Reproducing a published 3DGS paper takes weeks of expert engineering before any extension can be proposed. Prior autonomous-research systems read papers, draft hypotheses, and write code, but are limited by short fixed templates, low executability, and weak traceability, and none has been demonstrated end-to-end in a live computer-vision subfield with intense activity. SplatLab is an autonomous research system for 3D Gaussian Splatting that addresses these limitations. Given a research prompt, a target-paper URL, or no input at all, it reproduces a published baseline, proposes an extension, trains and ablates across Mip-NeRF 360 and LLFF, writes the manuscript, and binds every reported number to a logged training run. Five design choices distinguish it: (i) candidates mutate plugins from a verified-reproduction backbone matched to published baselines; (ii) a cascade-weighted Elo tournament across eight islands scores candidates on measured GPU PSNR with verbal-gradient feedback; (iii) a standing falsifier subtracts Elo on failure, integrating stress-test survival into selection; (iv) every reported number is bound to a logged training run, and the run cannot terminate while any claim is unbacked; (v) a seven-category 3DGS taxonomy wraps EVOLVE-BLOCK markers in domain-aligned scaffolds transferable across 3DGS repositories. On PSNR-targeted runs, SplatLab's manuscripts beat their reproduced targets by +0.18 to +3.78 dB, including +3.78 dB on astrophotographic nebula rendering, for which no prior 3DGS method exists. The research cycle compresses from months of graduate-student time to days of mostly autonomous compute. Code, all manuscripts, experiment ledgers, and the cross-run paper store are available on the project page.
Online scene change detection requires integrating incoming observations to determine which regions have changed relative to a reference scene. We update change beliefs as new images arrive using generalised Bayesian evidence fusion. However, the prior probability of change and evidence models are unknown beforehand, and numerical Bayesian inference can be costly. We address these challenges by learning offline from automatic edits to a reference 3D Gaussian Splatting (3DGS) model. These edits generate labelled training views without manual annotations. Together with unchanged reference observations, they provide supervision for learning scene-specific evidence models and estimating the effective pixel prior and response statistics. Online prediction combines current evidence with historical support, while closed-form local Bayes factors, parameterized by the learned response statistics, update an accumulated 3D Gaussian field. Object-guided refinement produces the final change masks. Our method achieves state-of-the-art accuracy on PASLCD and CCS3D, with $67.64\%$ and $75.82\%$ mIoU, respectively. On PASLCD, the complete pipeline runs at $17.2$\,FPS over complete query sequences, the fastest among the evaluated online methods. Project page: https://changruizhu96.github.io/work/lego-scd/
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Adding control to video generation often requires training, which demands additional computational resources, data, or architectural changes. We propose a training-free approach that utilizes pretrained video diffusion models to control object layout and motion using coarse layouts. Our method operates in two passes: first, it steers spatiotemporal placement through prompt-guided cross-attention to produce a coarse visual guide; second, this guide conditions the same model to generate a high-quality, layoutconsistent video. The approach enables coordinated motion with strong temporal consistency, supporting diverse trajectories and object interactions without additional training. Extensive experiments show that our method consistently outperforms prior work in overlap and trajectory accuracy, as well as visual quality across static, dynamic, and multi-object scene settings.
Dynamic representations based on 4D Gaussian Splatting (4DGS) have shown strong capabilities in reconstruction and rendering, yet current methods remain limited in supporting complex natural-language referring in dynamic scenes. Existing 4D Gaussian methods are primarily designed for rendering-oriented dynamic modeling, while current semantic extensions often rely on scene-specific semantic optimization or are evaluated on relatively simple query settings. In this paper, we study Referring 4D Gaussian Splatting (R4DGS), a task for grounding temporally varying, multi-target or reasoning-intensive, and zero-target or distractor expressions in dynamic 4D scenes. To support this task, we introduce R4D-Bench-QA, a benchmark with structured query annotations. We further present ReferGaussian, a unified framework built upon 4DGS that converts low-level dynamic Gaussians into persistent, language-addressable entities for training-free referring inference. ReferGaussian organizes mask-supported Gaussian entities in an EntityBank, uses Multimodal Large Language Models (MLLMs) to decompose complex queries into trackable object phrases and structured referring constraints, and performs constraint-aware grounding without scene-specific semantic optimization. Experiments on R4D-Bench-QA and the 4D LangSplat protocol demonstrate improved temporal target selection and competitive spatiotemporal grounding without scene-specific semantic training. Project resources are available at https://chenbangpu.github.io/R4DGS/.
World Action Models (WAMs) have emerged as a promising approach to learning generalist robot policies using rich spatiotemporal priors from pre-trained video diffusion models. A recent line of WAMs improves inference efficiency by conditioning a separate action decoder on intermediate future video representations extracted from a single denoising step, avoiding costly iterative denoising required for video generation. This design makes action prediction depend directly on the quality of these future representations. In this paper, we introduce Future REpresentation learning via self-Distillation with temporal context (FRED), a framework that trains WAMs to improve the quality of future video representations from noise in a single denoising step. Specifically, FRED uses self-distillation to predict future representations from noise, using representations extracted from ground-truth future observations as targets. We further condition the video model on historical observations, providing temporal context for predicting future representations better. Across diverse real-world manipulation scenarios, FRED consistently outperforms competing WAMs. It achieves particularly large gains on long-horizon and out-of-domain tasks under zero-shot environment generalization, and substantially improves human-to-robot skill transfer, reaching 50.0% task success on tasks absent from robot training data and demonstrated only in human videos, compared with 19.4% for the best competing WAM.
End-to-end autonomous driving has achieved state-of-the-art performance on benchmarks and real-world deployments. Its standard training recipe, however, is expensive across all existing paradigms: imitation learning requires fleet-scale driving logs whose behavior distribution only thinly covers the safety-critical tail; closed-loop reinforcement learning in a photorealistic simulator, while offering diverse behaviors, is bottlenecked by sample-efficiency, per-step cost of rendering, and a forward pass through a large vision backbone. Self-play in vectorized simulators changes the economics: at millions of rollout steps per second, one can obtain a state distribution with natural diversity in collisions, near-misses, and recoveries that no driving log contains, and a highly reactive policy emerges from a basic driving-quality reward. Our approach exploits this asymmetry. We pretrain a single policy by self-play, distill its rollouts into a flow-matching trajectory teacher that also plans, and train lightweight adapters on a frozen pretrained vision backbone to reproduce the latent space of either teacher through the action KL divergence, a batch-relational low-rank structural loss, and, for the planner, a trajectory-matching loss. Every target traces back to the self-play policy, so alignment never supervises against a logged trajectory: a paired dataset of (image, scene-state) frames suffices, with no need for the curated expert demonstrations that imitation pretraining is built on. From this one self-play teacher we obtain two end-to-end students: a closed-loop policy that outperforms every published imitation-based end-to-end method on the photorealistic 3D Gaussian splatting closed-loop benchmark HUGSim, and a planner that reaches 59.4 EPDMS on NAVSIM navhard, above every published method including DriveZero-Scale (57.1), and 95.5 PDMS on navtest, without human demonstrations.
We introduce EgoHand, a monocular 3D hand reconstruction model that achieves state-of-the-art performance on egocentric video. Central to our approach is the curation of a high-quality training corpus of 14 million images, combining synthetic data, in-the-wild video, and multi-camera motion capture to balance scene diversity and supervision quality. The model adopts SOMA-Hand as its parametric representation and processes 2D hand crops with a transformer encoder, incorporating camera cues and an auxiliary 2D branch to improve geometric consistency and image alignment. Zero-shot evaluations on HOT3D, ARCTIC, and H2O demonstrate strong out-of-domain generalization, with lower joint-position, root-translation, and acceleration errors than competing baselines at an inference latency of approximately 9.69 ms. A blinded user preference study further shows that participants favor EgoHand's reconstructed hand poses over those from Apple EgoDex and Ropedia Xperience-10M. We release the EgoHand model and source code under the OpenMDW license, allowing free commercial use of the model.
Video world models predict future frames from past frames and actions. They serve as simulators in which agents train, plan or are evaluated, and that humans can control interactively. They generate in the latent space of a video autoencoder, whose compression sets their cost per frame and how long each action waits to take effect. Yet world models often reuse the autoencoders of text-to-video generators, built for offline generation with no agent waiting and, without their training data and code, not retrainable at another compression. We therefore ask how, where and how much a world model should compress. We build CADRE, an open family of causal diffusion representation autoencoders spanning multiple spatio-temporal compressions. Its members differ only in a small bottleneck on frozen features and share a diffusion decoder self-distilled to one or a few steps. We train the same world model on each autoencoder in two domains, manipulation and navigation, with two environments each. CADRE forms most of the latency-quality frontier, especially with a moving camera. Our study also leads to four findings. At strong compression, a diffusion decoder is sharper than perceptual regression. In robot manipulation, temporal compression is more effective in the autoencoder than in the world model. Manipulation and navigation call for opposite compressions: temporal compression costs little when the camera is still, and spatial compression when it moves. Surprisingly, with a still camera, coarser spatial tokens hurt motion far more than image quality. Code, models and a live demo are at https://kyutai.org/blog/2026-10-21-cadre
Language models' abilities to interpret tasks and generate programs offer a promising basis for 3D spatial reasoning. Yet following spatial instructions in 3D scenes requires programs to construct geometric references that language leaves implicit. In this work, we introduce VoxProg, which formulates 3D object placement through voxel programming: a language model translates task interpretations into executable programs over local voxel views of scene surfaces. Because these views index surface geometry on regular grids with explicit coordinates and neighborhood relations, an evidence program can isolate task-relevant regions and boundaries directly from scene meshes, and a downstream pose program can measure the resulting geometry to compute a target $SE(3)$ pose. Visual and numerical feedback from execution lets the model inspect intermediate selections and candidate placements to iteratively revise its code. To evaluate open-ended placement across functional use, geometric fit, and contextual arrangements, we introduce the 71-task VoxProg-Bench benchmark along with an evaluation suite pairing perceptual Intent Alignment and 3D Physical Validity. Across VoxProg-Bench and external benchmarks, VoxProg consistently outperforms relation-based, keypoint-based, and mesh-based baselines.
Existing world models typically perceive a scene through current visual frame or a narrow history window. However, these observations may not reveal the physics properties that determine transition dynamics, such as an object's mass distribution, joint damping, or surface friction. Without calibrating these physics factors for world models, predictions tend to regress toward an empirical prior and induce severe drift in novel test scenes. To this end, we propose PhysiCalWorld, which calibrates action-conditioned world models to the instance-specific dynamics via in-context prompting, without fine-tuning or analytical physics modeling. Our method encodes an exploratory interaction clip collected within the test scene into a compact physics descriptor token, which grounds subsequent predictions in the scene's actual physical behavior. PhysiCalWorld is trained end-to-end with the latent prediction loss alone, without physics labels. At inference time, the descriptor token is extracted once and can be reused across rollouts with negligible compute overhead. We evaluate PhysiCalWorld across four environments covering diverse physics variations and show that it substantially improves rollout prediction accuracy and visual planning success rate. The learned descriptors also form a physically structured latent space and generalize beyond the physics ranges seen during training.
World models turn visual representations into predictions and actions. We argue that their visual foundation should combine physical-state information, native language alignment, and pixel reconstruction, so that a single representation can support prediction, instruction, and inspection. However, existing encoders typically specialize in only one or two of these capabilities; we therefore introduce ALPS, a pretrained visual state encoder that unifies all three in a single set of patch tokens. Using only still images and text, we pretrain a ViT-B/16 from scratch with language, reconstruction, and spatial correspondence objectives, and then refine it via cross-view self-distillation. In a unified evaluation across fifteen public encoders, ALPS achieves the lowest aggregate LIBERO state-probe error among ViT-B models (matching the 3.5x larger V-JEPA 2-L) while maintaining strong language alignment and accurate pixel reconstruction. Downstream, frozen ALPS tokens reach the highest mean policy success on LIBERO (85.5%) when paired with our native text tower, match or exceed leading encoders on world-model planning across PushT, Wall, and Granular, and allow predicted future tokens to be decoded directly into pixels for visual inspection. We hope this work helps establish visual pretraining as a shared foundation for understanding, prediction, and action in world models.
Multimodal agents (MMAs) sustain interaction through reasoning, memory, tools, and feedback, most visibly as computer-use agents, while robotic systems (RSs) couple sensing and actuation under physical dynamics. We define multimodal embodied agents (MMEAs) as goal-directed systems that couple multimodal task reasoning with physical action and revise decisions from the resulting feedback. This raises a central question: what changes when a multimodal agent moves from computer-use to robot-use? We introduce PAPAV, a unified capability-centric framework of five recurring functions: Perceive the current state, Anticipate action effects, Plan a feasible course, Act through an interface or body, and Verify the outcome. Defined by function rather than architecture, these capabilities let PAPAV identify what all three share and then compare MMEAs with MMAs and with RSs. Five physical constraints, from partial observability to unverifiable outcomes, leave fewer choices fixed in advance and less room to reverse errors. Across 64 benchmarks, explicit evaluation centers on Act; only 5 assess Anticipate and 3 assess Verify, leaving both largely hidden behind task success. These constraints also frame the open challenges we identify. PAPAV therefore provides a common basis for designing reliable physical agents and measuring progress across all five capabilities rather than task success alone.
Humanoid loco-manipulation requires an effective interface between high-level task policies and whole-body control. Existing interfaces typically rely on a single action representation for both task intent and whole-body coordination. This may burden the high-level policy or leave one aspect underspecified. We present SP-HLM, a framework built on a sparse-pose-driven interface. The interface combines five task-critical body poses with a learned latent motion prior to represent spatial intent and whole-body coordination in complementary forms. SP-VLA, a vision-language-action model, first predicts task-relevant sparse poses and finger joint positions from multimodal observations and language instructions using asynchronous action-chunk inference. Given these sparse targets, SP-MGM, a motion generation model trained through two-stage distillation, reconstructs coordinated full-body motion in real time. A pretrained motion encoder maps this motion to a compact latent representation. SP-GMT, a general motion tracker, then integrates the explicit sparse targets with this implicit motion prior for whole-body control. Experiments in simulation and on a real humanoid robot demonstrate improved motion tracking, whole-body coordination, and loco-manipulation success over existing approaches. Additional results and videos are available on our \href{https://sp-hlm.github.io/}{\textcolor{blue}{project page}}.
Body deformation caused by muscle contraction plays a vital role in the visual realism of character animation, yet in most 3D animation pipelines artists have to manually specify muscle activations, which is time-consuming and gives no guarantee of physical realism. To address this, we propose a new method in which a reinforcement learning (RL) controller discovers per-muscle activations that track reference motions without manual tuning. Existing RL muscle controllers stop at 1D muscles; we go one step further, keeping the 1D model inside the RL control loop as a fast surrogate, and using a 3D volumetric simulation to produce the final deformation. Because both stages share the very same constitutive law, the muscle deformation is produced by the same activations that generated the motion. We further add a measured electromyography (EMG) prior that steers the redundant activation solution toward real human muscle recruitment. To achieve stable, efficient, and realistic simulation, we propose a novel geometric multigrid for Extended Position-Based Dynamics (XPBD) that is built on a coarse tetrahedral cage with barycentric-coordinate prolongation and closes a V-cycle on tetrahedral meshes. Within this GPU-parallelized solver, we inject the same Hill-type force-length law as an energy-based fiber constraint that turns per-fiber activation into realistic muscle contraction and bulging. We demonstrate volumetric muscle simulation on a 194-muscle human body with a diverse set of motions (walk, kick, swim, overhead-squat, etc.), simulating the full-body model at 18 ms per frame on a single RTX 4090. Our work takes a step toward character animation that is not only visually convincing but also biomechanically grounded. The website with code and videos is at https://chunleili.github.io/project-page-rlmuscle/.
This paper addresses the problem of creating immersive volumetric videos from sparse and low-resolution capture resources. Conventional dense multi-view reconstruction methods can produce high-quality volumetric videos, but their reliance on costly capture setups makes them impractical in real-world scenarios. Recent approaches use generative models to relax capture requirements, but still suffer from limited resolution and 4D inconsistency. To overcome these constraints, we propose RealMe, a unified framework built around a high-resolution video diffusion model that enhances limited captures into high-resolution (2K), 4D-consistent videos for volumetric video reconstruction. Specifically, RealMe constructs auxiliary data from capture videos and encodes them into latents along with layout-aware positional embeddings. The video diffusion model adapts factorized spatio-temporal attention to the multi-view capture layout, denoises these latents across viewpoints and time, and decodes them into enhanced videos to refine the 4D representation. This adaptation helps the model capture temporal dynamics and multi-view relationships, leading to more 4D-consistent generation. To reduce the data gap between generated videos and real captures, we apply a latent frequency loss that provides frequency-domain supervision in latent space. Extensive experiments on the public DNA-Rendering benchmark and our self-captured RealVV dataset demonstrate that RealMe is able to create immersive volumetric videos and outperforms state-of-the-art methods in visual fidelity and 4D consistency.
Language 3D Gaussian Splatting enables open-vocabulary scene understanding by associating Gaussian primitives with language features. These semantic attributes increase model storage, while most existing 3DGS compression methods are designed mainly to preserve RGB rendering quality. One straightforward approach is to apply sparsification and quantization sequentially. However, pruning based only on rendering quality can remove Gaussians that have small RGB contributions but are important for semantic prediction. Once removed, their semantic information cannot be recovered by later quantization. We propose ClunoGS, a compact framework for Language 3DGS that combines semantics-aware Gaussian sparsification and vector quantization in a unified constrained objective. Semantic supervision is used during sparsification, and the objective jointly considers rendering quality, semantic accuracy, and compactness. We optimize the unified objective with alternating primal, sparsification, quantization, and dual updates. We evaluate ClunoGS on open-vocabulary localization and segmentation using the LERF and ScanNet-10 benchmarks. Under aggressive compression, our unified, semantics-aware formulation substantially alleviates the degradation of semantic representations caused by sequential compression and semantics-agnostic Gaussian sparsification. Ablations further show that jointly coordinating sparsification and quantization better preserves semantic accuracy than applying them independently.
Alarm root-cause analysis is studied on data that cannot be shared. Operator logs are confidential, so what the field publishes is a causal graph between alarm types rather than per-incident causes, a fixed scenario set, gated, or never released. Two recent benchmarks carry per-incident root causes at scale; neither states a download location or a licence. We give a generator rather than a dataset. It runs on real backbone topologies from the Internet Topology Zoo and records the exact root cause and the propagation path of every alarm -- a by-product of generation, not a labelling pass. Every emitted field binds to a term in NORIA-O, RFC 8632, RFC 8345 or TMF642, and an unknown term fails the run. We ship fixed configurations, splits, a scorer and nine baselines. A one-line rule -- rank the device that raised the earliest critical alarm -- takes top-1 at 0.650 against 0.575 for our own temporal method, and wins 13 of 15 runs over three backbones and five seeds. An LLM given the same view reaches 0.600, the same model allowed to query the graph 0.625, and the rule wins on real operator alarms too, at 0.773: a property of alarm streams, not of our generator. One fault class separates the table: when a site loses power its PoP reports nothing, so every method that ranks alarmed devices scores 0.000 or near it, while the two that walk the topology to a silent candidate take 1.000 and 0.833.
Autoregressive video diffusion models generate videos chunk by chunk, yet producing plausible continuations does not guarantee that they capture how scenes evolve. Under teacher forcing, strong temporal redundancy may allow local visual continuity to serve as a shortcut for current-chunk denoising, reducing the pressure to model visual evolution. We introduce Future Chunk Prediction (FCP), an auxiliary objective jointly optimized with teacher-forced denoising that predicts temporally separated chunks without access to the intervening visual context. Drawing supervision directly from training videos, FCP requires no additional pretrained visual encoder and leaves autoregressive inference unchanged. Our method achieves superior physical plausibility over standard teacher-forced autoregressive training with a lower overall training compute budget, highlighting the effectiveness and efficiency of future-chunk supervision for modeling visual evolution. Intriguingly, our visualizations suggest that FCP fosters a more structured representation space, which may be valuable for building autoregressive world models.
Recovering metric world-space hand motion from egocentric video supports understanding human interactions and transferring them to embodied agents. Three challenges complicate this task: multi-stage pipelines propagate errors from independently estimated hand and camera motion; monocular observations leave physical scale ambiguous; and occlusion and out-of-view hands admit multiple plausible motion trajectories. We present DewHand, a unified model for direct joint reconstruction of world-space hand and camera motion. To avoid compounding errors from multi-stage estimation, DewHand jointly predicts hand and camera motion in a shared world coordinate system within a single-stage pipeline. To resolve metric-scale ambiguity, it combines scene-level geometric features from VGGT-$Ω$ with metric-space supervision, while hand-specific features preserve fine-grained articulation. To handle occlusion and out-of-view hands, we formulate reconstruction as conditional motion generation with flow matching. Under the same architecture, this generative formulation outperforms direct regression in both accuracy and temporal smoothness with only two sampling steps. Experiments on HOT3D and ARCTIC demonstrate improved world-space accuracy and temporal consistency over state-of-the-art methods. DewHand reduces rigid-aligned world-space error relative to StableHand from 32.9 to 28.4 mm on HOT3D and from 76.2 to 36.2 mm on ARCTIC. It also recovers camera scale within 10% on two thirds of HOT3D clips, versus about a quarter for SLAM. Moreover, in zero-shot evaluations on HoloAssist, H2O, and TACO, captured with different devices, DewHand achieves the lowest rigid-aligned world-space error (WA-MPJPE) on each dataset.
Microsoft researcher and collaborator combine new mathematical ideas with human-directed AI to resolve a central problem in high-dimensional geometry and probability At a glance Fundamental scientific breakthrough: Researchers resolved the Kannan-Lovász-Simonovits (KLS) conjecture, a 31-year-old problem widely regarded as one of the central open questions in high-dimensional geometry, with implications for statistics, optimization, algorithms, and computer science. A universal geometric principle: The result establishes a universal geometric principle for log-concave distributions, showing that simple flat cuts can capture their narrowest bottlenecks within a fixed factor, regardless of dimension. Human-AI collaboration: The breakthrough emerged from a human-directed agentic research process in which AI systems explored mathematical possibilities while researchers evaluated, pruned, and redirected the search. Independent confirmation: Multiple independent researchers have validated this research, identifying its central criterion as the key breakthrough, followed by a machine-checked formal verification. For decades, a fundamental question about the difficulty of computing in high-dimensional spaces has resisted proof. New research resolves this question, removing a major theoretical obstacle to understanding the efficiency of randomized algorithms used across science and computing. The Kannan–Lovász–Simonovits (KLS) conjecture was proposed in 1995. It asks whether, for a broad class of high-dimensional probability distributions, the best flat or hyperplane cut is always nearly as effective as the best cut of any shape. More precisely, KLS predicts that the two differ by no more than a universal constant, regardless of the number of dimensions. This would establish a dimension-free geometric principle with important consequences for high-dimensional geometry, probability, and theoretical computer science. Because the geometry of these cuts governs how quickly random walks can explore a distribution, KLS also plays a central role in the theory of high-dimensional sampling. Figure 1: An illustration of the KLS Conjecture (simplified) on regular tetrahedron. Since 1995, mathematicians have accumulated evidence that the conjecture was true, but a complete proof remained elusive. Now, two researchers, including Xinzhi Zhang from the Machine Learning and Optimization group at Microsoft Research, have proved the KLS conjecture (opens in new tab) . They have shown that the relationship holds with a fixed bound, regardless of how many dimensions a shape has. Before this work, the best known result (opens in new tab) , established in July 2026, allowed that bound to grow slowly as the number of dimensions increased. This work establishes a fundamental geometric principle: high-dimensional spaces are better behaved than previously known, and the obstacles to navigating them do not grow without bound as dimensions increase. The importance of the KLS conjecture was recognized across the field long before it was resolved. In its 2017-18 Annual Report, the Mathematical Sciences Research Institute (MSRI) (opens in new tab) called it “a central open problem in high-dimensional convex geometry.” The Simons Institute (opens in new tab) described it as “one of the most important open problems in convex geometry.” In the proceedings of the 2022 International Congress of Mathematicians (ICM) (opens in new tab) , Ronen Eldan noted its broad implications for high-dimensional convex and computational geometry. Quanta Magazine (opens in new tab) wrote that KLS “lies at the heart of many questions in statistics and computer science.” Technical details The authors began by improving the July 2026 result in order to make the mathematical bound more precise. Working with AI agents in a structured, human-directed process, they explored more than 100 candidate approaches, many involving lengthy calculations with higher-order tensors. This produced a new mathematical criterion that became the foundation of the final proof. The authors then discovered that the new criterion could be applied recursively. Each improved bound could be fed back into the same argument to produce a still tighter one. In the October 1, 2026 version of the paper, this reduced the dependence on dimension to the iterated logarithm. This function grows extraordinarily slowly, but it still grows with the dimension and therefore did not yet fully resolve the conjecture. The final step was to repeat the entire recursive refinement, rather than applying it only once. This idea was inspired by the authors’ earlier work on fast algorithms for linear programming. The authors proved that the small errors introduced at each stage shrink fast enough that their total remains bounded by a universal constant, independent of the dimension. This eliminated the dependence on the number of dimensions and completed the proof in the October 4, 2026 version of the paper. The recursive method, its repeated application, and the proof that the accumulated errors remain bounded are original contributions of the researchers. AI tools helped explore candidate approaches, carry out detailed derivations, prepare the manuscript, and perform internal proof checks. The researchers determined the mathematical direction, selected the promising ideas, assembled them into the final argument, and verified the proof. Independent confirmation On the same day that the authors posted their complete proof, a separate group of leading experts posted a full proof (opens in new tab) that they developed in parallel. Their work built upon the findings in the first version (opens in new tab) of the Microsoft paper, calling it “the crucial step in the proof.” A third proof (opens in new tab) which appeared separately on the same day relies on a closely related idea. In addition, a Lean 4 formalization (opens in new tab) was subsequently released, combining the key criterion from the first Microsoft paper with additional research. Independent proofs are among mathematics’ strongest forms of validation because they demonstrate that a result does not rest on a single chain of reasoning. The subsequent appearance of alternative approaches and formal verification further strengthens confidence that the field has uncovered a genuine underlying principle rather than a fragile technical argument. The authors have also shortened their proof and verified the streamlined argument in Lean; they plan to release both after final review. Together, these developments provide complementary forms of confirmation. Human-AI guidance In the process of proving KLS, this research also demonstrates the power of having researchers direct AI rather than simply asking AI to solve a complex problem through a single end-to-end run of a frontier model or agent. The authors used an agentic search process with iterative, human-assisted “pruning”: As multiple agents explored variations of an idea in parallel, the researcher examined their intermediate result, eliminated unpromising directions, and passed the most promising result to the next round. Roughly one hundred research trajectories were explored before the key breakthrough emerged. In a separate track of the project, the authors made repeated unguided attempts to solve the same problem with several leading AI models, using roughly the same total token budget as the main process. That effort fell short of the goal. The eventual success depended on both the capabilities of the AI systems and the mathematical judgment of the researchers. Conclusion Taken together, resolving KLS settles a central problem in high-dimensional geometry. A wide range of results that previously relied on the conjecture as an assumption can now be stated unconditionally. The proof therefore provides a stronger foundation for research in convex geometry, probability, and theoretical computer science. The work also demonstrates how carefully guided human-AI collaboration can contribute to genuine scientific discovery while reinforcing, rather than replacing human insight. It highlights the continuing importance of scientific judgment in identifying promising directions, recognizing conceptual connections, and seeing when a partial insight points toward a deeper result. The authors are now simplifying the proof and extending its formal verification so that the mathematics and theoretical computer science communities can more easily examine the result and build on it. Acknowledgements Thank you to our co-author Zhao Song for his contributions to this work, and Victor Reis (opens in new tab) and Ishai Menache for helpful discussions throughout the project. Opens in a new tab The post Solving a 31-year-old grand challenge in mathematics – the KLS conjecture appeared first on Microsoft Research .
Geometric structure is essential for robotic manipulation and understanding the 3D world. Most VLA models rely on 2D representations of current observations, while geometry-aware approaches often require additional 3D information. However, geometry inferred independently from individual observations is often discarded rather than accumulated into a persistent task representation. Our key insight is that action generation needs a compact, task-relevant geometric abstraction that can be continuously updated, rather than a complete, renderable 3D reconstruction at every step. We introduce GeoMem-VLA, a VLA framework that internalizes explicit 3D supervision into dedicated geometric tokens and maintains them as temporal memory for action generation, without directly aligning the VLM's native visual embeddings with the teacher feature space. During training, a frozen geometry foundation model supervises learnable GeoPlan tokens through a geometric flow-matching objective over the current scene point map and future end-effector tracks. These tokens are integrated with the memory of observation representations, where historical information is retrieved, adaptively fused with current observations, and consolidated to retain event frames as the task progresses. At inference, the policy retrieves historical representations and fuses them with the current working representation to predict actions, without invoking the 3D teacher or explicitly reconstructing the scene. After benchmark-specific downstream adaptation, GeoMem-VLA achieves 98.9% average success on LIBERO and 91.10% / 91.24% on RoboTwin's clean/randomized settings. Across five real-world tasks, GeoMem-VLA achieves 78.0% average success. These results suggest that internalizing and remembering 3D scene understanding is a promising approach to robot control.
What's Changed Update all npm dependencies by @renovate [bot] in #1074 Support 2-point vertical alignment in the orient tool by @slimbuck in #1075 Update dependency @playcanvas/splat-transform to v3.10.2 by @renovate [bot] in #1076 Export the selected SH band count, zero-padding missing bands by @Yang-SyZng in #1063 New Contributors @Yang-SyZng made their first contribution in #1063 Full Changelog : v3.5.2...v3.6.0 官方 Release:v3.6.0。请查看 Release notes、依赖和许可证变化。
Text-to-Image models reproduce societal stereotypes, and existing mitigation applies one demographic correction to the whole scene. In multi-person scene generation this creates a trade-off: global steering improves aggregate balance only by homogenizing the people within an image. Steering-based methods like Embedding Arithmetic drive the intra-image diversity below the unsteered baseline. Text- and latent-projection approaches shift the aggregate skew with only marginal gains in intra-image diversity. We present Spatially Gated Steering (SGS), which steers the demographics of each person independently by extracting per-person masks from the Diffusion Transformer's (DiT) internal attention maps at a critical denoising timestep and applying a distinct demographic vector within each mask for the remaining steps. SGS needs no fine-tuning, inversion or layout specifications, and uses a lightweight segmentor over frozen DiT attention features to localize subjects at early timesteps. On skewed occupational prompts, SGS reaches high intra-image racial and gender diversity while keeping aggregate balance competitive and image quality near baseline, a result we validate on two architecturally distinct diffusion transformers, FLUX.1-Dev and SD3.5-Large. Codebase and model weights are available at https://github.com/cvims/spatially-gated-steering
Protein design is a search problem. Choose amino acids for an eight-residue protein sequence and more than 25 billion combinations are possible. Choose amino... Protein design is a search problem. Choose amino acids for an eight-residue protein sequence and more than 25 billion combinations are possible. Choose amino acids for a 100-residue protein sequence and the number of possibilities exceeds the number of atoms in the observable universe. Somewhere in that space is a protein that opens a path to a new therapy. There are too many combinations to… Source
Edge medical segmentation must reconcile small model size, high accuracy, and fast inference. TernScope addresses this tradeoff through model--hardware co-design, learning a compact segmentation network whose low-bit operators also simplify hardware execution. Split-channel large-kernel blocks preserve spatial context with limited computation, while branch fusion removes redundant inference paths. Ternary Progressive Quantization-aware Training (TPQ) then adapts the fused network from deep to shallow layers, through the decoder, and finally to the input and prediction layers. All 25 convolutions use ternary weights and 8-bit activations, enabling packed storage and multiplier-free computation. The resulting model uses 0.2483 M parameters and 0.0949 GMACs while retaining competitive segmentation accuracy on in-domain and external datasets. Under the same 45 nm technology, TernScope reduces compute-array area by 88.46% compared with the original Gemmini, a systolic-array accelerator with 8-bit $\times$ 8-bit multipliers. These results demonstrate a path from accurate lightweight medical segmentation to compact low-bit hardware.
High-fidelity 4D physical simulation requires accurate physical parameter assignments that align with diverse material properties. Previous methods struggle with critical bottlenecks: they either rely on computationally intensive per-scene optimization or predict parameters from purely visual inputs. The latter suffers from inherent ambiguity, e.g., the inability to distinguish the stiffness of rubber from its appearance alone. To bridge this gap, we propose AutoPhyX, a text-conditioned framework for predicting spatially-varying physical properties. Since training robust feed-forward models requires fine-grained supervision, we first introduce a novel part-controllable data generation pipeline that decomposes complex 3D assets into semantically distinct components and pairs them with physically plausible, diverse parameters and corresponding text descriptions. Leveraging this dataset, AutoPhyX employs a cross-modal modulation mechanism where text features dynamically modulate visual features for precise physical grounding. By formulating property prediction within a voxel field, AutoPhyX ensures compatibility with diverse 3D representations, including meshes, point clouds, Gaussian Splatting, and NeRF. Experiments demonstrate that our method enables physically plausible, text-driven parameter assignment in a single forward pass. It achieves high accuracy and robust generalization to in-the-wild objects, paving the way for future physics-intensive embodied and robotic applications.
An AI agent can complete its assignment and still cross a security boundary. Recent incidents show that agents can circumvent security controls while using... An AI agent can complete its assignment and still cross a security boundary. Recent incidents show that agents can circumvent security controls while using tools, credentials, and services to pursue their assigned goals. Monitoring and enforcement need to operate outside the agent’s reach so that it can’t alter or disable them. NVIDIA Sentry is a security software framework that monitors AI… Source
Autonomous agents can work for hours on complex tasks, accessing files, tools, the internet, and spawning other agents to collaborate with. Executing complex... Autonomous agents can work for hours on complex tasks, accessing files, tools, the internet, and spawning other agents to collaborate with. Executing complex tasks over long time horizons leads to compounding risk: the agents may download code, build new tools, request additional privileges, and touch more of the underlying infrastructure. The agents’ action paths are determined as they work… Source
Full 3D attention is costly in video Diffusion Transformers. Block-sparse attention reduces this cost by computing only selected attention blocks. However, existing methods either overlook the potential to optimize sparsity allocation or rely on heuristic rules or local metrics to guide it. In this work, we observe that sparsifying attention in different layers and at different denoising steps affects final-video fidelity to substantially different degrees. Yet the identities of the most sensitive layer-step pairs remain nearly unchanged across inputs. Building on these findings, we propose Allocating Layer-step Latency by Output Tests (ALLOT), a training-free sparsity allocation method. Treating each layer-step pair as a cell, ALLOT estimates each cell's contribution to final-video error through (i) cell probing and (ii) trajectory calibration, then jointly optimizes cell densities under a measured-latency budget. It preserves existing selection strategies and kernels, replacing only the allocation component. At equal or shorter wall-clock time, ALLOT outperforms every compared allocation strategy with XAttention, with an 11.8 dB PSNR gain on HunyuanVideo. Extensive experiments across four additional published pipelines on Wan2.1, Wan2.2, and HunyuanVideo show that ALLOT outperforms or ties the default in all nine settings.
World models are increasingly used for planning, where a planner ranks candidate actions by returns imagined by the model. However, these models are judged mainly by how well they render frames, even though a visually faithful rollout can still assign the wrong return. To identify where this mismatch arises, we introduce a transition-level diagnostic that replaces imagined transitions with real ones and measures the reduction in return error against a budget-matched random control. Our analysis yields two findings. (1) Event transitions, the few steps where a reward is earned or an episode ends, are rendered as well as other steps (median pixel-error ratio 0.85), yet restoring them removes a median of 70% of the return error. In contrast, restoring transitions with the largest MSE, SSIM or LPIPS error removes less than a random choice. Across the 44 Atari-100k model--collection pairs that pass our reliability checks, including three released families, event patches outperform random patches in 39 (sign test p=1.4 x 10^{-7}), with a median gain of +44 percentage points. (2) The remaining error is structured: a complementary patch separates errors at true events from those elsewhere, while an eight-step timing tolerance recovers few events missed by our deterministic models. This structure also guides repair: a rule recorded before four repair outcomes were known predicts when a diffusion model repairs these failures. Event patches improve plan ranking, and the same concentration appears on control tasks with rare reward events.
Interactive video world models predict how an environment evolves under user actions, but most existing systems assume one controlled agent and one task-specific action interface. We study multi-agent video world modeling, where one model generates a joint visual future for multiple controlled agents while interpreting heterogeneous controls ranging from binary game buttons to continuous robot commands. This task presents two complementary challenges. First, every agent-indexed action stream must control its intended visual entity independently. Second, the model must adapt the meaning of each control variable across different tasks, where the same tensor dimension may denote an attack, steering command, or robot command. We introduce LiveAct, centered on a Heterogeneous Action Interface (HAI) whose two components mirror this decomposition. To support independent control, Agent-Aware Spatial Modulation uses language-driven spatial gates and agent-specific attention to bind each action stream to its intended visual agent. To accommodate heterogeneous controls, Schema-Guided Action Adaptation describes each control variable in language and modulates its semantic token with the synchronized numerical value. We further transfer the complete interface to a blockwise causal generator through teacher forcing and rollout-aware distribution matching, enabling efficient streaming generation while retaining agent-specific control and action semantics. We instantiate the formulation on six multi-agent sources spanning games and multi-robot manipulation, and evaluate visual quality, action following, agent attribution, and latency. Across games and robot manipulation, LiveAct reaches 0.898 and 0.942 agent-attribution accuracy without agent locations or identity crops, and the causal generator attains 17.70 FPS at $512\times 448$.
Automated optical inspection of precision components with tiny surface defects remains challenging when different regions of the same component exhibit different defect characteristics and, therefore, different acceptance criteria. This paper presents a region-aware, dual-model inspection framework that combines instance segmentation of localized seat-region defects with image-level classification of global shaft-region anomalies. Rather than treating these two model detections as sufficient evidence for component rejection, a deterministic decision fusion layer that formalizes industrial Standard Operating Procedures is applied to the model outputs to make the final component level decision. A PLC-synchronized imaging system acquires 18 seat and 18 shaft images over a full 360-degree rotation to provide multi-view circumferential coverage. The framework was evaluated on 380 automotive fuel injector needles, covering representative operational defect types, using identical model predictions in all configurations. Direct model-output aggregation via simple union logic (where any single-view detection flags a rejection) identified all 104 non-conforming components but produced a component level false rejection rate of 57.6%. Inclusion of a complete decision layer maintained the observed non-conforming (NOK) recall of 100% while reducing the false rejection rate to 10.9%, corresponding to an 81.1% reduction in false-positive component decisions. The results demonstrate that formalized manufacturing acceptance criteria can complement sensitive visual models by translating frame-level detections into practical and traceable component-level decisions.
In implicit neural representations (INRs), 3D signals are encoded directly in network weights, making stable weight-space operations essential. However, permutation symmetry causes independently trained yet functionally equivalent models to appear distant in weight space, often inducing large loss barriers under linear interpolation. Existing neuron alignment methods either commit early to discrete matches and become trapped in inconsistent local optima or rely on computationally expensive gradient optimization over continuous relaxations, both of which are unreliable in challenging cases such as NeRF. We adopt progressive alignment, a layer-wise strategy that follows inter-layer dependencies from input to output. At each layer, a correlation matrix is estimated and aligned with a discrete anchor obtained by the Hungarian algorithm, after which temperature-controlled spectral annealing gradually sharpens the correlation structure toward a permutation matrix. This update is deterministic and lightweight, avoiding the inner-loop gradient optimization required by continuous relaxation methods. A final refinement stage further optimizes the network layer-by-layer via weight matching, starting from the aligned solution. Experiments on MLPs, CNNs, and Neural Radiance Fields (NeRFs) show that the proposed method reliably recovers neuron correspondences and achieves stable alignment across architectures. In practical experiments aligning independently trained NeRF models, our method reduces the loss barriers under weight interpolation compared with existing approaches.
Practical image generation requires both human preference alignment and few-step efficiency, yet combining reinforcement learning (RL) with distillation is often multi-stage and may erode RL gains We observe that few-step RL progressively improves structural coherence, even with specialized rewards, but leaves low-level artifacts that these rewards may fail to penalize. To address this gap, we propose AdvFidelity, which integrates artifact-sensitive fidelity supervision into RL through an online adversarial reward. This enables joint reward alignment and high-fidelity few-step generation within a single RL stage, without distribution matching distillation (DMD) or other explicit distillation objectives. We train a discriminator to rank high-quality references (positives) above content-matched reconstructions (negatives) produced by the current generator. Reconstructing moderately noised references largely preserves style and scene layout while exposing low-level degradations. This encourages the discriminator to assess artifacts rather than content differences. With negatives reconstructed online, alternating updates adapt fidelity supervision to the generator's evolving failure modes. References can come from existing target-domain data or full-step model samples. Built on LeapAlign, AdvFidelity backpropagates gradients from both rewards through the few-step sampling trajectories used at inference. Across two model backbones and three task settings, AdvFidelity matches full-step LeapAlign in alignment, task performance, and overall generation quality and remains highly competitive with other evaluated full-step RL methods, using only 4 or 8 steps without CFG.
Robots deployed in human-centered environments need maps that support both geometric navigation and open-vocabulary semantic queries beyond a fixed label set. A key challenge is enriching such maps with semantic information without relying on manually annotated segmentation masks or closed-set semantic categories. Existing geometry-driven active mapping maximizes coverage but treats semantics as a passive by-product of the collected trajectory, whereas active semantic mapping typically depends on supervised semantic segmentation. We present AOV-GS, an active 3D Gaussian mapping system that guides exploration using frozen foundation models. During coarse exploration, AOV-GS re-ranks geometrically promising candidate views according to CLIP mask-embedding novelty computed from SAM instance segmentation, biasing exploration toward semantically informative regions. Frozen SAM and CLIP provide instance masks and language-aligned embeddings throughout mapping, while a lightweight scene-specific language field is fitted offline directly to the collected CLIP embeddings rather than manually annotated masks, enabling open-vocabulary text-query segmentation on novel views. In a controlled comparison using the same SAM-CLIP perception stack, AOV-GS improves average language-field mIoU over geometry-only active planning by 1.3 percentage points on Replica (34.6% on eight scenes) and by 1.8 points on Matterport3D (23.1% on five scenes). With CorrCLIP, AOV-GS reaches 35.6% on Replica, 2.0 points above the matched Geometry-based + CorrCLIP baseline. Novel-view PSNR remains comparable to the geometry-only baseline on both datasets while depth L1 improves on Replica. Code is available at https://github.com/OptimusFaber/AOV-GS.
The scarcity of high-quality annotated visual data remains a critical bottleneck for autonomous-driving perception. Simulators provide training data at scale, but the limited realism of synthetic videos compromises perception performance in real-world applications. To address this limitation, we propose NeuralSRender, a sim-to-real video translation framework that enhances the photorealism of synthetic videos while maintaining geometric consistency with the source scenes. Built on a pretrained video diffusion transformer (DiT), NeuralSRender uses a lightweight projector to inject geometric and material priors from G-buffers, and LoRA enables parameter-efficient adaptation. The model is trained in two stages: it first learns G-buffer conditioning from synthetic videos with accurate G-buffers, then adapts to real-world appearance using real videos with estimated G-buffers. During the second stage, an additional LoRA module is trained while the projector and first-stage LoRA remain frozen to reduce interference from estimation noise. NeuralSRender introduces only 1.45\% parameter overhead and can be trained on consumer-grade GPUs with 24 GB of memory. To support training and evaluation, we introduce GenReal, a large-scale driving video dataset comprising synthetic and real-world videos with corresponding G-buffers. Experiments demonstrate improved photorealism with competitive geometric consistency. Training perception models on our translated videos instead of raw simulator renders improves detection $\mathrm{AP}_{50}$ on nuImages from 35.1 to 40.6 and segmentation mIoU on Cityscapes from 32.4 to 40.8. Our code, data, and model weights are available at: https://github.com/WHU-USI3DV/NeuralSRender.
We propose a learning-based generative model for completing curvilinear features under occlusion by environmental obstacles. To this end, we adopt a flow matching-based approach that supports the inpainting of occluded regions with the appropriate curvilinear features. To eliminate the reliance on privileged information about the occlusion a priori, we also train a UNet-based mask prediction model, which can identify regions for inpainting given only the occluded observation. The components of our approach are validated via experiments using procedurally-generated test cases, and the complete pipeline is validated using large public datasets for curvilinear objects. Against off-the-shelf inpainting baselines, ROCOCO is the strongest method by a wide margin when no occlusion mask is given, and is competitive with mask-supervised inpainting when one is, achieving best on full-image error and second only to LaMa on the occluded region, while using a completer of $7.7$M parameters against LaMa's $51$M and Stable Diffusion's $860$M.
World action models (WAMs) are shown to substantially diverge under generalization performance based on their generative backbones. We investigate this gap through the representational geometry that WAMs inherit from their backbones and how policy training reorganizes it. Our central hypothesis is that a useful representational prior would structure geometry that separates nuisance information from the in-distribution manifold in advance of training as a policy. We quantify this with nuisance orthogonality; orthogonality of the feature under visual variation outside the empirical in-distribution manifold. Across various image and video backbones, we show that a higher orthogonality from the representational prior is associated with stronger robustness to visual variations after WAM training, enabling policy generalization measurable prospectively for world models. In addition, analyzing the resulting robust WAMs reveals nuisance suppression; relative suppression of feature displacement caused by such variations and robust action generation of the policy. Together, these findings provide a geometric perspective on how the representational prior of the world model shapes the generalization performance of WAMs.