作者Adriano D'Alessandro, Ali Mahdavi-Amiri, Ghassan Hamarneh
Text-guided zero-shot object counters excel at spatial localization but categorize poorly on novel or fine-grained classes: natural language is too coarse to fully specify visual identity, so they fail to separate visually similar distractors. Few-shot counters sidestep this with visual exemplars, but require manual annotations on every image. To resolve this dilemma, we introduce RECOUNT, a plug-and-play framework for image-guided zero-shot counting. Rather than specify a category with a text prompt, our key insight is to specify it visually, from a single off-scene reference image. However, we find that a lone reference image provides narrow coverage of a category's appearance and is unreliable across diverse scenes. We therefore repurpose a diffusion model as an automated contrastive data engine that expands the reference into a diverse exemplar gallery, supplying the discriminative detail that text cannot. RECOUNT preserves the class-agnostic proposals of any frozen counter and offloads categorization to a separate visual module (a frozen backbone with a lightweight head trained on this synthetic data) that matches each proposal against the target and distractor galleries. Applied to a frozen counter, RECOUNT attains the best zero-shot accuracy on both benchmarks, cutting counting error (MAE) by 55% on LookAlikes and 21% on PairTally relative to the strongest prior zero-shot counter.
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Text-guided zero-shot object counters excel at spatial localization but categorize poorly on novel or fine-grained classes: natural language is too coarse to fully specify visual identity, so they fail to separate visually similar distractors. Few-shot counters sidestep this with visual exemplars, but require manual annotations on every image. To resolve this dilemma, we introduce RECOUNT, a plug-and-play framework for image-guided zero-shot counting. Rather than specify a category with a text prompt, our key insight is to specify it visually, from a single off-scene reference image. However, we find that a lone reference image provides narrow coverage of a category's appearance and is unreliable across diverse scenes. We therefore repurpose a diffusion model as an automated contrastive data engine that expands the reference into a diverse exemplar gallery, supplying the discriminative detail that text cannot. RECOUNT preserves the class-agnostic proposals of any frozen counter and offloads categorization to a separate visual module (a frozen backbone with a lightweight head trained on this synthetic data) that matches each proposal against the target and distractor galleries. Applied to a frozen counter, RECOUNT attains the best zero-shot accuracy on both benchmarks, cutting counting error (MAE) by 55% on LookAlikes and 21% on PairTally relative to the strongest prior zero-shot counter.
作者Shengze Wang, Michael Stengel, Tianye Li, Seonwook Park, Amrita Mazumdar, Koki Nagano, Alex Trevithick, Shalini De Mello
Generating egocentric video from a single exocentric video is an emerging and important topic for AR/VR and physical AI. Compared with conventional novel view synthesis, exo-to-ego generation is a significantly harder task because the standard geometric conditioning becomes highly unreliable under extreme view changes and large unobservable regions. We present Grounded-Exo2Ego, a principled framework that addresses these challenges at both the architectural and data levels. Architecturally, Grounded-Exo2Ego is a dual-branch video diffusion model that couples a geometric anchoring branch, which conditions the generation on the rendering of a 3D reconstruction, with a novel semantic grounding branch, which goes beyond the prevailing geometry-based approach and improves quality by synthesizing challenging regions based on object-level context. Additionally, we found that the overlooked issue of camera-reconstruction misalignment severely undermines exo-to-ego learning. We thus introduce a camera re-localization algorithm that resolves this issue and substantially improves quality across all metrics. We further develop a fully automated synthetic data engine that generates and renders rigged 3D characters in procedurally generated environments. Evaluation on the challenging EgoExo4D dataset shows that our method outperforms recent state-of-the-art approaches by large margins across all metrics. Detailed ablations validate improvements from each of our contributions at both the data and architectural level.
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Generating egocentric video from a single exocentric video is an emerging and important topic for AR/VR and physical AI. Compared with conventional novel view synthesis, exo-to-ego generation is a significantly harder task because the standard geometric conditioning becomes highly unreliable under extreme view changes and large unobservable regions. We present Grounded-Exo2Ego, a principled framework that addresses these challenges at both the architectural and data levels. Architecturally, Grounded-Exo2Ego is a dual-branch video diffusion model that couples a geometric anchoring branch, which conditions the generation on the rendering of a 3D reconstruction, with a novel semantic grounding branch, which goes beyond the prevailing geometry-based approach and improves quality by synthesizing challenging regions based on object-level context. Additionally, we found that the overlooked issue of camera-reconstruction misalignment severely undermines exo-to-ego learning. We thus introduce a camera re-localization algorithm that resolves this issue and substantially improves quality across all metrics. We further develop a fully automated synthetic data engine that generates and renders rigged 3D characters in procedurally generated environments. Evaluation on the challenging EgoExo4D dataset shows that our method outperforms recent state-of-the-art approaches by large margins across all metrics. Detailed ablations validate improvements from each of our contributions at both the data and architectural level.
Digital 3D objects used in games and animation are often required to be compositional; that is, decomposed into semantically meaningful parts. Recent 3D generation methods can produce high-quality compositional objects conditioned on image or text prompts. Yet, such global conditioning lacks the precise part-level controllability required for professional creative workflows. To address this, we introduce MultiCube, a novel compositional 3D generation method that provides explicit, independent control over both the semantics and spatial arrangement of each part. MultiCube takes as input a global text prompt, a text schema specifying the desired parts, and a spatial layout indicating the bounding boxes of the parts in the given schema. It outputs a 3D object composed of distinct meshes, one per specified part, that adhere to the given semantic and spatial conditions. Our approach employs a two-stage diffusion process, first generating a schema- and layout-aligned monolithic mesh, then decomposing the mesh into individual parts simultaneously. A novel Part Layout Adapter is used to encode per-part conditions independently of the other parts. Experiments demonstrate that our method can generate high-quality compositional 3D objects with precise part-level control, including those with unique layouts difficult to achieve with text or image prompting alone. Project page: https://multi-cube.github.io
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Digital 3D objects used in games and animation are often required to be compositional; that is, decomposed into semantically meaningful parts. Recent 3D generation methods can produce high-quality compositional objects conditioned on image or text prompts. Yet, such global conditioning lacks the precise part-level controllability required for professional creative workflows. To address this, we introduce MultiCube, a novel compositional 3D generation method that provides explicit, independent control over both the semantics and spatial arrangement of each part. MultiCube takes as input a global text prompt, a text schema specifying the desired parts, and a spatial layout indicating the bounding boxes of the parts in the given schema. It outputs a 3D object composed of distinct meshes, one per specified part, that adhere to the given semantic and spatial conditions. Our approach employs a two-stage diffusion process, first generating a schema- and layout-aligned monolithic mesh, then decomposing the mesh into individual parts simultaneously. A novel Part Layout Adapter is used to encode per-part conditions independently of the other parts. Experiments demonstrate that our method can generate high-quality compositional 3D objects with precise part-level control, including those with unique layouts difficult to achieve with text or image prompting alone. Project page: https://multi-cube.github.io
Generative video compression can recover rich visual details at low bitrates, but simultaneously achieving high temporal consistency and low inference cost remains challenging. To address this issue, we propose DiffVC-ONE, a diffusion-based generative video compression framework built on a one-step Video Diffusion Transformer. First, we introduce a Unified Unidirectional Latent Compressor that uses a shared model to efficiently and uniformly compress compact latent slices. We then develop a Video DiT-based One-Step Diffusion Enhancer that uses the reconstructed latent slices as content anchors and performs single-step spatio-temporal perceptual enhancement over an entire group of pictures. Finally, a Hybrid Condition Generator extracts structural, strength, and semantic conditions from the reconstructed content and quantization information. These conditions preserve faithful regions, control the degree of generative enhancement, and supplement content-aware perceptual details during one-step diffusion enhancement. Extensive experiments on multiple standard benchmarks demonstrate that DiffVC-ONE achieves state-of-the-art perceptual quality and temporal consistency with low inference cost.
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Generative video compression can recover rich visual details at low bitrates, but simultaneously achieving high temporal consistency and low inference cost remains challenging. To address this issue, we propose DiffVC-ONE, a diffusion-based generative video compression framework built on a one-step Video Diffusion Transformer. First, we introduce a Unified Unidirectional Latent Compressor that uses a shared model to efficiently and uniformly compress compact latent slices. We then develop a Video DiT-based One-Step Diffusion Enhancer that uses the reconstructed latent slices as content anchors and performs single-step spatio-temporal perceptual enhancement over an entire group of pictures. Finally, a Hybrid Condition Generator extracts structural, strength, and semantic conditions from the reconstructed content and quantization information. These conditions preserve faithful regions, control the degree of generative enhancement, and supplement content-aware perceptual details during one-step diffusion enhancement. Extensive experiments on multiple standard benchmarks demonstrate that DiffVC-ONE achieves state-of-the-art perceptual quality and temporal consistency with low inference cost.
This paper presents an open-source software stack that restores ROS 2 support for the Franka Emika Panda robot while resolving the long-standing unreliability of its external position control interface. We first analyze the root causes of unstable position control and show that the observed vibrations and protective stops arise from the timing of the external control loop and sampling jitter, rather than from limitations of the robot itself. Building on this analysis, we introduce an asynchronous hardware interface that decouples real-time communication from the ROS 2 control loop, a rate-matching mechanism for slower command sources, and a position-domain reference generation strategy that produces reliable, smooth position commands. Experimental validation shows that the proposed architecture reliably tracks velocity references by reducing motion artifacts introduced by the official implementation, and the stack is validated across motion planning, compliance control, position-controlled manipulation, and haptic teleoperation on two independent Panda platforms. By restoring a modern, reliable, and open ROS 2 ecosystem for the Panda, this work lowers the barrier to developing safe, responsive, and reproducible human-robot collaboration applications that integrate planning, perception, interaction, and shared autonomy. Code and videos are available on our website at https://sites.google.com/view/fer-ros2/.
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This paper presents an open-source software stack that restores ROS 2 support for the Franka Emika Panda robot while resolving the long-standing unreliability of its external position control interface. We first analyze the root causes of unstable position control and show that the observed vibrations and protective stops arise from the timing of the external control loop and sampling jitter, rather than from limitations of the robot itself. Building on this analysis, we introduce an asynchronous hardware interface that decouples real-time communication from the ROS 2 control loop, a rate-matching mechanism for slower command sources, and a position-domain reference generation strategy that produces reliable, smooth position commands. Experimental validation shows that the proposed architecture reliably tracks velocity references by reducing motion artifacts introduced by the official implementation, and the stack is validated across motion planning, compliance control, position-controlled manipulation, and haptic teleoperation on two independent Panda platforms. By restoring a modern, reliable, and open ROS 2 ecosystem for the Panda, this work lowers the barrier to developing safe, responsive, and reproducible human-robot collaboration applications that integrate planning, perception, interaction, and shared autonomy. Code and videos are available on our website at https://sites.google.com/view/fer-ros2/.
作者Minghang Zheng, Jingli Wei, Hongyi Yang, Yang Liu
Video Temporal Grounding (VTG) faces significant challenges when natural language queries must distinguish between multiple events involving visually similar entities, particularly when relying on fine-grained visual attributes that are difficult to describe accurately in words alone. To address this, we introduce Image-Disambiguated Video Temporal Grounding (ID-VTG), a task that leverages multimodal queries combining a reference image and a text description to precisely localize segments where a specific instance performs a described action. To facilitate research, we construct two benchmarks: IDVTG-Gym, focusing on fine-grained, compositionally ordered gymnastics actions with athletes in similar uniforms; and IDVTG-InternVid, an open-world dataset featuring diverse entities (e.g., humans, animals, fictional characters) and significant temporal distractors. Methodologically, we propose the Visually-Guided Disambiguation Aggregation (VGD-Agg) framework based on a dual-branch fast-slow architecture. The fast branch efficiently generates preliminary event proposals, while the slow branch performs fine-grained frame-level matching between video frames and the reference image. We enhance discriminability via two learnable tokens: a Compare Token, which represents hard negatives to probe for the presence of the target instance (as referred to by the query image), and a Depress Value, which represents text-irrelevant events. Proposals that the Compare Token identifies as lacking the target instance are pushed toward the Depress Value, thus easing disambiguation via the text query. Extensive experiments validate our approach, which achieves state-of-the-art results on the proposed benchmarks. Code is available at https://github.com/oceanflowlab/ID-VTG.
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Video Temporal Grounding (VTG) faces significant challenges when natural language queries must distinguish between multiple events involving visually similar entities, particularly when relying on fine-grained visual attributes that are difficult to describe accurately in words alone. To address this, we introduce Image-Disambiguated Video Temporal Grounding (ID-VTG), a task that leverages multimodal queries combining a reference image and a text description to precisely localize segments where a specific instance performs a described action. To facilitate research, we construct two benchmarks: IDVTG-Gym, focusing on fine-grained, compositionally ordered gymnastics actions with athletes in similar uniforms; and IDVTG-InternVid, an open-world dataset featuring diverse entities (e.g., humans, animals, fictional characters) and significant temporal distractors. Methodologically, we propose the Visually-Guided Disambiguation Aggregation (VGD-Agg) framework based on a dual-branch fast-slow architecture. The fast branch efficiently generates preliminary event proposals, while the slow branch performs fine-grained frame-level matching between video frames and the reference image. We enhance discriminability via two learnable tokens: a Compare Token, which represents hard negatives to probe for the presence of the target instance (as referred to by the query image), and a Depress Value, which represents text-irrelevant events. Proposals that the Compare Token identifies as lacking the target instance are pushed toward the Depress Value, thus easing disambiguation via the text query. Extensive experiments validate our approach, which achieves state-of-the-art results on the proposed benchmarks. Code is available at https://github.com/oceanflowlab/ID-VTG.
The capability to perceive and synthesize human-human interactions is fundamental to developing intelligent digital human systems. However, existing datasets and modeling approaches are fundamentally constrained by low-fidelity kinematics, the omission of dexterous hand gestures and a severe lack of rich multimodal annotations. Furthermore, fragmented interaction representations and inconsistent evaluation protocols also impede fair and rigorous benchmarking. To systematically address these bottlenecks, we present Inter-X++, a comprehensive and large-scale benchmark designed to empower versatile HHI analysis. Captured via a novel hybrid motion capture system, Inter-X++ provides 11,388 high-fidelity interaction sequences and over 8.1M frames, featuring precise whole-body movements and detailed finger articulations. Meanwhile, we enrich the data foundation with multifaceted annotations, including hierarchical fine-grained textual descriptions, interaction categories, causal interaction orders, the relationship and personality of the subjects, as well as vertex-level contact maps and physically regularized constraints. Leveraging these elaborate annotations, we formulate a unified testing ground comprising four categories of downstream tasks that symmetrically span both generative and perceptive paradigms. To eliminate benchmarking ambiguities, we systematically standardize the interaction representations and evaluation protocols. Finally, we go beyond dataset construction to propose OpenHHI, a single and unified HHI representation and modeling framework that jointly optimizes interaction reconstruction and semantic understanding. Extensive experiments reveal that OpenHHI achieves state-of-the-art performance on both generation and perception tasks. This definitively proves that our unified representation successfully bridges interaction understanding and generation simultaneously.
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The capability to perceive and synthesize human-human interactions is fundamental to developing intelligent digital human systems. However, existing datasets and modeling approaches are fundamentally constrained by low-fidelity kinematics, the omission of dexterous hand gestures and a severe lack of rich multimodal annotations. Furthermore, fragmented interaction representations and inconsistent evaluation protocols also impede fair and rigorous benchmarking. To systematically address these bottlenecks, we present Inter-X++, a comprehensive and large-scale benchmark designed to empower versatile HHI analysis. Captured via a novel hybrid motion capture system, Inter-X++ provides 11,388 high-fidelity interaction sequences and over 8.1M frames, featuring precise whole-body movements and detailed finger articulations. Meanwhile, we enrich the data foundation with multifaceted annotations, including hierarchical fine-grained textual descriptions, interaction categories, causal interaction orders, the relationship and personality of the subjects, as well as vertex-level contact maps and physically regularized constraints. Leveraging these elaborate annotations, we formulate a unified testing ground comprising four categories of downstream tasks that symmetrically span both generative and perceptive paradigms. To eliminate benchmarking ambiguities, we systematically standardize the interaction representations and evaluation protocols. Finally, we go beyond dataset construction to propose OpenHHI, a single and unified HHI representation and modeling framework that jointly optimizes interaction reconstruction and semantic understanding. Extensive experiments reveal that OpenHHI achieves state-of-the-art performance on both generation and perception tasks. This definitively proves that our unified representation successfully bridges interaction understanding and generation simultaneously.
World models construct latent states that support prediction, planning, and reasoning about an underlying system. Joint-embedding predictive architectures (JEPAs) offer a direct way to learn such states by predicting targets in representation space instead of reconstructing every detail of the observation. Standard JEPAs, however, organize all predictable content through one target embedding and one prediction pathway. In complex systems, this monolithic state can allocate redundant capacity to dominant signals while providing weak or conflicting gradients to less dominant predictive structure. We introduce \method, a latent world-modeling framework based on orthogonal predictive factorization. Learned basis matrices analyze each target state into multiple components, and a dedicated prediction branch estimates each component from a shared context representation. Predictive regression preserves the factor magnitudes required for state synthesis, an orthogonality objective discourages repeated directions, factor-activity regularization maintains variation in projected targets, and online variance regularization discourages coordinate-wise encoder collapse. Predicted components are synthesized into a complete latent state that can be used by a readout, decoder, planner, or autoregressive rollout. The same predictive-state mechanism applies when the target is temporally future, spatially hidden, or another partial observation of the same system. Experiments on controlled vision, single-cell transcriptomics, longitudinal health records, continuous control, and molecular dynamics evaluate representation quality, forecasting, planning, and long-horizon stability.
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World models construct latent states that support prediction, planning, and reasoning about an underlying system. Joint-embedding predictive architectures (JEPAs) offer a direct way to learn such states by predicting targets in representation space instead of reconstructing every detail of the observation. Standard JEPAs, however, organize all predictable content through one target embedding and one prediction pathway. In complex systems, this monolithic state can allocate redundant capacity to dominant signals while providing weak or conflicting gradients to less dominant predictive structure. We introduce \method, a latent world-modeling framework based on orthogonal predictive factorization. Learned basis matrices analyze each target state into multiple components, and a dedicated prediction branch estimates each component from a shared context representation. Predictive regression preserves the factor magnitudes required for state synthesis, an orthogonality objective discourages repeated directions, factor-activity regularization maintains variation in projected targets, and online variance regularization discourages coordinate-wise encoder collapse. Predicted components are synthesized into a complete latent state that can be used by a readout, decoder, planner, or autoregressive rollout. The same predictive-state mechanism applies when the target is temporally future, spatially hidden, or another partial observation of the same system. Experiments on controlled vision, single-cell transcriptomics, longitudinal health records, continuous control, and molecular dynamics evaluate representation quality, forecasting, planning, and long-horizon stability.
作者Haoxiang Cao, Jiajiong Cao, Xuanpu Zhang, Changqian Yu, Chaoqun Wang
Instruction-based image editing uses a planner-renderer pipeline: a vision-language model (VLM) first converts the instruction into an edit plan, and a diffusion model then executes that plan. Training such systems with only final-image rewards is inefficient because a poor edit does not reveal whether additional optimization should place more emphasis on the planner or the renderer, and even planner-dominant cases remain difficult to localize within a free-form reasoning trace. We present DARS, a reinforcement learning framework for dual-level credit assignment in this two-stage setting. Across modules, multi-plan multi-render rollouts estimate between-plan and within-plan reward variability for soft module routing, while rollout mean rewards provide hardness estimates for an adaptive curriculum. Within the planner, a four-field structured reasoning output enables a prefix-gated reward and token-level advantage reweighting, turning outcome-level feedback into localized supervision. Experiments on five benchmarks show that DARS outperforms a Joint~RL baseline with the same backbone, data, reward model, and rollout budget, with the largest gains on reasoning-intensive edits.
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Instruction-based image editing uses a planner-renderer pipeline: a vision-language model (VLM) first converts the instruction into an edit plan, and a diffusion model then executes that plan. Training such systems with only final-image rewards is inefficient because a poor edit does not reveal whether additional optimization should place more emphasis on the planner or the renderer, and even planner-dominant cases remain difficult to localize within a free-form reasoning trace. We present DARS, a reinforcement learning framework for dual-level credit assignment in this two-stage setting. Across modules, multi-plan multi-render rollouts estimate between-plan and within-plan reward variability for soft module routing, while rollout mean rewards provide hardness estimates for an adaptive curriculum. Within the planner, a four-field structured reasoning output enables a prefix-gated reward and token-level advantage reweighting, turning outcome-level feedback into localized supervision. Experiments on five benchmarks show that DARS outperforms a Joint~RL baseline with the same backbone, data, reward model, and rollout budget, with the largest gains on reasoning-intensive edits.
作者Guoxing Sun, Heming Zhu, Linjie Lyu, Pascal Fua, Christian Theobalt, Marc Habermann
For full-body avatars, modeling surface dynamics is crucial for overcoming the uncanny valley and achieving perceptual realism. Person-agnostic methods recover static 3D avatars from monocular images, videos, or text prompts, but their skeleton-driven animations lack realistic surface dynamics such as clothing wrinkles. In contrast, person-specific methods achieve high-quality rendering and realistic dynamics, but require expensive multi-view captures for each individual. Recent generalizable dynamic avatar methods struggle to embed surface dynamics, leading to either limited multi-view consistency or dynamic expressiveness. To this end, we propose AvatarDynamizer, a generative method that transforms an off-the-shelf static 3D avatar into a controllable, realistic, and multi-view-consistent 4D avatar. We introduce a novel texture-space surface-dynamics embedding and formulate avatar dynamics modeling as conditional texture generation. Our encoder--decoder representation embeds pose-dependent dynamics into dynamic texture maps, enabling compatibility with pre-trained video diffusion models while decoding them into 3D Gaussians for multi-view consistent rendering. Since existing datasets are limited in scale, sequence length, or motion diversity, we collect a large-scale multi-view dataset with long sequences covering diverse skeletal motions and surface dynamics. Experiments show that our method effectively animates static avatars with faithful surface dynamics and outperforms competing generalizable methods in visual fidelity, especially under limited dynamic training data.
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For full-body avatars, modeling surface dynamics is crucial for overcoming the uncanny valley and achieving perceptual realism. Person-agnostic methods recover static 3D avatars from monocular images, videos, or text prompts, but their skeleton-driven animations lack realistic surface dynamics such as clothing wrinkles. In contrast, person-specific methods achieve high-quality rendering and realistic dynamics, but require expensive multi-view captures for each individual. Recent generalizable dynamic avatar methods struggle to embed surface dynamics, leading to either limited multi-view consistency or dynamic expressiveness. To this end, we propose AvatarDynamizer, a generative method that transforms an off-the-shelf static 3D avatar into a controllable, realistic, and multi-view-consistent 4D avatar. We introduce a novel texture-space surface-dynamics embedding and formulate avatar dynamics modeling as conditional texture generation. Our encoder--decoder representation embeds pose-dependent dynamics into dynamic texture maps, enabling compatibility with pre-trained video diffusion models while decoding them into 3D Gaussians for multi-view consistent rendering. Since existing datasets are limited in scale, sequence length, or motion diversity, we collect a large-scale multi-view dataset with long sequences covering diverse skeletal motions and surface dynamics. Experiments show that our method effectively animates static avatars with faithful surface dynamics and outperforms competing generalizable methods in visual fidelity, especially under limited dynamic training data.
Buildings account for roughly one-third of global energy consumption and CO$_2$ emissions. Optimizing indoor climate systems plays a critical role for urban climate mitigation aligned with UN Sustainable Development Goals 11 and 13. However, indoor delayed thermodynamic responses and partial observability severely hinder existing methods, which are primarily limited by implicit thermal inertia, occupancy dynamic prediction, and cumulative prediction errors, especially for out-of-distribution environments. In practice, these challenges are further exacerbated by the high cost and privacy burden of dense indoor sensing, forcing operators to collect only limited data in a single operating regime while expecting controllers to generalize reliably across unseen seasons and climate regions. To address this problem, we propose ADAPT, a physics-aware conditional diffusion indoor environmental world model for HVAC control. The model predicts a short-horizon held-action thermal baseline to capture the latent thermal inertia of the buildings. The diffusion backbone utilizes the robustness of generative models, while a learnable multi-zone heat-balance regularizer constrains generated trajectories to satisfy transferable building thermodynamics without requiring known building geometry or manually calibrated thermal parameters. A credit assignment is then design for the downstream reinforcement learning. Extensive experiments on SemibuildingSim and Sinergym demonstrate that ADAPT reduces HVAC energy consumption by 7.3% and occupant discomfort by 30.2% compared with state-of-the-art baselines under IID control. Under OOD control scenarios spanning unseen seasons and climate regions, ADAPT maintains robust performance with only marginal degradation relative to its IID performance, substantially outperforming existing methods in transfer robustness.
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Buildings account for roughly one-third of global energy consumption and CO$_2$ emissions. Optimizing indoor climate systems plays a critical role for urban climate mitigation aligned with UN Sustainable Development Goals 11 and 13. However, indoor delayed thermodynamic responses and partial observability severely hinder existing methods, which are primarily limited by implicit thermal inertia, occupancy dynamic prediction, and cumulative prediction errors, especially for out-of-distribution environments. In practice, these challenges are further exacerbated by the high cost and privacy burden of dense indoor sensing, forcing operators to collect only limited data in a single operating regime while expecting controllers to generalize reliably across unseen seasons and climate regions. To address this problem, we propose ADAPT, a physics-aware conditional diffusion indoor environmental world model for HVAC control. The model predicts a short-horizon held-action thermal baseline to capture the latent thermal inertia of the buildings. The diffusion backbone utilizes the robustness of generative models, while a learnable multi-zone heat-balance regularizer constrains generated trajectories to satisfy transferable building thermodynamics without requiring known building geometry or manually calibrated thermal parameters. A credit assignment is then design for the downstream reinforcement learning. Extensive experiments on SemibuildingSim and Sinergym demonstrate that ADAPT reduces HVAC energy consumption by 7.3% and occupant discomfort by 30.2% compared with state-of-the-art baselines under IID control. Under OOD control scenarios spanning unseen seasons and climate regions, ADAPT maintains robust performance with only marginal degradation relative to its IID performance, substantially outperforming existing methods in transfer robustness.
High-fidelity removal of eyeglasses from video is a major challenge in facial attribute editing, as the underlying facial geometry is often obscured by complex refractive distortions and view-dependent specular reflections. While large-scale generative priors have shown promise in eye-glasses removal via static image inpainting, they often lack the structural constraints necessary to maintain identity, expression, and pose, leading to visible "identity drift" in both static images and dynamic sequences. In this paper, we propose a novel transfer framework that addresses the stochastic nature of generative priors. Our pipeline first extracts high-fidelity synthetic face images from a commercial-grade generative model (Nano Banana, Gemini 3 Pro Image), regularizes them via a three-stage structural filtering process to preserve identity, expression, and pose, and finally applies physically-based simulation of lens optics during training to provide diverse, paired data. This process transfers Nano Banana's photo-realistic, multi-view knowledge into a specialized restoration architecture, JFSnet (Joint Feature-Spatial network). JFSnet integrates DINOv2-based semantic features with a convolutional decoder for spatial reconstruction, leveraging translation equivariance constraints to improve temporal consistency and high-frequency detail preservation. Evaluations on the curated Flickr-Faces-HQ (FFHQ) subset (12,163 images) show that our approach achieves high fidelity and structural accuracy, while maintaining inference speed of 27.68 FPS. In perceptual studies on CelebV-Text video sequences, our results are consistently preferred over diffusion and GAN-based baselines for ocular consistency, temporal stability, and overall restoration quality.
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High-fidelity removal of eyeglasses from video is a major challenge in facial attribute editing, as the underlying facial geometry is often obscured by complex refractive distortions and view-dependent specular reflections. While large-scale generative priors have shown promise in eye-glasses removal via static image inpainting, they often lack the structural constraints necessary to maintain identity, expression, and pose, leading to visible "identity drift" in both static images and dynamic sequences. In this paper, we propose a novel transfer framework that addresses the stochastic nature of generative priors. Our pipeline first extracts high-fidelity synthetic face images from a commercial-grade generative model (Nano Banana, Gemini 3 Pro Image), regularizes them via a three-stage structural filtering process to preserve identity, expression, and pose, and finally applies physically-based simulation of lens optics during training to provide diverse, paired data. This process transfers Nano Banana's photo-realistic, multi-view knowledge into a specialized restoration architecture, JFSnet (Joint Feature-Spatial network). JFSnet integrates DINOv2-based semantic features with a convolutional decoder for spatial reconstruction, leveraging translation equivariance constraints to improve temporal consistency and high-frequency detail preservation. Evaluations on the curated Flickr-Faces-HQ (FFHQ) subset (12,163 images) show that our approach achieves high fidelity and structural accuracy, while maintaining inference speed of 27.68 FPS. In perceptual studies on CelebV-Text video sequences, our results are consistently preferred over diffusion and GAN-based baselines for ocular consistency, temporal stability, and overall restoration quality.
Identity-preserving image generation becomes increasingly unreliable when a scene must contain many specified people. Beyond retaining each identity, the model must bind every reference to a distinct person and location, while training-time identity losses must establish correspondence among several noisy predicted faces. We introduce WithEveryone, a unified framework for generating group images up to ten reference identities. WithEveryone injects each selected identity as an addressed token, predicts a structured identity--layout plan, and renders the plan as a visual condition. Its key objective, Layout-Grounded ID Loss, uses annotated face regions to supervise the intended identities directly, avoiding unstable embedding-based face matching; ID Representation Forcing additionally trains a prediction for each identity before image synthesis. On an identity-disjoint benchmark, WithEveryone achieves the highest target-context identity similarity, improving face similarity from 0.462 for GPT-Image-2 to 0.499, while reducing copy-paste artifacts from 0.169 to 0.055. It further covers 97.3% of the requested identities with a duplicate rate of only 2.8%. These results show that explicit identity--layout grounding enables identity-preserving generation to scale to larger groups without relying on direct reference-face copying.
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Identity-preserving image generation becomes increasingly unreliable when a scene must contain many specified people. Beyond retaining each identity, the model must bind every reference to a distinct person and location, while training-time identity losses must establish correspondence among several noisy predicted faces. We introduce WithEveryone, a unified framework for generating group images up to ten reference identities. WithEveryone injects each selected identity as an addressed token, predicts a structured identity--layout plan, and renders the plan as a visual condition. Its key objective, Layout-Grounded ID Loss, uses annotated face regions to supervise the intended identities directly, avoiding unstable embedding-based face matching; ID Representation Forcing additionally trains a prediction for each identity before image synthesis. On an identity-disjoint benchmark, WithEveryone achieves the highest target-context identity similarity, improving face similarity from 0.462 for GPT-Image-2 to 0.499, while reducing copy-paste artifacts from 0.169 to 0.055. It further covers 97.3% of the requested identities with a duplicate rate of only 2.8%. These results show that explicit identity--layout grounding enables identity-preserving generation to scale to larger groups without relying on direct reference-face copying.
We present Swift-Image, a compact unified model for text-to-image generation, single-image editing, and multi-image editing. Our goal is to explore how far a relatively small visual generator can be pushed through systematic training engineering under a constrained computational budget. Swift-Image adopts an efficient 6B single-stream DiT and a progressive training pipeline that evolves from broad semantic coverage to higher resolution, stronger visual quality, and unified generation-editing supervision. For post-training, we employ parallel expert reinforcement learning followed by multi-teacher on-policy distillation to alleviate interference among heterogeneous objectives. We further decouple high-level reasoning from pixel-level rendering with a Prompt Enhancer that translates user requests into generator-aligned visual specifications. For efficient deployment, structural pruning and few-step distillation produce 3B and accelerated variants. Swift-Image achieves leading aggregate performance among evaluated open-source models with only 6B parameters and 243K GPU training hours; the compressed 3B model incurs nearly no loss, while few-step distillation further improves aggregate editing performance with substantially fewer sampling steps. Our study also summarizes practical lessons for architecture, data curriculum, post-training, prompt enhancement, and model compression.
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We present Swift-Image, a compact unified model for text-to-image generation, single-image editing, and multi-image editing. Our goal is to explore how far a relatively small visual generator can be pushed through systematic training engineering under a constrained computational budget. Swift-Image adopts an efficient 6B single-stream DiT and a progressive training pipeline that evolves from broad semantic coverage to higher resolution, stronger visual quality, and unified generation-editing supervision. For post-training, we employ parallel expert reinforcement learning followed by multi-teacher on-policy distillation to alleviate interference among heterogeneous objectives. We further decouple high-level reasoning from pixel-level rendering with a Prompt Enhancer that translates user requests into generator-aligned visual specifications. For efficient deployment, structural pruning and few-step distillation produce 3B and accelerated variants. Swift-Image achieves leading aggregate performance among evaluated open-source models with only 6B parameters and 243K GPU training hours; the compressed 3B model incurs nearly no loss, while few-step distillation further improves aggregate editing performance with substantially fewer sampling steps. Our study also summarizes practical lessons for architecture, data curriculum, post-training, prompt enhancement, and model compression.
We introduce Deep-MKV-TS, a path-dependent McKean-Vlasov framework for financial scenario generation. The stochastic dynamics are chosen by matching selected path and volatility features of generated scenarios to those observed in the data. Starting from an interpretable reference model, Deep-MKV-TS preserves the reference drift and adjusts its volatility, while a regularization penalty limits unnecessary departures from the calibrated dynamics. We solve the resulting control problem using a neural, sample-based implementation of the stochastic maximum principle. We validate the method against an exactly computable oracle. On Heston and Heston-mixture models, Deep-MKV-TS substantially reduces path-dependent and volatility-related deficiencies of the reference model. In delayed-volatility experiments, the correction remains effective as the forecasting horizon increases, while direct training becomes less reliable. On held-out intraday equity-index futures, the corrected model improves conditional forecasts relative to the reference and reaches a level of performance comparable to flexible generative and historical baselines. The resulting scenarios also support greater exposure than the reference under a fixed drawdown-risk target. These results show that path-dependent McKean-Vlasov control can enrich an interpretable reference model without replacing it.
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We introduce Deep-MKV-TS, a path-dependent McKean-Vlasov framework for financial scenario generation. The stochastic dynamics are chosen by matching selected path and volatility features of generated scenarios to those observed in the data. Starting from an interpretable reference model, Deep-MKV-TS preserves the reference drift and adjusts its volatility, while a regularization penalty limits unnecessary departures from the calibrated dynamics. We solve the resulting control problem using a neural, sample-based implementation of the stochastic maximum principle. We validate the method against an exactly computable oracle. On Heston and Heston-mixture models, Deep-MKV-TS substantially reduces path-dependent and volatility-related deficiencies of the reference model. In delayed-volatility experiments, the correction remains effective as the forecasting horizon increases, while direct training becomes less reliable. On held-out intraday equity-index futures, the corrected model improves conditional forecasts relative to the reference and reaches a level of performance comparable to flexible generative and historical baselines. The resulting scenarios also support greater exposure than the reference under a fixed drawdown-risk target. These results show that path-dependent McKean-Vlasov control can enrich an interpretable reference model without replacing it.
作者Kaizhen Tan, Xin Xu, Siru Tao, Yixiao Li, Hanzhe Hong, Yang Feng, Heqing Du
World models increasingly treat compact multimodal representations as interfaces between perception and physical interaction, yet existing probes do not establish whether different sensors carry the same executable meaning or whether that meaning survives a new action composition. We introduce an operational capability hierarchy and the Disjoint-Bridge Operator-Substitution Certificate (DBOSC), which asks whether independently trained modality compilers enter a frozen response chart interchangeably on evidence outside their training panels. On Cluster Haptic, audio and acceleration representations of the same unseen surface are 4.5x closer in response space than wrong-surface pairings, with the gap holding for all 19 held-out surfaces; unsealing withheld responses confirms that every branch predicts the physics better than the population chart. We then test ordered execution in a controlled elastoplastic system with complementary modality blind spots. At the pre-registered budget, the prerequisite refuses the stack because the frozen executor cannot advance even an exact chart coordinate through a held-out program. At a converged budget, the same rank-three chart executes those programs (oracle NMSE 0.18), fusion improves on both modalities, and 14 of 16 registered checks pass; the two failures arise because a diagonal restriction of the fused information matrix performs as well as the full one. Clearing the gate is a property of the executor, not the chart: an executor emitting whole programs instead of shared per-step dynamics is 38x worse than an entity-blind predictor on the same chart. A matching non-identifiability result explains why compression and fusion alone cannot determine an unseen composition law. These results separate attribute access, response substitution, fusion closure, and ordered execution into distinct, separately testable achievements.
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World models increasingly treat compact multimodal representations as interfaces between perception and physical interaction, yet existing probes do not establish whether different sensors carry the same executable meaning or whether that meaning survives a new action composition. We introduce an operational capability hierarchy and the Disjoint-Bridge Operator-Substitution Certificate (DBOSC), which asks whether independently trained modality compilers enter a frozen response chart interchangeably on evidence outside their training panels. On Cluster Haptic, audio and acceleration representations of the same unseen surface are 4.5x closer in response space than wrong-surface pairings, with the gap holding for all 19 held-out surfaces; unsealing withheld responses confirms that every branch predicts the physics better than the population chart. We then test ordered execution in a controlled elastoplastic system with complementary modality blind spots. At the pre-registered budget, the prerequisite refuses the stack because the frozen executor cannot advance even an exact chart coordinate through a held-out program. At a converged budget, the same rank-three chart executes those programs (oracle NMSE 0.18), fusion improves on both modalities, and 14 of 16 registered checks pass; the two failures arise because a diagonal restriction of the fused information matrix performs as well as the full one. Clearing the gate is a property of the executor, not the chart: an executor emitting whole programs instead of shared per-step dynamics is 38x worse than an entity-blind predictor on the same chart. A matching non-identifiability result explains why compression and fusion alone cannot determine an unseen composition law. These results separate attribute access, response substitution, fusion closure, and ordered execution into distinct, separately testable achievements.
作者Libo Chen, Souvik Ghosh, Teo Deveney, Chris Budd, Vinay P. Namboodiri
We propose a conditioning mechanism for diffusion models based on multi-speed joint diffusion of the target and the condition. The mechanism learns an unconditional joint score network and enforces conditioning at inference via a plug-in correction term. The plug-in term separates the conditioning contribution from the learned unconditional dynamics, offering a transparent view of how the condition steers generation of the target distribution. Building on this, we derive explicit conditional reverse-time SDEs and approximate probability-flow ODEs, enabling principled and directly comparable conditional samplers. To reduce the induced ODE--SDE discrepancy, we introduce a log-Fokker--Planck residual regularization that improves ODE sampling quality. Experiments on conditional image generation tasks demonstrate competitive performance and support the effectiveness of the plug-in conditioning view. Additional ODE--SDE comparison experiments show that the log-Fokker--Planck residual regularization improves deterministic ODE sampling.
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We propose a conditioning mechanism for diffusion models based on multi-speed joint diffusion of the target and the condition. The mechanism learns an unconditional joint score network and enforces conditioning at inference via a plug-in correction term. The plug-in term separates the conditioning contribution from the learned unconditional dynamics, offering a transparent view of how the condition steers generation of the target distribution. Building on this, we derive explicit conditional reverse-time SDEs and approximate probability-flow ODEs, enabling principled and directly comparable conditional samplers. To reduce the induced ODE--SDE discrepancy, we introduce a log-Fokker--Planck residual regularization that improves ODE sampling quality. Experiments on conditional image generation tasks demonstrate competitive performance and support the effectiveness of the plug-in conditioning view. Additional ODE--SDE comparison experiments show that the log-Fokker--Planck residual regularization improves deterministic ODE sampling.
作者Jiawei Wang, Ke Rui, Yushen Zuo, Yichun Feng, Minglei Li
JEPA-style latent world models can use Euclidean distance to a goal latent as the cost for model-predictive control (MPC). Strong decoding of task variables, however, does not guarantee that this particular cost ranks candidate action sequences by real task progress. We call the latter property decision-metric alignment. We introduce Plan-Real Spearman, which measures latent--real rank agreement on random plans, and CEM-stage Spearman, which measures the same agreement as cross-entropy-method (CEM) search concentrates its proposal. We analyze sufficient conditions under which latent distance preserves real-cost rankings, identifying encoder distortion, terminal rollout error, and candidate margins as the controlling quantities. Guided by the observed empirical alignment gap, DA-LeWM augments LeWM with inverse-dynamics and demonstration-conditioned goal-action heads. Across all our experiments, DA-LeWM accelerates convergence and achieves higher online success than LeWM, while probe scores remain similar. These results show that action-conditioned objectives improve the geometry used by Euclidean-cost, CEM-based latent MPC.
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JEPA-style latent world models can use Euclidean distance to a goal latent as the cost for model-predictive control (MPC). Strong decoding of task variables, however, does not guarantee that this particular cost ranks candidate action sequences by real task progress. We call the latter property decision-metric alignment. We introduce Plan-Real Spearman, which measures latent--real rank agreement on random plans, and CEM-stage Spearman, which measures the same agreement as cross-entropy-method (CEM) search concentrates its proposal. We analyze sufficient conditions under which latent distance preserves real-cost rankings, identifying encoder distortion, terminal rollout error, and candidate margins as the controlling quantities. Guided by the observed empirical alignment gap, DA-LeWM augments LeWM with inverse-dynamics and demonstration-conditioned goal-action heads. Across all our experiments, DA-LeWM accelerates convergence and achieves higher online success than LeWM, while probe scores remain similar. These results show that action-conditioned objectives improve the geometry used by Euclidean-cost, CEM-based latent MPC.
Structured documents such as invoices, forms, reports, and scientific articles derive meaning from the interplay between spatial layout, textual content, and logical structure. Generative models operating at the pixel or token level often struggle to capture these dependencies effectively. We explore FRAGMENT, a generative framework that represents a document as a typed relational graph and factorizes its distribution as p(structure, content) = p(structure) * p(content | structure). The framework consists of two stages. The first stage, the Architect, is a causally masked Transformer conditioned on document category that autoregressively generates the graph topology and typed spatial relations. The second stage, the Builder, is a GATv2-based graph attention network that enriches the graph with normalized bounding boxes, text, and visual style attributes. Both stages define explicit likelihood models, yielding a tractable document-level likelihood that serves as an anomaly score for forgery detection. For controlled editing, a prompt-conditioned extension injects instruction embeddings into the Builder through cross-attention, enabling semantic and entity-aware modifications. We describe training on DocLayNet and fine-tuning on FUNSD and SROIE. Experiments on DocLayNet, FUNSD, and SROIE evaluate FRAGMENT alongside representative autoregressive, layout-only, and graph-based baselines, providing an empirical analysis of the characteristics and trade-offs of the proposed factorized graph generation framework.
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Structured documents such as invoices, forms, reports, and scientific articles derive meaning from the interplay between spatial layout, textual content, and logical structure. Generative models operating at the pixel or token level often struggle to capture these dependencies effectively. We explore FRAGMENT, a generative framework that represents a document as a typed relational graph and factorizes its distribution as p(structure, content) = p(structure) * p(content | structure). The framework consists of two stages. The first stage, the Architect, is a causally masked Transformer conditioned on document category that autoregressively generates the graph topology and typed spatial relations. The second stage, the Builder, is a GATv2-based graph attention network that enriches the graph with normalized bounding boxes, text, and visual style attributes. Both stages define explicit likelihood models, yielding a tractable document-level likelihood that serves as an anomaly score for forgery detection. For controlled editing, a prompt-conditioned extension injects instruction embeddings into the Builder through cross-attention, enabling semantic and entity-aware modifications. We describe training on DocLayNet and fine-tuning on FUNSD and SROIE. Experiments on DocLayNet, FUNSD, and SROIE evaluate FRAGMENT alongside representative autoregressive, layout-only, and graph-based baselines, providing an empirical analysis of the characteristics and trade-offs of the proposed factorized graph generation framework.
Collecting robot hand-object interaction data is costly and embodiment-specific, yet abundant human-object videos remain unusable for robot training. We present RoboEdit, a human-to-robot video editing suite that transforms human manipulation videos into action-consistent, physically plausible robot videos with aligned 3D hand states. To enable scalable supervision, we introduce RoboEdit-ADC, an automatic pipeline that reconstructs and retargets 3D interactions from RGB videos across embodiments. This pipeline generates RoboEdit-14M, a large-scale dataset of 174K aligned video pairs (14M frames) spanning seven robot embodiments, diverse scenes, and interaction types. The core editing engine, RoboEdit-Trans, employs cross-embodiment adaptation modules to preserve temporal coherence while adapting appearance and motion. It further integrates a 3D Robot-State Decoder to recover per-frame hand states for structured motion supervision. Experiments show that RoboEdit achieves state-of-the-art editing quality and supports downstream robot control policies in real-world manipulation tasks. Ultimately, the RoboEdit suite unlocks the vast potential of unlabeled human videos, providing scalable, high-fidelity visual and 3D motion supervision for generalizable robot learning.
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Collecting robot hand-object interaction data is costly and embodiment-specific, yet abundant human-object videos remain unusable for robot training. We present RoboEdit, a human-to-robot video editing suite that transforms human manipulation videos into action-consistent, physically plausible robot videos with aligned 3D hand states. To enable scalable supervision, we introduce RoboEdit-ADC, an automatic pipeline that reconstructs and retargets 3D interactions from RGB videos across embodiments. This pipeline generates RoboEdit-14M, a large-scale dataset of 174K aligned video pairs (14M frames) spanning seven robot embodiments, diverse scenes, and interaction types. The core editing engine, RoboEdit-Trans, employs cross-embodiment adaptation modules to preserve temporal coherence while adapting appearance and motion. It further integrates a 3D Robot-State Decoder to recover per-frame hand states for structured motion supervision. Experiments show that RoboEdit achieves state-of-the-art editing quality and supports downstream robot control policies in real-world manipulation tasks. Ultimately, the RoboEdit suite unlocks the vast potential of unlabeled human videos, providing scalable, high-fidelity visual and 3D motion supervision for generalizable robot learning.
作者Ruiqi Zhang, Hao Zhu, Wenhao Zhang, Qi Zhang, Junqi Shi, Ming Lu, Xun Cao, Zhan Ma
Single-image rephotography aims to synthesize new shots of a scene from a single reference image with specified viewpoints, focal lengths, and photographic effects, which are intrinsically coupled in imaging. Existing methods typically treat these factors separately and struggle under joint control: novel-view synthesis may introduce geometric distortions under focal-length changes, while super-resolution and instruction-guided editing remain confined to 2D and cannot reliably extend detail restoration or appearance control to novel viewpoints. We attribute these limitations to imperfect single-image 3D reconstruction and the sampling limit of continuous focal-length enlargement. To reduce projection bias from geometric errors, we use implicitly transformed foundation-model features for robust target-view guidance. We further formulate focal-length enlargement as a geometry-guided super-resolution problem and exploit generative detail priors to recover details lost during sparse 3D resampling. Built on this 3D-aware generative backbone, we lift photographic-effect control from 2D filtering to 3D-aware appearance editing, preserving content consistency across viewpoints and focal lengths. These components form ReX-Shot, a geometry- and camera-grounded generative framework for single-image rephotography. To our knowledge, ReX-Shot is the first unified framework to jointly control viewpoint, focal length, and parameterized photographic effects from a single image. Experiments show that ReX-Shot outperforms representative baselines across all three controls while enabling near-real-time interactive rephotography.
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Single-image rephotography aims to synthesize new shots of a scene from a single reference image with specified viewpoints, focal lengths, and photographic effects, which are intrinsically coupled in imaging. Existing methods typically treat these factors separately and struggle under joint control: novel-view synthesis may introduce geometric distortions under focal-length changes, while super-resolution and instruction-guided editing remain confined to 2D and cannot reliably extend detail restoration or appearance control to novel viewpoints. We attribute these limitations to imperfect single-image 3D reconstruction and the sampling limit of continuous focal-length enlargement. To reduce projection bias from geometric errors, we use implicitly transformed foundation-model features for robust target-view guidance. We further formulate focal-length enlargement as a geometry-guided super-resolution problem and exploit generative detail priors to recover details lost during sparse 3D resampling. Built on this 3D-aware generative backbone, we lift photographic-effect control from 2D filtering to 3D-aware appearance editing, preserving content consistency across viewpoints and focal lengths. These components form ReX-Shot, a geometry- and camera-grounded generative framework for single-image rephotography. To our knowledge, ReX-Shot is the first unified framework to jointly control viewpoint, focal length, and parameterized photographic effects from a single image. Experiments show that ReX-Shot outperforms representative baselines across all three controls while enabling near-real-time interactive rephotography.
Audio-driven lip synchronization manipulates the mouth region of a talking-face video to match the driving audio while preserving head pose, identity, and background. Although the task is inherently local editing, prevailing approaches reconstruct the entire lower face with heavy GAN- or diffusion-based decoders, incurring substantial latency and, more critically, hallucinating intra-oral details such as teeth and lip wrinkles instead of preserving authentic textures. We contend that the bottleneck in identity preservation is not the scarcity of reference frames, but the lack of a mechanism that faithfully transfers the genuine textures they already contain. We therefore present EfficientSync, a real-time deformation-based framework that retains reference textures rather than resynthesizing them. First, the Dynamic Texture Mixer reformulates multi-reference fusion as channel-wise selection, evaluating each spatially aligned reference in a global context and aggregating them by channel-wise weighted summation, preserving textural integrity at low cost. Second, Spatio-Temporal Shifted Adaptive Masking decomposes the source frame into lip-generation conditions and an independent background prior, suppressing lower-face leakage while blending the synthesized mouth seamlessly into the background. Third, STAR Sampling, a zero-overhead pre-processing step, retrieves the sharpest and most topologically diverse reference frames. Experiments on HDTF and VFHQ show state-of-the-art visual quality and identity preservation at 166 FPS on a single GPU. Video demos: https://alunaticat.github.io/EfficientSync/index.html.
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Audio-driven lip synchronization manipulates the mouth region of a talking-face video to match the driving audio while preserving head pose, identity, and background. Although the task is inherently local editing, prevailing approaches reconstruct the entire lower face with heavy GAN- or diffusion-based decoders, incurring substantial latency and, more critically, hallucinating intra-oral details such as teeth and lip wrinkles instead of preserving authentic textures. We contend that the bottleneck in identity preservation is not the scarcity of reference frames, but the lack of a mechanism that faithfully transfers the genuine textures they already contain. We therefore present EfficientSync, a real-time deformation-based framework that retains reference textures rather than resynthesizing them. First, the Dynamic Texture Mixer reformulates multi-reference fusion as channel-wise selection, evaluating each spatially aligned reference in a global context and aggregating them by channel-wise weighted summation, preserving textural integrity at low cost. Second, Spatio-Temporal Shifted Adaptive Masking decomposes the source frame into lip-generation conditions and an independent background prior, suppressing lower-face leakage while blending the synthesized mouth seamlessly into the background. Third, STAR Sampling, a zero-overhead pre-processing step, retrieves the sharpest and most topologically diverse reference frames. Experiments on HDTF and VFHQ show state-of-the-art visual quality and identity preservation at 166 FPS on a single GPU. Video demos: https://alunaticat.github.io/EfficientSync/index.html.
Using reinforcement learning to post-train joint video-audio generation models requires a reward signal. Existing methods construct this reward by combining metrics for individual quality dimensions, including audio quality, visual fidelity, and synchronization. However, these metrics evaluate perceptual dimensions separately and fail to capture the overall semantic and temporal coherence among the text prompt, video, and audio that shapes human preferences. Optimizing models against these metrics encourages reward hacking, generating video-audio content that achieves high scores on these metrics yet appears incoherent or unfaithful to human viewers. To address this problem, we first construct a large-scale human-preference dataset VAPref-10K for joint video-audio generation, comprising 9K prompts and 10.3K fine-grained paired comparisons from open-source generation models. We also introduce the VA-Judger-Bench benchmark with both in-domain and out-of-domain model comparisons to evaluate whether reward models truly align with human preferences. We further propose VA-Judger, a chain-of-thought omni-reward model for joint video-audio generation. In particular, VA-Judger first learns from pairs with clear quality gaps to establish structured output and coarse preference discrimination, then distills reliable preference explanations for harder near-quality comparisons via rejection sampling verified against human annotations, and finally performs dimension-wise reinforcement learning that decomposes human feedback into individual quality dimensions for denser reward signals than a single binary preference label. Experiments show that VA-Judger outperforms metric baselines in predicting human preferences on both in-domain and out-of-domain evaluations. Using its human-aligned rewards for post-training audio-video generation model also yields significant improvements in generation quality.
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Using reinforcement learning to post-train joint video-audio generation models requires a reward signal. Existing methods construct this reward by combining metrics for individual quality dimensions, including audio quality, visual fidelity, and synchronization. However, these metrics evaluate perceptual dimensions separately and fail to capture the overall semantic and temporal coherence among the text prompt, video, and audio that shapes human preferences. Optimizing models against these metrics encourages reward hacking, generating video-audio content that achieves high scores on these metrics yet appears incoherent or unfaithful to human viewers. To address this problem, we first construct a large-scale human-preference dataset VAPref-10K for joint video-audio generation, comprising 9K prompts and 10.3K fine-grained paired comparisons from open-source generation models. We also introduce the VA-Judger-Bench benchmark with both in-domain and out-of-domain model comparisons to evaluate whether reward models truly align with human preferences. We further propose VA-Judger, a chain-of-thought omni-reward model for joint video-audio generation. In particular, VA-Judger first learns from pairs with clear quality gaps to establish structured output and coarse preference discrimination, then distills reliable preference explanations for harder near-quality comparisons via rejection sampling verified against human annotations, and finally performs dimension-wise reinforcement learning that decomposes human feedback into individual quality dimensions for denser reward signals than a single binary preference label. Experiments show that VA-Judger outperforms metric baselines in predicting human preferences on both in-domain and out-of-domain evaluations. Using its human-aligned rewards for post-training audio-video generation model also yields significant improvements in generation quality.
Automating graphic design synthesis from user-provided elements requires both a coherent overall composition and the exact preservation of each asset. Existing methods predict a layout as explicit bounding-box coordinates with a language model and then paste the assets into it, which separates spatial planning from visual synthesis and tends to produce rigid, mis-scaled compositions. We instead ask whether the layout can emerge implicitly inside a pretrained image-editing diffusion transformer. We present Mise-en-Scène, a two-stage framework. In the first stage, a diffusion transformer adapted with a small, knockout-selected LoRA drafts a complete design in which the arrangement of the elements emerges jointly with the rendered canvas. In the second stage, a deterministic match-and-place step moves the original high-resolution assets to the drafted positions, which guarantees exact asset fidelity and yields an editable, layered design that a designer can keep refining rather than a flat image. Notably, a minimal adaptation of the pretrained transformer already suffices, without the specialized conditioning machinery commonly introduced for multi-element generation. On the large-scale PrismLayersPlus benchmark, the designs produced by Mise-en-Scène are the closest to the ground truth in perceived quality among all compared methods, by a wide margin over both an LLM layout planner and a specialized layout transformer, while our match-and-place stage bridges the remaining fidelity gap to the ground-truth composites.
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Automating graphic design synthesis from user-provided elements requires both a coherent overall composition and the exact preservation of each asset. Existing methods predict a layout as explicit bounding-box coordinates with a language model and then paste the assets into it, which separates spatial planning from visual synthesis and tends to produce rigid, mis-scaled compositions. We instead ask whether the layout can emerge implicitly inside a pretrained image-editing diffusion transformer. We present Mise-en-Scène, a two-stage framework. In the first stage, a diffusion transformer adapted with a small, knockout-selected LoRA drafts a complete design in which the arrangement of the elements emerges jointly with the rendered canvas. In the second stage, a deterministic match-and-place step moves the original high-resolution assets to the drafted positions, which guarantees exact asset fidelity and yields an editable, layered design that a designer can keep refining rather than a flat image. Notably, a minimal adaptation of the pretrained transformer already suffices, without the specialized conditioning machinery commonly introduced for multi-element generation. On the large-scale PrismLayersPlus benchmark, the designs produced by Mise-en-Scène are the closest to the ground truth in perceived quality among all compared methods, by a wide margin over both an LLM layout planner and a specialized layout transformer, while our match-and-place stage bridges the remaining fidelity gap to the ground-truth composites.
Recent advances in generative video models have enabled camera-controlled world video generation, allowing models to synthesize videos under user-defined camera trajectories. However, existing video quality assessment (VQA) methods are mainly developed for natural videos and fail to capture the unique perceptual characteristics of camera-controlled generation, such as viewpoint consistency, motion coherence, and content preservation. In this work, we introduce CamWorldQA, the first benchmark for perceptual quality assessment of camera-controlled world video generation. CamWorldQA contains 720 generated videos produced by 6 representative generation methods from 20 diverse source videos under 6 camera trajectories, where each video is annotated with a human-rated perceptual quality score through subjective experiments. Furthermore, we propose CWQA, a no-reference quality assessment network with three complementary branches that extract spatial features, temporal motion features and optical flow features to jointly predict quality scores. Extensive experiments demonstrate that CWQA achieves superior performance over existing quality assessment methods on the CamWorldQA dataset.
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Recent advances in generative video models have enabled camera-controlled world video generation, allowing models to synthesize videos under user-defined camera trajectories. However, existing video quality assessment (VQA) methods are mainly developed for natural videos and fail to capture the unique perceptual characteristics of camera-controlled generation, such as viewpoint consistency, motion coherence, and content preservation. In this work, we introduce CamWorldQA, the first benchmark for perceptual quality assessment of camera-controlled world video generation. CamWorldQA contains 720 generated videos produced by 6 representative generation methods from 20 diverse source videos under 6 camera trajectories, where each video is annotated with a human-rated perceptual quality score through subjective experiments. Furthermore, we propose CWQA, a no-reference quality assessment network with three complementary branches that extract spatial features, temporal motion features and optical flow features to jointly predict quality scores. Extensive experiments demonstrate that CWQA achieves superior performance over existing quality assessment methods on the CamWorldQA dataset.
Fine-grained control over continuous semantic attributes of 3D objects is essential for 3D content creation, but is not well supported by conventional 3D modeling workflows or prompt-based interaction with existing generative AI tools. While slider-based methods have proven effective for fine-grained semantic control in 2D image generation, no equivalent approach exists for 3D. Extending these 2D methods to 3D is non-trivial due to challenges unique to 3D, including geometric integrity and cross-view coherence. We present SemanticSlider3D, a technique for continuous semantic attribute editing of 3D objects that requires no per-attribute training. Given a user-specified attribute, our pipeline constructs a semantic editing direction in the latent space of a state-of-the-art 3D generation model, presenting a diverse and coherent spectrum of 3D variations. A technical validation on a dataset of 50 3D object-attribute pairs shows our method was preferred by all five human assessors across variation range, consistency, 3D object quality, and attribute disentanglement, over a baseline combining a 2D slider with an image-to-3D model. An exploratory study with six participants demonstrates that SemanticSlider3D supported decision-making in 3D prototyping and was perceived as a valuable addition to existing workflows.
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Fine-grained control over continuous semantic attributes of 3D objects is essential for 3D content creation, but is not well supported by conventional 3D modeling workflows or prompt-based interaction with existing generative AI tools. While slider-based methods have proven effective for fine-grained semantic control in 2D image generation, no equivalent approach exists for 3D. Extending these 2D methods to 3D is non-trivial due to challenges unique to 3D, including geometric integrity and cross-view coherence. We present SemanticSlider3D, a technique for continuous semantic attribute editing of 3D objects that requires no per-attribute training. Given a user-specified attribute, our pipeline constructs a semantic editing direction in the latent space of a state-of-the-art 3D generation model, presenting a diverse and coherent spectrum of 3D variations. A technical validation on a dataset of 50 3D object-attribute pairs shows our method was preferred by all five human assessors across variation range, consistency, 3D object quality, and attribute disentanglement, over a baseline combining a 2D slider with an image-to-3D model. An exploratory study with six participants demonstrates that SemanticSlider3D supported decision-making in 3D prototyping and was perceived as a valuable addition to existing workflows.
Training-free block-sparse attention can accelerate video transformers, but row-wise attention concentration does not by itself specify an executable sparse operator. Queries sharing a block route may have poorly overlapping supports, while retained attention mass alone does not determine the post-softmax error from skipped interactions. We show that partition geometry affects both pooled support and the predictability of the remaining residual from the sparse output. We introduce SparsePR, which combines Response-Coupled Partitioning with Probe-Fitted Residual Reconstruction. Sampled-query key responses form paired K/V groups, whose centroids induce query-response coordinates for shared routing. A small set of exact query rows then calibrates a call-specific affine correction from the sparse output within the output subspace observed in the probe residuals. Across four heterogeneous video generation and world models, SparsePR consistently reduces attention-reconstruction error. Ablations show that probe fitting accounts for most of this reduction, while response-coupled partitioning lowers hard-drop error and improves reconstruction under a finite probe budget. SparsePR preserves generation quality at 22.0-26.0% realized executed-pair density while achieving 1.48x-2.61x end-to-end speedups. Project page: https://pardistaghavi.github.io/SparsePR-website/
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Training-free block-sparse attention can accelerate video transformers, but row-wise attention concentration does not by itself specify an executable sparse operator. Queries sharing a block route may have poorly overlapping supports, while retained attention mass alone does not determine the post-softmax error from skipped interactions. We show that partition geometry affects both pooled support and the predictability of the remaining residual from the sparse output. We introduce SparsePR, which combines Response-Coupled Partitioning with Probe-Fitted Residual Reconstruction. Sampled-query key responses form paired K/V groups, whose centroids induce query-response coordinates for shared routing. A small set of exact query rows then calibrates a call-specific affine correction from the sparse output within the output subspace observed in the probe residuals. Across four heterogeneous video generation and world models, SparsePR consistently reduces attention-reconstruction error. Ablations show that probe fitting accounts for most of this reduction, while response-coupled partitioning lowers hard-drop error and improves reconstruction under a finite probe budget. SparsePR preserves generation quality at 22.0-26.0% realized executed-pair density while achieving 1.48x-2.61x end-to-end speedups. Project page: https://pardistaghavi.github.io/SparsePR-website/
Animatable human avatars are routinely reconstructed from multi-view video under a silent assumption: that every pixel of a frame observes the same instant of the body's motion. Rolling-shutter (RS) sensors expose image rows sequentially, so within one frame the head and the feet of a moving person are separated by tens of milliseconds of articulated motion, and every scanline sees a different pose. Feeding such video to a state-of-the-art avatar bakes the distortion into the canonical representation, where it survives as shear and wobble under novel views and novel poses. Worse, every camera in a rig follows its own readout schedule, so the multi-view consistency that drives the reconstruction is violated even when the geometry is correct. We present RS-Avatar, which reconstructs a sharp, undistorted, animatable 3D Gaussian avatar directly from RS video. The formulation is minimal: a motion-aware avatar already renders the body at several sub-frame instants, and where a blur model averages those renderings, a rolling-shutter model composites them scanline by scanline. Changing that operator is the only modification required. On RS-ZJU, a benchmark we build from ZJU-MoCap, this improves novel-view synthesis over training as if the frames were instantaneous, on every subject. A motion-aware blur model built on the same sub-frame machinery does not transfer, and in fact falls below the shutter-oblivious baseline: the machinery is reusable, the operator is not.
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Animatable human avatars are routinely reconstructed from multi-view video under a silent assumption: that every pixel of a frame observes the same instant of the body's motion. Rolling-shutter (RS) sensors expose image rows sequentially, so within one frame the head and the feet of a moving person are separated by tens of milliseconds of articulated motion, and every scanline sees a different pose. Feeding such video to a state-of-the-art avatar bakes the distortion into the canonical representation, where it survives as shear and wobble under novel views and novel poses. Worse, every camera in a rig follows its own readout schedule, so the multi-view consistency that drives the reconstruction is violated even when the geometry is correct. We present RS-Avatar, which reconstructs a sharp, undistorted, animatable 3D Gaussian avatar directly from RS video. The formulation is minimal: a motion-aware avatar already renders the body at several sub-frame instants, and where a blur model averages those renderings, a rolling-shutter model composites them scanline by scanline. Changing that operator is the only modification required. On RS-ZJU, a benchmark we build from ZJU-MoCap, this improves novel-view synthesis over training as if the frames were instantaneous, on every subject. A motion-aware blur model built on the same sub-frame machinery does not transfer, and in fact falls below the shutter-oblivious baseline: the machinery is reusable, the operator is not.
Joint-Embedding Predictive Architectures (JEPAs) learn world models by predicting future embeddings, but the objective admits a trivial solution of a constant encoder, so every practical system adds an anti-collapse mechanism (LeCun, 2022; Assran et al., 2023; Bardes et al., 2022; 2024). LeWorldModel (LeWM) prevents collapse with SIGReg, a regularizer that forces the latent distribution to match an isotropic Gaussian: the representation is stabilized by prescribing what it must look like, independently of the environment it models. We argue that the anti-collapse pressure can instead come from the transition data itself. Action-Contrastive Masked Transition Modeling (AC-MTM) keeps LeWM's forward latent-prediction objective and adds a training-only inverse-dynamics head trained with Action-NCE: each latent transition must identify the action that produced it among the other actions in the batch, a discrimination task that a collapsed encoder provably fails. The inverse branch is discarded after training, leaving test-time encoding, forward prediction, planning, and compute identical to LeWM. On four standard pixel-control tasks under a matched planning protocol, AC-MTM trains stably from scratch and matches SIGReg on average. On the harder multi-object OGBench Visual Scene task, results are consistent with the prescribed geometry becoming a bottleneck: AC-MTM reaches 80.0$\pm$2.0% success versus 58.0$\pm$2.0% for SIGReg, improving by 20-24 points in each training seed. A single 50-episode random-policy run gives a 52% baseline estimate. Contrastive inverse dynamics thus provides a distribution-free anti-collapse signal that requires no target network, stop-gradient, pretrained encoder, or reconstruction objective, and we characterize the action-space and observability assumptions under which it holds. We make our code available at https://github.com/jackboyla/action-contrastive-jepa
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Joint-Embedding Predictive Architectures (JEPAs) learn world models by predicting future embeddings, but the objective admits a trivial solution of a constant encoder, so every practical system adds an anti-collapse mechanism (LeCun, 2022; Assran et al., 2023; Bardes et al., 2022; 2024). LeWorldModel (LeWM) prevents collapse with SIGReg, a regularizer that forces the latent distribution to match an isotropic Gaussian: the representation is stabilized by prescribing what it must look like, independently of the environment it models. We argue that the anti-collapse pressure can instead come from the transition data itself. Action-Contrastive Masked Transition Modeling (AC-MTM) keeps LeWM's forward latent-prediction objective and adds a training-only inverse-dynamics head trained with Action-NCE: each latent transition must identify the action that produced it among the other actions in the batch, a discrimination task that a collapsed encoder provably fails. The inverse branch is discarded after training, leaving test-time encoding, forward prediction, planning, and compute identical to LeWM. On four standard pixel-control tasks under a matched planning protocol, AC-MTM trains stably from scratch and matches SIGReg on average. On the harder multi-object OGBench Visual Scene task, results are consistent with the prescribed geometry becoming a bottleneck: AC-MTM reaches 80.0$\pm$2.0% success versus 58.0$\pm$2.0% for SIGReg, improving by 20-24 points in each training seed. A single 50-episode random-policy run gives a 52% baseline estimate. Contrastive inverse dynamics thus provides a distribution-free anti-collapse signal that requires no target network, stop-gradient, pretrained encoder, or reconstruction objective, and we characterize the action-space and observability assumptions under which it holds. We make our code available at https://github.com/jackboyla/action-contrastive-jepa
Chart editing requires inferring and modifying visualization code from a reference chart image based on an editing instruction, challenging fine-grained visual reasoning, instruction following, and executable code synthesis capabilities of MLLMs. Large reasoning models (LRMs) with extended Chain-of-Thought (CoT) reasoning are suitable for tackling such complex multimodal tasks. However, our preliminary study reveals an ``inverted-U'' relationship between reasoning length and chart-editing performance: Excessive reasoning often leads to ``overthinking,'' where models drift toward hallucinated visual details or get stuck in redundant reasoning loops. To address the gap, we introduce REChart, a two-stage training framework that provides process-level supervision over intermediate reasoning steps, improving both editing fidelity and reasoning efficiency. First, we synthesize 200k high-quality reasoning trajectories for supervised fine-tuning from a large image-instruction-code pool, using a role-specialized agentic Reason-Score-Refine workflow that iteratively refine the chart code toward higher quality. Second, we optimize the model via reinforcement learning with two complementary rewards: a fidelity reward evaluating code correctness, visual fidelity, and structural consistency, and an efficiency reward that assigns each rollout a random thinking budget, truncates the reasoning process, and credits the final reasoning segment according to its contribution to the output. On the ChartEdit and ChartMIMIC benchmarks, our model achieves state-of-the-art chart-editing performance among open-source models of comparable scale, while mitigating overthinking and reducing average reasoning token usage by 79.0% under a maximum thinking budget of 16,384 tokens compared with the base model.
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Chart editing requires inferring and modifying visualization code from a reference chart image based on an editing instruction, challenging fine-grained visual reasoning, instruction following, and executable code synthesis capabilities of MLLMs. Large reasoning models (LRMs) with extended Chain-of-Thought (CoT) reasoning are suitable for tackling such complex multimodal tasks. However, our preliminary study reveals an ``inverted-U'' relationship between reasoning length and chart-editing performance: Excessive reasoning often leads to ``overthinking,'' where models drift toward hallucinated visual details or get stuck in redundant reasoning loops. To address the gap, we introduce REChart, a two-stage training framework that provides process-level supervision over intermediate reasoning steps, improving both editing fidelity and reasoning efficiency. First, we synthesize 200k high-quality reasoning trajectories for supervised fine-tuning from a large image-instruction-code pool, using a role-specialized agentic Reason-Score-Refine workflow that iteratively refine the chart code toward higher quality. Second, we optimize the model via reinforcement learning with two complementary rewards: a fidelity reward evaluating code correctness, visual fidelity, and structural consistency, and an efficiency reward that assigns each rollout a random thinking budget, truncates the reasoning process, and credits the final reasoning segment according to its contribution to the output. On the ChartEdit and ChartMIMIC benchmarks, our model achieves state-of-the-art chart-editing performance among open-source models of comparable scale, while mitigating overthinking and reducing average reasoning token usage by 79.0% under a maximum thinking budget of 16,384 tokens compared with the base model.