name>Jing Liao</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.10879v2</id>
    <title>3D Scene Graph Prediction: Generating Hierarchical Models from Partially Observed Environments</title>
    <updated>2026-07-17T19:41:25Z</updated>
    <link href="https://arxiv.org/abs/2607.10879v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.10879v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Generating realistic 3D indoor scenes is an area of growing interest in computer vision and robotics. Existing methods, often motivated by applications such as interior design, generally focus on object layout generation within a single room. The generation of high-level scene structure, such as room-level layout and traversability, remains underexplored despite its importance for robotics applications. In this paper, we consider the case where a robot has explored part of an environment and needs to predict the unexplored parts to support downstream tasks such as exploration or object search. We propose a top-down framework for synthesizing hierarchical 3D scene graphs, including a room layer -- describing the floor plan and traversability -- and an object layer modeling object layouts within each room. For the room layer, we propose a novel mixed-domain graph diffusion model jointly predicting room categories, floor boundaries, and traversability between rooms. Via corruption and masking, this model supports partial constraints such as incomplete floor plans, avoiding the need for partially observed training data. For the object layer, we integrate an existing mixed discrete-continuous diffusion model for joint prediction of object categories, locations, sizes, and orientations within each room given the floor plan. We compare our method with state-of-the-art occupancy-based and LLM-based floor plan generation methods on a standard benchmark. Compared with an occupancy-based learning baseline, our method generalizes substantially better to out-of-distribution partial floor plans. We also demonstrate our integrated prediction pipeline on real-world scenes from robot-collected data, enabling prediction beyond explored areas.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-12T18:52:05Z</published>
    <arxiv:comment>Accepted at IROS 2026. Main paper: 8 pages, 3 figures, 3 tables. Includes a supplementary appendix</arxiv:comment>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Siyi Hu</name>
    </author>
    <author>
      <name>Jared Strader</name>
    </author>
    <author>
      <name>Hyungtae Lim</name>
    </author>
    <author>
      <name>Luca Carlone</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.16288v1</id>
    <title>A Synthetic 3D Gear Dataset for Manufacturing Quality Inspection (MFGNet-Gear)</title>
    <updated>2026-07-11T22:51:17Z</updated>
    <link href="https://arxiv.org/abs/2607.16288v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.16288v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Quality control in smart manufacturing increasingly relies on data-driven methods, particularly deep learning, to automate the inspection of manufactured parts. Recent advances in three-dimensional (3D) metrology have enabled fine-scale assessment of dimensional accuracy, surface quality, and shape conformity. However, deep learning methods for point-cloud-based inspection require large volumes of labeled data covering part designs and defect types, which are costly and time-consuming to obtain. Moreover, defective parts are intrinsically rare in mass production, and the resulting class imbalance can degrade model performance and make rare defect types difficult to detect. Synthetic data generation (SDG) offers a promising approach to address these challenges by producing large, balanced, and fully annotated datasets. Yet, applying SDG to precision components requires representing part geometry and defect morphology parametrically, so that design and quality can be co-varied. This article describes MFGNet-Gear, a publicly available synthetic 3D dataset comprising 24,000 paired polygon meshes and point clouds across 12 gear designs and 4 quality classes, with 500 instances per design-quality combination. Gear geometries are generated with parametric computer-aided design software, with dimensional parameters perturbed by $\pm$0.0254 mm and defect parameters sampled from distributions representing defect morphologies. For each mesh, 100,000 points are uniformly sampled using Open3D and stored as N $\times$ 3 coordinate text files. Metadata labels identify the gear design and quality class, supporting part design classification, geometric defect detection, representation learning, and dataset benchmarking. MFGNet-Gear provides an open-source dataset for deep learning-based 3D metrology, with a reproducible generation pipeline extensible to additional part designs.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-11T22:51:17Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Ruo-Syuan Mei</name>
    </author>
    <author>
      <name>Chenhui Shao</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.09616v1</id>
    <title>LLM for EDA in Front-End Design: Challenges and Opportunities</title>
    <updated>2026-07-10T17:15:54Z</updated>
    <link href="https://arxiv.org/abs/2607.09616v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.09616v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>As chip complexity increases and time-to-market pressures grow, front-end design has become a critical bottleneck in chip development. Recently, Large Language Models (LLMs) have shown great potential in Electronic Design Automation (EDA). Beyond specification understanding, LLMs show the potential to serve as a unified intelligent interface for hardware description language (HDL) generation, testbench construction, and design space exploration. The rise of agentic AI, represented by pioneering systems such as OpenClaw, offers a strategic roadmap for the next generation EDA. From this perspective, this paper discusses the evolution of EDA from localized assistance to autonomous agentic execution. Then, we review representative advances of LLMs in front-end design, focusing on key tasks such as circuit and testbench generation from a shared specification, as well as design quality improvement in established workflows such as high-level synthesis. Finally, we discuss the key challenges and limitations of integrating LLMs into EDA, and outline future opportunities for advancing LLM-enabled front-end design, offering a systematic perspective for researchers interested in leveraging agentic AI technologies for EDA.</summary>
    <category term="cs.ET" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AR" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <category term="eess.SY" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-10T17:15:54Z</published>
    <arxiv:comment>Invited paper at the ACM/IEEE DAC 2026 Special Research Session, 5 pages, 9 figures</arxiv:comment>
    <arxiv:primary_category term="cs.ET"/>
    <author>
      <name>Kangwei Xu</name>
    </author>
    <author>
      <name>Bing Li</name>
    </author>
    <author>
      <name>Ulf Schlichtmann</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.07944v1</id>
    <title>The Memory Wall of Green Software: Empirical Energy Evaluation of Memento Design Pattern</title>
    <updated>2026-07-08T21:43:29Z</updated>
    <link href="https://arxiv.org/abs/2607.07944v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.07944v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>As Green Software Engineering matures, energy efficiency has transitioned into a mission-critical non-functional requirement. While software design patterns ensure structural integrity, their inherent abstraction layers impose an implicit "metabolic cost" that often remains obscured during the design phase. This paper empirically investigates the energy dynamics of the Memento design pattern, contrasting a direct, unabstracted baseline against Classic full-snapshot and Differential delta-encoding strategies. Leveraging the RAPL interface for high-fidelity hardware telemetry, we quantify energy dissipation across state volumes scaling from 10 MB to 200 MB. Our empirical results expose a critical architectural trade-off: the Differential strategy minimizes memory traffic, yielding a maximum energy reduction of 65.8% for mid-scale states, but collides with a catastrophic "memory wall" at 200 MB. At this saturation point, algorithmic optimizations are completely neutralized by severe GC thrashing and non-linear power spikes. We synthesize these findings into evidence-based heuristics, providing architects with a robust framework to reconcile structural design quality with sustainable Green IT imperatives.</summary>
    <category term="cs.SE" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CL" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-08T21:43:29Z</published>
    <arxiv:primary_category term="cs.SE"/>
    <author>
      <name>Imane Jriri</name>
    </author>
    <author>
      <name>Tarik Houichime</name>
    </author>
    <author>
      <name>Younes El Amrani</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.04758v2</id>
    <title>AgenticPD: A Stage-Aware Agentic Framework for Physical Design QoR Optimization</title>
    <updated>2026-07-08T03:35:22Z</updated>
    <link href="https://arxiv.org/abs/2607.04758v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.04758v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Physical design quality-of-results~(QoR) optimization is hard and expensive. Choices made at one stage can help or hurt later stages. Each evaluation requires a costly EDA run through the full flow. While existing methods still treat optimization as flat parameter tuning or a LLM-based script generation task, we present AgenticPD, a stage-aware agentic framework for physical design QoR optimization. Instead of re-running the full flow after every trial, AgenticPD is organized around the stage boundaries of the physical design flow, where a Judge Agent navigates the search and stage-specialized agents make local decisions within their own stage using stage-local tools. Additionally, the agent harness in AgenticPD provides structured observations, execution history, and agent context management. As a result, the system can branch from prior intermediate states and reuse checkpoints to continue the optimization procedure, and every candidate is evaluated at the post-route signoff. Across these baselines, AgenticPD achieves strong post-route timing while remaining competitive in power and area.</summary>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-06T07:55:34Z</published>
    <arxiv:comment>7 pages, 6 figures</arxiv:comment>
    <arxiv:primary_category term="cs.AI"/>
    <author>
      <name>Shuo Ren</name>
    </author>
    <author>
      <name>Zijin Cheng</name>
    </author>
    <author>
      <name>Yaohui Han</name>
    </author>
    <author>
      <name>Libo Shen</name>
    </author>
    <author>
      <name>Leilei Jin</name>
    </author>
    <author>
      <name>Wanting Tian</name>
    </author>
    <author>
      <name>Rongliang Fu</name>
    </author>
    <author>
      <name>Chao Wang</name>
    </author>
    <author>
      <name>Bei Yu</name>
    </author>
    <author>
      <name>Tsung-Yi Ho</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.29395v2</id>
    <title>NaLA: A 3D Native LLM Layout Agent for High-quality 3D Scene Generation</title>
    <updated>2026-08-13T08:27:50Z</updated>
    <link href="https://arxiv.org/abs/2606.29395v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.29395v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Recently, Large Language Models (LLMs) have emerged as promising layout agents for 3D scene generation. Existing layout agents still suffer from implausible layout generation because most of them convert 3D assets and 3D layouts into textual descriptions as inputs and outputs, which involves severe information loss due to the modality gap between texts and 3D assets and 3D layouts. We propose NaLA, a native 3D LLM layout Agent for high-quality 3D scene generation by placing 3D assets in the scene. For the inputs, NaLA encodes 3D scene boundaries and 3D assets directly into the LLM, preserving fine-grained geometry and enabling explicit reasoning over relationships like collisions, surface supporting, and containment. To accurately output the positions and orientations of assets, NaLA adopts a coarse-to-fine prediction mechanism that first predicts discrete poses in an autoregressive manner and then refines the discrete poses with a continuous regression. Trained on diverse layout datasets, NaLA attains strong geometric perception and layout coherence. Experiments demonstrate that NaLA outperforms prior layout agents in both generation quality and inference efficiency, with comprehensive ablation studies to verify each component's effectiveness.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-28T13:33:44Z</published>
    <arxiv:comment>Accepted to ECCV 2026. Project page: https://adamcwan.github.io/NaLA/. Code: https://github.com/adamcwan/NaLA-code</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Cheng Wan</name>
    </author>
    <author>
      <name>Yongsen Mao</name>
    </author>
    <author>
      <name>Wenzheng Wu</name>
    </author>
    <author>
      <name>Yuxuan Xie</name>
    </author>
    <author>
      <name>Chucheng Xiang</name>
    </author>
    <author>
      <name>Runze Wang</name>
    </author>
    <author>
      <name>Xiang Zhang</name>
    </author>
    <author>
      <name>Zhongyuan Liu</name>
    </author>
    <author>
      <name>Rushi Dai</name>
    </author>
    <author>
      <name>Yuan Liu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.21836v1</id>
    <title>AgentDSE: Reasoning-Augmented Architectural Design Space Exploration</title>
    <updated>2026-06-20T02:08:52Z</updated>
    <link href="https://arxiv.org/abs/2606.21836v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.21836v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Traditional architectural design space exploration (DSE) is highly inefficient, typically requiring tens of thousands of simulator evaluations across various optimization methods. This inefficiency arises because conventional methods treat the simulator as a black-box oracle. In contrast, human architects effectively guide exploration by reasoning through physical constraints, performance bottlenecks, data reuse, and workload structures. To bridge this gap, we introduce AgentDSE, a simulator-in-the-loop methodology driven by a general-purpose large language model (LLM) coding agent. AgentDSE automates this architectural-reasoning loop without requiring model fine-tuning, precomputed design databases, or domain-specific optimizer code. Across deep neural network (DNN) accelerator mapping, hardware/software co-design, and CPU cache-hierarchy optimization, AgentDSE achieves competitive or better design quality with up to two orders of magnitude fewer evaluations. AgentDSE also produces inspectable traces that surface architectural hypotheses, performance cliffs, implicit priors, and simulator artifacts, making every search decision traceable rather than buried in optimizer state.</summary>
    <category term="cs.AR" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-20T02:08:52Z</published>
    <arxiv:comment>Accepted to the Machine Learning for Architecture and Systems Workshop (MLArchSys), co-located with ISCA 2026</arxiv:comment>
    <arxiv:primary_category term="cs.AR"/>
    <author>
      <name>Chenyu Wang</name>
    </author>
    <author>
      <name>Jiahe Caroline Shi</name>
    </author>
    <author>
      <name>David Kong</name>
    </author>
    <author>
      <name>Duane S. Boning</name>
    </author>
    <author>
      <name>Zishen Wan</name>
    </author>
    <author>
      <name>Yilun Du</name>
    </author>
    <author>
      <name>Vijay Janapa Reddi</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.15052v1</id>
    <title>PANDA: An LLM-Enhanced Performance-Driven Analog Design Framework Bridging Design Intent and Layout Generation</title>
    <updated>2026-06-13T01:48:52Z</updated>
    <link href="https://arxiv.org/abs/2606.15052v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.15052v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Traditional design of analog circuits heavily relies on manual interventions across topology, sizing, and layout, with prior automation addressing stages in isolation. In this work, we propose PANDA, an LLM-enhanced framework that bridges high-level design intent to final layout by actively managing cross-stage dependencies through guided topology synthesis, substructure-aware sizing, and constraint-driven layout generation. This shifts automation from algorithm-centric execution to intent-centric co-design, reducing turnaround time from days or weeks to hours while improving design performance.</summary>
    <category term="cs.AR" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-13T01:48:52Z</published>
    <arxiv:primary_category term="cs.AR"/>
    <author>
      <name>Haoyi Zhang</name>
    </author>
    <author>
      <name>Weijian Fan</name>
    </author>
    <author>
      <name>Xiaohan Gao</name>
    </author>
    <author>
      <name>Bingyang Liu</name>
    </author>
    <author>
      <name>Runsheng Wang</name>
    </author>
    <author>
      <name>Yibo Lin</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.08402v3</id>
    <title>SceneConductor: 3D Scene Generation from a Single Image with Multi-Agent Orchestration</title>
    <updated>2026-06-16T06:24:38Z</updated>
    <link href="https://arxiv.org/abs/2606.08402v3" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.08402v3" rel="related" type="application/pdf" title="pdf"/>
    <summary>Generating complete 3D scenes from a single image requires inferring globally consistent geometry, object relationships, and environmental context from inherently ambiguous visual evidence. Despite recent progress in joint layout-and-mesh generation, existing methods often rely on holistic or weakly decomposed pipelines that entangle many factors at once and demand extensive scene-level supervision, limiting their generalization to complex real-world environments. We propose a multi-agent orchestration framework that decomposes single-image 3D scene generation into three structured stages: scene initialization, environment construction, and multi-agent refinement. The initialization stage extracts image-derived object masks, builds object-level 3D representations, and predicts an initial spatial layout to form a coarse 3D scene. The environment-construction stage then leverages this initialization together with point-map geometry to build an environmental scaffold of supporting surfaces, room boundaries, materials, and illumination. Finally, in the refinement stage, a planner agent identifies structural and visual inconsistencies, applies simple corrections directly, and dispatches specialist agents for complex localized revisions that are reintegrated into the global scene. To provide reliable structural initialization while reducing reliance on scene-level annotations, we further introduce a geometry-aware layout predictor supervised by sparse geometric priors derived from point maps. Unlike fully supervised layout generators, the predictor can be trained from segmentation-level data and generalizes robustly to diverse real-world scenes. Extensive experiments on benchmark datasets show that our method consistently outperforms prior approaches in geometric accuracy, spatial consistency, and perceptual realism.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.MA" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-07T01:38:39Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Jeonghwan Kim</name>
    </author>
    <author>
      <name>Yushi Lan</name>
    </author>
    <author>
      <name>Yongwei Chen</name>
    </author>
    <author>
      <name>Hieu Trung Nguyen</name>
    </author>
    <author>
      <name>Chuanyu Pan</name>
    </author>
    <author>
      <name>Xingang Pan</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.06390v1</id>
    <title>HomeWorld: A Unified Floorplan-to-Furnished Framework for Generating Controllable, Densely Interactive Whole-Home Scenes</title>
    <updated>2026-06-04T16:58:43Z</updated>
    <link href="https://arxiv.org/abs/2606.06390v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.06390v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Indoor scene generation is crucial for robot simulation and modern interior design. However, complex layouts together with scarce 3D scene data make learning-based generation challenging. Existing methods often rely on hand-crafted rules or focus on isolated sub-tasks (e.g., floorplan synthesis or single-room furnishing), producing whole-home scenes that lack global coherence, realism, and simulation readiness. To mitigate these limitations, we propose a unified hierarchical framework that decomposes indoor scene synthesis into controllable stages. First, we curate a large-scale dataset of 300K real residential floorplans to train a large language model for whole-home floorplan generation. With detailed descriptions and a K-D tree-based representation, our method enables fine-grained, controllable whole-home floorplan generation. Building upon the generated whole-home floorplan, we leverage image generation models to draft furniture layouts from multi-level roaming viewpoints, and then generate the layouts of small manipulable objects on different supporting surfaces (e.g., cabinets, desks, and dining tables) for embodied AI simulation. During furniture and object layout generation, a VLM-based refiner iteratively corrects furniture and object placement, and a 3D generative model enables flexible replacement of individual assets. We further attach basic physical attributes and simple surface texture and lighting setups to complete the pipeline for embodied AI use. Experiments and user studies demonstrate that our pipeline produces indoor spaces with greater layout diversity and stronger 3D design appeal, outperforming prior methods on both quantitative and qualitative metrics. Finally, alongside our generation pipeline, we will release the floorplan dataset and 5K fully furnished scenes to the community. Project Page: https://kairos-homeworld.github.io/</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-04T16:58:43Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Wenbo Li</name>
    </author>
    <author>
      <name>Xiaoliang Ju</name>
    </author>
    <author>
      <name>Zipeng Qin</name>
    </author>
    <author>
      <name>Rongyao Fang</name>
    </author>
    <author>
      <name>Hongsheng Li</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.05268v1</id>
    <title>Aggregating LLM-Based Weak Verifiers for Spatial Layout Generation</title>
    <updated>2026-06-03T16:50:49Z</updated>
    <link href="https://arxiv.org/abs/2606.05268v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.05268v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We present a pipeline for building and aggregating task-specific, LLM-generated weak (imperfect) verifiers into a strong verifier for spatial layout domains. Given a task description, our pipeline asks an LLM to synthesize a collection of verifier programs using a layout verification DSL. Each individual LLM-generated verifier usually provides an imperfect check for a match between the layout and the corresponding task description. We show that by aggregating the responses of many such verifiers we can produce a stronger verifier. Moreover, by applying techniques from weak learning, our pipeline can learn how to aggregate the weak verifiers from a very sparse set of human labeled example layouts (about 10). We find that the strong verifiers produced by our pipeline outperform the status-quo approach of using a set of LLM judges to directly check whether a layout matches a task description, raising F1-scores by up to 7X across a variety of 3D room layout and 2D poster design tasks. We also demonstrate that verifier-guided layout generation using natural language feedback from our strong verifiers improves layout quality of a base layout generator by up to 66.2% according to a human evaluator.</summary>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-03T16:50:49Z</published>
    <arxiv:primary_category term="cs.GR"/>
    <author>
      <name>Sharon Zhang</name>
    </author>
    <author>
      <name>R. Kenny Jones</name>
    </author>
    <author>
      <name>Jiajun Wu</name>
    </author>
    <author>
      <name>Maneesh Agrawala</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.01490v1</id>
    <title>LLM Consortium for Software Design Refinement: A Controlled Experiment on Multi-Agent Collaboration Topologies</title>
    <updated>2026-05-31T23:15:40Z</updated>
    <link href="https://arxiv.org/abs/2606.01490v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.01490v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We present a controlled experiment evaluating 12 multi-agent LLM collaboration topologies for software architecture design. Using a $2\times2\times2$ factorial design (Authority $\times$ Roles $\times$ Dynamics), we conducted 520 experimental runs across 8 design tasks of varying complexity, with 5 repetitions each. Designs were evaluated on a 12-dimensional rubric by three independent automated evaluators (GPT-OSS 120B, Claude Opus 4.6, Claude Sonnet 4.6). We report four core findings. First, structural adversarial (v4b) ranks #1 by ensemble -- a prompt-engineered adversarial variant that demands rewrite mandates rather than patches (weighted ensemble: 4.637/5.0). Second, cross-model review wins unanimously at #2 -- generate with one model, review with another -- ranking #2 by all three evaluators (weighted ensemble: 4.606). Third, evaluator diversity is itself a finding -- all three evaluators agree v4b is best and v3 is worst, but disagree sharply on v2b (Claude d=1.44 vs. GPT-OSS d=0.45), revealing how different model families weight design qualities. Fourth, parallel merge is fundamentally broken -- all three evaluators place merge variants in the bottom tier (3.65-3.79), due to token starvation and the Frankenstein effect. The weighted ensemble ($2\times$Opus + $2\times$Sonnet + $1\times$GPT-OSS) provides robust rankings across 520 runs, confirmed through independent cross-validation.</summary>
    <category term="cs.SE" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.MA" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-31T23:15:40Z</published>
    <arxiv:comment>12 pages, 9 figures, 5 tables</arxiv:comment>
    <arxiv:primary_category term="cs.SE"/>
    <author>
      <name>Nagarjuna Kanamarlapudi</name>
    </author>
    <author>
      <name>Praveen K</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.00592v1</id>
    <title>Through the PRISM: Principle-Aware, Interpretable, and Multi-Scale Evaluation of Visual Designs</title>
    <updated>2026-05-30T07:44:52Z</updated>
    <link href="https://arxiv.org/abs/2606.00592v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.00592v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Effective visual communication stems from the harmony of multiple design principles, such as readability, contrast, alignment, overlap, and coherence, which collectively govern clarity and intent of the communicator. While human designers reason holistically over these principles, machine agents typically condense them into a single heuristic score, offering limited interpretability and diagnostic precision. To address this gap, we introduce PRISM (PRinciple-aware, Interpretable, and Structure-guided Design Modifications), a benchmark that systematically perturbs professional layouts from the Crello dataset along measurable design principles. The benchmark comprises 100K perturbed training samples and 10K perturbed validation designs, each isolating a specific principle violation for controlled analysis of multimodal reasoning about design quality. We show that models like Qwen-2.5-VL and GPT-4o-mini are largely insensitive to targeted principle degradations, whereas GPT-4o exhibits global awareness without fine-grained disentanglement. Building on these insights, we propose a multi-scale evaluation framework that integrates lightweight scorers for quantitative assessment, instruction-tuned vision-language models for localised feedback, and prompt-based methods for global reasoning. Our framework provides interpretable explanations of design failures. Using these localised insights, we show targeted refinements that improve layout quality. Together, PRISM and our framework lay the foundation for interpretable design-literate multimodal reasoning systems.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-30T07:44:52Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <arxiv:journal_ref>CVPR 2026 Findings</arxiv:journal_ref>
    <author>
      <name>Mona Gandhi</name>
    </author>
    <author>
      <name>KJ Joseph</name>
    </author>
    <author>
      <name>Srinivasan Parthasarathy</name>
    </author>
    <author>
      <name>Sayan Nag</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.30819v1</id>
    <title>Function2Scene: 3D Indoor Scene Layout from Functional Specifications</title>
    <updated>2026-05-29T04:10:15Z</updated>
    <link href="https://arxiv.org/abs/2605.30819v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.30819v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Most text-driven 3D indoor scene synthesis methods generate rooms from object-centric prompts, asking what furniture should be placed rather than how the space is used. Yet in real interior design, a layout is judged by how well it supports its occupants, e.g., their activities and physical needs. We introduce Function2Scene, a framework for generating 3D indoor layouts from functional specifications, i.e., natural-language design briefs describing who will use a room and what they need to do there. Given such a specification, our system parses occupant personas and activities, derives a customized set of functional design constraints from a taxonomy of 17 criteria spanning spatial, ergonomic, activity, and environmental considerations, and uses these constraints to guide layout generation. Rather than relying on an LLM to directly produce a final scene, Function2Scene performs iterative evaluation and refinement through a tool-augmented check-and-repair loop, combining geometric measurements, LLM-based contextual reasoning, and VLM-based visual assessment. Experiments on 30 professionally written interior-design cases show that Function2Scene produces layouts that better satisfy functional requirements than recent LLM-based scene synthesis baselines, with our results preferred in 94.3% of pairwise comparisons. Our work reframes text-driven indoor scene synthesis from placing plausible objects to designing spaces that support human use.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-29T04:10:15Z</published>
    <arxiv:comment>project page: https://function2scene.github.io/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Ruiqi Wang</name>
    </author>
    <author>
      <name>Qimin Chen</name>
    </author>
    <author>
      <name>Daniel Ritchie</name>
    </author>
    <author>
      <name>Angel X. Chang</name>
    </author>
    <author>
      <name>Manolis Savva</name>
    </author>
    <author>
      <name>Kai Wang</name>
    </author>
    <author>
      <name>Hao Zhang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.29421v1</id>
    <title>Learning Design Skills as Memory Policies for Agentic Photonic Inverse Design</title>
    <updated>2026-05-28T06:14:49Z</updated>
    <link href="https://arxiv.org/abs/2605.29421v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.29421v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Photonic crystal fiber (PCF) inverse design remains challenging because candidate geometries must satisfy coupled optical targets under expensive electromagnetic simulation. Existing pipelines improve surrogate prediction or one-shot parameter recommendation, but they do not accumulate reusable design knowledge across iterative trials. We formulate PCF inverse design as a memory-policy learning problem and propose SkillPCF, a closed-loop agent framework that combines a physics-guided memory skill bank, reinforcement-learned skill selection, and simulator-grounded skill evolution. We further construct a real-world dataset with 479 expert interaction traces (2,507 spans) and 553 memory-dependent evaluation queries covering dispersion engineering, loss optimization, and multi-objective design. Experiments across multiple LLM backbones and classical baselines show that SkillPCF achieves stronger design-quality and efficiency trade-offs under practical simulation budgets, demonstrating the effectiveness of our proposed memory-skill learning paradigm for physics-aware PCF inverse design.</summary>
    <category term="cs.CL" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-28T06:14:49Z</published>
    <arxiv:comment>AI4Physics@ICML 2026</arxiv:comment>
    <arxiv:primary_category term="cs.CL"/>
    <author>
      <name>Shengchao Chen</name>
    </author>
    <author>
      <name>Ting Shu</name>
    </author>
    <author>
      <name>Sufen Ren</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.28730v1</id>
    <title>AlphaTransit: Learning to Design City-scale Transit Routes</title>
    <updated>2026-05-27T16:48:55Z</updated>
    <link href="https://arxiv.org/abs/2605.28730v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.28730v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Designing a transit network requires many sequential route extension decisions, but their quality is often visible only after the full network is assembled. This delayed-feedback challenge lies at the heart of the Transit Route Network Design Problem (TRNDP), where route interactions can be deceptive: an extension that appears useful locally can create transfer bottlenecks, produce redundant overlap, or reduce overall throughput. To guide route construction under delayed simulator feedback, we introduce AlphaTransit, a search-based planning framework for cityscale bus network design. AlphaTransit couples Monte Carlo Tree Search (MCTS) with a neural policy-value network: the policy proposes route extensions, the value estimates downstream design quality, and search uses these predictions to refine each decision. This provides decision-time lookahead during route construction without running simulator rollouts inside the search tree. We evaluate AlphaTransit on a new Bloomington TRNDP benchmark with realistic road topology and censusderived demand, under mixed and full transit demand settings. In the Bloomington network, AlphaTransit attains the highest service rate in both demand settings, reaching 54.6% and 82.1%, respectively. Relative to reinforcement learning without search, these correspond to 9.9% and 11.4% service rate gains; relative to MCTS without learned guidance, they correspond to 2.5% and 11.2% gains. These results suggest that coupling learned guidance with MCTS is more effective than using either approach alone for transit network design. Our code and data are publicly available in https://github.com/poudel-bibek/AlphaTransit.</summary>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-27T16:48:55Z</published>
    <arxiv:primary_category term="cs.AI"/>
    <author>
      <name>Bibek Poudel</name>
    </author>
    <author>
      <name>Sai Swaminathan</name>
    </author>
    <author>
      <name>Weizi Li</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.28579v2</id>
    <title>MUSE: Benchmarking Manufacturable, Functional, and Assemblable Text-to-CAD Generation</title>
    <updated>2026-06-04T01:52:56Z</updated>
    <link href="https://arxiv.org/abs/2605.28579v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.28579v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Large language models (LLMs) have recently advanced text-driven 3D generation, yet Text-to-CAD remains far from supporting industrial product design. Existing benchmarks focus primarily on generating single-part CAD models and evaluate them using geometric similarity metrics that fail to capture functionality, manufacturability, and assemblability. To address this gap, we introduce MUSE, a Text-to-CAD benchmark focused on complex, editable boundary representation (B-Rep) assemblies. MUSE pairs practical design instances with structured Design Specifications and evaluates generated models through a three-stage protocol: code check, geometric check, and design-intent alignment. The final stage uses design-specific rubrics to assess functionality, manufacturability, and assemblability, moving beyond shape matching toward practical design quality. To enable scalable evaluation, we use a rubric-based visual language model (VLM) judge and validate its reliability through human annotation. Experiments on closed-source and open-source LLMs reveal a clear failure cascade from executable code to valid geometry and finally to engineering-ready design, with even the strongest models achieving limited success on fine-grained engineering criteria. Together, MUSE provides a realistic benchmark and evaluation framework for advancing Text-to-CAD from geometric generation toward true engineering design. Our project website, including the leaderboard, dataset, and code, is available at https://dong7313.github.io/muse-benchmark/.</summary>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-27T15:01:59Z</published>
    <arxiv:comment>26 pages</arxiv:comment>
    <arxiv:primary_category term="cs.AI"/>
    <author>
      <name>Xiaoyu Dong</name>
    </author>
    <author>
      <name>Zhi Li</name>
    </author>
    <author>
      <name>Xiao-Ming Wu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.00015v1</id>
    <title>Towards an automated AI-based framework for floor plan compliance checks for residential buildings</title>
    <updated>2026-05-26T02:29:24Z</updated>
    <link href="https://arxiv.org/abs/2607.00015v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.00015v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>To improve residents' well-being in Australia's urban areas, governments have introduced policy reforms such as SEPP65, BADS, and SPP7.3 to enhance apartment design quality. These regulations require precise geometric and spatial analysis to evaluate health-related features, including daylight access, natural ventilation, privacy, and space efficiency. However, compliance checking remains challenging due to its manual, time-intensive nature. Additionally, evolving policies limit scalability for large-scale assessments across thousands of apartments. Existing automated floor plan analysis methods are fragmented and typically focus on single apartments, lacking a unified framework for multi-unit compliance checking. This article explores current advancements in automated floor plan analysis, particularly AI-driven approaches, and highlights key challenges in their practical adoption. To address these gaps, a conceptual framework is proposed for automated compliance checking in multi-apartment buildings. A Large Language Model (LLM) is used within a Rule Engine to convert textual building codes into executable, explainable rules. A Data Extraction Engine segments floor plan images into elements such as walls, rooms, fixtures, text, and symbols, and transforms them into a structured building graph with topological relationships. This structured representation is then evaluated by a Compliance Check Engine, which leverages LLM-generated rules for assessment. The proposed framework offers a scalable, consistent, and transparent approach to automated compliance checking across jurisdictions, supporting efficient enforcement of apartment design standards and promoting healthier, higher-density urban development.</summary>
    <category term="cs.CY" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.ET" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-26T02:29:24Z</published>
    <arxiv:primary_category term="cs.CY"/>
    <author>
      <name>Subash Gautam</name>
    </author>
    <author>
      <name>Debaditya Acharya</name>
    </author>
    <author>
      <name>Alexandra Kleeman</name>
    </author>
    <author>
      <name>Sarah Foster</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.25763v3</id>
    <title>AI-T2I: Aggregating-and-Isolating Cross-Attention to Diffusion Models for Text-to-Image Synthesis</title>
    <updated>2026-05-27T11:23:41Z</updated>
    <link href="https://arxiv.org/abs/2605.25763v3" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.25763v3" rel="related" type="application/pdf" title="pdf"/>
    <summary>Text-to-image synthesis has made significant progress, benefiting from the strong generative capabilities of diffusion models. However, these models struggle to achieve precise text-to-image alignment within cross-attention maps during the denoising process. Existing works primarily focus on inter-subject-token activations (i.e., cross-attention scores) overlap for different subjects, overlooking the intra-subject-token activations scattering issue for identical subjects. In this paper, we propose an Aggregating-and-Isolating cross-attention approach to diffusion models for Text-to-Image synthesis, dubbed AI-T2I. Technically, to address the scattering issue, we devise an aggregation loss to identify and consolidate the scattered intra-token activations, which implicitly helps mitigate the potential overlap issue. Upon that, an isolation loss is further introduced to push the inter-token activations apart, thus fulfilling precise text-to-image alignment. Extensive experiments on various benchmarks demonstrate the superiority of AI-T2I over the state-of-the-art works for text-to-image synthesis. Furthermore, our AI-T2I exhibits excellent generalization across other tasks, e.g., controllable layout generation and personalized generation. Our code is available at https://github.com/Hatter77/AI-T2I.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-25T12:17:32Z</published>
    <arxiv:comment>Accepted by IEEE Transactions on Multimedia (2026). 13 pages, 15 figures</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Shipeng Cao</name>
    </author>
    <author>
      <name>Biao Qian</name>
    </author>
    <author>
      <name>Haipeng Liu</name>
    </author>
    <author>
      <name>Yang Wang</name>
    </author>
    <author>
      <name>Meng Wang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.22647v2</id>
    <title>Agentic metasurface design with self-correcting language-model systems</title>
    <updated>2026-05-22T06:07:18Z</updated>
    <link href="https://arxiv.org/abs/2605.22647v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.22647v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Automated metasurface design is increasingly important, and recent advances in language-model systems are opening a route toward agentic optical design. Yet modern metasurface applications, from metalenses and holography to optical computing, require long design chains spanning modeling, simulation, coding, optimization and evaluation. These chains are error-prone, whereas existing language-model-based metasurface tools remain largely limited to simple objectives, predefined pipelines or language-to-layout generation. Here we introduce MetaDesigner, a self-correcting language-model system for agentic metasurface design. From a natural-language optical objective, MetaDesigner plans the design route, retrieves domain knowledge, invokes simulation and optimization tools, generates missing tool code and identifies errors through a dedicated Verifier. We demonstrate three tasks of increasing complexity: an RGB metalens with three independent focal spots, a six-plane full-color hologram with an average structural similarity index measure (SSIM) of 0.97, and an optoelectronic hybrid neural network for image style transfer. These tasks require 74, 136 and 90 reasoning steps, respectively, and the system self-corrects errors in frequency mapping, numerical aperture estimation, network-parameter counting and loss-function description. These results establish MetaDesigner as a self-correcting route to agentic metasurface design, where language-model systems can not only execute optical design tasks but also extend, inspect and repair the design process itself.</summary>
    <category term="physics.optics" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-21T15:52:04Z</published>
    <arxiv:primary_category term="physics.optics"/>
    <author>
      <name>Bei Wu</name>
    </author>
    <author>
      <name>Bo Xiong</name>
    </author>
    <author>
      <name>Haiyao Luo</name>
    </author>
    <author>
      <name>Yaqi Li</name>
    </author>
    <author>
      <name>Li Zhang</name>
    </author>
    <author>
      <name>Qiaolu Chen</name>
    </author>
    <author>
      <name>Hongsheng Chen</name>
    </author>
    <author>
      <name>Yihao Yang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.17102v1</id>
    <title>VoxScene: Anchor-Conditioned Voxel Diffusion for Indoor Scene Arrangement</title>
    <updated>2026-05-16T18:10:48Z</updated>
    <link href="https://arxiv.org/abs/2605.17102v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.17102v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We present VoxScene, a novel anchor-conditioned voxel diffusion framework tailored for 3D scene synthesis. Current data-driven layout generation techniques typically rely on bounding proxies or implicit representations, which overlook volumetric structures. This geometric blindness inevitably leads to severe physical collisions and structural entanglement, particularly in densely populated environments. To overcome these limitations, we shift the paradigm to an explicit, object-centric voxel representation. Our pipeline sequentially synthesizes discrete volumetric occupancies conditioned on prior anchors and local context. By exploiting the mutually exclusive nature of discrete voxels, our approach eliminates spatial ambiguities and guarantees collision-free arrangements, even in highly complex environments. Furthermore, the synthesized high-fidelity voxel grids serve as discriminative geometric queries for downstream asset retrieval. Extensive experiments demonstrate the universality of our method, achieving state-of-the-art physical plausibility and unlocking shape diversity compared to existing layout planners.</summary>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-16T18:10:48Z</published>
    <arxiv:primary_category term="cs.GR"/>
    <author>
      <name>Haotian Mao</name>
    </author>
    <author>
      <name>Yuhan Huang</name>
    </author>
    <author>
      <name>Jiatao Lin</name>
    </author>
    <author>
      <name>Yang Zhao</name>
    </author>
    <author>
      <name>Hui Wang</name>
    </author>
    <author>
      <name>Yiheng Zhang</name>
    </author>
    <author>
      <name>Yuwang Wang</name>
    </author>
    <author>
      <name>Chenliang Zhou</name>
    </author>
    <author>
      <name>Yan Zhang</name>
    </author>
    <author>
      <name>Fangcheng Zhong</name>
    </author>
    <author>
      <name>Xubo Yang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.16137v2</id>
    <title>STABLE: Simulation-Ready Tabletop Layout Generation via a Semantics-Physics Dual System</title>
    <updated>2026-05-19T15:51:08Z</updated>
    <link href="https://arxiv.org/abs/2605.16137v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.16137v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Generating simulation-ready tabletop scenes from task instructions is an intriguing and promising research direction in the field of Embodied AI. However, existing task-to-scene generation methods rely exclusively on large language models (LLMs) to predict scene layouts, inevitably yielding object collisions or floating due to LLMs' inherent limitations in 3D spatial reasoning. In this paper, we present STABLE, a semantics-physics dual-system tailored for simulation-ready tabletop scene generation. STABLE consists of two complementary modules: (i) a Semantic Reasoner, a fine-tuned LLM trained on a structured tabletop scene dataset to generate coarse layouts from input task instructions, and (ii) a Physics Corrector, a physics-aware flow-based denoising model that outputs pose updates to refine layouts, which ensures the physical plausibility of scenes while preserves semantic alignment with task instructions. STABLE adopts a progressive generation paradigm: by alternating between the Semantic Reasoner and Physics Corrector, it incrementally expands the scene from task-critical objects to background objects. Experiments demonstrate that STABLE successfully generates simulation-ready tabletop scenes that strictly conform to task instructions and significantly enhances the physical validity of scenes over prior art.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-15T16:18:42Z</published>
    <arxiv:comment>ICML 2026</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Zhen Luo</name>
    </author>
    <author>
      <name>Yixuan Yang</name>
    </author>
    <author>
      <name>Xudong Xu</name>
    </author>
    <author>
      <name>Jinkun Hao</name>
    </author>
    <author>
      <name>Zhaoyang Lyu</name>
    </author>
    <author>
      <name>Feng Zheng</name>
    </author>
    <author>
      <name>Jiangmiao Pang</name>
    </author>
    <author>
      <name>Yanwei Fu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.13586v1</id>
    <title>HetScene: Heterogeneity-Aware Diffusion for Dense Indoor Scene Generation</title>
    <updated>2026-05-13T14:21:51Z</updated>
    <link href="https://arxiv.org/abs/2605.13586v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.13586v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>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.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-13T14:21:51Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Zini Chen</name>
    </author>
    <author>
      <name>Junming Huang</name>
    </author>
    <author>
      <name>Rong Zhang</name>
    </author>
    <author>
      <name>Jiamin Xu</name>
    </author>
    <author>
      <name>Cheng Peng</name>
    </author>
    <author>
      <name>Chi Wang</name>
    </author>
    <author>
      <name>Weiwei Xu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.12449v1</id>
    <title>LychSim: A Controllable and Interactive Simulation Framework for Vision Research</title>
    <updated>2026-05-12T17:40:38Z</updated>
    <link href="https://arxiv.org/abs/2605.12449v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.12449v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>While self-supervised pretraining has reduced vision systems' reliance on synthetic data, simulation remains an indispensable tool for closed-loop optimization and rigorous out-of-distribution (OOD) evaluation. However, modern simulation platforms often present steep technical barriers, requiring extensive expertise in computer graphics and game development. In this work, we present LychSim, a highly controllable and interactive simulation framework built upon Unreal Engine 5 to bridge this gap. LychSim is built around three key designs: (1) a streamlined Python API that abstracts away underlying engine complexities; (2) a procedural data pipeline capable of generating diverse, high-fidelity environments with varying out-of-distribution (OOD) visual challenges, paired with rich 2D and 3D ground truths; and (3) a native integration of the Model Context Protocol (MCP) that transforms the simulator into a dynamic, closed-loop playground for reasoning agentic LLMs. We further annotate scene-level procedural rules and object-level pose alignments to enable semantically aligned 3D ground truths and automated scene modification. We demonstrate LychSim's capability across multiple downstream applications, including serving as a synthetic data engine, powering reinforcement learning-based adversarial examiners, and facilitating interactive, language-driven scene layout generation. To benefit the broader vision community, LychSim will be made publicly available, including full source code and various data annotations.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-12T17:40:38Z</published>
    <arxiv:comment>3D-LLM/VLA Workshop at CVPR 2026. Project page: https://lychsim.github.io/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Wufei Ma</name>
    </author>
    <author>
      <name>Chloe Wang</name>
    </author>
    <author>
      <name>Siyi Chen</name>
    </author>
    <author>
      <name>Jiawei Peng</name>
    </author>
    <author>
      <name>Patrick Li</name>
    </author>
    <author>
      <name>Alan Yuille</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.08258v1</id>
    <title>Designing Intelligent Enterprise Agents: A Capability-Aligned Multi-Agent Architecture</title>
    <updated>2026-05-07T21:42:43Z</updated>
    <link href="https://arxiv.org/abs/2605.08258v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.08258v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Enterprise interest in multi-agent systems has shifted from generic software agents to large-language-model (LLM) based intelligent agents that plan, use tools, maintain contextual memory, inspect intermediate results, collaborate with other agents, and sometimes act in systems of record. This paper revises the enterprise architecture thesis around a design-first claim: governance is necessary, but it cannot be the primary organizing abstraction. The primary abstraction must be agent design - capability boundaries, autonomy allocation, interaction protocols, tool and data authority, state and memory design, verification design, and human interaction design. We propose CEAD (Capability-Aligned Enterprise Agent Design), a reference architecture for intelligent agents that uses service-oriented architecture (SOA) as an exemplar for contracts, registries, loose coupling, and policy-aware integration, while explicitly rejecting the idea that services are agents. It treats microservices as a cautionary precedent: decomposition without design discipline produces distributed complexity, cost, operational fragility, and agent proliferation. We evaluate CEAD over 10,000 enterprise tasks, comparing five architectures: a prompt-first mono-agent, a role-based micro-agent swarm, SOA-brokered agents, a governance-first but design-poor agent grid, and the proposed CEAD architecture. CEAD achieves 70.6% safe success, versus 45.2% for the mono-agent baseline, 23.1% for the ungoverned micro-agent swarm, 58.8% for SOA-brokered agents, and 50.8% for the control-heavy, design-poor grid. The results support the conclusion that design quality is the first-order enterprise concern; governance, security, policy, audit, and assurance should support and enforce good design rather than substitute for it.</summary>
    <category term="cs.MA" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-07T21:42:43Z</published>
    <arxiv:primary_category term="cs.MA"/>
    <author>
      <name>John deVadoss</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.06758v2</id>
    <title>R$^3$L: Reasoning 3D Layouts from Relative Spatial Relations</title>
    <updated>2026-05-19T12:40:10Z</updated>
    <link href="https://arxiv.org/abs/2605.06758v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.06758v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Relative spatial relations provide a compact representation of spatial structure and are fundamental to relative spatial reasoning in 3D layout generation. Recent works leverage Multimodal Large Language Models (MLLMs) to infer such relations, but the inferred relations are often unreliable and are typically handled with post-hoc heuristics. In this paper, we propose R$^3$L, a general framework that improves the reliability and consistency of relative spatial reasoning for 3D layout generation. Our key motivation is that multi-hop reasoning requires repeated reference-frame transformations, which accumulate errors in inferred relations and lead to semantic and metric drift. To mitigate this, we propose invariant spatial decomposition to break coupled relation chains, and consistent spatial imagination to promote self-consistency through an imagine-and-revise loop. We further introduce supportive spatial optimization to ease pose optimization via global-to-local coordinate re-parameterization. Extensive experiments across diverse scene types and instructions demonstrate that R$^3$L produces more physically feasible and semantically consistent layouts. Notably, our analysis shows that resolving frame-induced inconsistencies is crucial for reliable multi-hop relative spatial reasoning. The code is available at https://github.com/Neal2020GitHub/R3L.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-07T16:50:12Z</published>
    <arxiv:comment>Accepted to ICML 2026</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Zhifeng Gu</name>
    </author>
    <author>
      <name>Yuqi Wang</name>
    </author>
    <author>
      <name>Bing Wang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.02288v2</id>
    <title>LabBuilder: Protocol-Grounded 3D Layout Generation for Interactable and Safe Laboratory</title>
    <updated>2026-05-28T11:35:04Z</updated>
    <link href="https://arxiv.org/abs/2605.02288v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.02288v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Automated laboratories hold the promise of accelerating scientific discovery, yet their deployment is bottlenecked by the difficulty of designing safe and executable environments. While simulator-based design offers scalability, existing 3D scene generation methods are primarily tailored for household settings, optimizing for visual plausibility while neglecting the protocol grounding and layout-level safety constraints essential for scientific experimentation. We present LabBuilder, an end-to-end system that generates and verifies 3D laboratory layouts from concise textual specifications. It operates through three tightly coupled components: LabForge first curates a meta-dataset of annotated assets and chemical knowledge, translating natural language specifications into structured protocols; building on these protocols, LabGen synthesizes laboratory layouts via an iterative, constraint-aware optimization strategy; finally, LabTouchstone evaluates the resulting layouts as a unified benchmark. Extensive experiments demonstrate that LabBuilder significantly outperforms existing state-of-the-art methods, producing laboratory environments that are realistic and valid under modeled geometric, chemical-safety, and navigation constraints.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-04T07:24:56Z</published>
    <arxiv:comment>Accepted to ICML 2026</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Jianbao Cao</name>
    </author>
    <author>
      <name>Zhangrui Zhao</name>
    </author>
    <author>
      <name>Bohan Feng</name>
    </author>
    <author>
      <name>Zixuan Hu</name>
    </author>
    <author>
      <name>Rui Li</name>
    </author>
    <author>
      <name>Haiyuan Wan</name>
    </author>
    <author>
      <name>Chenxi Li</name>
    </author>
    <author>
      <name>Jingyuan Li</name>
    </author>
    <author>
      <name>Wenzhe Cai</name>
    </author>
    <author>
      <name>Lei Bai</name>
    </author>
    <author>
      <name>Wanli Ouyang</name>
    </author>
    <author>
      <name>Lingyu Duan</name>
    </author>
    <author>
      <name>Di Huang</name>
    </author>
    <author>
      <name>Minting Pan</name>
    </author>
    <author>
      <name>Sha Zhang</name>
    </author>
    <author>
      <name>Xinzhu Ma</name>
    </author>
    <author>
      <name>Shixiang Tang</name>
    </author>
    <author>
      <name>Dongzhan Zhou</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2604.23402v1</id>
    <title>Otherness as a Quality in Designing Expressive Robotic Touch</title>
    <updated>2026-04-25T18:38:57Z</updated>
    <link href="https://arxiv.org/abs/2604.23402v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.23402v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Haptic technologies have advanced rapidly, yet exploration of robotic touch remains dominated by replicating realistic environmental cues or hand gestures, which narrows the design space and risks social resistance. This paper argues for alternatives: grounded in the notion of "otherness" from human-robot interaction (HRI), we propose treating robotic touch's inherent otherness as a design quality. Instead of being a limitation in pursuing realism, otherness can be embraced to elicit ambiguity and provoke alternative interpretations, fostering expressive and evocative robotic touch design. To develop this perspective, we analyze inspirational art and design precedents and four design research cases through a reflective Research through Design (RtD) approach. Through this analysis, we articulate a set of design languages structured around why otherness matters for touch meaning-making, how it can be shaped through design strategies, and where it can be embedded within robotic touch systems. We conclude by reflecting on the tensions and risks involved in designing robotic touch with otherness in mind.</summary>
    <category term="cs.HC" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-25T18:38:57Z</published>
    <arxiv:comment>Full paper accepted to 2026 ACM Designing Interactive Systems Conference (DIS '26)</arxiv:comment>
    <arxiv:primary_category term="cs.HC"/>
    <author>
      <name>Ran Zhou</name>
    </author>
    <author>
      <name>Laurens Boer</name>
    </author>
    <author>
      <name>Daniel Leithinger</name>
    </author>
    <author>
      <name>Madeline Balaam</name>
    </author>
    <arxiv:doi>10.1145/3800645.3812880</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1145/3800645.3812880" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2604.16299v2</id>
    <title>Repurposing 3D Generative Model for Autoregressive Layout Generation</title>
    <updated>2026-08-18T08:11:41Z</updated>
    <link href="https://arxiv.org/abs/2604.16299v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.16299v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>We introduce LaviGen, a framework that repurposes 3D generative models for 3D layout generation. Unlike previous methods that infer object layouts from textual descriptions, LaviGen operates directly in the native 3D space, formulating layout generation as an autoregressive process that explicitly models geometric relations and physical constraints among objects, producing coherent and physically plausible 3D scenes. To further enhance this process, we propose an adapted 3D diffusion model that integrates scene, object, and instruction information and employs a dual-guidance self-rollout distillation mechanism to improve efficiency and spatial accuracy. Extensive experiments on the LayoutVLM benchmark show LaviGen achieves superior 3D layout generation performance, with 19% higher physical plausibility than the state of the art and 65% faster computation. Our code is publicly available at https://github.com/fenghora/LaviGen.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-17T17:59:50Z</published>
    <arxiv:comment>https://fenghora.github.io/LaviGen-Page/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Haoran Feng</name>
    </author>
    <author>
      <name>Yifan Niu</name>
    </author>
    <author>
      <name>Zehuan Huang</name>
    </author>
    <author>
      <name>Yang-Tian Sun</name>
    </author>
    <author>
      <name>Yuxin Peng</name>
    </author>
    <author>
      <name>Lu Sheng</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2604.14070v1</id>
    <title>From Disclosure to Self-Referential Opacity: Six Dimensions of Strain in Current AI Governance</title>
    <updated>2026-04-15T16:39:28Z</updated>
    <link href="https://arxiv.org/abs/2604.14070v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.14070v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Governance opacity over AI systems shifts in kind as capability asymmetry grows, and the strongest forms defeat the disclosure-based remedies governance ordinarily relies on. This paper applies a six-dimension framework from political theory (legitimacy, accountability, corrigibility, non-domination, subsidiarity, institutional resilience) to six AI governance arrangements already in operation, ordered by increasing capability asymmetry between system and overseer. Proprietary secrecy yields to disclosure at the low end, but at the high end the governed system either games its own evaluation or sits inside the governance process, and transparency remedies lose traction. Legitimacy and non-domination strain more consistently across the sample than corrigibility and resilience, which respond more readily to institutional design quality. The sample cannot separate institutional design maturity from capability asymmetry, and the patterns are offered as hypotheses for multi-rater validation.</summary>
    <category term="cs.CY" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-15T16:39:28Z</published>
    <arxiv:comment>22 pages, 4 tables, 2 figures. Interdisciplinary paper on AI governance and political theory</arxiv:comment>
    <arxiv:primary_category term="cs.CY"/>
    <author>
      <name>Tony Rost</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2604.12618v1</id>
    <title>CODO: An Automated Compiler for Comprehensive Dataflow Optimization</title>
    <updated>2026-04-14T11:46:34Z</updated>
    <link href="https://arxiv.org/abs/2604.12618v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.12618v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>FPGAs are well-suited for dataflow architectures that process data in a streaming or pipelined manner, thus satisfying the high computational and communication demands of emerging applications. However, manually implementing an efficient dataflow architecture for large-scale applications is still challenging, even for specialists who use high-level synthesis (HLS) to simplify FPGA programming.
  To address this, we introduce CODO, an automated compiler that generates feasible and efficient dataflow accelerators on FPGAs. CODO features a systematic method for detecting and eliminating both coarse-grained and fine-grained dataflow violations. Building on this, CODO performs both on- and off-chip data movement optimizations to maximize transfer efficiency. To guarantee a higher design quality, CODO performs automatic scheduling to generate high-performance dataflow accelerators, ensuring a balanced performance-resource trade-off. Synthesis results show that CODO delivers $1.45\times$ to $4.52\times$ latency speedups on typical computation kernels and $3.7\times$ to $33.8\times$ speedups on DNN models compared to SOTA frameworks. In on-board evaluations, CODO achieves $7.3\times$ average speedup on CNN models and $2.07\times$ average speedup on the GPT-2 model over SOTA frameworks. The compiler is open-sourced at https://github.com/sjtu-zhao-lab/codo-artifact.</summary>
    <category term="cs.AR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-14T11:46:34Z</published>
    <arxiv:comment>Accepted by ISCA 2026</arxiv:comment>
    <arxiv:primary_category term="cs.AR"/>
    <author>
      <name>Weichuang Zhang</name>
    </author>
    <author>
      <name>Yiquan Wang</name>
    </author>
    <author>
      <name>Xinzhou Zhang</name>
    </author>
    <author>
      <name>Chi Zhang</name>
    </author>
    <author>
      <name>Yu Feng</name>
    </author>
    <author>
      <name>Xiaofeng Hou</name>
    </author>
    <author>
      <name>Chao Li</name>
    </author>
    <author>
      <name>Jieru Zhao</name>
    </author>
    <author>
      <name>Minyi Guo</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2604.10772v1</id>
    <title>HOG-Layout: Hierarchical 3D Scene Generation, Optimization and Editing via Vision-Language Models</title>
    <updated>2026-04-12T18:45:40Z</updated>
    <link href="https://arxiv.org/abs/2604.10772v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.10772v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>3D layout generation and editing play a crucial role in Embodied AI and immersive VR interaction. However, manual creation requires tedious labor, while data-driven generation often lacks diversity. The emergence of large models introduces new possibilities for 3D scene synthesis. We present HOG-Layout that enables text-driven hierarchical scene generation, optimization and real-time scene editing with large language models (LLMs) and vision-language models (VLMs). HOG-Layout improves scene semantic consistency and plausibility through retrieval-augmented generation (RAG) technology, incorporates an optimization module to enhance physical consistency, and adopts a hierarchical representation to enhance inference and optimization, achieving real-time editing. Experimental results demonstrate that HOG-Layout produces more reasonable environments compared with existing baselines, while supporting fast and intuitive scene editing.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-12T18:45:40Z</published>
    <arxiv:comment>CVPR 2026</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Haiyan Jiang</name>
    </author>
    <author>
      <name>Deyu Zhang</name>
    </author>
    <author>
      <name>Dongdong Weng</name>
    </author>
    <author>
      <name>Weitao Song</name>
    </author>
    <author>
      <name>Henry Been-Lirn Duh</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2604.08411v1</id>
    <title>What a Comfortable World: Ergonomic Principles Guided Apartment Layout Generation</title>
    <updated>2026-04-09T16:11:01Z</updated>
    <link href="https://arxiv.org/abs/2604.08411v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.08411v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Current data-driven floor plan generation methods often reproduce the ergonomic inefficiencies found in real-world training datasets. To address this, we propose a novel approach that integrates architectural design principles directly into a transformer-based generative process. We formulate differentiable loss functions based on established architectural standards from literature to optimize room adjacency and proximity. By guiding the model with these ergonomic priors during training, our method produces layouts with significantly improved livability metrics. Comparative evaluations show that our approach outperforms baselines in ergonomic compliance while maintaining high structural validity.</summary>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-09T16:11:01Z</published>
    <arxiv:comment>4 pages, 2 figures, EUROGRAPHICS 2026 Short Paper</arxiv:comment>
    <arxiv:primary_category term="cs.GR"/>
    <author>
      <name>Piotr Nieciecki</name>
    </author>
    <author>
      <name>Aleksander Plocharski</name>
    </author>
    <author>
      <name>Przemyslaw Musialski</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2604.08195v1</id>
    <title>Normal contact of metainterfaces: the roles of finite size and microcontact interactions</title>
    <updated>2026-04-09T12:51:51Z</updated>
    <link href="https://arxiv.org/abs/2604.08195v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.08195v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>The design of contact interfaces that meet quantitatively a specified friction law (friction force vs normal force) is challenging due to the multi-scale and multi-physics nature of contact interactions. Recently, a concept was proposed to address this question in the case of dry elastic microarchitected contact interfaces, so-called metainterfaces. These take their macroscopic friction properties from an array of discrete asperities whose geometrical descriptors are optimized through an inverse design phase. Such design is based on the experimentally-observed proportionality between friction force and real contact area under pure compression, reducing the friction problem to a simpler contact mechanics problem of designing the contact area. In this context, the design strategy assumes that asperities are placed on a linear elastic half-space and behave independently from each other. Both assumptions are likely to fail in experimental realizations of metainterfaces, potentially inducing discrepancies between the actual and target behaviours. Here, we use full 3D finite element modelling to critically assess the validity of those two assumptions in existing experimental metainterfaces, and their potential impact on the design quality. The results first confirm the validity of the strategy, in the conditions in which it was used in the literature. Then, by systematically varying the spatial arrangement of asperities, their interdistance and the size of their elastic base, we identify conditions under which the literature assumptions fail. Our findings provide critical insights into the robustness and practical limitations of the metainterface design strategy and guidelines for its future improvements.</summary>
    <category term="physics.class-ph" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-09T12:51:51Z</published>
    <arxiv:primary_category term="physics.class-ph"/>
    <author>
      <name>Donald Zeka</name>
      <arxiv:affiliation>LaMCoS, I2M-BX</arxiv:affiliation>
    </author>
    <author>
      <name>Nawfal Blal</name>
      <arxiv:affiliation>LaMCoS</arxiv:affiliation>
    </author>
    <author>
      <name>Fatima-Ezzahra Fekak</name>
      <arxiv:affiliation>LaMCoS, USMBA</arxiv:affiliation>
    </author>
    <author>
      <name>Arnaud Duval</name>
      <arxiv:affiliation>LaMCoS</arxiv:affiliation>
    </author>
    <author>
      <name>Anthony Gravouil</name>
      <arxiv:affiliation>LaMCoS</arxiv:affiliation>
    </author>
    <author>
      <name>Julien Scheibert</name>
      <arxiv:affiliation>LTDS</arxiv:affiliation>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2604.07409v1</id>
    <title>GAN-based Domain Adaptation for Image-aware Layout Generation in Advertising Poster Design</title>
    <updated>2026-04-08T11:52:41Z</updated>
    <link href="https://arxiv.org/abs/2604.07409v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.07409v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Layout plays a crucial role in graphic design and poster generation. Recently, the application of deep learning models for layout generation has gained significant attention. This paper focuses on using a GAN-based model conditioned on images to generate advertising poster graphic layouts, requiring a dataset of paired product images and layouts. To address this task, we introduce the Content-aware Graphic Layout Dataset (CGL-Dataset), consisting of 60,548 paired inpainted posters with annotations and 121,000 clean product images. The inpainting artifacts introduce a domain gap between the inpainted posters and clean images. To bridge this gap, we design two GAN-based models. The first model, CGL-GAN, uses Gaussian blur on the inpainted regions to generate layouts. The second model combines unsupervised domain adaptation by introducing a GAN with a pixel-level discriminator (PD), abbreviated as PDA-GAN, to generate image-aware layouts based on the visual texture of input images. The PD is connected to shallow-level feature maps and computes the GAN loss for each input-image pixel. Additionally, we propose three novel content-aware metrics to assess the model's ability to capture the intricate relationships between graphic elements and image content. Quantitative and qualitative evaluations demonstrate that PDA-GAN achieves state-of-the-art performance and generates high-quality image-aware layouts.</summary>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <category term="eess.IV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-08T11:52:41Z</published>
    <arxiv:comment>arXiv admin note: text overlap with arXiv:2303.14377</arxiv:comment>
    <arxiv:primary_category term="cs.LG"/>
    <author>
      <name>Chenchen Xu</name>
    </author>
    <author>
      <name>Min Zhou</name>
    </author>
    <author>
      <name>Tiezheng Ge</name>
    </author>
    <author>
      <name>Weiwei Xu</name>
    </author>
  </entry>
</feed>
