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10月10日周六
  1. arXiv · 三维交互与编辑

    Same Space or Not: Benchmarking Spatial Intelligence Through Cross-View Contradictions

    Spatial intelligence, the capacity to represent and reason about physical space, underlies embodied perception and real-world visual understanding. Existing benchmarks probe it through spatial relations, perspective-taking, and mental modeling. What remains underexamined is whether a model can maintain a coherent scene representation across views, since pairwise comparison alone cannot reveal which view departs from the truth. We thus introduce Same Space or Not (SSoN), a benchmark of cross-view contradiction resolution comprising 1,000 questions from seven indoor scene sources and six categories of controlled 3D edits. Each question presents three views of an unchanged scene and one view of an edited variant. Models must identify the inconsistent view and explain the contradiction without a designated trusted reference or a marked target. Our pipeline iteratively translates human review into generation constraints. Automated checks and exhaustive human validation screen out both trivial visual shortcuts and questions lacking sufficient evidence for a unique answer. Humans achieve 83.3% accuracy, compared with 39.7% for the strongest vision-language models (VLMs), falling to 34.9% when a valid visual explanation is also required. We investigate prompting, camera information, and 3D reconstruction as interventions. On a 100-question intervention set with a 24% baseline, prompting and 3D reconstruction remain below 50% answer accuracy, except when ground-truth camera information is supplied, which reaches 61% answer accuracy but only 48% True solve accuracy. On a held-out 201-question test set, Qwen2.5-VL-7B achieves 21.89% accuracy, 33.33% after answer-only fine-tuning, and 41.79% after fine-tuning on both rationales and answers. These results identify cross-view contradiction resolution as a substantial weakness of current VLMs that can be partly addressed by targeted supervision.

10月9日周五
  1. arXiv · 角色动作与重定向

    ELMA: Benchmarking Anaphoric Compositions for Long-Term Text-to-Motion Generation

    Text-guided long-term human motion generation is essential for applications such as continuously operating digital avatars. Despite recent progress on short clips, existing models struggle with multi-segment instructions that involve anaphora, where constraints established in earlier segments must be preserved over time. In this paper, we introduce a novel task of long-term motion generation from such anaphoric compositions. To mitigate this, we present ELMA, an episodic long-term motion dataset with dense segment-level annotations that preserve cross-segment dependencies. Built via a fully automated collection and filtering pipeline, ELMA extracts high-quality, continuous 30-second clips from in-the-wild videos, capturing the episodic narratives necessary for long-range state modeling. Leveraging this dataset, we fine-tune state-of-the-art motion generation models to incorporate long-range context. Extensive experiments reveal fundamental shortcomings in current models when handling context-dependent instructions. We demonstrate that ELMA enables significant improvements in both global physical realism and semantic alignment, setting a robust new baseline for long-term motion synthesis.

  2. arXiv · 角色动作与重定向

    Sonic-AMG: Streaming Human Motion Generation from Spatial Audio

    Modeling human reactions to spatial audio requires understanding both what is heard and where it comes from. Prior work generates motion offline from complete acoustic and spatial input sequences. Humans, however, react to sounds without knowing what they will hear next. We present Sonic-AMG, to our knowledge the first framework for streaming human motion generation from spatial audio. The model encodes acoustic content and body-relative source geometry as separate tokens. Conditioned on these tokens, a causal transformer with a flow head generates continuous motion latents, from which a causal decoder reconstructs motion segments. Standard teacher-forced training derives motion histories and body-relative source locations from ground-truth motion, whereas streaming inference relies on generated motion for both, resulting in a training-inference mismatch. To reduce this history discrepancy, we introduce rehearsal training, which combines full-sequence teacher-forced supervision with supervised prediction along short autoregressive self-rollouts. To keep spatial conditioning consistent with generated motion, we propose spatial feedback, which recomputes body-relative source locations from generated root poses during both rehearsal training and inference. On SAM, Sonic-AMG achieves state-of-the-art FID and R-precision. It further supports real-time online generation of coherent reactions across sound events and source locations. Project page: https://jingchengni.com/sonic-amg/.

  3. arXiv · 角色动作与重定向

    PriMoRetarget: Humanoid Motion Transfer Through Prioritized Motion Retargeting

    Motion retargeting is a critical preprocessing step for transferring human motion data to humanoid robots. While existing methods are effective for single-character motions, interactions involving multiple characters and objects introduce additional contacts and spatial relationships that must be preserved. Retargeting is commonly formulated as a weighted multi-objective optimization problem, where conflicting objectives can require careful tuning of relative weights and can still compromise important motion characteristics. We introduce PriMoRetarget, a prioritized motion-retargeting framework that replaces relative objective weighting with an explicit priority hierarchy. Lower-priority updates are constrained to preserve higher-priority objectives, allowing critical characteristics such as foot placement and interaction contacts to take precedence over lower-priority pose objectives. The method is evaluated on four datasets spanning single-character motion, character-object manipulation, and character-character interactions. The resulting motions better preserve task-relevant interactions and provide reference trajectories that can be tracked more reliably than those produced by widely used retargeting methods.

  4. arXiv · 角色动作与重定向

    Controllable Exaggeration for Generative Motion Models via Training-Time Adaptation and Inference-Time Guidance

    Recent motion generative models have demonstrated strong capabilities in synthesizing physically plausible character motion, but often overlook established animation principles used by professional animators to ground and design their animation work. Understanding and incorporating these principles into motion generative pipelines is essential for producing motions that serve not only physically grounded applications but also the needs of the character animation community. This enables the creation of characters that not only move in physically plausible ways but also feel alive, expressive, and engaging. To close this gap, we focus on the Exaggeration principle of animation and investigate how it can be incorporated into modern motion generative pipelines to produce more expressive character motions. To this end, we introduce a framework that operates at two stages of existing motion generative pipelines. The first stage introduces exaggeration during training, where we perform supervised fine-tuning of pre-trained text-to-motion models on our curated exaggeration dataset. The second stage operates at inference time, where we: (i) introduce a mathematical formulation of exaggeration based on dynamic movement primitives (DMPs); and (ii) leverage this formulation as an exaggeration guidance signal to guide existing diffusion and flow-matching text-to-motion generation models toward exaggerated motion without additional training. Through qualitative and quantitative evaluations against three strong motion generation models, we show that our methods generate more exaggerated and expressive motions while preserving neutral reference motion intent and physical plausibility.

10月7日周三
  1. arXiv · 角色动作与重定向

    DynaConTalk: Wavelet-Constrained Diffusion for Long-Form and Controllable Holistic Co-Speech 3D Motion

    Holistic co-speech animation is prone to averaging in both motion representation and speech conditioning. In coordinate-space diffusion, slow body posture, mid-frequency gesture strokes, and fast hand or facial details are entangled in one prediction target, often producing low-variance, over-smoothed motion. Meanwhile, dense rhythmic and acoustic cues can dominate sparse content-specific information under fixed multimodal fusion. We present DynaConTalk, a wavelet-constrained diffusion framework for long-form and controllable holistic co-speech motion generation. Diffusion operates in stationary wavelet transform (SWT) coefficient space, whose temporally aligned bands separate coarse posture evolution, gesture strokes, and fine expressive details. Our dynamic gating network preserves HuBERT and speaker identity as a base and selectively adds rhythm, mel, and transcript features through motion-state- and noise-aware residual gates. Attention pooling and learned depth routing deliver complementary conditions to each denoising stage, while a frame-resolution rhythm path preserves precise timing. A signed proposal-consensus update then reconciles these conditions with the evolving motion state. Matched-noise constraint injection uses the same sampling interface for history continuation and localized keypose repair, and extends to reference-guided control. Separate body-hand and facial denoisers, followed by inverse SWT and a pose-driven root regressor, produce holistic motion. Experiments evaluate generation quality, facial accuracy, temporal continuity, and controllable editing. Code, models, and the interactive editing interface are available at https://github.com/zhuyifeiabcd1/DynaConTalk.

  2. arXiv · 三维交互与编辑

    WorldBench: Evaluating LLMs on Three.js Voxel World Generation

    Large language models can now write complete, interactive 3D worlds as code, but grading those worlds automatically is unreliable. Existing judges take one view of the output: a vision-language model scores a few rendered snapshots, or a language model reads the source. On worlds written by five frontier models we find that the two views disagree on 32% of required items, mostly code that no frame shows, and that fixed views miss small close-up contents. We present WorldBench, a benchmark and judge for open-ended, LLM-generated Three.js worlds. From one prompt describing a floating voxel island with ten biomes, physics, and day/night and seasonal cycles, the judge explores the running world, controlling its clock, orbiting it, and sending a navigator agent to frame each biome, and reads the code for what it sees. Neither channel is trusted on its own: a code quote counts only if it is text the source contains, and visual claims are checked against measured pixels where the property is measurable. A mutation test, in which we remove features by construction, shows that code-only judging gives full credit to four of five removed features, because their code remains in the file. Our judge cuts the points kept on removed features by a third (5.44 to 3.55 of 7.11), and what it still credits is mostly code that exists but never runs. We evaluate five frontier models: Claude Fable 5.1, GPT-6 Astra, Kimi K3, Grok 4.7 and Gemini 3.1 Pro. Code, prompt, tests and judge configuration are available at https://github.com/KrishBakshi/worldbench

  3. arXiv · 三维交互与编辑

    "Just Like This": Manner Deixis at the Graphics Interface

    People communicate how things should move by combining words with demonstrations: "open it like this." We present an interaction technique that brings this expressive resource to conversational 3D authoring. Building on "Put-That-There," our system combines speech, pointing, and spatiotemporal demonstrations to specify editable behavior. A hand movement supplies evidence for a mechanism's axis, pivot, range, and pace; an animated preview makes the interpretation inspectable. Users refine behavior through further words or demonstrations, and the system can request a demonstration to clarify intent. In a twelve-participant study comparing three input configurations, our system achieved 89% participant-declared completion versus 47% with speech alone, had the highest observed match rates on six categorical accuracy measures and tied on two, and was preferred by nine participants. This work makes demonstration part of an ongoing authoring conversation: behavior can be shown, inspected, and revised.

  4. arXiv · 三维交互与编辑

    SPW-Nav: A Streaming Panoramic World Model for Language-Guided Navigation

    Language-guided panoramic video generation benefits various downstream applications, such as interactive 3D scene exploration, virtual reality experiences, and embodied agent training. Existing panoramic generators follow predefined trajectories, and interactive world models act through low-level actions in perspective views. We propose SPW-Nav, a streaming panoramic world model that understands movement instructions and streams one minute of 2K 360-degree video in real time from a single panorama. SPW-Nav interprets each instruction in the previously generated panorama as camera motion. Spherical rotation decoupling applies rotation exactly on the sphere, pose-aligned conditioning keeps translation inputs bounded over long streams, and a multi-term memory with a few-step generator continues the scene as instructions change. We also build SPW-NavSet, panoramic videos with camera trajectories and verified instructions. Driven by language, SPW-Nav outperforms prior panoramic generators in camera-following accuracy and video quality, and supports on-the-fly instruction switching.

  5. arXiv · 三维交互与编辑

    RenderBench: Benchmarking Render-to-Real Video Transfer with Reconstructed Digital Twins

    Modern video models can generate realistic videos from real appearance references and proxy renders that specify scene structure, viewpoint changes, and motion. Evaluating this render-to-real capability requires a real target video depicting the same scene evolution, paired with an editable, geometrically registered 3D replica. Such data has traditionally required substantial manual modeling, calibration, and animation effort. We introduce RenderBench, a benchmark of 12 reconstructed real-world scenes spanning large-scale indoor environments and egocentric viewpoints, with both static and dynamic settings. Our construction pipeline combines visual geometry, neural reconstruction, and assisted 3D authoring. Each scene is decomposed into static objects and dynamic actors, registered to the capture cameras, and accepted only after multi-view geometric and temporal validation. Each evaluation unit contains appearance reference images, a held-out real target video, an editable digital twin, a matched proxy render, and renderer-native scene annotations. We evaluate transfer models against paired real target videos, retain PAI-Bench-C-compatible structural projections, and use scene annotations to localize failures by object, visibility, articulation, and motion. The first release retains 12 of 14 registered samples (85.7%), comprising 1,496 paired real-proxy frames. All released scenes pass file-integrity and environment-edit audits, while proxy diagnostics yield a depth si-RMSE of 0.2170 and instance mIoU of 0.3673. RenderBench provides paired real observations and editable scene state for assessing both appearance fidelity and preservation of geometry and dynamics.

10月5日周一
  1. arXiv · 三维交互与编辑

    FIRE3D: Feed-forward Interactive 3D Scene Reconstruction Within A Minute

    We present FIRE3D, a unified framework that transforms a single RGB image or casual video into interactable 3D scene assets for games and interactive applications in under a minute for up to twelve textured instances including preprocessing. At the core of FIRE3D is a feed-forward inference pipeline that predicts a compositional scene representation from posed RGB-D observations estimated from the RGB capture, including the 6-DoF pose, bounding box, mesh, and texture for detected objects. By modeling the scene as a collection of discrete entities, FIRE3D produces amodal object assets that can be independently edited and used in interactive applications. Our framework requires no test-time optimization, runs substantially faster than the compared reconstruction systems, and provides object-level completeness beyond existing feed-forward 3D approaches. We demonstrate leading detection accuracy, strong geometry reconstruction, and competitive rendering quality on the evaluated benchmarks, with substantial runtime gains.

10月3日周六
  1. arXiv · 角色动作与重定向

    TAME:Topology-Aware Text-Driven Motion Editing across Heterogeneous Humanoid Skeletons

    Text-driven motion editing modifies an existing motion sequence according to a text instruction while preserving the content of the source motion. Existing methods are typically built for a single, fixed skeletal topology, which limits their use in animation pipelines where characters differ in joint count and skeletal hierarchy. We present Topology-Aware Motion Editor (TAME), a flow-matching transformer that edits motions on humanoid skeletons of varying topology. TAME represents motion as per-joint, per-frame tokens and models interactions among joints, across frames, and with the text instruction through skeletal, temporal, and text cross-attention layers. To make the skeletal attention follow each character's hierarchy, TAME replaces full joint attention with Topology-Constrained Skeletal Propagation (TCSP), which restricts attention to one-hop kinematic neighbors in the skeleton's adjacency matrix. We further introduce Edit-Focused Representation Alignment (EFRA), a self-distilled representation alignment strategy that aligns student features with cleaner EMA-teacher features exclusively on edit-relevant joint-time tokens, making edits faithful to the instruction. To make this setting trainable and comparable, we construct TopoMotionFix, a multi-topology extension of MotionFix with seen- and unseen-topology evaluation protocols. TAME outperforms previous methods in edit alignment and source preservation on MotionFix and reliably edits motions on unseen skeletons in TopoMotionFix.

  2. arXiv · 角色动作与重定向

    FlowHMR: Physically Plausible Motion Capture from Video

    We present FlowHMR, a framework for recovering physically plausible global 3D human motion from monocular video. Previous learning-based methods typically regress human motion directly from video and train the network with geometric supervision. However, recovering human motion from monocular video is inherently ambiguous in depth, and direct regression tends to collapse toward an averaged solution. Moreover, the recovered motions are not guaranteed to be physically plausible, so physics-based tracking of them often fails. To address these challenges, we formulate video motion capture as a video-conditioned motion generation problem and first pretrain a flow matching model for this task. Given an input video, the pretrained model generates diverse motion candidates, but not all of them are faithful to the video or physically trackable. We therefore post-train the model using Group Relative Policy Optimization (GRPO) with two rewards. A fidelity reward encourages consistency with the input video. A tracking reward favors motions that a physics-based controller can track successfully. Together, these rewards shift the model's output preference, so the post-trained model stays faithful to the input video while producing more physically plausible motion. We further introduce Wild-4K, a large and diverse dataset of about 4K internet videos, for evaluating human motion recovery in the wild. Qualitative and quantitative experiments on Wild-4K show that our method outperforms state-of-the-art methods in overall motion fidelity and achieves a physical tracking success rate of 82.47%, compared with 62.82% for the strongest baseline, GVHMR.

10月2日周五
  1. arXiv · 三维交互与编辑

    A Vision-Language Model (VLM)-based Pipeline for End-to-End Procedural Modeling of Field-Grown Maize from Point Clouds

    Editable 3D models of field-grown crops support high-throughput phenotyping and in silico breeding trials, but building them from scanned point clouds requires organ-level segmentation and fitting. Procedural generators can turn an organ-level parameter set into an analysis-suitable 3D model, but obtaining that set requires hours of manual tuning per plant or segmentation models trained on species-specific labels. We present an automated pipeline that reconstructs procedural maize models from raw 3D point clouds without manual tuning or species-specific training data. A multimodal vision-language model (VLM) annotates leaf midlines in rendered orthographic views. Deterministic geometric algorithms back-project the annotations onto the point cloud, merge them into 3D leaves by cross-view consensus, and grow the midlines to full blades on an orientation-weighted surface graph. Measured organ parameters populate a plant descriptor for a Non-Uniform Rational B-Spline (NURBS)-based procedural model generator. Each leaf surface is then refined against its scan points by differentiable NURBS fitting. The pipeline reached a median whole-plant Chamfer distance of 5.4 mm on 100 genotypically diverse field-grown maize plants from the MaizeField3D dataset. The reconstructions were closer to the scans than those of an earlier semi-automated pipeline based on manual annotations. The pipeline recovered 1,017 of 1,023 (99.4%) curated reference leaves at an intersection-over-union of at least 0.5 without using those labels as input. These results show that VLM annotations become usable organ-level measurements when downstream geometric stages can correct them. This makes automated generation of editable 3D plant assets feasible at the scale of modern phenotyping experiments.

  2. arXiv · 角色动作与重定向

    Parasitic Co-Denoising: Unlocking 3D Human Motion Generation in a Frozen Video Diffusion Model

    Despite never being supervised on explicit 3D motion, large-scale text-to-video diffusion models synthesize realistic human motion in their generated videos. We ask whether this implicit knowledge can be turned into explicit 3D motion generation, without training a separate motion model. Probing a frozen Wan2.1 reveals that a recoverable motion signal is present in its intermediate states across the entire denoising schedule, not confined to the clean output. Motivated by this, we introduce parasitic co-denoising, a paradigm in which motion is decoded from the host model along its denoising schedule rather than produced by an independent generator. We instantiate it as the Parasitic Motion Decoder (PMD), an efficient flow-matching decoder that shares the host's noise schedule and reads its intermediate features through a $σ$-adaptive multi-layer fusion, leaving the host unmodified. Drawing its coverage from the host rather than from motion data, PMD leads dedicated motion generators on text-motion alignment at a small fraction of their trainable parameters, while producing paired video and motion in a single pass that motion-only baselines cannot match.

  3. arXiv · 角色动作与重定向

    Rethinking Fixed Temporal Grids: Frequency-Disentangled Motion Generation

    Most human motion generation methods encode motion as tokens on a uniform temporal grid, where every token spans the same fixed time window. Human motion, however, is temporally heterogeneous: slowly evolving global trajectories coexist with rapid transient events such as foot contacts and joint impulses. Forcing such multi-scale dynamics onto tokens of identical temporal resolution entangles motion frequencies, leaving slow regions redundant while smoothing out the rapid details that distinguish realistic motion. We propose \textbf{FreqMo}, a scale-adaptive motion representation that decomposes motion into wavelet frequency bands, separating dynamics across temporal scales while preserving temporal localization and exact reconstruction. Unified Frequency Residual Quantization (UFRQ) then encodes all bands within a single shared codebook, compressing the token sequence threefold and enabling stable single-stage generation. Experiments show FreqMo attains SOTA fidelity with substantially improved high-frequency preservation, and the same decomposition transfers to continuous diffusion backbones.

  4. arXiv · 角色动作与重定向

    TACD: Distilling Efficient Text-to-Motion Models via Terminal Amplification Control

    Recent text-to-motion models have improved motion quality and instruction following, yet many-step denoising and large model components make deployment slow and memory-intensive. We present Terminal-Amplification-Controlled Distillation (TACD), an on-policy approach for training efficient motion generators from text prompts and pretrained teachers, without real-motion training data. Building on segmented on-policy flow distillation, we supervise clean-motion predictions along student-generated trajectories. We identify a failure mode in which velocity matching on a fixed supervision grid repeatedly overweights errors near the denoising endpoint, degrading few-step generation. TACD ties the latest teacher query to the student's step size, bounding the effective loss weights in clean-motion space without changing inference. Experiments on HumanML3D and KIT-ML demonstrate improved few-step generation, including a 58% reduction in eight-step HY-Motion student FID relative to distillation without this bound. For diffusion teachers, the endpoint-matching form of TACD yields four-step students with lower FID and matched or improved text-motion retrieval relative to their 50-step teachers on HumanML3D. On HY-Motion and Kimodo, eight-step students with compact components achieve 7.7-11.9x end-to-end speedups and reduce peak GPU memory by 3.8-6.7x relative to their teachers. Project page: https://vkgo.github.io/TACD/

  5. arXiv · 三维交互与编辑

    EditHero: A Benchmark for Long-Horizon Part-Level 3D Editing and Vibe Modeling

    3D editing methods are usually tested on a single edit, yet an asset is built through a long sequence of revisions, each of which must implement the requested change while leaving everything else unchanged. We introduce EditHero, to our knowledge the first benchmark for long-horizon, part-level 3D editing, with natural-language instructions and target images for both geometry and texture. A deterministic assembly engine produces the exact target after every edit, and every sequence is reviewed by hand. We use EditHero to compare 2 opposite approaches to 3D editing. Non-agentic methods operate top down, regenerating the object from a learned 3D representation and inferring what to keep. In contrast, LLM/VLM agents operate bottom up, editing through code that inspects the mesh and rewrites only the parts required by instructions. The non-agentic methods often miss the requested change and disturb regions that should stay fixed. Most LLMs follow instructions more closely, and all of them preserve the unedited parts better, but each of their edits takes minutes. We will release the engine and the edit sequences to support research on reliable iterative 3D editing.

10月1日周四
  1. arXiv · 三维交互与编辑

    LiteReality-Agent: An Agentic System for Interactable 3D Indoor Scene Reconstruction

    We present LiteReality-Agent, an agentic system for reconstructing real indoor environments as realistic, articulated, and simulation-ready 3D scenes from RGB-D scans. At its core, LiteReality-Agent formulates 3D reconstruction as a coding problem, in which a coding agent gathers evidence using specialised tools and iteratively edits a Python script, Room.py, which can be executed to produce a 3D digital twin of the room. With this formulation, we develop a robust observe-edit-verify harness that supports evidence gathering, measurement, verification, layout optimisation, simulation readiness, and quality control throughout the reconstruction process. LiteReality-Agent produces high-quality reconstructions suitable for simulation and downstream embodied AI tasks. Furthermore, as agent capabilities continue to improve rapidly, the system introduced by LiteReality-Agent remains a strong orchestration framework for future agents: it equips them with specialised tools, structured workflows, and robust verification mechanisms that substantially improve reconstruction quality and reliability. We demonstrate that LiteReality-Agent produces reconstructions that are more geometrically accurate, visually realistic, and simulation-compatible than those generated by recent frontier models, such as Astra and Fable. We therefore view LiteReality-Agent as a practical and important building block for robust real-to-sim systems. Both the source code and the data-capture application are publicly available. Code:https://github.com/LiteReality/LiteReality-Agent/

  2. arXiv · 三维交互与编辑

    AssemblyWorld: Rethinking 3D Assembly with General-Purpose Agents

    The task of 3D assembly requires translating an understanding of parts and their relationships into precise spatial arrangements. Can pretrained general-purpose agents assemble objects through visual interaction without additional assembly-specific fine-tuning? To investigate this question, we introduce AssemblyWorld, an interactive 3D environment in which agents inspect rendered views and manipulate supplied rigid parts, guided by images or assembly manuals when available. Agents perceive part geometry through 2D views rather than direct access to mesh vertices or faces, while their resulting assemblies are evaluated geometrically. Building on this environment, we construct AssemblyWorldBench, comprising 100 assembly tasks across 80 objects spanning furniture, industrial assembly, and fracture reassembly. Evaluating eight agent systems reveals substantial differences in their capabilities. The strongest system achieves 80.9% part accuracy but 59.4% complete-assembly success. The evaluated open-source systems lag substantially behind their stronger closed-source peers in both execution reliability and assembly accuracy. Analyses of visual references, interaction trajectories, and failures show how agents revise assemblies while leaving residual positioning errors. AssemblyWorld provides a common setting for both assessing the capabilities of interactive assembly agents and characterizing the gap between approximate structure recovery and precise reconstruction.

9月30日周三
  1. arXiv · 角色动作与重定向

    ECHO-G: Embodied Co-speech Humanoid mOtion Generation

    Generating full-body co-speech motion for humanoid robots requires coordinating speech prosody, linguistic content, and embodiment-specific motion. To this end, we present ECHO-G, a framework jointly conditioned on speech audio and timed transcripts. Its Speech-Grounded Diffusion Transformer (SGDiT) combines frame-aligned acoustic features with token-level linguistic context, preserving their distinct granularities. Trained with rectified flow matching, it models one-to-many utterance-motion relationships directly in robot space. To support training and evaluation, we introduce a BEAT2-derived audio-text-robot dataset and a benchmark covering co-speech characteristics, robot-motion quality, and runtime efficiency. Comparative evaluation supports direct robot-space generation over the evaluated human-motion generation and retargeting pipelines, while modality ablations highlight the benefits of joint audio-text conditioning. We further demonstrate deployment on a physical humanoid robot. A complementary video-rating study also favors joint conditioning over the alternatives. The dataset and training, inference, and evaluation code are available through our project page.

  2. arXiv · 角色动作与重定向

    GestAdapt: Workspace-Conditioned Co-Speech Gesture Generation for Humanoid Robots

    Co-speech gestures for robots must adapt not only to speech and embodiment, but also to the workspace available for performing the motion. Since the same speech can be accompanied by different gestures, a robot can respond to workspace constraints, e.g., gestures for speech next to a wall. In these scenarios, the robot should gesture in a suitable motion rather than simply correcting an unconstrained one. To achieve this goal, we present GestAdapt, a workspace-conditioned framework that conditions co-speech gesture generation on a prescribed wrist workspace. The GestAdapt framework learns from six complementary co-speech corpora through a shared motion representation and supports retargeting to different robot embodiments. Quantitative evaluation shows that generated motions remain close to the real-motion distribution while respecting the workspace. In a user study, gestures generated under modified workspace constraints receive a mean quality score of 3.24/5, above our no-workspace variant (2.43/5) and below the reference motions (3.68/5). In a real robot evaluation, all compared motions are retargeted to the Reachy2 humanoid robot under identical workspace constraints. Motions generated with our framework rank first in 69.7\% of comparisons, higher than our no-workspace variant baseline and retargeted ground-truth motions constrained afterward. Overall, the results support adapting gestures to the available workspace during generation, rather than modifying unconstrained trajectories afterward to satisfy workspace constraints, potentially compromising gesture naturalness.

  3. arXiv · 角色动作与重定向

    Counterfactual Video Generation Enables Scalable Humanoid Loco-Manipulation

    Teaching humanoids loco-manipulation skills, such as carrying diverse objects, via visual imitation is a promising path toward generalist robots. However, collecting diverse, high-quality interaction videos, such as clips that clearly show a person's full body and unoccluded interactions with objects, poses a practical barrier to scaling this approach. We propose PRISM, a real-to-sim-to-real framework that overcomes this limitation by amplifying a handful of real videos into a large, diverse training set. PRISM first generates hundreds of diverse "counterfactual" human-object interaction videos via video-to-video (V2V) generation from a few exemplar real videos. Our contact-anchored real-to-sim pipeline then reconstructs both human and object motions, retargeting this imperfect video data into physically plausible trajectories. The intra-class variability across these counterfactual videos lets us train a single policy that generalizes to unseen objects within each category. We demonstrate the full pipeline by deploying this policy on a real robot without any real-world fine-tuning. Using only onboard depth observations, our humanoid picks up, carries, and drops objects, including boxes, barrels, bins, and balls, across novel instances, sizes, and initial configurations.

9月29日周二
  1. arXiv · 三维交互与编辑

    WINGS: Reference-Free Gaussian Splatting Inpainting with 3D-Native Generative Priors

    Inpainting 3D Gaussian Splatting scenes, a key challenge in 3D editing, requires generating plausible content within a masked region of 3D space. Prior approaches rely on 2D diffusion models to produce one or several inpainted reference views, making them susceptible to challenges associated with multi-view inconsistency and lengthy optimization times. Departing from these approaches, we introduce a reference-free Gaussian splatting inpainting method operating natively in 3D. Our method leverages the embedding space of a large, pre-trained 3D prior, combined with a structure completion network to feed a generative prior which reconstructs the missing region's geometry and appearance. Performing content generation entirely in 3D, it avoids the need to reconcile inconsistencies of multiple inpainted reference images, and is faster than related 2D-based methods. We demonstrate the effectiveness of our method qualitatively and quantitatively, through extensive experiments and a user study. To the best of our knowledge, this work is the first Gaussian splatting inpainting method to operate in the learned representation space of a 3D-native generative prior without relying on inpainted reference views.

  2. arXiv · 角色动作与重定向

    Generative Interactions: Weaving Multiparty Human Motion with Bilevel Latent Dynamics

    Human social behaviour is not a collection of independent motions, but a jointly organised process in which group dynamics and individual variation continuously shape one another. Yet existing social motion models often prioritise plausible trajectories while leaving interaction state implicit, limiting their ability to transfer across groups, tasks, and partial-observation regimes. To address this gap, we introduce Bilevel Representations for Agent Interaction Dynamics (BRAID), a hierarchical sequential latent-variable model for generative multi-person interaction. BRAID explicitly formulates social motion generation as a meta-transfer learning problem: shared interaction priors are learned across datasets and adapted through arbitrary context sets of observed people and joints. The model represents each scene through a group-level latent state that captures shared interaction dynamics and person-level latent states that capture individual behaviour conditioned on the evolving group context. This modelling choice enables coherent generation under full, sparse, or partial observations while exposing compact social-state vectors that can serve as an interface for downstream embodied-agent systems. We evaluate BRAID under a unified SMPL-based representation on social forecasting, tracking and in-filling, and response generation, using metrics that assess not only reconstruction accuracy but also realism, diversity, temporal alignment, and interpersonal coordination. We further analyse the hierarchical latent space, showing that it captures separable group- and individual-level structure.

  3. arXiv · 角色动作与重定向

    Why Cross-Skeleton Retargeting Is Non-Identifiable: Structural Limits of Generative Motion Models

    Cross-skeleton motion generation trains generative models to carry action structure and motion intention from one body to another. Yet a target motion that shows the right action has two explanations that the training data cannot tell apart: the model transferred the source clip, or it recovered a typical motion for the requested action. We show that this ambiguity is structural rather than incidental: under standard generative objectives, the source-conditioned retargeting map is non-identifiable in sparse heterogeneous motion domains. Unpaired distribution matching yields gauge non-identifiability: the latent spaces of different skeletons can be transformed relative to one another without changing the training evidence, so different source-conditioned maps fit it equally well. Sparse paired supervision admits the complementary failure mode, \emph{conditional-mean degeneration}: when clips are paired only by action, squared-error training converges to an average target motion that ignores the source clip. To make the missing evidence observable, we introduce Source-Instance Fidelity (SIF), a diagnostic that tests whether outputs differ from one another the way their source clips do, with the target skeleton and action held fixed. Under this diagnostic, methods that succeed at the standard action-level test on animal motion data often sit at the source-blind floor, while the methods that rise above it retain only a partial relational signal. Retargeting therefore needs objectives and evaluations that can identify the source-conditioned map it claims to learn. Project page: https://cross-skeleton-retargeting.netlify.app/.

  4. arXiv · 三维交互与编辑

    EvolvingAvatar: Interactive 3D Head Generation That Adapts as Conversations Unfold

    Interactive 3D head generation requires coordinated speaking and listening motion that responds to an evolving conversation. Existing generators use incoming observations as context but keep their parameters fixed, leaving conversational patterns unused as a learning signal. We introduce EvolvingAvatar, a causal generator that uses test-time training to adapt to user face video and dyadic audio during interaction. Its dyadic context prediction objective provides a self-supervised learning signal from audiovisual context without target motion labels at test time. Persistent fast weights accumulate these updates within each conversation to guide motion generation, while transient jaw adaptation responds to current audiovisual context. Predicted speech activity controls how persistent adaptation guides motion. We also introduce InterHead-Bench, a unified 455.95-hour benchmark built from single-view and dual-view conversation videos. Experiments show improved conversational motion statistics over strong baselines. On the hardest out-of-distribution split, generation improves as conversations unfold, reducing mismatch with recorded user-avatar expression statistics by up to 11.1% from the first interval.

9月28日周一
  1. arXiv · 三维交互与编辑

    A.D.A.M.O. (Agent for language-Driven Actions with Multimodal Observations): A Visual-Symbolic Framework for Virtual Humans

    Creating believable vh requires the coherent integration of perception, reasoning, and action mediated by language. A central challenge is to combine these components into a control loop grounded in interactive 3D environments. To this end, we present A.D.A.M.O. (Agent for language-Driven Actions with Multimodal Observations), a visual-symbolic framework for language-driven vh that leverages a pretrained vlm with tool calling to unify perception, reasoning, and action within a single control loop. A.D.A.M.O. maintains a dual visual-symbolic world model that combines egocentric visual input and synchronized symbolic state to support grounded task-oriented behavior from natural language prompts. To support diagnostic evaluation, we introduce a controlled task suite organized by a cd taxonomy that breaks down spatial tasks into procedural and linguistic complexity. Experiments in controlled scenes show that semantic labeling strongly influences task completion and failure modes, reducing perceptual ambiguity while shifting failures toward downstream execution, whereas reasoning errors remain comparatively rare.

  2. arXiv · 三维交互与编辑

    Scaling Versatile 3D Assets Editing with a Million-Scale Dataset

    Although recent 3D generative models produce increasingly realistic assets, controllable 3D asset editing remains challenging. Existing methods are limited by scarce training data, insufficient source-aware modeling, and a lack of practical evaluation protocols. To address these limitations, we present Alchemy3D, a unified framework for training and evaluating versatile 3D asset editors that covers data construction, model architecture, and benchmark evaluation. Specifically, we curate Alchemy3D-1M, a large-scale 3D editing dataset containing 1.25M assets and 1.38M editing pairs across seven editing types. On this data, we train a family of generative flow models for general-purpose 3D asset editing. The model family supports image- and text-conditioned editing, few-step inference, and transfer to multi-view 3D part segmentation. We further introduce GEdit3D-Bench, a large-scale, open-world benchmark with a multi-dimensional evaluation protocol. Across existing and newly introduced benchmarks, our method outperforms prior methods on most metrics of editing fidelity, source preservation, and visual quality.

9月24日周四
  1. arXiv · 三维交互与编辑

    SAMI3D-DW: Interactive Segmentation of Any 3D Medical Images

    Interactive segmentation of 3D medical images supports quantitative analysis of anatomical structures and disease while allowing users to specify and refine their targets. Despite substantial progress by nnInteractive and VISTA3D, reliable segmentation across diverse clinical targets remains challenging, particularly for complex anatomical structures and the heterogeneous, long-tailed spectrum of pathology. We present SAMI3D-DW V1 (hereafter SAMI3D-DW), an interactive 3D segmentation model trained on Deepwise's large-scale proprietary medical image datasets. We evaluate the model under simulated user interactions on a CT/MR benchmark comprising 4,326 cases from 219 source datasets, spanning 107 anatomical and pathological categories, organized by a medical taxonomy and evaluated with a category-balanced DSC score. SAMI3D-DW achieves the highest category-macro Dice among evaluated methods in both interaction modes. With one point, it scores 0.5756 versus 0.5316 for nnInteractive, the strongest baseline, rising to 0.7771 versus 0.7495 with five points. With bounding-box initialization, the scores are 0.7129 versus 0.6530. After five corrective clicks, SAMI3D-DW reaches 0.8004 versus 0.7868. For radiologists and clinicians, SAMI3D-DW enables segmentation of complex anatomical structures, including intracranial vessel trees on CT and MR angiography, with a few clicks. In a preliminary in-house comparison involving neurofibromatosis type 1 (NF1), SAMI3D-DW-assisted tumor annotation took minutes per case and approximately one-fifteenth of the time required for manual annotation, highlighting its potential to support volumetric treatment-response assessment.

9月21日周一
  1. arXiv · 三维交互与编辑

    Constrained Program Generation for 3D Reaction Animation with a 0.8B Model

    Visualizing a chemical reaction requires making its molecular changes visible while keeping the animation faithful to the stated chemistry. Equations, structural diagrams and molecular viewers provide complementary descriptions, but assembling an interactive three-dimensional explanation still requires specifying the changes and checking their consistency. We present ChemXRG, a domain-specific language (DSL) framework that addresses this gap by representing a reaction animation as an executable program. Persistent atom identifiers and explicit bond, charge and grouping operations connect the symbolic reaction to the displayed transformation. This shared representation lets generation, verification and rendering operate on the same account of what changes. Given known, atom-mapped reactant and product structures, reaction-grounded constraints fix input-determined facts and restrict action choices; execution checks validate the resulting transformation before geometry and frames are constructed. We implement this paradigm with a reaction-program corpus and ChemQwen, a trained 0.8B DSL generator. Paired and component evaluations show improved compiler acceptance and normalized full-program agreement under input-conditioned constraints, while identifying remaining failures that require execution checks. A public browser application demonstrates the connection from symbolic reaction descriptions to inspectable programs and interactive 3D animations.

9月20日周日
  1. arXiv · 三维交互与编辑

    ProxyBuild: Text-Guided Structured 3D Building Generation with Mesh-Anchored Procedural Proxies

    Text-guided 3D building generation holds tremendous application potential, yet existing generative models typically output inseparable single meshes or non-interactive rendered representations. While procedural modeling can generate editable buildings with hierarchical structures, rule authoring is laborious, and even with the aid of large language models (LLMs), it remains challenging to effectively solve procedural rules under geometric constraints. In this paper, we propose ProxyBuild, a novel hybrid framework for structured building generation. We introduce the Mesh-Anchored Procedural Proxy (MAPP) as a novel intermediate representation, which tightly anchors building components onto geometric shells, thereby decoupling the generation task into two phases: proxy prediction and proxy-to-asset instantiation. First, we construct a building dataset with MAPP annotations to train our designed face-edge bigraph encoder. By explicitly modeling the feature interactions of topological elements on heterogeneous mesh graphs, this encoder accurately infers the semantic roles of faces and edges. Subsequently, conditioned on textual styles and attribute parameters parsed by LLMs, we accomplish high-precision asset retrieval and assembly by integrating a spatial placement logic with hard constraints. Extensive experiments show that ProxyBuild not only significantly mitigates common issues in building generation such as over-smoothing, component collisions, and structural corruptions, but also accurately parses semantic-free shells from diverse sources. Outperforming prior baselines across various metrics, our method can robustly generate structurally clear, detail-rich, and post-editable 3D buildings from text, thereby providing a reliable and interactive content foundation for downstream applications such as virtual reality and digital twins.

9月19日周六
  1. arXiv · 三维交互与编辑

    BrainIAC: Interactive 3D Brain Lesion Segmentation across Heterogeneous MRI Modalities with Online Adaptation

    Brain lesion segmentation is a fundamental task in medical image analysis, playing a critical role in diagnosis, treatment planning, and longitudinal disease monitoring. Yet existing models still struggle to meet the demands of real clinical use, where deployments contain data distribution shifts, arising from differences in scanner hardware, imaging protocol (varying MRI modality sets), and new pathologies. We present BrainIAC (Brain lesion Interactive Adaptive Continuously learning segmentation), a unified framework that integrates (i) a multi-modal backbone network trained to segment multiple types of brain lesions and handle heterogeneous sets of modalities via zero-filling and random modality dropping; (ii) 3D interactive segmentation with bounding-box and click prompts that preserves fully automatic prediction when no prompt is given; and (iii) an online adaptation mechanism combining Mid-Interaction adaptation and Post-Interaction adaptation, supervised by the network's own predictions as pseudo labels and guided by an extra Click-Centered Gaussian loss. To our knowledge, this is one of the first 3D online adaptation methods for interactive segmentation, and the first to combine handling of heterogeneous modality sets with online adaptation. Experiments across seven brain MRI datasets demonstrate that the proposed components provide complementary and synergistic benefits. The method consistently outperforms existing approaches and generalizes well across heterogeneous imaging modalities, including those unseen during training, as well as previously unseen brain pathology types. The code and a 3D Slicer plug-in will be released at https://github.com/WenTXuL/BrainIAC upon publication.

9月10日周四
  1. arXiv · 三维交互与编辑

    Language-Augmented Semantic Priors for B-Spline Surface Fitting

    The use of B-splines and Non-Uniform Rational B-Splines surfaces constitutes the mathematical foundation of contemporary computer-aided design (CAD) systems. Despite long-term progress, geometric kernels in traditional CAD still rely heavily on predetermined heuristic initialization for surface fitting and parameterization. Meanwhile, the procedural semantics and design intent encoded in modeling histories are largely ignored during geometry generation. This disconnect creates a gap between high-level design intent and solver-executable geometric configuration, often leading to suboptimal and semantically inconsistent fitting results. To bridge this gap, we introduce LASP, a Language-Augmented Semantic Priors framework that leverages large language models (LLMs) to infer structured, solver-usable B-spline priors from procedural modeling histories. Rather than modifying the geometric kernel itself, LASP operates as a semantic reasoning layer above existing solvers. It first translates modeling histories into rich textual descriptions that capture design intent, geometric context, and functional relationships, and then uses a fine-tuned LLM to predict structured B-spline prior parameters. LASP is trained through a two-stage scheme that combines local geometric regularities with long-range contextual dependencies, producing priors that are both interpretable and semantically coherent. This approach furnishes inductive signals that direct the conventional B-spline fitting process toward solutions that more accurately encapsulate the intended design objectives and demonstrate heightened semantic coherence. Compared to traditional machine learning schemes, the experiments demonstrate that language-driven reasoning can serve as a powerful inductive bias for geometric solving, establishing a new paradigm of language-guided geometric optimization in modern CAD systems.

9月9日周三
  1. arXiv · 三维交互与编辑

    LeCor: Learning to Be Corrected by Meta-Learned Test-Time Training for Interactive 3D Lung-Tumour Segmentation

    Delineating lung tumours on computed tomography (CT) takes a considerable share of the time spent on radiotherapy planning, and a contour proposed by a model can be refined interactively by the clinician. Promptable foundation models such as SAM 3 support this workflow by writing each correction into a session memory that conditions the remaining slices, while the model weights stay fixed. On 690 test cases from five public CT cohorts, fine-tuning SAM 3 on lung tumours raises the Dice obtained from a single point prompt from 0.298 to 0.757, and seven rounds of corrections raise it further to 0.765, but under memory conditioning alone the accuracy on slices the annotator has not touched stops improving after six rounds. We therefore treat each correction as a training signal and propose LeCor, which performs test-time training on a small set of case adapters that are reset for every case and meta-learned such that a single gradient step driven by a click improves the slices that were not clicked. On the 133 test cases that span at least eight slices, LeCor raises the Dice reached after seven correction rounds from 0.787 with the fine-tuned model to 0.827, reduces the number of cases that never reach a Dice of 0.80 from 47 to 27, and reaches in three correction rounds the accuracy that the fine-tuned model attains in seven.

9月4日周五
  1. arXiv · 三维交互与编辑

    Learning 3D Editing without Paired Supervision via Generative Prior Distillation

    Instruction-guided 3D editing is essential for interactive content creation, yet it faces a significant bottleneck: the severe scarcity of high-quality paired training data. Existing approaches attempt to bypass this by either relying on slow test-time optimization or training on pseudo-pairs constructed via complex pipelines, which often introduce structural drift and geometric artifacts. In this paper, we propose a novel framework that learns feed-forward 3D editing without paired 3D supervision via Generative Prior Distillation. Instead of relying on ground-truth 3D pairs, our core idea is to distill visual, semantic, and geometric knowledge from powerful foundation models directly into a 3D editing model. Specifically, through a differentiable rendering pipeline, we supervise the 3D representation using two complementary signals: a 2D visual prior from an image editing model at the main editing view, and a semantic prior from a Vision-Language Model at novel views to ensure strict instruction following and source identity preservation. Crucially, to address the geometric collapse and multi-view inconsistencies inherent in 2D projection supervision, we introduce a 3D-aware Distribution Matching regularization. Acting as a geometric prior, this term operates in the 3D latent space, constraining the edited output to remain within the manifold of realistic 3D assets defined by a pretrained image to 3D teacher model. Extensive experiments demonstrate that our method achieves superior instruction fidelity and cross-view consistency, significantly outperforming state-of-the-art baselines. Our project is available at: https://github.com/thiamine128/PriorEdit3D.

9月1日周二
  1. arXiv · 三维交互与编辑

    SoK: Motion Data Privacy in Extended Reality

    Extended Reality (XR) provides immersive, interactive 3D experiences. To enable these experiences, the devices must track user motion so the system can respond to actions such as grabbing, looking at, or moving an object. However, motion tracking has raised privacy concerns since it records a person's motion patterns. These motion patterns have been studied extensively across various fields (i.e., gait identification and profiling) and have been shown to reveal sensitive information. With the adoption of XR, these patterns became easier to record and obtain than ever. This creates a fundamental privacy tension: motion tracking enables core XR functionality yet requires users to compromise their privacy. Prior systematization-of-knowledge (SoK) studies on XR privacy have examined the field broadly, with motion-related research distributed across several privacy domains rather than treated as a distinct area of study. However, XR motion privacy has gained significant momentum since the prior SoK, with the literature nearly quadrupling in size and thereby warranting a dedicated systematization of this topic. This SoK examines 134 relevant papers on privacy concerns in motion patterns recorded by XR headsets, including how adversaries can obtain users' motion patterns, the inferences they can draw from them, and methods for protecting users. Based on this review, we synthesize a taxonomy of motion modalities, representations, and inference risks; develop an XR motion threat model; systematize the attack and defense approaches in the XR motion literature; identify gaps in the literature; and provide guidelines for future studies evaluating motion privacy mechanisms. Together, our SoK clarifies the state of XR motion privacy and provides recommendations for future evaluations.

  2. arXiv · 三维交互与编辑

    Learning Feasibility-Aware Latent Spaces for Preference-Based Exploration of Procedural Automotive Wheel Designs

    Intelligent design interfaces that rely on preference-based optimization are most useful when their suggestions are both meaningful to users and feasible within the target domain. Procedural models offer compact and editable design spaces, but their native parameters can be entangled and can generate many invalid outputs, causing human-in-the-loop optimizers to waste comparisons. We propose an interaction-oriented representation-learning pipeline for procedural models and study it in automotive wheel design. The method first screens procedurally generated samples using geometric rules and finite-element analysis, then learns a reduced latent space from the screened subset. We further introduce supervised functional alignment, which reserves selected latent dimensions for stiffness, strength-related stress response, or weight so that search can be biased toward functionally meaningful regions. Simulation experiments show that screened reduction improves target-shape retrieval and the feasibility rate of suggestions, whereas unscreened reduction degrades both. Additional simulations show that constraining search along learned functional dimensions accelerates exploration toward target functional properties. A controlled study with 40 participants further shows that a 5D feasibility-aware space yields higher shape similarity and more feasible suggestions than the original 9D procedural parameterization. These results suggest that, for intelligent user interfaces in engineering design, the representation exposed to the user is a central part of the interaction design, not merely a preprocessing step for the optimizer.