Runze Zhang

h-index8
2papers
813citations

2 Papers

9.4LGSep 30, 2025Code
Predicting Effects, Missing Distributions: Evaluating LLMs as Human Behavior Simulators in Operations Management

Runze Zhang, Xiaowei Zhang, Mingyang Zhao

LLMs are emerging tools for simulating human behavior in business, economics, and social science, offering a lower-cost complement to laboratory experiments, field studies, and surveys. This paper evaluates how well LLMs replicate human behavior in operations management. Using nine published experiments in behavioral operations, we assess two criteria: replication of hypothesis-test outcomes and distributional alignment via Wasserstein distance. LLMs reproduce most hypothesis-level effects, capturing key decision biases, but their response distributions diverge from human data, including for strong commercial models. We also test two lightweight interventions -- chain-of-thought prompting and hyperparameter tuning -- which reduce misalignment and can sometimes let smaller or open-source models match or surpass larger systems.

6.2CVSep 26, 2025
Large Material Gaussian Model for Relightable 3D Generation

Jingrui Ye, Lingting Zhu, Runze Zhang et al.

The increasing demand for 3D assets across various industries necessitates efficient and automated methods for 3D content creation. Leveraging 3D Gaussian Splatting, recent large reconstruction models (LRMs) have demonstrated the ability to efficiently achieve high-quality 3D rendering by integrating multiview diffusion for generation and scalable transformers for reconstruction. However, existing models fail to produce the material properties of assets, which is crucial for realistic rendering in diverse lighting environments. In this paper, we introduce the Large Material Gaussian Model (MGM), a novel framework designed to generate high-quality 3D content with Physically Based Rendering (PBR) materials, ie, albedo, roughness, and metallic properties, rather than merely producing RGB textures with uncontrolled light baking. Specifically, we first fine-tune a new multiview material diffusion model conditioned on input depth and normal maps. Utilizing the generated multiview PBR images, we explore a Gaussian material representation that not only aligns with 2D Gaussian Splatting but also models each channel of the PBR materials. The reconstructed point clouds can then be rendered to acquire PBR attributes, enabling dynamic relighting by applying various ambient light maps. Extensive experiments demonstrate that the materials produced by our method not only exhibit greater visual appeal compared to baseline methods but also enhance material modeling, thereby enabling practical downstream rendering applications.