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5 papers

#01Jul 23, 2026

math.OC

Barzilai-Borwein Fails Superlinear Convergence on an Open Set of Quadratics for Every Dimension $n\geq 4$

Dawei Li, Xiaotian Jiang, Mingyi Hong

Barzilai--Borwein (BB) method has shown strong practical performance in continuous optimization, yet its convergence dynamics remains poorly understood. In particular, a central unresolved question is whether BB converges superlinearly for almost every strictly convex quadratic problem and initialization. We provide a negative answer to this question. Specifically, for every finite dimension $n\geq4$, we construct a nonempty open, hence positive-Lebesgue-measure, family of strictly convex quadratic problems and initial points for which the long Barzilai--Borwein method (BB1) converges but cannot converge root-superlinearly. More precisely, with the explicit constants $ρ_{\min}=10^{-6},ρ_{\max}=0.61$, every spectral component of the gradient is bounded above and below by the corresponding geometric sequence. Consequently, the gradient norm and the energy norm of the error satisfy two-sided geometric estimates with the same rates, while the objective gap satisfies the corresponding estimates with squared rates. In particular, all three quantities are bounded below by geometric sequences, ruling out superlinear convergence. The construction is highly nontrivial, based on a computer-assisted proof of a nonresonant, attracting seven-cycle of the projectivized BB dynamics in dimension four.

#02Jul 23, 2026

hep-ph

Neural solutions of coupled ghost and gluon Dyson--Schwinger equations in Landau gauge

Rodrigo Carmo Terin

The coupled ghost and gluon Dyson--Schwinger equations (DSEs) of four-dimensional Landau-gauge Yang--Mills (YM) theory are solved with a neural representation trained only from renormalized equation residuals. The neural and fixed-point solutions agree at the percent level and remain stable under changes of initialization, network size, integration grid, and infrared boundary condition. Variations of the three-gluon vertex model produce substantially larger effects than the neural error. The MiniMOM ultraviolet running and the sign change of the gluon Schwinger function are also reproduced within the limitations of the truncation.

#03Jul 23, 2026

cs.CV

Synthetic data generation framework for quality control automation in gravure printing

Korota Arsène Coulibaly, Mohamed Hamlich, Khalid Hmali and 1 more

Quality control in printing, particularly in rotogravure printing, still depends on slow, costly, and subjective manual inspection. Automated surface defect detection is critical for maintaining high-quality standards in rotogravure printing. Deep learning models give prospects for automation. However, training robust deep learning models, such as YOLO or Vision Transformers, is heavily hindered by the extreme scarcity of real-world industrial defects images. To overcome this limitation, this paper introduces a novel synthetic data generation framework tailored for rotogravure printing quality control. The proposed pipeline automatically generates high-fidelity images of specific printing defects (creases, streaks, misregistration, etc.) and outputs corresponding bounding boxes and annotations. To validate the framework, a synthetic dataset of 7533 images was generated and used to train the state-of-the-art object-detection model RFDETR. Experimental results demonstrate that the model trained on our synthetic data achieves a Mean Average Precision (mAP) of 80.9\% on real industrial testing samples. This framework provides a zero-cost, rapid-deployment solution for automating defect inspection in printing lines without requiring massive manual data collection.

#04Jul 23, 2026

cs.CV

GraphVid: Interactive Graph-Controllable Video Generation

Vedant Shah, Onkar Susladkar, Tushar Prakash and 5 more

Controllable video generation remains challenging due to the difficulty of specifying precise multi-object interactions using text prompts or motion-control inputs that primarily constrain pixel movement. In practice, trajectory-based control often requires users to draw accurate tracks for multiple objects, which scales poorly with scene complexity and becomes ambiguous under occlusion or overlap. To enable flexible yet precise multi-subject control, we introduce $\textbf{GraphVid}$, a graph-conditioned image-to-video generation model that enables interactive control through structured interaction graphs. We further curate $\textbf{GraphVid-Bench}$, a large-scale interaction-centric video dataset with structured relational annotations to enable training of interaction-aware video generation models. Despite using substantially less training data and fewer trainable parameters than prior motion-control methods, GraphVid delivers strong controllability and video quality. Compared with Motion-I2V, GraphVid reduces FID by up to 39.9% and FVD by 37.6%, while improving PSNR (9.87=>15.98) and SSIM (0.38=>0.61). Our results highlight the potential of structured semantic interfaces as a powerful paradigm for controllable video generation.

#05Jul 23, 2026

cs.RO

GS-Agent: Creating 4D Physical Worlds With Generative Simulation

Hongxin Zhang, Chunru Lin, Junyan Li and 3 more

Creating dynamic and physically realistic 4D worlds from natural language descriptions is both fascinating and challenging. Traditional computer graphics methods rely on manual creation, requiring extensive human effort to fine-tune materials, motions, and visual fidelity. Recent advances in generative foundation models have sparked interest in learning to generate such 4D worlds from large-scale data; however, existing methods still struggle to ensure physical plausibility and controllability. In this work, we take a different path by leveraging foundation models to construct an agentic system that emulates how humans traditionally create 4D worlds, yet automates the entire process. We present GS-Agent, an end-to-end multi-agent framework that integrates physics engines in the loop to generate realistic, dynamic, and controllable 4D physical worlds from natural language. Inspired by how humans build 4D worlds, GS-Agent decomposes the task into entity management, covering 3D asset curation, material tuning, placement, and motion control, and rendering configuration, including camera and lighting manipulation. Multiple agents with distinct expertise interact with the physics engine via code, seek multimodal feedback, and collaborate to iteratively construct 4D worlds that align with the given descriptions. Experimental results show that GS-Agent effectively converts natural language into diverse and physically plausible 4D worlds exhibiting rich interactions among liquids, deformable objects, and rigid bodies, while achieving cinematic camera and lighting control. We envision GS-Agent as a foundation for a new paradigm in 4D world generation, empowering creative content creation and physical AI. Project page at https://umass-embodied-agi.github.io/gs-agent/