Text-guided 3D building generation holds tremendous application potential, yet existing generative models typically output inseparable single meshes or non-interactive rendered representations. While procedural modeling can generate editable buildings with hierarchical structures, rule authoring is laborious, and even with the aid of large language models (LLMs), it remains challenging to effectively solve procedural rules under geometric constraints. In this paper, we propose ProxyBuild, a novel hybrid framework for structured building generation. We introduce the Mesh-Anchored Procedural Proxy (MAPP) as a novel intermediate representation, which tightly anchors building components onto geometric shells, thereby decoupling the generation task into two phases: proxy prediction and proxy-to-asset instantiation. First, we construct a building dataset with MAPP annotations to train our designed face-edge bigraph encoder. By explicitly modeling the feature interactions of topological elements on heterogeneous mesh graphs, this encoder accurately infers the semantic roles of faces and edges. Subsequently, conditioned on textual styles and attribute parameters parsed by LLMs, we accomplish high-precision asset retrieval and assembly by integrating a spatial placement logic with hard constraints. Extensive experiments show that ProxyBuild not only significantly mitigates common issues in building generation such as over-smoothing, component collisions, and structural corruptions, but also accurately parses semantic-free shells from diverse sources. Outperforming prior baselines across various metrics, our method can robustly generate structurally clear, detail-rich, and post-editable 3D buildings from text, thereby providing a reliable and interactive content foundation for downstream applications such as virtual reality and digital twins.
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Text-guided 3D building generation holds tremendous application potential, yet existing generative models typically output inseparable single meshes or non-interactive rendered representations. While procedural modeling can generate editable buildings with hierarchical structures, rule authoring is laborious, and even with the aid of large language models (LLMs), it remains challenging to effectively solve procedural rules under geometric constraints. In this paper, we propose ProxyBuild, a novel hybrid framework for structured building generation. We introduce the Mesh-Anchored Procedural Proxy (MAPP) as a novel intermediate representation, which tightly anchors building components onto geometric shells, thereby decoupling the generation task into two phases: proxy prediction and proxy-to-asset instantiation. First, we construct a building dataset with MAPP annotations to train our designed face-edge bigraph encoder. By explicitly modeling the feature interactions of topological elements on heterogeneous mesh graphs, this encoder accurately infers the semantic roles of faces and edges. Subsequently, conditioned on textual styles and attribute parameters parsed by LLMs, we accomplish high-precision asset retrieval and assembly by integrating a spatial placement logic with hard constraints. Extensive experiments show that ProxyBuild not only significantly mitigates common issues in building generation such as over-smoothing, component collisions, and structural corruptions, but also accurately parses semantic-free shells from diverse sources. Outperforming prior baselines across various metrics, our method can robustly generate structurally clear, detail-rich, and post-editable 3D buildings from text, thereby providing a reliable and interactive content foundation for downstream applications such as virtual reality and digital twins.
Novel view synthesis from sparse observations is severely under-constrained. Although 3D Gaussian Splatting (3DGS) enables real-time rendering, it produces floaters, broken geometry, and washed-out backgrounds when trained with few views. We propose an alternating optimization framework that uses a pre-trained image diffusion model to generate geometrically consistent pseudo-views for additional 3DGS supervision. Generation is constrained by depth-conditioned ControlNet, IP-Adapter style transfer, LoRA scene adaptation, and img2img structural anchoring. We introduce Generative Active Pseudo-view Selection (GAPS) to balance reconstruction informativeness and generative reliability when choosing target views. Its annealing schedule shifts from conservative interpolation early in training to exploratory extrapolation later, gradually covering unobserved regions. A dual-criterion admission gate and uncertainty-weighted losses reject unreliable generations, while density-adaptive DropGaussian reduces overfitting in complex scenes. On LLFF with 3/6/9 views, our method improves average PSNR over vanilla 3DGS by 0.40/0.89/0.70 dB. On Mip-NeRF 360 with 12/24 views, the gains are 1.18/0.80 dB. SSIM improves and LPIPS decreases in every setting. Ablations show that active selection and density-adaptive regularization are both necessary; only the full method reduces LPIPS below the no-pseudo-view baseline on unbounded 360-degree scenes.
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Novel view synthesis from sparse observations is severely under-constrained. Although 3D Gaussian Splatting (3DGS) enables real-time rendering, it produces floaters, broken geometry, and washed-out backgrounds when trained with few views. We propose an alternating optimization framework that uses a pre-trained image diffusion model to generate geometrically consistent pseudo-views for additional 3DGS supervision. Generation is constrained by depth-conditioned ControlNet, IP-Adapter style transfer, LoRA scene adaptation, and img2img structural anchoring. We introduce Generative Active Pseudo-view Selection (GAPS) to balance reconstruction informativeness and generative reliability when choosing target views. Its annealing schedule shifts from conservative interpolation early in training to exploratory extrapolation later, gradually covering unobserved regions. A dual-criterion admission gate and uncertainty-weighted losses reject unreliable generations, while density-adaptive DropGaussian reduces overfitting in complex scenes. On LLFF with 3/6/9 views, our method improves average PSNR over vanilla 3DGS by 0.40/0.89/0.70 dB. On Mip-NeRF 360 with 12/24 views, the gains are 1.18/0.80 dB. SSIM improves and LPIPS decreases in every setting. Ablations show that active selection and density-adaptive regularization are both necessary; only the full method reduces LPIPS below the no-pseudo-view baseline on unbounded 360-degree scenes.
作者Huiwen Xue, Kaixing Zhao, Zuheng Ming, Tingcheng Li
Novel view synthesis is a key task for dynamic scene reconstruction, where high rendering speed is essential for applications such as virtual reality. Existing deformable Gaussian Splatting methods achieve high-fidelity dynamic scene modeling, but still face limitations in memory usage and rendering efficiency due to the large number of redundant Gaussians. To address these challenges, we propose Geometry-Aware Redundancy Optimization (GARO), a unified redundancy measurement framework in the adaptive density control stage of the traditional dynamic scene reconstruction pipeline. This framework first selects low-gradient candidates using an optimization activity assessment strategy, and then evaluates geometric complexity through low curvature analysis to further filter and prune redundant points, resulting in a compact and expressive Gaussian representation. Extensive experiments on synthetic and real-world datasets demonstrate that GARO achieves robust trade-offs between quality and speed, with PSNR remaining stable and rendering speed improved by 2x, validating the efficiency and effectiveness of GARO.
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Novel view synthesis is a key task for dynamic scene reconstruction, where high rendering speed is essential for applications such as virtual reality. Existing deformable Gaussian Splatting methods achieve high-fidelity dynamic scene modeling, but still face limitations in memory usage and rendering efficiency due to the large number of redundant Gaussians. To address these challenges, we propose Geometry-Aware Redundancy Optimization (GARO), a unified redundancy measurement framework in the adaptive density control stage of the traditional dynamic scene reconstruction pipeline. This framework first selects low-gradient candidates using an optimization activity assessment strategy, and then evaluates geometric complexity through low curvature analysis to further filter and prune redundant points, resulting in a compact and expressive Gaussian representation. Extensive experiments on synthetic and real-world datasets demonstrate that GARO achieves robust trade-offs between quality and speed, with PSNR remaining stable and rendering speed improved by 2x, validating the efficiency and effectiveness of GARO.
Constraint-following music generation asks a score to satisfy several user-specified properties at once, each checkable programmatically (key, meter, length, range, final note, rhythm, motion and form), yet no existing benchmark isolates this capability. We construct MusicConstraintBench, 2,180 items over eight constraint families, on which current models fail once a few constraints are combined. The natural remedy is reinforcement learning with these verifiers as reward, yet we observe that a reward paid only when every property holds leaves most training groups without a learning signal: over the first 50 updates, 0.550 of rollout groups score identically and receive no gradient, even though a failing score typically misses only one requested property. Under the joint criterion, rollouts for a prompt tend to fail together, so a binary reward cannot separate a nearly correct score from a malformed one. We therefore introduce MusicRLVR, which pays graded per-property credit behind a hard validation gate that rejects malformed outputs, plus a joint-satisfaction bonus, requiring no human annotation, learned reward model, or music-domain fine-tuning. On MusicConstraintBench, MusicRLVR lifts Qwen3-4B-Instruct from 0.160 to 0.807 on mixed constraints and leads every zero-shot baseline including Llama-3.1-70B at 0.380. It also generalises to property combinations unseen in training and to out-of-range parameter values, showing that verifiable rewards need not presuppose a target output.
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Constraint-following music generation asks a score to satisfy several user-specified properties at once, each checkable programmatically (key, meter, length, range, final note, rhythm, motion and form), yet no existing benchmark isolates this capability. We construct MusicConstraintBench, 2,180 items over eight constraint families, on which current models fail once a few constraints are combined. The natural remedy is reinforcement learning with these verifiers as reward, yet we observe that a reward paid only when every property holds leaves most training groups without a learning signal: over the first 50 updates, 0.550 of rollout groups score identically and receive no gradient, even though a failing score typically misses only one requested property. Under the joint criterion, rollouts for a prompt tend to fail together, so a binary reward cannot separate a nearly correct score from a malformed one. We therefore introduce MusicRLVR, which pays graded per-property credit behind a hard validation gate that rejects malformed outputs, plus a joint-satisfaction bonus, requiring no human annotation, learned reward model, or music-domain fine-tuning. On MusicConstraintBench, MusicRLVR lifts Qwen3-4B-Instruct from 0.160 to 0.807 on mixed constraints and leads every zero-shot baseline including Llama-3.1-70B at 0.380. It also generalises to property combinations unseen in training and to out-of-range parameter values, showing that verifiable rewards need not presuppose a target output.
Human motion is shaped by both external acoustic events and behavioral intent: spatial audio conveys environmental cues that elicit or guide a response, while text specifies the desired action and how it should be performed. In this paper, we study the novel task of human motion synthesis jointly conditioned on spatial audio and natural language, a problem that has been largely overlooked in previous research. To support this task, We introduce STAM, a dataset of motion sequences paired with spatial audio and detailed textual annotations whose rich vocabulary affords precise and nuanced specification of human motions. We further introduce MoSAT, a latent flow-matching framework for full-body motion generation jointly conditioned on natural-language intent and directional spatial-audio cues through hierarchical cross-attention before generating motion. Such a hierarchical design enhances temporally coherent and semantically aligned motion sequences. We also develop tri-modal evaluators for comprehensive evaluation on this novel task. Extensive experiments show that MoSAT achieves the SOTA performance by leveraging spatial audio's intrinsic motion-shaping properties alongside textual semantics, enabling precise and diverse motion in various scenarios.
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Human motion is shaped by both external acoustic events and behavioral intent: spatial audio conveys environmental cues that elicit or guide a response, while text specifies the desired action and how it should be performed. In this paper, we study the novel task of human motion synthesis jointly conditioned on spatial audio and natural language, a problem that has been largely overlooked in previous research. To support this task, We introduce STAM, a dataset of motion sequences paired with spatial audio and detailed textual annotations whose rich vocabulary affords precise and nuanced specification of human motions. We further introduce MoSAT, a latent flow-matching framework for full-body motion generation jointly conditioned on natural-language intent and directional spatial-audio cues through hierarchical cross-attention before generating motion. Such a hierarchical design enhances temporally coherent and semantically aligned motion sequences. We also develop tri-modal evaluators for comprehensive evaluation on this novel task. Extensive experiments show that MoSAT achieves the SOTA performance by leveraging spatial audio's intrinsic motion-shaping properties alongside textual semantics, enabling precise and diverse motion in various scenarios.
Manipulation policies must know which objects matter and where they are, yet the pretrained backbones that current robot foundation models build on, from language in vision-language-action models (VLAs) to video generation in world-action models (WAMs), do not directly require this metric grounding, leaving it to be learned implicitly from robot demonstrations. We propose Grounded Action Models (GAMs), a new paradigm of robot foundation models built with 3D grounding. GAM can be conditioned using language, points, or box prompts, which are first transformed into a shared object-centric representation of the selected objects. This representation captures target-focused visual features and metric object geometry, which is mixed with robot state history through a multi-stream transformer to predict action chunks. Although GAMs can be run autonomously, they can also serve as a low-level controller that a high-level planner controls using its various input modalities, allowing for long-horizon and memory-dependent manipulation. On RoboTwin 2.0, GAM achieves an average success rate of 55.3% across 50 tasks (vs. 52.0% for Spatial Forcing), including 47.6% under scene randomization (vs. 30.4% for Abot-M0), with its action policy trained only on clean-scene demonstrations. On LIBERO-PRO, it achieves a state-of-the-art average success rate of 61% (vs. 53% for $π_{0.5}$) across 16 perturbation settings, with the largest gains when targets are relocated or newly designated. On two real robots, GAM retains 17/20 successes under visual shift on a bimanual YAM versus 4/20 for $π_{0.5}$, while its composition with a Molmo2 planner on a Franka achieves 64.7% ID and 49.8% OOD step completion on long-horizon and memory-dependent tasks.
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Manipulation policies must know which objects matter and where they are, yet the pretrained backbones that current robot foundation models build on, from language in vision-language-action models (VLAs) to video generation in world-action models (WAMs), do not directly require this metric grounding, leaving it to be learned implicitly from robot demonstrations. We propose Grounded Action Models (GAMs), a new paradigm of robot foundation models built with 3D grounding. GAM can be conditioned using language, points, or box prompts, which are first transformed into a shared object-centric representation of the selected objects. This representation captures target-focused visual features and metric object geometry, which is mixed with robot state history through a multi-stream transformer to predict action chunks. Although GAMs can be run autonomously, they can also serve as a low-level controller that a high-level planner controls using its various input modalities, allowing for long-horizon and memory-dependent manipulation. On RoboTwin 2.0, GAM achieves an average success rate of 55.3% across 50 tasks (vs. 52.0% for Spatial Forcing), including 47.6% under scene randomization (vs. 30.4% for Abot-M0), with its action policy trained only on clean-scene demonstrations. On LIBERO-PRO, it achieves a state-of-the-art average success rate of 61% (vs. 53% for $π_{0.5}$) across 16 perturbation settings, with the largest gains when targets are relocated or newly designated. On two real robots, GAM retains 17/20 successes under visual shift on a bimanual YAM versus 4/20 for $π_{0.5}$, while its composition with a Molmo2 planner on a Franka achieves 64.7% ID and 49.8% OOD step completion on long-horizon and memory-dependent tasks.
作者Tung Sum Thomas Kwok, Yidong Ouyang, Yingjia Wan, Ying Nian Wu, Zhijiang Guo, Oscar Leong
Uniform discrete flow permits repeated updates at every generation position. While continued revision supports correction of wrong tokens, it also exposes correct intermediate predictions to later errors. An experiment on Sudoku puzzles shows that 9.4% of generated cells are correct at an intermediate step but incorrect in the final output. We introduce generation order into uniform discrete flow through selective absorption, which fixes chosen predictions while preserving the uniform flow velocity at active positions. To prioritize reliable predictions for absorption, we propose Low-Entropy Discrete Flow (LEDFlow), a training-free sampler that adaptively orders absorption by local entropy. By decomposing absorption error into joint dependence and conditional prediction terms, we show that, under entropy-error regularity, selecting the lowest-entropy positions under a fixed absorption count minimizes an upper bound on the conditional term. We further analyze sensitivity of global lookahead, whose worst-case decision-error bound grows with lookahead window under an imperfect denoiser. Across reasoning benchmarks, LEDFlow attains 0.845 Nikoli Sudoku solve accuracy, with largest gains on strongly constrained tasks. On a text-to-image generation benchmark it attains the best overall score among decode-time samplers, and on multimodal understanding it improves over the default sampler on all six benchmarks, at an inference cost comparable to standard flow sampling.
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Uniform discrete flow permits repeated updates at every generation position. While continued revision supports correction of wrong tokens, it also exposes correct intermediate predictions to later errors. An experiment on Sudoku puzzles shows that 9.4% of generated cells are correct at an intermediate step but incorrect in the final output. We introduce generation order into uniform discrete flow through selective absorption, which fixes chosen predictions while preserving the uniform flow velocity at active positions. To prioritize reliable predictions for absorption, we propose Low-Entropy Discrete Flow (LEDFlow), a training-free sampler that adaptively orders absorption by local entropy. By decomposing absorption error into joint dependence and conditional prediction terms, we show that, under entropy-error regularity, selecting the lowest-entropy positions under a fixed absorption count minimizes an upper bound on the conditional term. We further analyze sensitivity of global lookahead, whose worst-case decision-error bound grows with lookahead window under an imperfect denoiser. Across reasoning benchmarks, LEDFlow attains 0.845 Nikoli Sudoku solve accuracy, with largest gains on strongly constrained tasks. On a text-to-image generation benchmark it attains the best overall score among decode-time samplers, and on multimodal understanding it improves over the default sampler on all six benchmarks, at an inference cost comparable to standard flow sampling.
作者Mikhail Sannikov, Ilya Mikhalchuk, Konstantin Gubernatorov, Petr Kovalev, Ogunwoye Faith Oluwatobi, Dzmitry Tsetserukou
Contact-rich manipulation requires estimating forces, slip and contact geometry that can remain ambiguous in scene images. Optical tactile sensors provide both visual observations of the contact surface and mechanical measurements, yet learning from these signals raises two challenges: representing contact beyond appearance and transferring its benefits to a policy that does not require fingertip observations at deployment. We introduce HapticWAM, a world-action model that combines heterogeneous tactile encoding, structured contact prediction and teacher-student distillation. Its teacher encodes gel images together with deformation, shear, distributed forces, resultant wrench and derived contact state into a frozen video backbone. Rather than predicting tactile pixels alone, the model jointly generates actions and a contact package describing future events and mechanics. Anticipatory Contact Coupling uses the previously imagined package to condition attention, preserving a contact-related input when direct tactile observations are unavailable. Haptic-Imagination Distillation transfers both contact futures and action predictions to a student that retains the generative contact head but removes its fingertip input branches. On a real-world setup, across three contact-rich pick-and-place tasks, HapticWAM Student achieves a 77% per-task mean success rate (41 of 50 starts, 82% pooled), reaching 95% on one of the tasks, outperforming the evaluated teacher and baseline configurations.
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Contact-rich manipulation requires estimating forces, slip and contact geometry that can remain ambiguous in scene images. Optical tactile sensors provide both visual observations of the contact surface and mechanical measurements, yet learning from these signals raises two challenges: representing contact beyond appearance and transferring its benefits to a policy that does not require fingertip observations at deployment. We introduce HapticWAM, a world-action model that combines heterogeneous tactile encoding, structured contact prediction and teacher-student distillation. Its teacher encodes gel images together with deformation, shear, distributed forces, resultant wrench and derived contact state into a frozen video backbone. Rather than predicting tactile pixels alone, the model jointly generates actions and a contact package describing future events and mechanics. Anticipatory Contact Coupling uses the previously imagined package to condition attention, preserving a contact-related input when direct tactile observations are unavailable. Haptic-Imagination Distillation transfers both contact futures and action predictions to a student that retains the generative contact head but removes its fingertip input branches. On a real-world setup, across three contact-rich pick-and-place tasks, HapticWAM Student achieves a 77% per-task mean success rate (41 of 50 starts, 82% pooled), reaching 95% on one of the tasks, outperforming the evaluated teacher and baseline configurations.
Single-image 3D object generation can now produce high-fidelity assets, yet accurately placing them into a coherent scene layout remains an open challenge. A central difficulty lies in how object layout is represented. Holistic methods absorb placement into a scene-level generation process, sacrificing object-level detail. Compositional methods preserve object fidelity by decoupling geometry from layout, but typically parameterize layout as sparse, unbounded pose variables that are difficult to learn and generalize poorly under scarce scene-level supervision. We present Mira-Scene, a compositional 3D scene reconstruction framework that replaces sparse pose regression with dense, bounded correspondence recovery. At its core is the Canonical Coordinate Map (CCM), a pixel-aligned field that maps each visible object pixel to a surface coordinate in the object's bounded canonical space. When paired with a scene-space Point Cloud Map (PCM) from monocular geometry estimation, CCM induces dense canonical-to-scene correspondences from which object transformations are recovered through robust geometric alignment. Because CCM operates in bounded canonical space, it provides a stable prediction target that can be trained from scalable object-level 3D data without requiring scene-level layout annotations. Mira-Scene further introduces a multimodal diffusion transformer that jointly generates object geometry and CCMs, using modality-specific expert streams with shared attention and positional encoding to promote geometry-layout consistency. Experiments on indoor, outdoor, synthetic, and in-the-wild scenes show that Mira-Scene substantially outperforms strong baselines in layout accuracy, achieving relative gains of 39.8% in 3D-IoU and 16.5% in 2D-IoU over SAM3D, using limited open-source training data.
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Single-image 3D object generation can now produce high-fidelity assets, yet accurately placing them into a coherent scene layout remains an open challenge. A central difficulty lies in how object layout is represented. Holistic methods absorb placement into a scene-level generation process, sacrificing object-level detail. Compositional methods preserve object fidelity by decoupling geometry from layout, but typically parameterize layout as sparse, unbounded pose variables that are difficult to learn and generalize poorly under scarce scene-level supervision. We present Mira-Scene, a compositional 3D scene reconstruction framework that replaces sparse pose regression with dense, bounded correspondence recovery. At its core is the Canonical Coordinate Map (CCM), a pixel-aligned field that maps each visible object pixel to a surface coordinate in the object's bounded canonical space. When paired with a scene-space Point Cloud Map (PCM) from monocular geometry estimation, CCM induces dense canonical-to-scene correspondences from which object transformations are recovered through robust geometric alignment. Because CCM operates in bounded canonical space, it provides a stable prediction target that can be trained from scalable object-level 3D data without requiring scene-level layout annotations. Mira-Scene further introduces a multimodal diffusion transformer that jointly generates object geometry and CCMs, using modality-specific expert streams with shared attention and positional encoding to promote geometry-layout consistency. Experiments on indoor, outdoor, synthetic, and in-the-wild scenes show that Mira-Scene substantially outperforms strong baselines in layout accuracy, achieving relative gains of 39.8% in 3D-IoU and 16.5% in 2D-IoU over SAM3D, using limited open-source training data.
Point cloud completion aims to infer a complete 3D shape from a partial point cloud and serves as a fundamental building block for downstream tasks such as reconstruction, editing, and simulation. Despite the recent progress, existing learning-based methods often implicitly rely on access to the ground-truth shape scale (GT-scale) during both training- and testing-time normalization, assuming privileged information that is unavailable in real-world inference. This hidden assumption limits practical deployment and can lead to severe completion artifacts, e.g., over- or under-completion and nested shells, once the oracle GT-scale cue is removed. We observe that the recent foundation image generation models exhibit a strong capability of understanding objects and geometries, and producing multi-view consistent renderings, making them promising priors for GT-scale-free 3D completion. Motivated by this insight, we propose ScaleBlind, a novel framework that leverages foundation-model-based image completion to recover global scale directly from partial inputs and then faithfully produces the 3D completion. Specifically, ScaleBlind dreams out complete multi-view appearances from rendered partial views, lifts the inferred missing regions back into 3D to obtain a geometry-aware coarse completion, and further refines it via a powerful cross-modal fusion network with the original partial point cloud. By harnessing 2D foundation priors, our method eliminates the need for accessing GT-scale information at inference. Moreover, it provides a principled bridge between 2D generative priors and 3D point cloud completion. Extensive experiments demonstrate the superiority of our framework, making ScaleBlind the new state-of-the-art for the point cloud completion task.
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Point cloud completion aims to infer a complete 3D shape from a partial point cloud and serves as a fundamental building block for downstream tasks such as reconstruction, editing, and simulation. Despite the recent progress, existing learning-based methods often implicitly rely on access to the ground-truth shape scale (GT-scale) during both training- and testing-time normalization, assuming privileged information that is unavailable in real-world inference. This hidden assumption limits practical deployment and can lead to severe completion artifacts, e.g., over- or under-completion and nested shells, once the oracle GT-scale cue is removed. We observe that the recent foundation image generation models exhibit a strong capability of understanding objects and geometries, and producing multi-view consistent renderings, making them promising priors for GT-scale-free 3D completion. Motivated by this insight, we propose ScaleBlind, a novel framework that leverages foundation-model-based image completion to recover global scale directly from partial inputs and then faithfully produces the 3D completion. Specifically, ScaleBlind dreams out complete multi-view appearances from rendered partial views, lifts the inferred missing regions back into 3D to obtain a geometry-aware coarse completion, and further refines it via a powerful cross-modal fusion network with the original partial point cloud. By harnessing 2D foundation priors, our method eliminates the need for accessing GT-scale information at inference. Moreover, it provides a principled bridge between 2D generative priors and 3D point cloud completion. Extensive experiments demonstrate the superiority of our framework, making ScaleBlind the new state-of-the-art for the point cloud completion task.
作者Yueyan Li, Haibo Wang, Caixia Yuan, Xiaojie Wang
Despite impressive visual quality, state-of-the-art video diffusion models often generate content that violates real-world physical laws. While existing solutions rely on external priors or specialized data, we investigate the root cause by exploring the internal mechanisms of these models. Specifically, we present the first interpretability study on the ''motion planning'' process of text-to-video diffusion models, revealing how motion trajectories form during early denoising stages. Building upon the ''first shape, then details'' finding, we combine cross-attention trajectory patterns with causal head contributions to identify a specific subset of attention heads driving motion planning. Further, our self-attention analysis shows that Rotary Position Embedding (RoPE) induces excessive spatial attention decay. This causes early candidate regions to prematurely lock into physically implausible positions, suppressing reasonable trajectories in adjacent frames and triggering generation failure modes. To address this fundamental flaw, we propose a lightweight architectural modification that scales the frequency of RoPE across different denoising steps. This strategy reduces excessive attention decay, helping the model explore better candidate regions to establish coherent physical motion. Finally, training-free and training-based experiments confirm the effectiveness of our approach in enhancing the physical commonsense of generated videos.
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Despite impressive visual quality, state-of-the-art video diffusion models often generate content that violates real-world physical laws. While existing solutions rely on external priors or specialized data, we investigate the root cause by exploring the internal mechanisms of these models. Specifically, we present the first interpretability study on the ''motion planning'' process of text-to-video diffusion models, revealing how motion trajectories form during early denoising stages. Building upon the ''first shape, then details'' finding, we combine cross-attention trajectory patterns with causal head contributions to identify a specific subset of attention heads driving motion planning. Further, our self-attention analysis shows that Rotary Position Embedding (RoPE) induces excessive spatial attention decay. This causes early candidate regions to prematurely lock into physically implausible positions, suppressing reasonable trajectories in adjacent frames and triggering generation failure modes. To address this fundamental flaw, we propose a lightweight architectural modification that scales the frequency of RoPE across different denoising steps. This strategy reduces excessive attention decay, helping the model explore better candidate regions to establish coherent physical motion. Finally, training-free and training-based experiments confirm the effectiveness of our approach in enhancing the physical commonsense of generated videos.
作者Wenhong Huang, Jianwei Fei, Benedetta Tondi, Bin Ma, Fangjun Huang
The rapid development of video generative models (VGMs) has enabled the generation of highly realistic synthetic videos, raising concerns about the intellectual property rights (IPR) of these models. In particular, two closely related forensic tasks remain largely unaddressed: synthetic video verification (determining whether a video was generated by a protected VGM) and model ownership verification (determining whether a suspect VGM is an unauthorized copy of a protected VGM). In this paper, we propose a new in-generation watermarking scheme that can address the two verification tasks. First, a novel video watermarking network named VidMark is presented, which incorporates a two-scale discrete wavelet transform (DWT) decomposition and a global temporal attention block (GTAB) to enhance watermark robustness and imperceptibility. Second, we present a decoder-guided fine-tuning procedure. By leveraging the frozen VidMark decoder, this process enables VGMs to synthesize videos carrying an imperceptible, robust, and model-specific watermark. Finally, two verification frameworks are established to perform synthetic video verification and model ownership verification. Extensive experiments on representative VGMs demonstrate that the proposed scheme achieves over 99% watermark extraction accuracy and 100% verification accuracy on both tasks, with negligible impact on video generation quality. Furthermore, the watermarks exhibit strong robustness against a comprehensive range of video-level and model-level attacks.
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The rapid development of video generative models (VGMs) has enabled the generation of highly realistic synthetic videos, raising concerns about the intellectual property rights (IPR) of these models. In particular, two closely related forensic tasks remain largely unaddressed: synthetic video verification (determining whether a video was generated by a protected VGM) and model ownership verification (determining whether a suspect VGM is an unauthorized copy of a protected VGM). In this paper, we propose a new in-generation watermarking scheme that can address the two verification tasks. First, a novel video watermarking network named VidMark is presented, which incorporates a two-scale discrete wavelet transform (DWT) decomposition and a global temporal attention block (GTAB) to enhance watermark robustness and imperceptibility. Second, we present a decoder-guided fine-tuning procedure. By leveraging the frozen VidMark decoder, this process enables VGMs to synthesize videos carrying an imperceptible, robust, and model-specific watermark. Finally, two verification frameworks are established to perform synthetic video verification and model ownership verification. Extensive experiments on representative VGMs demonstrate that the proposed scheme achieves over 99% watermark extraction accuracy and 100% verification accuracy on both tasks, with negligible impact on video generation quality. Furthermore, the watermarks exhibit strong robustness against a comprehensive range of video-level and model-level attacks.
作者Chongyu Bao, Haokai Yang, Yuhan Wang, Zhaochong An, Kunpeng Liu, Xiaolan Liu
Building human-like agents that reproduce human behavior in realistic 3D environments has been a longstanding objective in AI. Existing human-like agent frameworks primarily focus on modeling goal-directed behavior. However, cognitive neuroscience commonly believes that human behaviors are more likely controlled by multiple control systems, including goal-directed and habitual behavior control systems. Habitual behavior has been largely overlooked though it plays a crucial role in human daily life. In this paper, we address this gap by proposing a multiple control systems setup that jointly models goal-directed and habitual behaviors. Building on this setup, we propose GEMS, in which the Habitual Controller retrieves habitual actions from habit memory in response to relevant environmental stimuli, while the Goal-directed Controller proposes goal-directed actions and estimates their values. The Arbiter dynamically governs the relative influence of each controller and selects the final action. To construct diverse human-level behavior instructions in 3D environments, we further develop a keyframe-guided motion generation module. Extensive quantitative evaluations, human and ablation studies demonstrate that human-likeness performance is substantially improved by GEMS. The efficacy of GEMS indicates the benefits of leveraging habitual behavior and multiple behavior control system coordination for believable embodied human-like agents. The code is available at \href{https://anonymous.4open.science/r/review-video-82f4/demo.mp4}{this link}.
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Building human-like agents that reproduce human behavior in realistic 3D environments has been a longstanding objective in AI. Existing human-like agent frameworks primarily focus on modeling goal-directed behavior. However, cognitive neuroscience commonly believes that human behaviors are more likely controlled by multiple control systems, including goal-directed and habitual behavior control systems. Habitual behavior has been largely overlooked though it plays a crucial role in human daily life. In this paper, we address this gap by proposing a multiple control systems setup that jointly models goal-directed and habitual behaviors. Building on this setup, we propose GEMS, in which the Habitual Controller retrieves habitual actions from habit memory in response to relevant environmental stimuli, while the Goal-directed Controller proposes goal-directed actions and estimates their values. The Arbiter dynamically governs the relative influence of each controller and selects the final action. To construct diverse human-level behavior instructions in 3D environments, we further develop a keyframe-guided motion generation module. Extensive quantitative evaluations, human and ablation studies demonstrate that human-likeness performance is substantially improved by GEMS. The efficacy of GEMS indicates the benefits of leveraging habitual behavior and multiple behavior control system coordination for believable embodied human-like agents. The code is available at \href{https://anonymous.4open.science/r/review-video-82f4/demo.mp4}{this link}.
作者Yu Sha, Junqi Tao, Dixin Zhou, Yansheng Tu, Mingyang Chen, Xiang Fan, Yang Liu, Mengquan Yang, Jie Lin, Jiahui Fu, Hua Zheng, Benwei Zhang, Zhou Kai
Large language models (LLMs) increasingly mediate human decisions and communication, yet their behavioural regularities remain difficult to characterize systematically. We develop a cross-linguistic psychometric profiling framework and evaluate nine LLMs using seven psychological instruments, with five repeated administrations per model and language in Chinese and English. Items unresolved after a prespecified retry procedure are retained as NA. Joint analysis of scored and NA responses captures response tendencies and boundaries of self-report applicability. LLMs exhibit structured, model-specific profiles despite a shared alignment-shaped pattern of higher prosocial and self-regulatory responses and lower dominance, disengagement and harmful-intent endorsement. NA responses are structured rather than uniformly distributed, indicating where outputs are treated as inapplicable, refused or cannot be mapped to valid response options. Language condition and provider origin are associated with profile configuration and answerability, whereas repeated administrations show high reproducibility and permit recovery of model identity. Human-reference and prompt-robustness analyses further indicate that these signatures are context dependent. Joint analysis of psychometric profiling and answerability offers a framework for quantifying deployment-level behavioural signatures.
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Large language models (LLMs) increasingly mediate human decisions and communication, yet their behavioural regularities remain difficult to characterize systematically. We develop a cross-linguistic psychometric profiling framework and evaluate nine LLMs using seven psychological instruments, with five repeated administrations per model and language in Chinese and English. Items unresolved after a prespecified retry procedure are retained as NA. Joint analysis of scored and NA responses captures response tendencies and boundaries of self-report applicability. LLMs exhibit structured, model-specific profiles despite a shared alignment-shaped pattern of higher prosocial and self-regulatory responses and lower dominance, disengagement and harmful-intent endorsement. NA responses are structured rather than uniformly distributed, indicating where outputs are treated as inapplicable, refused or cannot be mapped to valid response options. Language condition and provider origin are associated with profile configuration and answerability, whereas repeated administrations show high reproducibility and permit recovery of model identity. Human-reference and prompt-robustness analyses further indicate that these signatures are context dependent. Joint analysis of psychometric profiling and answerability offers a framework for quantifying deployment-level behavioural signatures.
Reward-free latent world models can learn from offline videos and solve new image--goal tasks by optimizing actions through predicted latent futures. This setting places two demands on the planning state: its coordinates must be comparable with a goal image. Moreover, its dynamics must retain velocity, motion trend, contact, and other history--dependent information beyond those goal coordinates. Offline training creates a second mismatch: each recorded trajectory reveals one factual future, whereas a sampling--based planner compares many actions that were not taken from the same state. We introduce FIRM-WM (Factual--Interventional Recurrent World Model), a compact pixel world model designed around these two gaps. Its recurrent state separates a typed, goal--comparable configuration from a 128-dimensional dynamic fiber used for prediction but excluded from the terminal goal cost. Broad factual trajectories provide state coverage, while common--reset intervention branches provide observed outcomes for alternative action sequences. Before executing each branch, we reset the environment and restore the same recorded values exposed by the environment's state--setting interface. Under matched CEM planning and three independent full-pipeline seeds, FIRM-WM reaches 99.0$\pm$1.0% on TwoRoom, 92.7$\pm$2.1% on Reacher, and 88.0$\pm$3.0% on OGBench-Cube, compared with 89.0%, 88.0%, and 70.0% for LeWM. The deployed model uses 2.98--3.42M parameters and records 2.13--11.60$\times$ lower planning time on these tasks.
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Reward-free latent world models can learn from offline videos and solve new image--goal tasks by optimizing actions through predicted latent futures. This setting places two demands on the planning state: its coordinates must be comparable with a goal image. Moreover, its dynamics must retain velocity, motion trend, contact, and other history--dependent information beyond those goal coordinates. Offline training creates a second mismatch: each recorded trajectory reveals one factual future, whereas a sampling--based planner compares many actions that were not taken from the same state. We introduce FIRM-WM (Factual--Interventional Recurrent World Model), a compact pixel world model designed around these two gaps. Its recurrent state separates a typed, goal--comparable configuration from a 128-dimensional dynamic fiber used for prediction but excluded from the terminal goal cost. Broad factual trajectories provide state coverage, while common--reset intervention branches provide observed outcomes for alternative action sequences. Before executing each branch, we reset the environment and restore the same recorded values exposed by the environment's state--setting interface. Under matched CEM planning and three independent full-pipeline seeds, FIRM-WM reaches 99.0$\pm$1.0% on TwoRoom, 92.7$\pm$2.1% on Reacher, and 88.0$\pm$3.0% on OGBench-Cube, compared with 89.0%, 88.0%, and 70.0% for LeWM. The deployed model uses 2.98--3.42M parameters and records 2.13--11.60$\times$ lower planning time on these tasks.
Reinforcement learning for off-road navigation requires extensive vehicle-terrain interaction data, which are costly to collect in high-fidelity simulation. World models offer a promising alternative by replacing simulator roll-outs during policy optimization. However, an off-road world model must condition state transitions on exteroceptive terrain information, which proprioception alone does not provide. This challenge is further amplified by the need to model both rigid and deformable terrain, where data-driven and physics-based approaches offer complementary strengths. We propose Verti-WM, a physics-aided exteroceptive world model that recurrently fuses a frozen Transformer for rigid terrain and a neuro-symbolic terramechanics model for deformable terrain. Elevation and semantic observations queried from a supplied map at each predicted pose condition fusion, enabling six-degree-of-freedom rollouts for policy optimization without further simulator access. Verti-WM reduces prediction error by 34.6% and 21.7% over data-driven and physics-based baselines, respectively. Policies trained entirely within Verti-WM achieve comparable task success rates while reducing computation time by 23.6X relative to direct training in the high-fidelity simulator. We further validate Verti-WM using real-world data, enabling policy optimization within learned real-world kinodynamics and achieving a 80% success rate on the Verti-4-Wheeler platform, compared with 40% for direct sim-to-real transfer.
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Reinforcement learning for off-road navigation requires extensive vehicle-terrain interaction data, which are costly to collect in high-fidelity simulation. World models offer a promising alternative by replacing simulator roll-outs during policy optimization. However, an off-road world model must condition state transitions on exteroceptive terrain information, which proprioception alone does not provide. This challenge is further amplified by the need to model both rigid and deformable terrain, where data-driven and physics-based approaches offer complementary strengths. We propose Verti-WM, a physics-aided exteroceptive world model that recurrently fuses a frozen Transformer for rigid terrain and a neuro-symbolic terramechanics model for deformable terrain. Elevation and semantic observations queried from a supplied map at each predicted pose condition fusion, enabling six-degree-of-freedom rollouts for policy optimization without further simulator access. Verti-WM reduces prediction error by 34.6% and 21.7% over data-driven and physics-based baselines, respectively. Policies trained entirely within Verti-WM achieve comparable task success rates while reducing computation time by 23.6X relative to direct training in the high-fidelity simulator. We further validate Verti-WM using real-world data, enabling policy optimization within learned real-world kinodynamics and achieving a 80% success rate on the Verti-4-Wheeler platform, compared with 40% for direct sim-to-real transfer.
作者Yifei Sheng, Haoxiang Ren, Zhilong Zhang, Haonan Wang, Runjie Xu, Yihao Sun, Nan Tang, Zhichao Wu, Lei Yuan, Haoxin Lin, Yang Yu
Vision-Language-Action (VLA) models have emerged as a powerful paradigm for embodied intelligence, but fine-tuning them with reinforcement learning (RL) remains constrained by the cost of real-world robot interaction. Model-based reinforcement learning (MBRL) reduces this cost by using a learned world model to generate rollouts for policy optimization. However, it becomes computationally expensive as VLA policies and world models scale. Existing methods typically treat states equally, overlooking substantial differences in their utility for policy improvement. In this paper, we show that policy uncertainty helps identify states with greater potential for policy improvement. The policy exhibits high uncertainty at only a small subset of states, often during decision-sensitive stages where small action differences can alter task outcomes, suggesting that policy improvements at these states could be particularly valuable. Building on these findings, we introduce U-GROW, a lightweight, plug-and-play sampling layer that directs more model rollouts to these informative states. By modifying only the branched-start distribution, U-GROW can be integrated into existing MBRL pipelines without changing the policy optimization objective. Experiments in both simulated and real-world manipulation tasks demonstrate the efficiency and effectiveness of U-GROW, supporting the use of policy uncertainty to guide experience generation.
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Vision-Language-Action (VLA) models have emerged as a powerful paradigm for embodied intelligence, but fine-tuning them with reinforcement learning (RL) remains constrained by the cost of real-world robot interaction. Model-based reinforcement learning (MBRL) reduces this cost by using a learned world model to generate rollouts for policy optimization. However, it becomes computationally expensive as VLA policies and world models scale. Existing methods typically treat states equally, overlooking substantial differences in their utility for policy improvement. In this paper, we show that policy uncertainty helps identify states with greater potential for policy improvement. The policy exhibits high uncertainty at only a small subset of states, often during decision-sensitive stages where small action differences can alter task outcomes, suggesting that policy improvements at these states could be particularly valuable. Building on these findings, we introduce U-GROW, a lightweight, plug-and-play sampling layer that directs more model rollouts to these informative states. By modifying only the branched-start distribution, U-GROW can be integrated into existing MBRL pipelines without changing the policy optimization objective. Experiments in both simulated and real-world manipulation tasks demonstrate the efficiency and effectiveness of U-GROW, supporting the use of policy uncertainty to guide experience generation.
Agentic systems increasingly invoke tools, services, data, and other agents across organizational boundaries, yet a relying party cannot assess a delegated action solely from producing-domain controls and records. This paper develops Trustworthiness as a Service (TaaS) through a synthesis of trustworthy-AI governance, agent security, distributed trust management, identity, provenance, assurance, and control-plane research. The analytical unit is a cross-domain reliance proposition that names the issuer, subject and action, relying party, administrative boundary, evidence dependencies, adverse condition, and required verification or adjudication semantics. The three-condition structural-externalization diagnostic identifies propositions that depend on multiple domains, require producer-independent reliance, and must remain reviewable after revocation, failure, conflicting records, or dispute. For such propositions, the paper specifies a trust-evidence envelope: an immutable workflow manifest linked to append-only, issuer-attributed attestations for task-scoped authority, policy and execution decisions, provenance, validity, disclosure, status, challenge, and recovery. A topology-neutral logical reference model assigns these functions to explicit roles and trust domains. Three analytical scenarios and the TaaS-Eval protocol proposal define manifests, independent consumers, hard gates, adversarial evidence tests, metrics, and reproducible artifact reporting. By composing established identity, authorization, provenance, assurance, and governance mechanisms around a bounded delegated action, TaaS provides a reusable profile for cross-domain reliance. It makes evidence dependencies, independent verification, challenge, and recovery explicit, supporting interoperable governance and future evaluation without treating producer assertions as ground truth.
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Agentic systems increasingly invoke tools, services, data, and other agents across organizational boundaries, yet a relying party cannot assess a delegated action solely from producing-domain controls and records. This paper develops Trustworthiness as a Service (TaaS) through a synthesis of trustworthy-AI governance, agent security, distributed trust management, identity, provenance, assurance, and control-plane research. The analytical unit is a cross-domain reliance proposition that names the issuer, subject and action, relying party, administrative boundary, evidence dependencies, adverse condition, and required verification or adjudication semantics. The three-condition structural-externalization diagnostic identifies propositions that depend on multiple domains, require producer-independent reliance, and must remain reviewable after revocation, failure, conflicting records, or dispute. For such propositions, the paper specifies a trust-evidence envelope: an immutable workflow manifest linked to append-only, issuer-attributed attestations for task-scoped authority, policy and execution decisions, provenance, validity, disclosure, status, challenge, and recovery. A topology-neutral logical reference model assigns these functions to explicit roles and trust domains. Three analytical scenarios and the TaaS-Eval protocol proposal define manifests, independent consumers, hard gates, adversarial evidence tests, metrics, and reproducible artifact reporting. By composing established identity, authorization, provenance, assurance, and governance mechanisms around a bounded delegated action, TaaS provides a reusable profile for cross-domain reliance. It makes evidence dependencies, independent verification, challenge, and recovery explicit, supporting interoperable governance and future evaluation without treating producer assertions as ground truth.
Talking-head and dyadic models now achieve real-time inference, yet fast motion generation alone does not produce an interactive conversation. A live system must synchronize the model's output with speech from an external voice agent, schedule video frames for playback, and handle interruptions. We introduce AVTR-1, an open stack for real-time interactive avatar conversations, built around a compact 153M-parameter autoregressive flow-matching motion generator conditioned on both participants' audio. We adapt its audio encoder for streaming through self-distillation. The stack turns the model's chunk-based generation into a continuous, synchronized audio-video stream driven by an external voice agent, and we analytically derive its contribution to the user-facing latencies and validate the resulting bounds with two commercial voice agents. Further experiments demonstrate that AVTR-1 leads the compared dyadic systems on all reported visual-quality metrics and most conventional listening-motion metrics while remaining competitive in lip synchronization. Its inference runtime operates in real time on data-center and consumer GPUs. However, conventional listening metrics do not establish whether the paired speaker's speech contributes to generated motion. We therefore introduce the Reference-Based Directed Granger Gain (R-DGG), which measures the additional predictive information carried by speaker speech after accounting for listener history and speaker motion. R-DGG finds statistically supported predictive dependence for recorded listeners and all evaluated dyadic systems, but not for talking-head generators without paired audio or mismatched speaker-listener pairs. We release the model weights, renderer, and serving backend under component-specific licenses.
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Talking-head and dyadic models now achieve real-time inference, yet fast motion generation alone does not produce an interactive conversation. A live system must synchronize the model's output with speech from an external voice agent, schedule video frames for playback, and handle interruptions. We introduce AVTR-1, an open stack for real-time interactive avatar conversations, built around a compact 153M-parameter autoregressive flow-matching motion generator conditioned on both participants' audio. We adapt its audio encoder for streaming through self-distillation. The stack turns the model's chunk-based generation into a continuous, synchronized audio-video stream driven by an external voice agent, and we analytically derive its contribution to the user-facing latencies and validate the resulting bounds with two commercial voice agents. Further experiments demonstrate that AVTR-1 leads the compared dyadic systems on all reported visual-quality metrics and most conventional listening-motion metrics while remaining competitive in lip synchronization. Its inference runtime operates in real time on data-center and consumer GPUs. However, conventional listening metrics do not establish whether the paired speaker's speech contributes to generated motion. We therefore introduce the Reference-Based Directed Granger Gain (R-DGG), which measures the additional predictive information carried by speaker speech after accounting for listener history and speaker motion. R-DGG finds statistically supported predictive dependence for recorded listeners and all evaluated dyadic systems, but not for talking-head generators without paired audio or mismatched speaker-listener pairs. We release the model weights, renderer, and serving backend under component-specific licenses.
作者Guanqiao Chen, Jingru Tan, Dongxing Mao, Catherine Chen, Zijian Du, Libo Qin, Hu Jian Guo, Alex Jinpeng Wang
Generating text-rich images from prompts requires both textual fidelity and the coherent integration of text into the surrounding image. An explicit layout can provide structured guidance about what text should appear and where, but a well-formed plan alone does not guarantee that the renderer will realize it faithfully. Existing layout-based AR-diffusion systems typically optimize planning and rendering separately, preventing the planner's representations from being adapted jointly with image synthesis. We introduce DuetGen, an autonomous visual text generator built on DeepFusion, which jointly learns autoregressive planning and continuous diffusion rendering. DeepFusion conditions a diffusion transformer on the planner's prompt and bbox-content hidden states, allowing rendering supervision to shape the representations connecting textual plans with visual outputs. Its joint objective combines autoregressive plan supervision, text-region-weighted diffusion learning, and auxiliary coordinate supervision to maintain structured planning, emphasize text-bearing regions, and improve the spatial precision of planner representations. During inference, Phase-Aware Attention Modulation strengthens the correspondence between image regions and their matched coordinate and content states, facilitating region-specific execution of the generated plan. With a 2B planner and a 4B single-stream DiT, DuetGen achieves 0.8293 word accuracy on CVTG-2K and 0.938 accuracy on LongText-Bench, closely matching the substantially larger Qwen-Image on both benchmarks. These results demonstrate the value of jointly learned planning representations and region-specific rendering for autonomous visual text generation.
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Generating text-rich images from prompts requires both textual fidelity and the coherent integration of text into the surrounding image. An explicit layout can provide structured guidance about what text should appear and where, but a well-formed plan alone does not guarantee that the renderer will realize it faithfully. Existing layout-based AR-diffusion systems typically optimize planning and rendering separately, preventing the planner's representations from being adapted jointly with image synthesis. We introduce DuetGen, an autonomous visual text generator built on DeepFusion, which jointly learns autoregressive planning and continuous diffusion rendering. DeepFusion conditions a diffusion transformer on the planner's prompt and bbox-content hidden states, allowing rendering supervision to shape the representations connecting textual plans with visual outputs. Its joint objective combines autoregressive plan supervision, text-region-weighted diffusion learning, and auxiliary coordinate supervision to maintain structured planning, emphasize text-bearing regions, and improve the spatial precision of planner representations. During inference, Phase-Aware Attention Modulation strengthens the correspondence between image regions and their matched coordinate and content states, facilitating region-specific execution of the generated plan. With a 2B planner and a 4B single-stream DiT, DuetGen achieves 0.8293 word accuracy on CVTG-2K and 0.938 accuracy on LongText-Bench, closely matching the substantially larger Qwen-Image on both benchmarks. These results demonstrate the value of jointly learned planning representations and region-specific rendering for autonomous visual text generation.
Embodied world models learn to predict future physical dynamics from visual observations and control signals, where physical knowledge is implicitly entangled within latent representations. We introduce CausalWM, a 16B embodied world model that performs explicit causal chain-of-thought reasoning before future video prediction. CausalWM organizes useful variables into a reasoning trajectory, allowing the model to progressively capture causal dependencies underlying physical evolution. To train CausalWM, we collect 31K hours embodied data and develop a three-stage paradigm consisting of large-scale video pre-training, causal CoT mid-training, and multi-objective RL post-training. Despite using only a limited set of supervised CoT variables, CausalWM exhibits emergent in-context learning capabilities, enabling contextual visual feature guidance and efficient few-step generation. CausalWM achieves state-of-the-art performance across language-conditioned, action-conditioned, single-view and multi-view benchmarks, including Top-1 performance on TriWorldBench leaderboard.
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Embodied world models learn to predict future physical dynamics from visual observations and control signals, where physical knowledge is implicitly entangled within latent representations. We introduce CausalWM, a 16B embodied world model that performs explicit causal chain-of-thought reasoning before future video prediction. CausalWM organizes useful variables into a reasoning trajectory, allowing the model to progressively capture causal dependencies underlying physical evolution. To train CausalWM, we collect 31K hours embodied data and develop a three-stage paradigm consisting of large-scale video pre-training, causal CoT mid-training, and multi-objective RL post-training. Despite using only a limited set of supervised CoT variables, CausalWM exhibits emergent in-context learning capabilities, enabling contextual visual feature guidance and efficient few-step generation. CausalWM achieves state-of-the-art performance across language-conditioned, action-conditioned, single-view and multi-view benchmarks, including Top-1 performance on TriWorldBench leaderboard.
作者Zelin Jia, Zhao Zhang, Zhicong Tang, Yuhui Yuan, Shixia Liu
Image-to-layer decomposition converts a flattened image into editable RGBA layers, enabling element-level editing in design workflows. Existing diffusion-based systems typically adapt large pretrained text-to-image (T2I) models and introduce RGBA autoencoders or variable-layer architectural modules. We revisit this design choice and ask whether layer decomposition truly requires these heavyweight components. We introduce PixelART, a pixel-space rectified-flow Transformer trained from scratch for image-to-layer (I2L) decomposition. PixelART directly denoises regional RGBA pixel patches using a single-stream multi-modal diffusion Transformer, avoiding RGBA-VAEs, pretrained T2I backbones, and layer-specific decoders. We identify a key property of the task: high-noise timesteps determine layer assignment and coarse layer organization, while low-noise timesteps mainly refine color, alpha, texture, and boundaries. Based on this observation, we propose a terminal-boosted timestep sampling strategy to increase training coverage in the high-noise layer assignment regime. Trained on 4M multi-layer design templates, PixelART achieves state-of-the-art layer decomposition and composite reconstruction on Design-Multi-Layer-Bench and LICA with over 80% fewer parameters, 98% lower latency, and 85% lower memory than the recent Qwen-Image-Layered model. Ablation experiments show that pixel-space $\mathbf{x}$-prediction, terminal-boosted timestep sampling, and data/model scaling are critical, while T2I pretraining brings marginal benefits to the I2L task.
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Image-to-layer decomposition converts a flattened image into editable RGBA layers, enabling element-level editing in design workflows. Existing diffusion-based systems typically adapt large pretrained text-to-image (T2I) models and introduce RGBA autoencoders or variable-layer architectural modules. We revisit this design choice and ask whether layer decomposition truly requires these heavyweight components. We introduce PixelART, a pixel-space rectified-flow Transformer trained from scratch for image-to-layer (I2L) decomposition. PixelART directly denoises regional RGBA pixel patches using a single-stream multi-modal diffusion Transformer, avoiding RGBA-VAEs, pretrained T2I backbones, and layer-specific decoders. We identify a key property of the task: high-noise timesteps determine layer assignment and coarse layer organization, while low-noise timesteps mainly refine color, alpha, texture, and boundaries. Based on this observation, we propose a terminal-boosted timestep sampling strategy to increase training coverage in the high-noise layer assignment regime. Trained on 4M multi-layer design templates, PixelART achieves state-of-the-art layer decomposition and composite reconstruction on Design-Multi-Layer-Bench and LICA with over 80% fewer parameters, 98% lower latency, and 85% lower memory than the recent Qwen-Image-Layered model. Ablation experiments show that pixel-space $\mathbf{x}$-prediction, terminal-boosted timestep sampling, and data/model scaling are critical, while T2I pretraining brings marginal benefits to the I2L task.
作者Yuxi Liu, Haoyu Li, Zekun Zhang, Tengxu Sun, Yixiang Cai, Jiayong Li, Yifei Xia, Tianle Liu, Baole Ai, Ang Wang, Jiamang Wang, Lin Qu, Kai Zhang, Kun Yuan, Bin Cui
Video diffusion transformers are expensive because attention dominates long spatiotemporal token sequences. We identify the high-sparsity trap: at extreme attention sparsity, step-local training losses keep decreasing while terminal generation quality stagnates or degrades. The trap is one of supervision: the dominant terminal errors originate in the high-noise structure-generation stage, and terminal-aligned training corrects terminal errors that substantially extended step-local training cannot. This yields a simple staging principle: first adapt the sparse architecture into a coarse prior, then correct the terminal distribution. We instantiate the principle as \method, a unified acceleration framework for visual generation that combines a short sparse warm-up, few-step trajectory-mixed distillation, and FP8 quantization with fused kernels. \method sustains $97%$ attention sparsity with strong visual quality on long-sequence 720P generation across Wan2.1/Wan2.2 backbones and T2V/I2V tasks, and $90%$ sparsity on Wan2.1-T2V-1.3B-480P. With 3-step CFG-free inference, \method achieves a $265\times$ end-to-end speedup over the 50-step CFG dense baseline for Wan2.1-T2V-14B-720P on a single RTX~5090 ($220\times$ on H100), and denoises a Wan2.1-T2V-1.3B-480P video in $1.3$s.
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Video diffusion transformers are expensive because attention dominates long spatiotemporal token sequences. We identify the high-sparsity trap: at extreme attention sparsity, step-local training losses keep decreasing while terminal generation quality stagnates or degrades. The trap is one of supervision: the dominant terminal errors originate in the high-noise structure-generation stage, and terminal-aligned training corrects terminal errors that substantially extended step-local training cannot. This yields a simple staging principle: first adapt the sparse architecture into a coarse prior, then correct the terminal distribution. We instantiate the principle as \method, a unified acceleration framework for visual generation that combines a short sparse warm-up, few-step trajectory-mixed distillation, and FP8 quantization with fused kernels. \method sustains $97%$ attention sparsity with strong visual quality on long-sequence 720P generation across Wan2.1/Wan2.2 backbones and T2V/I2V tasks, and $90%$ sparsity on Wan2.1-T2V-1.3B-480P. With 3-step CFG-free inference, \method achieves a $265\times$ end-to-end speedup over the 50-step CFG dense baseline for Wan2.1-T2V-14B-720P on a single RTX~5090 ($220\times$ on H100), and denoises a Wan2.1-T2V-1.3B-480P video in $1.3$s.
作者Yibo Zhang, Ze Yuan, Nan Cao, Li Zhang, Yan-Pei Cao, Yuan-Chen Guo, Rui Ma
High-quality texture generation is essential for creating realistic and production-ready 3D assets. Recent multi-view diffusion methods have shown promising results for image-guided 3D texturing, but they are typically constrained to low operating resolutions such as 512 or 768, making it difficult to preserve high-frequency details from high-resolution reference images. Scaling this paradigm to 2048 resolution is computationally prohibitive, as the unified multi-view sequence exceeds 212K tokens and incurs excessive memory and latency. In this paper, we present UltraTex, an efficient end-to-end framework for high-resolution multi-view diffusion-based 3D texturing. Our key observation is that object-centric multi-view renderings contain two major sources of redundancy: background-induced sequence redundancy and sparse token interactions within the foreground. To address them, we introduce Background Token Dropping, which removes background tokens before the DiT backbone, and Block-Sparse Attention, which reduces attention computation over the retained foreground sequence. To enable efficient foreground-only inference while avoiding reconstruction artifacts, we further design Foreground-Aware VAE Decoding to ensure the quality of the final high-resolution views. To satisfy the demanding data requirements of 2K-resolution multi-view diffusion training, we construct G-buffer TexVerse, a large-scale, ultra-high-resolution multi-view rendering dataset covering over 268,000 3D assets. Extensive experiments show that UltraTex generates visually faithful textures with rich fine-grained details, while substantially improving efficiency, achieving $20.6\times$--$91.1\times$ training speedup and $22.3\times$--$74.6\times$ end-to-end inference speedup over the baseline on common samples in our dataset. Code and data is at https://yiboz2001.github.io/UltraTex.
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High-quality texture generation is essential for creating realistic and production-ready 3D assets. Recent multi-view diffusion methods have shown promising results for image-guided 3D texturing, but they are typically constrained to low operating resolutions such as 512 or 768, making it difficult to preserve high-frequency details from high-resolution reference images. Scaling this paradigm to 2048 resolution is computationally prohibitive, as the unified multi-view sequence exceeds 212K tokens and incurs excessive memory and latency. In this paper, we present UltraTex, an efficient end-to-end framework for high-resolution multi-view diffusion-based 3D texturing. Our key observation is that object-centric multi-view renderings contain two major sources of redundancy: background-induced sequence redundancy and sparse token interactions within the foreground. To address them, we introduce Background Token Dropping, which removes background tokens before the DiT backbone, and Block-Sparse Attention, which reduces attention computation over the retained foreground sequence. To enable efficient foreground-only inference while avoiding reconstruction artifacts, we further design Foreground-Aware VAE Decoding to ensure the quality of the final high-resolution views. To satisfy the demanding data requirements of 2K-resolution multi-view diffusion training, we construct G-buffer TexVerse, a large-scale, ultra-high-resolution multi-view rendering dataset covering over 268,000 3D assets. Extensive experiments show that UltraTex generates visually faithful textures with rich fine-grained details, while substantially improving efficiency, achieving $20.6\times$--$91.1\times$ training speedup and $22.3\times$--$74.6\times$ end-to-end inference speedup over the baseline on common samples in our dataset. Code and data is at https://yiboz2001.github.io/UltraTex.
We define OmniVChat (Omni Video Chat) as the task of native audio-visual dialogue between a user and an omni model. In OmniVChat, omni models directly and simultaneously receive audio and video from a user and return text. The user's query is embedded in the audio and video, without a separate text question, external captioning, or speech recognition. Direct audio-visual input reduces external latency and computation while preserving perceptual cues. However, research on OmniVChat faces two constraints: data availability and evaluation. Recordings of people using their own devices are scarce. Furthermore, good replies often depend on multimodal context and can be phrased in many ways, making keyword matching unreliable for evaluation. Recent progress in agent systems and video generation makes generation for comprehension viable, which means using synthesized dialogues for training and evaluation. Therefore, we present OmniVChat-Studio, a multi-agent data engine for synthesizing single- and multi-turn audio-visual dialogues. We use synthesized dialogues to build OmniVChat-Bench, an evaluation benchmark that evaluates omni models' basic dialogue abilities across five ability categories. Replies are judged by a large language model based on explicit scoring criteria. We also present OmniVChat-RL, a reinforcement learning reward design that jointly targets reply correctness, efficiency, and style in OmniVChat. Training Qwen3-Omni-Instruct with OmniVChat-RL on synthesized dialogues improves its performance on both OmniVChat-Bench and the human-recorded OmniVChat-Bench-Human. These gains validate the reward design and show transfer to real-world dialogues in training and evaluation.
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We define OmniVChat (Omni Video Chat) as the task of native audio-visual dialogue between a user and an omni model. In OmniVChat, omni models directly and simultaneously receive audio and video from a user and return text. The user's query is embedded in the audio and video, without a separate text question, external captioning, or speech recognition. Direct audio-visual input reduces external latency and computation while preserving perceptual cues. However, research on OmniVChat faces two constraints: data availability and evaluation. Recordings of people using their own devices are scarce. Furthermore, good replies often depend on multimodal context and can be phrased in many ways, making keyword matching unreliable for evaluation. Recent progress in agent systems and video generation makes generation for comprehension viable, which means using synthesized dialogues for training and evaluation. Therefore, we present OmniVChat-Studio, a multi-agent data engine for synthesizing single- and multi-turn audio-visual dialogues. We use synthesized dialogues to build OmniVChat-Bench, an evaluation benchmark that evaluates omni models' basic dialogue abilities across five ability categories. Replies are judged by a large language model based on explicit scoring criteria. We also present OmniVChat-RL, a reinforcement learning reward design that jointly targets reply correctness, efficiency, and style in OmniVChat. Training Qwen3-Omni-Instruct with OmniVChat-RL on synthesized dialogues improves its performance on both OmniVChat-Bench and the human-recorded OmniVChat-Bench-Human. These gains validate the reward design and show transfer to real-world dialogues in training and evaluation.
Removing an invisible watermark and concealing the forensic evidence are distinct objectives: successfully disrupting the embedded watermark does not imply that the removal process is forensically undetectable. When verification fails, removal traces can provide complementary evidence for provenance and ownership verification, whereas their absence leaves the cause of the failure ambiguous. Existing methods are typically evaluated by watermark suppression and perceptual quality, while forensic stealth is rarely considered. We therefore study watermark-attack-specific few-shot forensics: for each known pipeline, a specialist can separate its outputs from paired clean and unattacked watermarked controls. Separate Attack-vs-Clean and Attack-vs-Watermarked evaluations prevent watermark-presence shortcuts. Image-aligned and prompt-matched controls are used for post-hoc and generator-integrated schemes, respectively. In this work, we introduce RemTraceNet, which fuses constrained residuals, local relations, FFT/Haar statistics, and block-DCT evidence at native resolution. Across 23 removal pipelines and 10 watermark configurations, we evaluate native 256 x 256 and 512 x 512 inputs. With 100 attacked training images per pipeline, the three-seed TPR@1%FPR, macro-averaged over attacks and watermark configurations, ranges from 82.75% to 88.17% across resolutions and control types. Under the condition of same labels and protocol, RemTraceNet outperforms retrained SRNet, ZhuNet, and SiaStegNet baselines by 10.80--15.68 percentage points. Extensive experimental results show that erasing a watermark and erasing evidence of its removal are distinct challenges, and that removal traces remain learnable under limited supervision.
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Removing an invisible watermark and concealing the forensic evidence are distinct objectives: successfully disrupting the embedded watermark does not imply that the removal process is forensically undetectable. When verification fails, removal traces can provide complementary evidence for provenance and ownership verification, whereas their absence leaves the cause of the failure ambiguous. Existing methods are typically evaluated by watermark suppression and perceptual quality, while forensic stealth is rarely considered. We therefore study watermark-attack-specific few-shot forensics: for each known pipeline, a specialist can separate its outputs from paired clean and unattacked watermarked controls. Separate Attack-vs-Clean and Attack-vs-Watermarked evaluations prevent watermark-presence shortcuts. Image-aligned and prompt-matched controls are used for post-hoc and generator-integrated schemes, respectively. In this work, we introduce RemTraceNet, which fuses constrained residuals, local relations, FFT/Haar statistics, and block-DCT evidence at native resolution. Across 23 removal pipelines and 10 watermark configurations, we evaluate native 256 x 256 and 512 x 512 inputs. With 100 attacked training images per pipeline, the three-seed TPR@1%FPR, macro-averaged over attacks and watermark configurations, ranges from 82.75% to 88.17% across resolutions and control types. Under the condition of same labels and protocol, RemTraceNet outperforms retrained SRNet, ZhuNet, and SiaStegNet baselines by 10.80--15.68 percentage points. Extensive experimental results show that erasing a watermark and erasing evidence of its removal are distinct challenges, and that removal traces remain learnable under limited supervision.
作者H. D. E. Maduranga, S. K. Munasinghe, K. P. T. I. Weerasekara, Surangika Ranathunga, Nisansa de Silva
Visual representations can help lower-primary learners understand Math Word Problems, but generating classroom-usable visuals remains difficult. Existing symbolic systems are controllable but limited in coverage, while end-to-end text-to-image systems often fail to satisfy exact mathematical constraints. This paper presents a symbolic visual generation framework for lower-primary MWP generation with broader problem coverage and more scalable asset generation. The framework includes an LLM-based routing layer, three worksheet-oriented generation modules, and two fallback mechanisms for open-world SVG asset acquisition. A human evaluation comparing Math2Visual-X with Stable Diffusion XL, Nano Banana, and GPT Image showed that the proposed method achieved the strongest overall performance. The results indicate that the framework offers a scalable and pedagogically grounded approach for automatic MWP visual generation.
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Visual representations can help lower-primary learners understand Math Word Problems, but generating classroom-usable visuals remains difficult. Existing symbolic systems are controllable but limited in coverage, while end-to-end text-to-image systems often fail to satisfy exact mathematical constraints. This paper presents a symbolic visual generation framework for lower-primary MWP generation with broader problem coverage and more scalable asset generation. The framework includes an LLM-based routing layer, three worksheet-oriented generation modules, and two fallback mechanisms for open-world SVG asset acquisition. A human evaluation comparing Math2Visual-X with Stable Diffusion XL, Nano Banana, and GPT Image showed that the proposed method achieved the strongest overall performance. The results indicate that the framework offers a scalable and pedagogically grounded approach for automatic MWP visual generation.
作者Maksim E. Eren, Ryan Barron, Eric Michalak, Charles Nicholas, Manish Bhattarai
Identity cues are irrelevant to a fixed programming specification, but raw counterfactual differences can arise from unequal samples and prompt wording. We audit 30.73 million executed Python generations from seven checkpoints on HumanEval+ and MBPP+, supplemented by an exploratory 550B slice, under model-assigned gender, country, and occupation personas. Within-task randomization and false-discovery-rate control identify occupation as the most consistent structural axis: CodeBLEU dispersion exceeds its exchangeability null in 10/14 model--benchmark cells, remains significant in 8/12 full-coverage cells, and exceeds the country ratio in every paired cell, although the median excess is only 0.141 points. In six high-pass-rate cells, occupation dispersion replicates across token similarity, length, comments, reference similarity, and complexity, while pass-rate dispersion is significant in none. Country leads raw dispersion in 12/14 cells but has a median calibrated ratio of 1.00. Gender-associated variation cannot be separated from persona wording in this design. Thus, the evidence supports small, reproducible occupation-conditioned changes in code form, not stable disadvantage to named identities or demonstrated downstream harm. We use this finding to motivate a broader commentary on the potential impacts of bias in code generation, including the possibility that models may condition their outputs on identity information available from prior conversational context.
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Identity cues are irrelevant to a fixed programming specification, but raw counterfactual differences can arise from unequal samples and prompt wording. We audit 30.73 million executed Python generations from seven checkpoints on HumanEval+ and MBPP+, supplemented by an exploratory 550B slice, under model-assigned gender, country, and occupation personas. Within-task randomization and false-discovery-rate control identify occupation as the most consistent structural axis: CodeBLEU dispersion exceeds its exchangeability null in 10/14 model--benchmark cells, remains significant in 8/12 full-coverage cells, and exceeds the country ratio in every paired cell, although the median excess is only 0.141 points. In six high-pass-rate cells, occupation dispersion replicates across token similarity, length, comments, reference similarity, and complexity, while pass-rate dispersion is significant in none. Country leads raw dispersion in 12/14 cells but has a median calibrated ratio of 1.00. Gender-associated variation cannot be separated from persona wording in this design. Thus, the evidence supports small, reproducible occupation-conditioned changes in code form, not stable disadvantage to named identities or demonstrated downstream harm. We use this finding to motivate a broader commentary on the potential impacts of bias in code generation, including the possibility that models may condition their outputs on identity information available from prior conversational context.
作者Zhiyuan Gao, Yanxiang Zhan, Mohammad Khoshnazar, Jeroen Schäfer, Michael Beetz
Learning robot manipulation policies typically requires substantial demonstration data, which are costly to collect on real robots. Recent methods generate robot demonstrations from human videos by adapting recovered motion and validating the resulting trajectories in simulation. However, methods centered on motion-reference adaptation can limit behavioral diversity by retaining the demonstrated contact strategies and subtask orders, while insufficient understanding of task requirements and scene relations can reduce demonstration generation efficiency by generating invalid candidates. To address these limitations, we propose KnowDemo, a framework that uses structured manipulation knowledge from human videos to generate diverse robot demonstrations for a target workspace. To distinguish task requirements from demonstration-specific choices, we develop a knowledge extraction and reasoning module based on a vision-language model (VLM) that associates object and action descriptions with inferred task conditions, demonstration references, and permissible execution variations. To translate this knowledge into executable demonstrations, we resolve the descriptions against target-scene entities and geometry to guide candidate generation and screening before motion planning and simulation. The resulting demonstrations exhibit multimodal behavior through alternative contact strategies and valid subtask orders, with structured execution labels. Experiments demonstrate additional verified execution modes beyond a reference-only configuration and improved candidate planning success through task-guided grasp sampling. To validate the generated data for policy learning, we fine-tune the pretrained $π_{0.5}$ model on simulation data, achieving sim-to-real transfer across three tasks. Project page: https://zhiyuan-gao.github.io/knowdemo/
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Learning robot manipulation policies typically requires substantial demonstration data, which are costly to collect on real robots. Recent methods generate robot demonstrations from human videos by adapting recovered motion and validating the resulting trajectories in simulation. However, methods centered on motion-reference adaptation can limit behavioral diversity by retaining the demonstrated contact strategies and subtask orders, while insufficient understanding of task requirements and scene relations can reduce demonstration generation efficiency by generating invalid candidates. To address these limitations, we propose KnowDemo, a framework that uses structured manipulation knowledge from human videos to generate diverse robot demonstrations for a target workspace. To distinguish task requirements from demonstration-specific choices, we develop a knowledge extraction and reasoning module based on a vision-language model (VLM) that associates object and action descriptions with inferred task conditions, demonstration references, and permissible execution variations. To translate this knowledge into executable demonstrations, we resolve the descriptions against target-scene entities and geometry to guide candidate generation and screening before motion planning and simulation. The resulting demonstrations exhibit multimodal behavior through alternative contact strategies and valid subtask orders, with structured execution labels. Experiments demonstrate additional verified execution modes beyond a reference-only configuration and improved candidate planning success through task-guided grasp sampling. To validate the generated data for policy learning, we fine-tune the pretrained $π_{0.5}$ model on simulation data, achieving sim-to-real transfer across three tasks. Project page: https://zhiyuan-gao.github.io/knowdemo/
作者Xinyi Che, Zheng Lian, Kuofei Fang, Xuehao Wang, Xinghai Gao, Junqing Wu, Chuyu Wu, Liyi Liu, Yanhan Huang, Keyi Xie, Haomin Ouyang, Jinyang Wu, Fan Zhang, Runhao Zeng, Xun Yang, Bin He
Social Proactive Intelligence (SPI) extends proactive assistance beyond task completeness to consider social appropriateness in diverse embodied scenarios. However, prior SPI research faces two key limitations. First, existing work focuses on static images, whereas dynamic videos provide crucial cues for inferring human states and needs, offering richer information than isolated images. Second, prior work often relies on free-form data collection pipelines, which fail to guarantee comprehensive coverage of diverse scenarios. To address these gaps, we introduce RobotEQ-Video, shifting the focus from image-centric to video-centric analysis. To ensure comprehensive video coverage, we construct a hierarchical world-state taxonomy organized into a four-level coarse-to-fine structure, comprising 6 domains, 20 dimensions, 142 level-1 attributes, and 816 level-2 attributes. The resulting benchmark comprises 2K+ videos with 100K+ human annotations and 16K+ labels for assessing behavior properness. Benchmark evaluation reveals that current systems remain unreliable and fall short of human performance. We further explore how world models can help tackle this task. This work advances SPI research from static images to dynamic videos and ensures more comprehensive scenario coverage during benchmarking.
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Social Proactive Intelligence (SPI) extends proactive assistance beyond task completeness to consider social appropriateness in diverse embodied scenarios. However, prior SPI research faces two key limitations. First, existing work focuses on static images, whereas dynamic videos provide crucial cues for inferring human states and needs, offering richer information than isolated images. Second, prior work often relies on free-form data collection pipelines, which fail to guarantee comprehensive coverage of diverse scenarios. To address these gaps, we introduce RobotEQ-Video, shifting the focus from image-centric to video-centric analysis. To ensure comprehensive video coverage, we construct a hierarchical world-state taxonomy organized into a four-level coarse-to-fine structure, comprising 6 domains, 20 dimensions, 142 level-1 attributes, and 816 level-2 attributes. The resulting benchmark comprises 2K+ videos with 100K+ human annotations and 16K+ labels for assessing behavior properness. Benchmark evaluation reveals that current systems remain unreliable and fall short of human performance. We further explore how world models can help tackle this task. This work advances SPI research from static images to dynamic videos and ensures more comprehensive scenario coverage during benchmarking.