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10月20日周二
  1. arXiv · 创作 Agent 与装配

    PVBench: Quantifying Physical Plausibility in Video Generation with Object-Level Physical Measurements

    Recent video generation models produce visually compelling outputs, yet their physical plausibility remains poorly measured. Physical plausibility asks whether generated objects obey geometry, kinematics, dynamics, and conservation laws. Existing benchmarks rely on coarse visual-language model judgments or target embodied world models rather than video generation itself. We introduce PVBench, a physical video benchmark that quantitatively measures the plausibility of generated videos across 46 dimensions organized into seven domains, spanning: i) instruction and semantic fidelity, ii) behavioral and causal consistency, iii) perceptual and temporal quality, iv) geometric and spatial consistency, v) material properties and field states, vi) kinematic and spatiotemporal persistence, vii) and mechanical plausibility with conservation laws. PVBench comprises 600 carefully crafted prompts, of which 30% involve physical embodied agents such as robot arms, humanoids, quadrupeds, and multi-agent systems. For challenging physically tractable dimensions, it pairs each with specialized vision models that derive verifiable, physically grounded measurements, such as object-level 6D pose, metric scale, surface normals, kinematics, and numerical conservation-law residuals. It thus avoids relying solely on subjective scoring, while supporting both text-to-video and image-to-video generation. Finally, we validate the agreement between automatic metrics and human judgments through human evaluation. Meanwhile, we evaluate mainstream open-source and closed-source models and present several insights. By releasing the benchmark, prompts, and calibration protocol, we aim to foster physically grounded video generation.

10月19日周一
  1. arXiv · 创作 Agent 与装配

    BetaMem: Learning to Remember a Changing World for Embodied Agents

    Long-horizon embodied agents face temporal confusion and incomplete or distorted records, recurring errors from fixed memory rules, and growing storage and retrieval costs. We present BetaMem, a framework for building and evolving traceable long-term memory through six linked layers: working, spatial, entity, episodic, experiential, and procedural memory. A dual-level write contract constrains operation executability and source support for content: supervised fine-tuning learns compliant memory operations, while reinforcement learning combines repeated sampling with teacher verification of the original observations to reward complete, accurate records and penalize omissions, distortion, and unsupported content. We formulate failure-driven policy recursive self-improvement through diagnosis along the causal sequence of memory operations and local rule repairs gated by independent replay. Atomic tools frame storage, updates, retrieval, and forgetting as cost-utility allocation under storage and read budgets. Using the open-source Qwen3.5-9B model for memory generation, BetaMem achieves overall scores of 48.08% on M3-Bench-robot, 92.08% on LoCoMo, 72.6% on OpenEQA EM-EQA, and 62.4% on EgoLifeQA, the highest among the listed memory methods under their respective evaluation protocols. Training the model for memory generation raises the contract pass rate from 50.9% to 86.2% while reducing output tokens per stored action by 47.3%. A separate Qwen3-VL-8B-Instruct evaluation on EMem-Bench achieves an average success rate of 38.4% and an average error recurrence rate of 24.9%. We perform best among evaluated methods using comparably sized open-source models. Category results show that we have advantages in integrating information across observations, recalling events over long histories, and inferring personal habits.

  2. arXiv · 资产数据集与许可

    Local data augmentation for imbalanced binary classification

    Facing imbalanced binary classification, we aim at maximizing the recall while limiting the proportion of false detections in the minority class. For doing that, the present work studies the effect of several rebalancing strategies, from the uniform subsampling of the observations from the minority class, to a more involved local data augmentation scheme. To be more specific, we establish that only rebalancing class proportions cannot modify the classification performance, whereas local data augmentation is proved to have an impact on the final results. The local augmentation scheme is introduced by means of a two-step procedure. The first step randomly subsamples anchor points among the training observations. These anchor points are used in the second step, for drawing new augmentation data following an ''augmentation kernel'' to be specified. This enables us to decouple the impact of the anchor points subsampling from the one of drawing augmentation data accounting (or not) for the local geometry of the support. The experiments on synthetic data illustrate the practical performance of several strategies for subsampling anchor points combined with either a Gaussian or a diffusion-based augmentation kernel. Compared to SMOTE-like data augmentation procedures, a better performance is achieved when subsampling in the close neighborhood to the classification boundary combined with a Gaussian augmentation kernel. Furthermore in specific settings where the geometric structure of the support matters, the experimental results show that using a diffusion-based augmentation kernel outperforms the Gaussian one.

  3. arXiv · 角色动作与重定向

    Streaming Multi-Track Timeline Control for 3D Human Motion Generation

    Text-driven human motion generation has advanced substantially, yet most methods assume instructions are available before synthesis. Interactive applications require responding to new instructions while continuing ongoing actions, such as answering a phone while walking. Existing approaches address streaming generation or simultaneous composition without explicitly combining streaming instruction arrival with independently timed, overlapping actions. We introduce streaming multi-track timeline control and propose TimelineControl to incorporate new instructions alongside ongoing actions. Interval-aware conditioning preserves instruction timing, while causal part-structured representations and part-aware denoising coordinate concurrent actions across body regions. We also construct TimelineMotion, a dataset with overlapping instruction intervals and body-part annotations. Experiments on TimelineMotion and MTT demonstrate improved semantic alignment and temporal adherence over evaluated streaming baselines, including models retrained on the same data. Ablations and human evaluations validate our design, complemented by spatial conditioning and humanoid execution demonstrations. Our code, data and models will become publicly available.

  4. arXiv · 资产数据集与许可

    Not All Similarity Is Leakage: Distribution-Aware Identity Leakage Assessment in Synthetic Face Datasets

    Synthetic data provides the means for more ethical and less biased facial recognition. Nonetheless, the limitations of generative models and the conditioning process they rely on pose a risk of identity leakage, resulting in synthetic samples that are overly similar to those seen in a generator's training set, mitigating privacy benefits. In this work, we show that previously proposed approaches are affected by two key limitations: high classifier dependence and a tendency to identify leakage with respect to real datasets that were not used in training. To address these shortcomings, we propose a novel metric called Scaled Overlap (SO), which adapts a non-parametric data-copying test for facial recognition and extends it to the identity level. By leveraging a multi-model setup that compensates for errors in individual classifiers, it provides insights into the true strength of identity leakage. Our analysis identifies leaking datasets (CemiFace, SFace2, IDNet) with the most acute leakage introduced by generative model conditioning in CemiFace, demonstrates that real datasets do not contribute equally to generator training, and shows that the majority of synthetic images are drawn from multiple identities rather than relying on a single identity. Ultimately, our study provides new insights into the quality of synthetic datasets and gives more reliable techniques to help the community ensure the trustworthiness of synthetic data.

  5. arXiv · 资产数据集与许可

    FinSafeGuard: A Quality-Driven Synthetic Dataset for Financial AI Safety

    Generating high-quality synthetic datasets at scale remains a fundamental challenge for training specialized AI systems in data-scarce domains. We present a comprehensive methodology that produces 14.3 million quality-filtered synthetic training examples from a structured taxonomy of 632,000 scenario specifications. Our four-stage pipeline ad- dresses critical challenges in synthetic data quality, diversity, and realism through: (1) systematic pre-generation research establishing optimal generation parameters via diminishing returns analysis, (2) conditional auto evolution mechanisms that remediate low-diversity batches during generation, (3) a two-layer semantic deduplication architecture combining lexical and embedding-based methods, and (4) LLM-as-Judge quality evaluation filtering samples based on behavioral correctness and tuple fidelity. Empirical analysis across three domains (Banking, Insurance, Financial Services) demonstrates domain-specific deduplication patterns ranging from 9.9% to 40.6%, with output generation modes exhibiting highest redundancy. Our batch size optimization reveals mode-specific diversity saturation thresholds, enabling principled allocation strategies. The complete pipeline reduces 26.4M raw samples to 14.3M high-confidence examples through merge (20.9% reduction), semantic deduplication (18.7% reduction), and quality-based filtering (15.9% reduction), providing a reproducible framework for domain-specific synthetic data generation with rigorous quality control.

  6. arXiv · 创作 Agent 与装配

    EmbodiedWorld-200K: Toward Embodied World Agents via Embodied-Planning Dataset and Interactive World Models

    Building embodied agents that can perceive, reason, and act across diverse 3D worlds is a central research direction toward artificial general intelligence. Yet most existing work remains confined to specific tasks in a single scene and transfers poorly to new environments, leaving general embodied agents for open-world settings under-explored. We refer to such agents as Embodied World Agents (EWAs), whose defining property is the ability to understand diverse visual environments and execute general actions in open-world conditions. To advance EWA research, we study open-world embodied navigation-planning and release EmbodiedWorld-200K, a large-scale dataset of over 200K samples spanning diverse scenes. Each example is equipped with multi-level annotations, ranging from low-level camera-motion trajectories to high-level semantic instructions. The dataset also provides unified evaluation splits and task-specific metrics, supporting offline pretraining and fair evaluation of EWAs. Beyond offline supervision, a defining characteristic of an EWA is its interaction with the environment; training solely on offline data is therefore insufficient, especially for generalizing to scenes not covered in the training distribution. Building dedicated real interactive environments, however, is often prohibitively expensive. To address this, we propose a novel training scheme that employs a video world model as a low-cost environment proxy and performs interactive reinforcement-learning (RL) post-training of the EWA within it. Empirically, pretraining on EmbodiedWorld-200K substantially improves the open-world embodied planning ability of the EWA, and further RL post-training inside a world model yields clear gains on out-of-distribution scenes. The dataset, baseline checkpoints, and training and evaluation code are available at https://xiaokunfeng.github.io/EmbodiedWorld-200K/.

  7. arXiv · 渲染、神经场与导出

    Rethinking Sparse-View 3D Gaussian Splatting: A Few-Shot Learning Perspective on Overfitting Prevention

    Sparse-view novel view synthesis (NVS) is essential for AR/VR and real-time communication applications, yet remains challenging when reconstructing 3D scenes from limited viewpoints. While 3D Gaussian Splatting (3DGS) excels in dense-view scenarios, it suffers from overfitting and geometry degradation under sparse inputs. Current approaches often tackle these problems from a local perspective, addressing either data quality or training regularization individually, lacking a unified and interpretable framework for systematic improvement. We introduce a new perspective that reframes sparse-view 3DGS from a few-shot learning viewpoint, treating each Gaussian primitive as a neuron and leveraging deep learning regularization techniques. Under this unified framework, our approach generates more effective supervision from scarce observations through two strategies: (1) data-related supervision enrichment via optical flow-guided pseudo-view synthesis and joint camera-scene optimization; and (2) training-time regularization via motion-aware dropout and early stopping, which suppress overfitting while preserving dynamic-scene stability. Extensive experiments on the SIGGRAPH Asia 2025 volumetric video challenge sparse-view dataset demonstrate significant improvements over state-of-the-art optimization-based and feed-forward baselines. Our system won first place in the sparse-view track of the SIGGRAPH Asia 2025 challenge.

  8. arXiv · 渲染、神经场与导出

    RxGS: Relightable Gaussian Stylization via BRDF Decomposition

    Reference-based 3D scene stylization transfers the appearance of a reference image onto a reconstructed 3D scene while preserving scene geometry. Recent methods perform this transfer by optimizing the appearance representation of neural scene models including Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS). These methods optimize an RGB appearance representation, in which a single per-point colour combines the effects of material reflectance, environment illumination, together with the shading it produces, and the viewing direction. When stylization modifies this combined colour, the illumination effects present during stylization are baked into the stored appearance, so the stylized scene cannot be rendered under different illumination. To address this limitation, we present RxGS, a relightable 3D scene stylization framework built on a Bidirectional Reflectance Distribution Function (BRDF)-aware 3D Gaussian representation. Rather than modifying a per-point RGB colour, RxGS optimizes only the diffuse albedo field recovered by inverse rendering, while leaving roughness, metallicity, surface normals, and the estimated environment lighting unchanged. As a result, the stylized scene keeps all the components a physically-based renderer needs other than the edited albedo, and can therefore still be relit. RxGS optimizes the albedo field using a nearest-neighbour feature matching loss together with a spatial smoothness prior over Gaussian centres. We evaluate the method using a Geometry Consistency Cost (GCC) based on optical-flow warping error. RxGS achieves the lowest GCC on all evaluated NeRF-Synthetic scenes and remains competitive on real-captured scenes, while additionally supporting relightable stylization, which existing reference-based 3D scene stylization methods do not provide.

  9. arXiv · 渲染、神经场与导出

    SpaRV: Sparse Radiance Voxels for Scalable Geometrically Consistent LiDAR-Visual Mapping and Rendering

    Robotic simulation, navigation, and inspection need photorealistic and geometrically accurate maps. Radiance fields achieve photorealism, but building them from robot data raises three challenges. A robot's trajectory serves its task, not reconstruction, so images from few viewpoints leave the geometry under-constrained. Residual errors in camera poses and intrinsics blur the map. The map's GPU memory grows with scene size, which limits its level of detail in large scenes. We present \textbf{SpaRV}, a \textbf{Spa}rse \textbf{R}adiance \textbf{V}oxel map rendered by differentiable ray marching, which lets irregular LiDAR scans supervise it alongside images. LiDAR depth and occupancy anchor the under-constrained geometry, and normal and smoothness regularizers keep it smooth between LiDAR points. To correct camera errors, SpaRV alternates map training with photometric optimization of the camera poses and focal lengths. To bound GPU memory in training and rendering, SpaRV holds one submap at a time at full resolution and the rest at coarser octree levels. Experiments show that SpaRV keeps the geometry consistent away from the captured trajectory and sharpens textures by optimizing the camera parameters. On one 24\,GB GPU, SpaRV reconstructs a university campus captured in 63{,}582 images and simulates other cameras and LiDARs. Our code will be released at \url{https://github.com/hku-mars/SpaRV}.

10月18日周日
  1. arXiv · 创作 Agent 与装配

    LateMatch: Breaking the Interaction Bottleneck via Cacheable Matching for Efficient Visual Localization

    Visual localization is critical for embodied agents, but deploying state-of-the-art deep feature matchers on edge devices is fundamentally limited by their massive computational cost. Standard deep matchers tightly interleave intra-image context building and inter-image matching at every layer, creating a severe interaction bottleneck. Localizing a single query against K database images forces the system to execute the full network K independent times with no capacity for caching. To break this bottleneck, we advocate for a paradigm shift toward cacheable image matching. We realize this paradigm with LateMatch, a versatile approach that restructures existing matchers by deferring inter-image interaction to their final layers. By isolating intra-image processing into offline-cacheable Context Blocks, only a small set of Interaction Blocks must be executed online. To further optimize LateMatch, we introduce E-SToRE (Entropy-guided Spatial Token Reduction and Expansion). E-SToRE leverages the decreasing Shannon entropy of the late Interaction Blocks to dynamically reduce token counts just prior to cross-image interaction. Evaluated across HPatches, ScanNet, MegaDepth, ETH-3D, and Aachen, LateMatch reduces effective computational cost by over 2x compared to standard deep matchers, while E-SToRE yields an additional 10% to 14% savings with negligible degradation in accuracy.

  2. arXiv · 渲染、神经场与导出

    MCSplat: Multi-View Photometric and Geometric Consistent Feed-Forward Gaussian Splatting for Driving Scenes

    Driving-scene reconstruction via feed-forward Gaussian splatting from sparse multi-view images remains challenging due to two factors. First, cross-camera photometric inconsistency, caused by variations in exposure, ISP, and illumination, can be incorrectly absorbed into Gaussian geometry. Second, unreliable local geometric supervision arises from normal-based constraints near depth discontinuities. To address these issues, we present \textbf{MCSplat}, a multi-view consistent feed-forward Gaussian splatting framework for driving scenes. MCSplat constructs a canonical appearance space from depth-guided multi-camera correspondences to decouple geometry learning from camera-specific appearance. A multi-scale Bilateral Grid Transformer restores raw camera appearance from canonical renderings, enabling photometric supervision without contaminating Gaussian geometry. To improve local geometric reliability, we estimate Fisher-information-based uncertainty from photometric sensitivity and use it to adaptively weight surface-oriented self-supervision. Extensive experiments demonstrate improved reconstruction quality and generalization across driving datasets. Geometry-oriented evaluations further reveal enhanced cross-view depth consistency and local surface-normal agreement, while qualitative results show fewer geometric artifacts and more coherent structures across overlapping views.

  3. arXiv · 资产数据集与许可

    Vision as Proprioception: Estimating Humanoid Robot Pose from Video

    Estimating a humanoid robot's internal state from video has a wide range of real-world applications but remains unexplored. During interactions with a robot, its onboard state information may be unavailable due to privacy, ownership, or communication constraints. Meanwhile, online and AI-generated robot videos provide rich sources of data but typically lack corresponding joint configurations, limiting their direct use in robot learning. To address these issues, we present HumanoidPose, a new framework that treats vision as proprioception to recover full-body joint configurations in world space from video alone. Specifically, we combine pretrained human-pose features with robot kinematics in a unified model that predicts each embodiment's joint configurations. We retarget human motions to sixteen different humanoid embodiments, enabling scalable learning entirely from synthetic data. To improve real-world generalization, we further leverage unlabeled online videos through self-training to develop a 2D robot-pose detector. In our evaluation, HumanoidPose improves joint-angle and joint-position accuracy over the evaluated baselines and reduces joint-angle error by 18-32% relative to the best-performing baseline on each of the three real humanoid platforms. We further show improved global localization and generalization to unseen embodiments. HumanoidPose enables visual understanding of other robots during interaction and extraction of robot motion from online and generated videos.

  4. arXiv · 创作 Agent 与装配

    Compile Once, Run Cheap: Frozen, Portable Skills for Embodied Agents, and What Recursive Self-Improvement Adds

    Embodied AI lacks the data-rich pretraining that gave language models their agents and skills, so new manipulation capability costs demonstrations per task or a frontier model in every episode. We study a third route: a strong general model acts only as an offline author that writes, runs, diagnoses and repairs a manipulation skill in simulation until it passes an exam on layouts drawn after freezing; the frozen skill then runs as code alone or under a cheap caller that reads only its description. We call this skill-level recursive self-improvement Skill-RSI and specify a compile protocol (isolated, audited author; hidden validation layouts; no-feedback and inherit-only controls; tamper-evident ledger) and a reuse protocol that runs the identical files with executors from another model family. On 7 RoboTwin 2.0 tasks with cluttered tables, Claude Code compiled 4 tasks into 7 frozen skills, 5 from a first draft needing only qualification, at USD 4.29-8.22 of author cost each (USD 55 per skill counting the 13 failed campaigns). The other three tasks did not compile in 18 campaigns, including five with GPT-6 and a pre-registered 150-layout run: on the hardest task every campaign scored 78-95 of 100 but had 3-16 safety aborts, failing the gate of 95% success with zero aborts; a 100-episode exam bounds an abort rate only to 3.6%. On hidden layouts, repair that inherits the previous version beat from-scratch rewriting in 8 of 8 controlled campaigns (sign test p = 0.004); an inherit-only lineage attributes most of the gap to inheritance, with development feedback adding a little (3 of 3, p = 0.125). Write-once campaigns found no detectable first-draft effect of practice (minimum detectable effect 14 points). The frozen skills kept 148/150 successes on new layouts with no model and 147/150 with a DeepSeek-flash caller at USD 0.00028-0.00054 per episode; no direct-control baseline was run.

  5. arXiv · 渲染、神经场与导出

    FineSplat: Fine Patches, Local Groups, Detailed Splats

    Feed-forward 3D Gaussian Splatting (3DGS) promises instant scene reconstruction with high-quality novel-view synthesis. Yet, fine-grained geometry and appearance remain difficult to recover, motivating us to revisit how feed-forward models represent, aggregate, and refine detailed visual information. We introduce FineSplat, a feed-forward 3DGS framework built around fine-grained image patches. Since global multi-view attention becomes prohibitively expensive at such high token resolutions, we develop a dual-grouping strategy that combines two complementary forms of locality: view-wise grouping enables efficient interaction among neighboring views, while 3D spatial grouping reconnects geometrically related tokens that may never have interacted under view-wise grouping by lifting them into the 3D scene space. We further leverage reconstruction error as direct feedback, providing an explicit rendering-based signal to recover fine-grained structures and appearance, thereby overcoming the limitations of one-pass feed-forward prediction. Finally, a compact Gaussian generation scheme preserves the benefits of fine-grained features without unnecessarily increasing the number of primitives. Together, these designs enable FineSplat to recover richer geometry and appearance while remaining efficient and compact, achieving state-of-the-art results by a substantial margin, under the same or smaller Gaussian budgets than existing methods.

  6. arXiv · 创作 Agent 与装配

    PRECOCIAL: Pretraining with Code Curriculums via Iterative Search for Accelerated Learning

    Fully synthetic pretraining data generated by symbolic programs can bootstrap downstream training on naturalistic tasks, such as language modeling, but the generating programs have so far been designed by hand. We introduce PRECOCIAL, a method for automatically optimizing programs that generate synthetic pretraining data. Starting from an initial generator program, an LLM iteratively rewrites the program, and each rewrite is scored by pretraining a randomly-initialized transformer on its data and fine-tuning it on the downstream task. Because every score requires training, PRECOCIAL keeps a single network for the entire search, continuing its pretraining for each accepted program instead of training a new network per candidate, making it significantly more efficient. On four language and code datasets, at a fixed fine-tuning budget, optimized programs reach lower perplexity than hand-designed curricula, published procedural generators, random program mutation and the program the LLM writes in the first iteration of the search, and reach the same perplexity as the hand-designed curricula with 9-33% fewer fine-tuning steps. PRECOCIAL also ends with lower perplexity than FunSearch and AlphaEvolve, which train a new network for every candidate, at the same number of evaluations and a lower cost. We also observe that an optimized program generator from one domain transfers to datasets in other domains. Additionally, optimized programs allow for better downstream performance on four different reasoning and problem-solving tasks.

  7. arXiv · 资产数据集与许可

    CasePlay: Self-Play Reinforcement Learning from Case Reports for Medical Reasoning

    Reinforcement learning (RL) is a promising way to improve the clinical reasoning abilities of large language models (LLMs), but current pipelines often rely on expert-labeled questions or costly synthetic-data generation. Meanwhile, the medical literature offers a wealth of high-quality unlabeled documents, including clinical case reports that trace the full clinical course from initial presentation to final treatment decisions. We study whether document-grounded self-play can convert these reports into effective RL training signals. We identify two challenges that limit existing self-play methods in this setting: knowledge-point fixation}, where the proposer repeatedly asks about a narrow set of salient clues in a source report, and difficulty-quality mismatch, where appropriately difficult questions may still be poorly formed or shallow, limiting their value for reasoner training. To address these challenges, we propose CasePlay, a self-play framework with two key components: (a) a Knowledge-Conditioned Proposer, which anchors question generation to case-specific knowledge points so that questions draw on a broader range of evidence from the source report; and (b) a Rubric-Judge Reasoner, which augments answer-accuracy feedback with rubric-based quality feedback on clue integration, reasoning depth, and option quality, guiding the proposer toward reasoning-intensive questions that better support reasoner training. Extensive experiments across seven medically related benchmarks demonstrate that CasePlay outperforms existing self-play baselines and improves the SFT warm-start model by 3.1 points on average, highlighted by a 6.3-point gain on LiveClin. This approach offers an effective path toward continually improving medical reasoning ability through self-play RL.

  8. arXiv · 创作 Agent 与装配

    DialogMem: Evaluating Dialogue-Grounded Embodied Memory in 3D Environments

    Embodied agents in human-centered environments require memory that integrates what they observe with what humans tell them over time. However, existing embodied memories are built primarily from visual experience, leaving open how dialogue with humans can be grounded in the objects encountered throughout that experience. We introduce DialogMem, a two-phase benchmark in which agents build memory from time-aligned streams of posed RGB-D observations and dialogue, and later use it for instance-level object navigation and question answering (QA). DialogMem provides 142 episodes across 27 real-world 3D scenes, with 14,193 QA pairs and 11,890 navigation instructions. We evaluate nine memory representations within a unified framework of memory formation, evidence retrieval, and reasoning for task outputs. In experiments, appending dialogue to visual memory at evaluation time substantially improves QA but yields negligible navigation gains, suggesting that relevant dialogue is present in memory but not grounded to specific objects. Controlled diagnostics show that navigation improves with link quality but falls short of ground-truth object-level memory even under perfect linking. Retrieving the correct object entry and recovering its spatial location remain further bottlenecks. These results identify three bottlenecks for dialogue-grounded embodied memory: grounding and organizing dialogue at object-level entries during formation, retrieving the correct entry, and localizing it accurately.

10月17日周六
  1. arXiv · 资产数据集与许可

    MESS: Multi-Exposure Sequence Synthesis for Generalizable Image Enhancement

    Despite the significant progress in image enhancement under adverse illuminations, such as low-light image enhancement, exposure correction, and backlit image enhancement, existing models show limited generalizability to different scenarios. A major bottleneck lies in the lack of large-scale and diverse training data, as these tasks typically rely on manually captured, precisely aligned image pairs that are expensive to scale up. Although synthetic data have been explored as an alternative, existing synthesis methods are limited in modeling complex adverse illumination conditions and camera imaging pipelines. To address this issue, we propose a novel framework to synthesize realistic training pairs for generalizable image enhancement in the wild. Specifically, we first derive multi-exposure sequences (MES) from high-bit RAW images by rendering them under different exposure settings through an emulated ISP pipeline. Using these RAW-derived MES as supervision, we train a diffusion-based RGB-to-MES generator to synthesize plausible exposure sequences from a single 8-bit RGB image, extending the synthesis pipeline from limited RAW collections to large-scale in-the-wild RGB data. For each source image, we randomly sample one synthesized exposure variant as the degraded input and use the original high-quality RGB image as the target. With the proposed MES Synthesis (MESS) approach, we construct a dataset of 500K training pairs and train a lightweight network, which demonstrates significantly better generalization performance than existing models across various image enhancement tasks. Code and data are available at https://github.com/PolyU-VCLab/MESS.

  2. arXiv · 角色动作与重定向

    MOMO: Human Motion from Moving Sounds

    Human responses to sound depend not only on its semantic content, but also on the evolving spatial relationship between source and listener, conveyed through spatial audio and its temporal dynamics. Modeling human reactions to such dynamic spatial audio is important for character animation, human behavior analysis, and robotics. As of yet, existing audio-driven motion generation methods primarily focus on non-spatial or static acoustic conditions, leaving this important problem largely underexplored. To bridge this gap, we formulate the novel task of dynamic spatial-audio-driven human motion generation and introduce two motion-captured datasets. We introduce the Dynamic Spatial Audio and Motion dataset (DySAM) as the first dataset and benchmark for this task, providing synchronized binaural audio, 3D human motions, and moving sound source trajectories. Given the importance of dynamic spatial cues of sound sources, we further provide the Dynamic Spatial Audio Localization dataset (DySAL), an auxiliary binaural localization dataset that pairs diverse acoustic events with head poses and moving source trajectories to support spatial audio perception. For benchmarking, we propose MOMO for human Motion generation from Moving Sounds, a diffusion-based framework guided by three coupled principles: localization, understanding, and generation. MOMO performs localization by estimating head-centric spatial direction cues of the moving source directly from raw binaural audio, avoiding reliance on ground-truth source coordinates. It performs understanding by extracting frame-wise audio-content representations, and performs generation by conditioning motion diffusion on both semantic features and dynamic spatial cues. Experiments show that MOMO outperforms existing baselines in motion fidelity, audio-motion alignment, and physical plausibility.

  3. arXiv · 资产数据集与许可

    Landmark-Free and Scale-Blind Multi-View Registration of Preoperative Liver Models to Intraoperative Surfaces

    Augmented-reality guidance in laparoscopic liver resection requires aligning preoperative 3D liver models from CT/MRI with intraoperative surfaces. Monocular reconstruction in most cases cannot guarantee scale, albeit rigid-motion registration requires scale as an input. Our proposed framework ``SimCompose'' estimates the full similarity transformation $\Sim$, including scale, without relying on landmarks and applies the same transformation across multiple views with known relative geometry. However, reliable detection of registration failures remains challenging in surgical settings, where ground-truth alignment is generally unavailable. For this, we propose a geometry-based selector that evaluates candidate transformations without requiring ground truth. Large disagreement among these transformations is used to flag potentially unreliable registrations. Finally, we propose to use a non-rigid refinement based on a low-dimensional deformation model from Neo-Hookean simulations in the Simulation Open Framework Architecture (SOFA), without additional network training. SimCompose is trained exclusively on synthetic partial views. Its encoder processes point clouds normalised to a unit root-mean-square radius, without access to metric scale, and filters each view before multi-view fusion. Evaluation on unseen synthetic data (300 single-view pairs per run; 100 three-view registrations) shows that multi-view integration and candidate selection increase the success rate under stringent $\Sim$ accuracy criteria from 38.4% for a single-view, single-method configuration to 77%. Existing learning-based baselines do not satisfy these criteria even when provided with the exact scale. On five in-vivo patients with 92 keyframes, the rigid registration stage reduces surface error more than three-fold relative to learning-based baselines with external scale information.

  4. arXiv · 创作 Agent 与装配

    Self-Improving Video-to-Action Models

    Video generative models are an emerging tool for embodied agents: they can serve as scalable visual planners, generating videos that depict how to complete previously unseen tasks. However, executing these plans typically requires a video-to-action or "inverse dynamics" model trained on large, human-collected video-action datasets, severely limiting scalability. We introduce Mirror, a self-supervised approach that learns video-to-action mappings through environment interactions, without prior action data or hand-crafted rewards. Mirror learns by attempting to follow a visual plan by executing its best guess of the underlying actions in the environment. Mirror then trains on the resulting video-action pairs, incrementally self-improving and following the visual planner more closely. Across Atari, OGBench, and DeepMind Control, Mirror outperforms leading learning-from-observation methods with learned video plans, and achieves near-expert performance with oracle plans. On Minecraft BASALT, it outperforms methods with access to expert actions or hand-engineered task knowledge. In Minecraft survival, it is the first method to acquire an iron pickaxe through self-improvement alone, without rewards or expert action labels. In the offline setting, with expert action labels but no environment interaction, it sets a new state of the art in obtaining diamonds. Our results suggest that advances in video models can translate into increasingly capable agents without a corresponding need for hand-crafted rewards or large collections of expert action data.

10月16日周五
  1. arXiv · 创作 Agent 与装配

    Thinking from Above: Efficient Spatial Reasoning with Bird's-Eye-View Visual Tokens

    Existing video multimodal large language models (MLLMs) organize observations primarily in time, but embodied spatial reasoning requires organizing them in space. Consequently, their visual representations can remain locally consistent across nearby frames while lacking a persistent spatial context that is stable across viewpoints and time. We exploit depth and camera pose, which are naturally available to embodied agents, to explicitly establish this spatial correspondence. We introduce Cambrian-BEV, which extends Cambrian-S with a parameter-free geometric tokenization scheme that back-projects visual patch features from each frame into a shared bird's-eye-view (BEV) coordinate frame and averages features that fall within the same spatial cell. Thus, observations of the same physical location, regardless of viewpoint or time step, are aggregated into a common spatial token. In addition to providing a persistent scene representation, this formulation acts as an efficient compression mechanism: 128 frames containing approximately 100K DINOv3 patch features are consolidated into a fixed 27$\times$27 grid of only 729 BEV tokens, cutting LLM prefill time by $2.9\times$ and peak memory by $3.6\times$. Cambrian-BEV requires no architectural modification beyond BEV tokenization and uses a frozen DINOv3 vision encoder with a trainable multimodal projector and LLM. On VSI-Bench, our model reaches 63.48, $+8.5$ points over an identically fine-tuned frame-token control with $12.6\times$ fewer visual tokens, with particularly large gains on room size ($+24.5$) and relative direction ($+34.1$). On ReVSI, it reaches 44.68, $+4.5$ over the corresponding control.

  2. arXiv · 创作 Agent 与装配

    LIBERO-PeRM: Benchmarking Personalized Robotic Manipulation

    Personalization is essential for general-purpose robots to transition into household environments and achieve true practicality. While general robotic manipulation has been extensively studied, personalized robotic manipulation (PeRM) lacks a controlled benchmark for separating task completion from preference satisfaction. We introduce LIBERO-PeRM, a benchmark for preference learning in embodied agents. LIBERO-PeRM studies five questions: 1) how policies follow preferences in zero-shot settings; 2) how they learn single preferences from demonstrations; 3) how efficiently they acquire preferences as demonstrations increase; 4) how learned preferences generalize across layouts and tasks; and 5) how policies compose preferences and behave under conflicts. We propose a controlled formulation and taxonomy of observable preferences in simulation, covering motion, skill, and user-profile choices. This formulation is restricted to language-expressible preferences that can be instantiated in LIBERO without changing the task goal, evaluated automatically, and reused across tasks. Building on LIBERO, our procedural pipeline generates paired demonstrations with and without preferences. We create five task suites (312 tasks) with high-quality demonstrations, rich metadata, and preference-satisfaction metrics. Experiments show that current VLA policies struggle with zero-shot personalization, while SFT makes preferences learnable. Mixed training achieves better no-preference retention than sequential adaptation and improves performance with contextual prompts compared with preference-only training, but can weaken motion-preference learning; preference generalization, decomposition, and conflict handling remain difficult. The code, datasets, and demos can be found on the project website: https://libero-perm.github.io/.

  3. arXiv · 三维交互与编辑

    Grounding Generative Verification in 3D Content

    Recent advances in multimodal large language models (MLLMs) and 3D generation have expanded 3D understanding and synthesis. However, beyond visual fidelity, task-specific correctness grounded in 3D evidence remains a major challenge. We argue that building reliable 3D systems requires not only stronger generation and reasoning, but also verification feedback that identifies unmet requirements and explains their violations, allowing systems to reflect on and refine their outputs. Such feedback must integrate multi-view observations and distinguish genuine inconsistencies from projection-dependent appearances. We make three contributions. First, we introduce 3DVerifierBench, a benchmark spanning 10 tasks that evaluates decisions, rejection explanations, and responses to controlled changes in specifications and candidates. A human study reveals a 21.6 percentage-point gap between humans and the strongest tested model, GPT-6 Astra, while explanation-aware analysis exposes weaknesses in rejection reliability. Second, we analyze verification across fine-grained factual categories, exposing errors in values and target binding. We develop a scalable pipeline combining multi-view fact extraction, controlled 3D editing, and native annotations to produce 14,126 training examples with contradiction explanations and linked counterfactuals. Third, we examine how verification could support 3D generation through candidate selection and recursive refinement. In human-labeled sixteen-candidate pools, oracle selection improves complete factual success from 26.7% to 90.0%. In a separate eight-input study, human-guided recursive refinement satisfies all seven requirements for every input, compared with three under parallel Oracle@8. Together, our benchmark, analysis, and data pipeline establish a foundation for models to reflect on 3D content through reliable verification feedback.

10月15日周四
  1. arXiv · 角色动作与重定向

    Compression of Uniformly Distributed Unit Quaternions

    Unit quaternions are widely used in computer graphics making their efficient compression critical for reducing memory consumption and bandwidth requirements. In this paper, we present a novel method for encoding uniformly distributed unit quaternions. Our thorough analysis of several quaternion parameterizations compares their theoretical error properties, quantization behavior, computational cost, and memory efficiency and provides both an analytical and empirical characterization. We show that an infinity-norm parameterization with our optimized warp function consistently offers the smallest maximum error and the best storage efficiency, at a decompression cost equal to or lower than that of parameterization methods found in practice. We demonstrate the practical benefits of the proposed approach in several graphics applications, including tangent-space normal mapping, skeletal animation with blend weights, and Gaussian splatting.

  2. arXiv · 三维交互与编辑

    PhySGA: A Physics-Space Grounded Agentic Framework for Generalizable and Interactive 3D Composition

    3D object composition is pivotal to digital content creation and robot simulation, while also serving as a critical testbed for physical intelligence in foundation models. Previous methods either leverage large language models to directly predict object coordinates, or utilize generative diffusion priors to synthesize composite images for visual alignment, both of which rely on static priors in digital spaces. However, these methods consistently struggle with complex compositions such as precise hanging, gravity-driven settling and hidden containment, as these tasks require interactive construction processes involving global planning, fine-grained alignment, and physical simulation. To address these challenges, we propose PhySGA, a Physics-Space Grounded Agentic Framework for 3D composition via agent exploration and physical simulation, enabling the universal interactive assembly of rigid, articulated, and deformable objects. Directly applying vanilla LLMs or VLMs to this task proves insufficient, as current models inherently lack grounded physical understanding and interactive construction experience. To overcome this limitation, we design a collaborative feedforward-feedback architecture: an Assembly Agent focuses on geometric and kinematic reasoning for global step planning and coarse adjustment, while a Critic Agent reasons over contact dynamics for simulator state diagnosis and fine-grained closed-loop correction. Furthermore, Action Routers map semantic planning and analysis onto executable physical primitives within the simulator, while a task-specific Self-Evolving Skill Library distills historical trial-and-error feedback into reusable experiences, boosting success rates and minimizing exploration attempts. Extensive experiments within Isaac Sim demonstrate that PhySGA significantly surpasses existing methods in relation fidelity, physical plausibility, and visual quality.

10月14日周三
  1. arXiv · 创作 Agent 与装配

    From Failures to Learnable Worlds: Policy-Conditioned Environment Generation for Navigation Agents

    Simulated environments enable scalable training data generation for embodied agents, but more data does not necessarily provide what a particular agent needs to learn. Existing environment-generation pipelines largely optimize generic properties such as realism, diversity, or task coverage, while different pretrained policies can fail for different environmental reasons. We therefore introduce WEDGE, a framework for weakness-guided navigation learning in which the failure modes of a pretrained agent guide the generation of training environments at each adaptation round. Given a pretrained policy, WEDGE uses an LLM to propose executable weakness features from contrasting successful and failed rollouts, automatically validates them on the diagnostic set, and selects the strongest validated weakness based on its success-rate gap. The validated weaknesses are then mapped to the environmental factors that control them. WEDGE varies these factors to construct environments in the difficulty regimes where the policy struggles, producing targeted training experience for adaptation. Across three navigation agents with different adaptation mechanisms, we find that policies exhibit distinct weakness profiles and benefit from different training environments. Weakness-conditioned adaptation consistently outperforms matched random and hard-example alternatives on ProcTHOR, while the resulting gains for Uni-NaVid and Gemini also extend to HM3D after ProcTHOR adaptation. Iterative re-diagnosis further shows that dominant weaknesses can persist or shift as the policy improves, providing updated guidance for subsequent environment construction. Together, these results show that policy failures are not only diagnostic signals, but actionable guidance for constructing training environments that target a policy's current weaknesses.

  2. arXiv · 创作 Agent 与装配

    Towards a Data-Centric Understanding of Spatial Reasoning in Multimodal Large Language Models

    Multimodal Large Language Models (MLLMs) have been widely applied in embodied agents and robotics for vision tasks. However, MLLMs suffer from limitations in spatial reasoning and perception. Post-training techniques have shown promise for improving these capabilities; yet, there are limited data-driven surveys of such approaches. In this survey, we consider approaches to fine-tuning pretrained MLLMs for spatial reasoning tasks, ranging from supervised to reinforcement learning, with an emphasis on the datasets used. We investigate themes of dataset construction, data modality and annotation, and evaluation of the resulting models. Based on these themes, we categorize research into three groups: dataset design, dataset construction and evaluation. We find four main methods for constructing fixed spatial annotations: rules and templates, LLM prompting, procedural generation, and human-in-the-loop. We also observe substantial variation in evaluation approaches, including different scoring methods, tolerance metrics, and benchmark types. Finally, we identify opportunities for future research in unified dynamic annotation, efficient spatial reasoning, standardization of evaluation, expanded spatial range, and human-centered spatial interactions.

  3. arXiv · 创作 Agent 与装配

    Game2Real-Bench: Do Toy Games Reveal and Transfer to Real-World Visual Reasoning?

    Visual reasoning is an important capability for vision-language models (VLMs) to understand visual evidence, spatial structure, constraints, and state changes. Existing evaluations mainly rely on real-world data or procedurally generated tasks. Real-world data preserve natural complexity, while procedural games provide controllable generation and verifiable solutions. However, it remains unclear whether abilities measured in toy games correspond to real-world visual reasoning and whether game examples can support transfer. We introduce Game2Real-Bench, a benchmark that studies these connections across four capability groups, including fine-grained perception, spatial reasoning, constraint reasoning, and sequential planning. We construct 1,000 procedurally generated game samples with executable verification and curate 400 real-world samples aligned by shared reasoning requirements rather than visual similarity. We evaluate 25 representative VLMs and observe strong game-to-real consistency, with Pearson and Spearman correlations of 0.935. We further study one-shot game-to-real transfer on four models. Constraint reasoning improves for several models, while fine-grained perception declines with game demonstrations. We also construct Game2Real-Dataset with nearly 24K verified game samples across 18 tasks and 65 QA families. Our benchmark, dataset, and code are available at https://github.com/QingAnLiu/Game2Real-Bench.

  4. arXiv · 创作 Agent 与装配

    Two Routes to Interoceptive Prioritisation: Dissociating Likelihood Precision and Preference Reweighting in Active Inference

    An embodied agent must prioritise among competing bodily needs. In active inference, it can respond to an urgent need by increasing the precision of information about that need or by increasing its preference for outcomes that relieve it. We compare these two interventions, separately and together, in a foraging gridworld with three lethal needs, and ask how each changes survival, perception and the body model the agent learns. Precision sharpens interoceptive posteriors and improves survival. Preference reweighting keeps bodily states further from their lethal boundaries and changes the states from which the agent learns, so its learned model covers fewer need levels, with lower quality across all levels but slightly higher quality on the levels it visits. An experiment on 72 further layouts does not establish the predicted preference benefit on difficult layouts, but both interventions improve average survival there and their interaction is positive. Survival alone therefore gives an incomplete account of how a model prioritises needs and learns about its body.

10月13日周二
  1. arXiv · 创作 Agent 与装配

    MemAct: Streaming Spatial Understanding with Memory and Active Exploration

    Spatial understanding is essential for embodied agents navigating and interacting with the physical world. As observations arrive incrementally, agents must reason in a streaming manner. Yet streaming understanding must also be closed-loop: task-relevant evidence may require both recalling past observations and actively acquiring new views. Existing streaming approaches largely emphasize processing incoming observations, leaving task-driven active exploration underexplored. We introduce MemAct, a framework for streaming spatial understanding with memory and action. A shared vision--language model incrementally writes structured historical memory, retrieves records and past frames on demand, and acquires additional evidence through movement and turning. Retrieved evidence and action observations inform subsequent decisions, enabling the agent to continue exploring or answer within a unified reasoning loop. We develop the MemAct suite, a data generation pipeline and collection across real and simulated environments, with approximately 1M training examples for spatial reasoning, memory writing, retrieval, and exploration. Its MemAct-bench comprises 20,000 main QA pairs evaluating current-observation understanding, historical evidence use, and active exploration, plus 2,000 separate Timing questions. MemAct combines supervised fine-tuning for memory and interaction with counterfactual action optimization using cumulative evidence gains, action costs, and terminal answer quality to improve exploration and stopping decisions. Experiments show that MemAct outperforms existing spatial understanding and streaming baselines and approaches frontier multimodal models on MemAct-bench while retaining streaming inference efficiency.

10月12日周一
  1. arXiv · 创作 Agent 与装配

    Observe, Share, or Predict? Disentangling Partner Information in Embodied Multi-Agent Collaboration

    LLMs are used as high-level controllers for embodied agents, but it remains unclear whether they support collaborative reasoning, such as anticipating a collaborator's actions in real-time teamwork without dialogue. We ask if observing the partner's state, exchanging object knowledge, and predicting the partner's next action, shape task outcomes and coordination when agents can share percepts but never intentions, plans, or task-level messages, and whether the two agents occupy symmetric roles. Using the Habitat-based PARTNR benchmark, we introduce a Decoupled Partial Observability regime that enforces strictly individual perception, and we augment decentralized zero-shot ReAct planners with Other Agent's State (OAS) observation, object Knowledge Exchange (KE) between co-located agents, and Other Agent's Next Action (OANA) prediction, evaluated on the full 2 x 2 x 2 grid with four planners on 1,000 validation tasks. OAS observation improves task quality, reducing extraneous effort for every planner, whereas KE primarily improves execution efficiency, cutting simulation steps by up to 25% with little change in success. The two are largely redundant for strong planners but complementary for the weakest, for which KE without the OAS is the worst configuration. OANA prediction lowers the success rate in 15 of 16 model x context pairs while raising explicit partner mentions to 55-100%, and its accuracy gains lie mainly in the coarse action type, partly because agents recognize the action the partner is already performing. The robot retrieves objects sooner and completes its tasks earlier than the simulated human. Shared context reduces total task time by shortening the remaining duration that the human works alone. Also, coordination benefits arise from responding to shared context, especially the OAS, rather than explicit anticipation, yielding shallow, planner-dependent partner modeling.

  2. arXiv · 创作 Agent 与装配

    Geometric Parrots: Rule Absence vs. Rule Fragility in Spatial and Physical Reasoning for Vision-Language Models

    Vision-language models (VLMs) can answer many geometric and physical reasoning questions correctly, yet still behave inconsistently in interaction, for example, abandoning a correct answer when confronted with a confident but incorrect user assertion. Standard single-turn accuracy cannot distinguish such capitulations from beneficial corrections because it scores each response in isolation. We introduce GRIP, a controlled benchmark with 34 procedurally generated reasoning domains, 100,000 images, and 600,000 questions spanning geometric, spatial, visual, and physical reasoning. Each scene is generated by deterministic code, and every answer is derived directly from the underlying scene state, providing exact ground truth without human annotation. On GRIP, we propose Dual-Loop Evaluation. A closed loop probes each image with a five-step compositional question ladder to localize where reasoning fails. An open loop then re-elicits the model's answer under controlled challenges, including peer-model responses and unsupported user assertions. Because ground truth is known exactly, answer changes can be signed as corrections (wrong-to-right) or capitulations (right-to-wrong), separating two failure modes: rule absence and rule fragility. The dataset is available at https://huggingface.co/datasets/bilaljawaid980/GRIP-Benchmark, with further details at https://bilaljawaid980.github.io/grip-benchmark/.

  3. arXiv · 三维交互与编辑

    Unravel: Recovering an Interactive 3D Scene from a Single Image

    We present Unravel, a training-free framework that turns a single image into an interactive 3D scene, where every object is an independent and movable asset. Existing generators either produce one entangled geometry in which no object can be moved, or predict all objects in one feed-forward pass, where a wrong guess cannot be detected or repaired. Unravel instead takes a different approach: it first takes the scene apart, and then puts it back together. Starting from the input image, an agentic harness that iteratively peels the image layer by layer, and adopts point cloud as major modality for spatial relationship recovery. Specifically, a vision-language model plans which objects are fully visible, an image editor removes them and restores the occluded regions. Every edit is verified before being incorporated into the reconstruction. This process gradually turns occluded parts of the scene into direct observation, allowing objects to be reconstructed when they are best exposed rather than hallucinated from the original image alone. The scene is then rebuilt in reverse removal order, so that the supporting objects are naturally placed before the objects they support. Since a single-view image only reveals part of an object, we treat the observed points as a lower bound on its size: an asset may grow to cover its points, but can not shrink away from them. Finally, we physically settle the reconstructed scene to remove floating objects and interpenetrations, followed by an agentic audit that corrects remaining placement errors. Extensive experiments on diverse indoor scenes show that Unravel recovers more objects, places them more faithfully, and produces scenes that are more physically-plausible than existing methods.

  4. arXiv · 角色动作与重定向

    ProMoDD: Dataset Distillation for 3D Human Motion via Prototype-Conditioned Diffusion Models

    Dataset distillation (DD) aims to retain the training utility of a large dataset in a much smaller set of examples. For skeleton-based action recognition, this requires capturing discriminative motion variation without disrupting the geometry and temporal continuity of articulated bodies. Directly optimizing joint coordinates can violate these constraints, while plausible motion generation alone does not ensure useful training examples. We propose Prototype-Conditioned Motion Dataset Distillation (ProMoDD), which conditions a motion diffusion model on class-wise prototypes of temporally resolved recognition features. We further tailor diffusion training to motion data, enabling the generator to model both skeletal configurations and their temporal evolution. We then construct each compact training set through budget-aware hybrid selection: representative real sequences cover densely populated regions of the pooled recognition space, while selected generated candidates complement them in less-populated regions. This couples prototype-guided generation with feature-space selection, balancing the reliability of observed motions with the variation of synthesis under a fixed per-class sequence budget. Across five difficulty-stratified subsets of the single-person classes in NTU RGB+D 60, ProMoDD achieves its largest gains under tight distillation budgets, reaching 40.32% top-1 accuracy on Full49 with three sequences per class, 4.57 percentage points above class-wise k-means. These gains reflect the complete framework. The same distilled sets train ST-GCN, MS-G3D, and CTR-GCN without regeneration.

  5. arXiv · 角色动作与重定向

    Hand2Robot: Object-Centric 4D Hand Reconstruction from Human Demonstrations for Robotics

    Human demonstrations can capture task-relevant manipulation without using the target robot, but the recorded hand motions cannot directly serve as robot action supervision. Hand reconstruction and motion retargeting provide a direct route to such supervision, yet recovering hand motion alone does not ensure physically consistent hand-object interactions. To address this issue, we introduce Hand2Robot, an object-centric 4D hand reconstruction framework for robot policy post-training. Given videos of humans performing the target task, Hand2Robot extracts interaction clips, reconstructs object geometry, and generates robot action supervision through hand-object interaction optimization and motion retargeting. For object tracking, we combine observation confidence with temporal motion constraints to select a globally consistent object pose trajectory from per-frame pose candidates. For hand refinement, we use object geometry and motion as a reference and combine staged 2D alignment with object-local contact constraints to refine hand trajectories and finger joint configurations. Experiments on DexYCB and HO3D-v3 show improved object pose accuracy and hand-object interaction quality. Experiments on three real-robot dexterous manipulation tasks further show that reconstructed and retargeted human demonstrations can effectively supplement limited robot data for target-task policy post-training.

10月11日周日
  1. arXiv · 三维交互与编辑

    UMAS3D: Unified Mask-Free 3D Editing with Region-Adaptive Source Preservation

    3D editing aims to modify an existing 3D asset according to user intent while preserving geometry and appearance outside the intended edit region. Existing methods often rely on task-specific training, source-3D inversion, or external 3D masks, and lack a unified framework for diverse editing conditions and tasks. We propose UMAS3D, a unified 3D editing framework that is training-free, inversion-free, and free from external 3D masks. UMAS3D converts text, bounding boxes, reference images, and their combinations into common target-view guidance, after which addition, deletion, modification, appearance, and pose editing share the same downstream 3D generation process. Our key insight is to couple online edit-region estimation with region-aware source preservation. Mask-Free Adaptive Region Modeling (MARM) initializes an Edit/Keep prior from source-target visual differences and progressively refines it as the target structure evolves, while Source-Guided Preservation Steering (SGPS) constrains the current Keep-region states to retain source geometry and appearance without suppressing target-driven changes. Experiments show that UMAS3D supports addition, deletion, modification, appearance, and pose editing while effectively preserving unedited source content. These advances make UMAS3D a unified framework for flexible and source-preserving 3D editing across diverse editing conditions.

10月10日周六
  1. arXiv · 角色动作与重定向

    Learning Dynamic Grasping

    Synthesizing believable 4D hand-object grasping sequences is important for character animation, extended reality, and embodied agents. Grasping requires a hand to approach, contact, and lift or manipulate an object coherently. Existing synthesis methods often model only the final static grasp or rely on additional conditions, such as language, target grasps, or object trajectories, to specify the interaction. We instead study the underconstrained problem of generating a complete grasping motion from a single initial hand-object state. Our framework decouples hand-motion generation from object-motion recovery. Given an object point cloud in the initial wrist frame and the initial parameterized hand configuration, conditional flow matching predicts a sequence-level contact map and a hand pose at each normalized sequence time. This time-indexed formulation avoids the error accumulation of autoregressive rollout while representing the complete motion. We then infer an attachment frame and recover rigid-object motion through training-free, contact-guided weighted registration. We evaluate on held-out DexYCB objects and unseen object geometries reconstructed from in-the-wild videos by Open-CHOIR. Compared with LatentHOI, our method produces smoother hand and object motion in every setting, matches or improves on its contact and penetration metrics in the wild under a shared initialization, and is about 30x faster per generated frame. In a 15-participant study, our motions were preferred in roughly two thirds of (forced-choice pairwise) comparisons. Precise contact closure on novel geometry, however, remains a key open challenge.

  2. arXiv · 角色动作与重定向

    Image Diffusion Models Are Good 3D Human Motion Generators

    Text-to-motion generation typically relies on dataset-specific skeletal representations, with models trained separately for benchmarks with different joint layouts. We investigate whether image diffusion architectures can model 3D human motion through a common image-compatible representation that accommodates heterogeneous skeletal layouts while preserving motion-specific kinematic structure. To this end, we organize root-centered joint trajectories into topology-informed joint--time images and model global root dynamics through a complementary latent stream. A motion autoencoder conditions local-motion decoding on the root latent, while a text-conditioned Scalable Interpolant Transformer (SiT) jointly generates both latent streams, with supervision on decoded 3D joint positions further constraining generation in motion space. In addition to dataset-specific models, we train a single motion autoencoder on HumanML3D and KIT-ML, followed by a single text-conditioned SiT shared across both datasets, preserving their respective skeletal definitions without skeleton retargeting to a common joint layout. Experiments on HumanML3D and KIT-ML show that our dataset-specific models achieve state-of-the-art performance, while shared training yields further gains on both benchmarks, demonstrating the benefits of shared modeling across heterogeneous skeletal layouts.