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Ju, Xiangyang

Publications and source records attributed to Ju, Xiangyang.

Integrating particle flavor into deep learning models for hadronization

Hadronization models used in event generators are physics-inspired functions with many tunable parameters. Since we do not understand hadronization from first principles, there have been multiple proposals to improve the accuracy of hadronization models by utilizing more flexible parametrizations based on neural networks. These recent proposals have focused on the kinematic properties of hadrons, but a full model must also include particle flavor. In this paper, we show how to build a deep learning-based hadronization model that includes both kinematic (continuous) and flavor (discrete) degrees of freedom. Our approach is based on generative adversarial networks and we show the performance within the context of the cluster hadronization model within the erwig event generator.

Chan, Jay↗

Engagement: Hyperparameter Optimization of Generative Adversarial Network Models for High-Energy Physics Simulations

We present our SciDAC FASTMath-HEP partnership results for tuning generative adversarial models (GANs) for high energy physics applications. The GANs are used in hybrid simulations to accelerate otherwise time-consuming computations. We optimize for both, prediction accuracy and variability with the goal to find GAN architectures that are reliable and robust.

high energy physics↗

V-Man Generation for 3-D Real Time Animation

The V-Man project has developed an intuitive authoring and intelligent system to create, animate, control and interact in real-time with a new generation of 3D virtual characters: The V-Men. It combines several innovative algorithms coming from Virtual Reality, Physical Simulation, Computer Vision, Robotics and Artificial Intelligence. Given a high-level task like "walk to that spot" or "get that object", a V-Man generates the complete animation required to accomplish the task. V-Men synthesise motion at runtime according to their environment, their task and their physical parameters, drawing upon its unique set of skills manufactured during the character creation. The key to the system is the automated creation of realistic V-Men, not requiring the expertise of an animator. It is based on real human data captured by 3D static and dynamic body scanners, which is then processed to generate firstly animatable body meshes, secondly 3D garments and finally skinned body meshes.

Nebel, Jean-Christophe↗