Video-to-video moment retrieval (Vid2VidMR) is the task of localizing unseen events or moments in a target video using a query video. This task poses several challenges, such as the need for semantic frame-level alignment and modeling complex dependencies between query and target videos. To tackle this challenging problem, we introduce MATR (Moment Alignment TRansformer), a transformer-based model designed to capture semantic context as well as the temporal details necessary for precise moment localization. MATR conditions target video representations on query video features using dual-stage sequence alignment that encodes the required correlations and dependencies. These representations are then used to guide foreground/background classification and boundary prediction heads, enabling the model to accurately identify moments in the target video that semantically match with the query video. Additionally, to provide a strong task-specific initialization for MATR, we propose a self-supervised pre-training technique that involves training the model to localize random clips within videos. Extensive experiments demonstrate that MATR achieves notable performance improvements of 13.1% in R@1 and 8.1% in mIoU on an absolute scale compared to state-of-the-art methods on the popular ActivityNet-VRL dataset. Additionally, on our newly proposed dataset, SportsMoments, MATR shows a 14.7% gain in R@1 and a 14.4% gain in mIoU on an absolute scale over strong baselines.
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We present MoGA, a novel method to reconstruct high-fidelity 3D Gaussian avatars from a single-view image. The main challenge lies in inferring unseen appearance and geometric details while ensuring 3D consistency and realism. Most previous methods rely on 2D diffusion models to synthesize unseen views; however, these generated views are sparse and inconsistent, resulting in unrealistic 3D artifacts and blurred appearance. To address these limitations, we leverage a generative avatar model, that can generate diverse 3D avatars by sampling deformed Gaussians from a learned prior distribution. Due to limited 3D training data, such a 3D model alone cannot capture all image details of unseen identities. Consequently, we integrate it as a prior, ensuring 3D consistency by projecting input images into its latent space and enforcing additional 3D appearance and geometric constraints. Our novel approach formulates Gaussian avatar creation as model inversion by fitting the generative avatar to synthetic views from 2D diffusion models. The generative avatar provides an initialization for model fitting, enforces 3D regularization, and helps in refining pose. Experiments show that our method surpasses state-of-the-art techniques and generalizes well to real-world scenarios. Our Gaussian avatars are also inherently animatable. For code, see https:// zj-dong.github.io/ MoGA/
Deep functional maps have recently emerged as a powerful tool for solving non-rigid shape correspondence tasks. Methods that use this approach combine the power and flexibility of the functional map framework, with data-driven learning for improved accuracy and generality. However, most existing methods in this area restrict the learning aspect only to the feature functions and still rely on axiomatic modeling for formulating the training loss or for functional map regularization inside the networks. This limits both the accuracy and the applicability of the resulting approaches only to scenarios where assumptions of the axiomatic models hold. In this work, we show, for the first time, that both in-network regularization and functional map training can be replaced with data-driven methods. For this, we first train a generative model of functional maps in the spectral domain using score-based generative modeling, built from a large collection of high-quality maps. We then exploit the resulting model to promote the structural properties of ground truth functional maps on new shape collections. Remarkably, we demonstrate that the learned models are category-agnostic, and can fully replace commonly used strategies such as enforcing Laplacian commutativity or orthogonality of functional maps. Our key technical contribution is a novel distillation strategy from diffusion models in the spectral domain. Experiments demonstrate that our learned regularization leads to better results than axiomatic approaches for zero-shot non-rigid shape matching. Our code is available at: https://github.com/daidedou/diffumatch/
While diffusion models have demonstrated significant success in standard dynamic range (SDR) image synthesis, generating high dynamic range (HDR) images with higher luminance and broader color gamuts remains challenging. This arises primarily from two factors: (1) The incompatibility between pretrained SDR image auto-encoders and the high-bit-depth HDR images; (2) The lack of large-scale HDR image datasets for effective learning and supervision. In this paper, we propose a novel framework for HDR image generation with two key innovations: (1) Decomposed HDR Image Generation: We leverage a double-layer HDR image format to decompose the HDR image into two low-bit-depth components: an SDR image with a corresponding Gain Map (GM).This format is inherently compatible with pretrained SDR auto-encoders, motivating the decomposition of HDR image generation into SDR image and GM prediction. (2) Unsupervised Data Construction: We develop an automated pipeline to construct "Text-SDR-GM" triplets from large-scale text-image datasets by brightness-aware compression and gamut-constrained reduction, enabling unsupervised learning of GMs without ground-truth data. Building upon these innovations, we adapt the Stable Diffusion model to jointly predict GMs and SDR images, enabling high-quality decomposed HDR image generation. Experiments show that our framework excels in HDR image generation and SDR-to-HDRTV up-conversion, generalizing well across diverse scenes and conditions.
Video-to-audio (V2A) generation aims to synthesize temporally aligned, realistic sounds for silent videos, a critical capability for immersive multimedia applications. Current V2A methods, predominantly based on diffusion or flow models, rely on suboptimal noise-to-audio paradigms that entangle cross-modal mappings with stochastic priors, resulting in inefficient training and convoluted transport paths. We propose VAFlow, a novel flow-based framework that directly models the video-to-audio transformation, eliminating reliance on noise priors. To address modality discrepancies, we employ an alignment variational autoencoder that compresses heterogeneous video features into audio-aligned latent spaces while preserving spatiotemporal semantics. By retaining cross-attention mechanisms between video features and flow blocks, our architecture enables classifier-free guidance within video source-driven generation. Without external data or complex training tricks, VAFlow achieves state-of-the-art performance on VGGSound benchmark, surpassing even text-augmented models in audio fidelity, diversity, and distribution alignment. This work establishes a new paradigm for V2A generation with a direct and effective video-to-audio transformation via flow matching.
Affordance, defined as the potential actions that an object offers, is crucial for embodied AI agents. For example, such knowledge directs an agent to grasp a knife by the handle for cutting or by the blade for safe handover. While existing approaches have made notable progress, affordance research still faces three key challenges: data scarcity, poor generalization, and real-world deployment. Specifically, there is a lack of large-scale affordance datasets with precise segmentation maps, existing models struggle to generalize across different domains or novel object and affordance classes, and little work demonstrates deployability in real-world scenarios. In this work, we address these issues by proposing a complete affordance learning system that (1) takes in egocentric videos and outputs precise affordance annotations without human labeling, (2) leverages geometric information and vision foundation models to improve generalization, and (3) introduces a framework that facilitates affordance-oriented robotic manipulation such as tool grasping and robot-to-human tool handover. Experimental results show that our model surpasses the state-of-the-art by 13.8% in mIoU, and the framework achieves 77.1% successful grasping among 179 trials, including evaluations on seen, unseen classes, and cluttered scenes. Project page: https://reagan1311.github.io/affgrasp.
The Audio-Visual Acoustic Synthesis (AVAS) task aims to model realistic audio propagation behavior within a specific visual scene. Prior works often rely on sparse image representations to guide acoustic synthesis. However, we argue that this approach is insufficient to capture the intricate physical properties of the environment and may struggle with generalization across diverse scenes. In this work, we review the limitations of existing pipelines and address the research question: Can we leverage physical audio-visual associations to enhance neural acoustic synthesis? We introduce Physics-Integrated Audio-Visual Acoustic Synthesis (PI-AVAS or \pi-AVAS), a novel framework designed with two key objectives. i) Generalization: We develop a vision-guided audio simulation framework that leverages physics-based sound propagation. By explicitly modeling vision-grounded geometry and sound rays, our approach achieves robust performance across diverse visual environments. ii) Realism: While simulation-based approaches offer generalizability, they often compromise on realism. To mitigate this, we incorporate a second stage for data-centric refinement, where we propose a flow matching-based audio refinement model to narrow the gap between simulation and real-world audio-visual scenes. Extensive experiments demonstrate the effectiveness and robustness of our method. We achieve state-of-the-art performance on the RWAVS-Gen, RWAVS, and RAF datasets. Additionally, we show that our approach can be seamlessly integrated with existing methods to significantly improve their performance.
We present MixRI, a lightweight network that solves the CAD-based novel object pose estimation problem in RGB images. It can be instantly applied to a novel object at test time without finetuning. We design our network to meet the demands of real-world applications, emphasizing reduced memory requirements and fast inference time. Unlike existing works that utilize many reference images and have large network parameters, we directly match points based on the multi-view information between the query and reference images with a lightweight network. Thanks to our reference image fusion strategy, we significantly decrease the number of reference images, thus decreasing the time needed to process these images and the memory required to store them. Furthermore, with our lightweight network, our method requires less inference time. Though with fewer reference images, experiments on seven core datasets in the BOP challenge show that our method achieves comparable results with other methods that require more reference images and larger network parameters.
MBTI: Masked Blending Transformers with Implicit Positional Encoding for Frame-rate Agnostic Motion Estimation
PDF ↗Human motion estimation models typically assume a fixed number of input frames, making them sensitive to variations in frame rate and leading to inconsistent motion predictions across different temporal resolutions. This limitation arises because input frame rates inherently determine the temporal granularity of motion capture, causing discrepancies when models trained on a specific frame rate encounter different sampling frequencies. To address this challenge, we propose MBTI (Masked Blending Transformers with Implicit Positional Encoding), a frame rate-agnostic human motion estimation framework designed to maintain temporal consistency across varying input frame rates. Our approach leverages a masked autoencoder (MAE) architecture with masked token blending, which aligns input tokens with a predefined high-reference frame rate, ensuring a standardized temporal representation. Additionally, we introduce implicit positional encoding, which encodes absolute time information using neural implicit functions, enabling more natural motion reconstruction beyond discrete sequence indexing. By reconstructing motion at a high reference frame rate and optional downsampling, MBTI ensures both frame rate generalization and temporal consistency. To comprehensively evaluate MBTI, we introduce EMDB-FPS, an augmented benchmark designed to assess motion estimation robustness across multiple frame rates in both local and global motion estimation tasks. To further assess MBTI's robustness, we introduce the Motion Consistency across Frame rates (MCF), a novel metric to quantify the deviation of motion predictions across different input frame rates. Our results demonstrate that MBTI outperforms state-of-the-art methods in both motion accuracy and temporal consistency, achieving the most stable and consistent motion predictions across varying frame rates.
In this work, we present DreamDance, a novel method for animating human images using only skeleton pose sequences as conditional inputs. Existing approaches struggle with generating coherent, high-quality content in an efficient and user-friendly manner. Concretely, baseline methods relying on only 2D pose guidance lack the cues of 3D information like depth and normal maps, leading to suboptimal results. Other works introduce extra representations to provide additional 3D information but inevitably involve a cumbersome and time-intensive process. To address these limitations, DreamDance enriches 3D geometry cues from 2D poses by introducing an efficient diffusion model, enabling high-quality human image animation with various guidance. Our key insight is that human images naturally exhibit multiple levels of correlation, progressing from coarse skeleton poses to fine-grained geometry cues, and further from these geometry cues to explicit appearance details. Capturing such correlations could enrich the guidance signals, facilitating intra-frame coherency and inter-frame consistency. Specifically, we construct the TikTok-Dance5K dataset, comprising 5K high-quality dance videos with detailed frame annotations, including human pose, depth, and normal maps. Next, we introduce a Mutually Aligned Geometry Diffusion Model to generate fine-grained depth and normal maps for enriched guidance. Finally, a Cross-domain Controller incorporates multi-level guidance to animate human images effectively with a video diffusion model. Extensive experiments demonstrate that our method achieves state-of-the-art performance in animating human images compared to baseline methods.
We propose SC-Captioner, a reinforcement learning framework that enables the self-correcting capability of image caption models. Our crucial technique lies in the design of the reward function to incentivize accurate caption corrections. Specifically, the predicted and reference captions are decomposed into object, attribute, and relation sets using scene-graph parsing algorithms. We calculate the set difference between sets of initial and self-corrected captions to identify added and removed elements. These elements are matched against the reference sets to calculate correctness bonuses for accurate refinements and mistake punishments for wrong additions and removals, thereby forming the final reward. For image caption quality assessment, we propose a set of metrics refined from CAPTURE that alleviate its incomplete precision evaluation and inefficient relation matching problems. Furthermore, we collect a fine-grained annotated image caption dataset, RefinedCaps, consisting of 6.5K diverse images from COCO dataset. Experiments show that applying SC-Captioner on large visual-language models can generate better image captions across various scenarios, significantly outperforming the direct preference optimization training strategy.
With the growing demand for high-fidelity 3D models from 2D images, existing methods still face significant challenges in accurately reproducing fine-grained geometric details due to limitations in domain gaps and inherent ambiguities in RGB images. To address these issues, we propose Hi3DGen, a novel framework for generating highfidelity 3D geometry from images via normal bridging. Hi3DGen consists of three key components: 1. an imageto-normal estimator that decouples the low-high frequency image pattern with noise injection and dual-stream training to achieve generalizable, stable, and sharp estimation; 2. a normal-to-geometry learning approach that uses normalregularized latent diffusion learning to enhance 3D geometry generation fidelity; and 3. a 3D data synthesis pipeline that constructs a high-quality dataset to support training. Extensive experiments demonstrate the effectiveness and superiority of our framework in generating rich geometric details, outperforming state-of-the-art methods in terms of fidelity. Our work provides a new direction for high-fidelity 3D geometry generation from images by leveraging normal maps as an intermediate representation.
Recent advancements in generative models have enabled 3D urban scene generation from satellite imagery, unlocking promising applications in gaming, digital twins, and beyond. However, most existing methods rely heavily on neural rendering techniques, which hinder their ability to produce detailed 3D structures on a broader scale, largely due to the inherent structural ambiguity derived from relatively limited 2D observations. To address this challenge, we propose Sat2City, a novel framework that synergizes the representational capacity of sparse voxel grids with latent diffusion models, tailored specifically for our novel 3D city dataset. Our approach is enabled by three key components: (1) A cascaded latent diffusion framework that progressively recovers 3D city structures from satellite imagery, (2) a Re-Hash operation at its Variational Autoencoder (VAE) bottleneck to compute multi-scale feature grids for stable appearance optimization, and (3) an inverse sampling strategy enabling implicit supervision for smooth appearance transitioning. To overcome the challenge of collecting real-world city-scale 3D models with high-quality geometry and appearance, we introduce a dataset of synthesized large-scale 3D cities paired with satellite-view height maps. Validated on this dataset, our framework generates detailed 3D structures from a single satellite image, achieving superior fidelity compared to existing city generation models.
Text-to-3D generation has achieved remarkable progress in recent years, yet evaluating these methods remains challenging for two reasons: i) existing benchmarks lack fine-grained evaluation on different prompt categories and evaluation dimensions; ii) previous evaluation metrics only focus on a single aspect (e.g., text-3D alignment) and fail to perform multi-dimensional quality assessment. To address these problems, we first propose a comprehensive benchmark named MATE-3D. The benchmark contains eight well-designed prompt categories that cover single and multiple object generation, resulting in 1,280 generated textured meshes. We have conducted a large-scale subjective experiment from four different evaluation dimensions and collected 107,520 annotations, followed by detailed analyses of the results. Based on MATE-3D, we propose a novel quality evaluator named HyperScore. Utilizing hypernetwork to generate specified mapping functions for each evaluation dimension, our metric can effectively perform multi-dimensional quality assessment. HyperScore presents superior performance over existing metrics on MATE-3D, making it a promising metric for assessing and improving text-to-3D generation.
With recent advances in Multimodal Large Language Models (MLLMs), grounding and referring capabilities have gained increasing attention for achieving detailed understanding and flexible user interaction. However, these capabilities still remain underdeveloped in visual document understanding due to the scarcity of fine-grained datasets and comprehensive benchmarks. To fill this gap, we propose the **DO**cument **G**rounding and **R**eferring data engine (**DOGR-Engine**), which generates two types of high-quality fine-grained document data: (1) multi-granular parsing data to improve text localization and recognition, and (2) instruction-tuning data to activate MLLMs' grounding and referring capabilities in dialogue and reasoning. Using the DOGR-Engine, we construct **DOGR-Bench**, a benchmark covering seven grounding and referring tasks across three document types (chart, poster, and PDF document), offering a comprehensive evaluation of fine-grained document understanding. Leveraging the generated data, we further develop **DOGR**, a strong baseline model that excels in text localization and recognition, while precisely grounds and refers to key textual information during conversation and reasoning, thereby advancing document understanding to a finer granularity and enable flexible interaction paradigms. Our code, data, and model are open-sourced at https://github.com/zyinan99/DOGR.
Multi-modal Large Language Models (MLLMs) have dramatically advanced the research field and delivered powerful vision-language understanding capabilities. However, these models often inherit deep-rooted social biases from their training data, leading to uncomfortable responses with respect to attributes such as race and gender. This paper addresses the issue of social biases in MLLMs by i) introducing a comprehensive counterfactual dataset with multiple social concepts (CMSC), which complements existing datasets by providing 18 diverse and balanced social concepts; and ii) proposing a counter-stereotype debiasing (CSD) strategy that mitigates social biases in MLLMs by leveraging the opposites of prevalent stereotypes. CSD incorporates both a novel bias-aware data sampling method and a loss rescaling method, enabling the model to effectively reduce biases. We conduct extensive experiments with four prevalent MLLM architectures. The results demonstrate the advantage of the CMSC dataset and the edge of CSD strategy in reducing social biases compared to existing competing methods, without compromising the overall performance on general multi-modal reasoning benchmarks.
Edges are one of the most basic parametric primitives to describe structural information in 3D. In this paper, we study parametric 3D edge reconstruction from calibrated multi-view images. Previous methods usually reconstruct a 3D edge point set from multi-view 2D edge images, and then fit 3D edges to the point set. However, noise in the point set may cause gaps among fitted edges, and the recovered edges may not align with input multi-view images since the edge fitting depends only on the reconstructed 3D point set. To mitigate these problems, we propose SketchSplat, a method to reconstruct accurate, complete, and compact 3D edges via differentiable multi-view sketch splatting. We represent 3D edges as sketches, which are parametric lines and curves defined by attributes including control points, scales, and opacity. During reconstruction, we iteratively sample Gaussian points from a set of sketches and rasterize the Gaussians onto 2D edge images. Then the gradient of the image loss can be back-propagated to optimize the sketch attributes. Our method bridges 2D edge images and 3D edges in a differentiable manner, which ensures that 3D edges align well with 2D images and leads to accurate and complete results. We also propose a series of adaptive topological operations to reduce redundant edges and apply them along with the sketch optimization, yielding a more compact reconstruction. Finally, we contribute an accurate 2D edge detector that improves the performance of both ours and existing methods. Experiments show that our method achieves state-of-the-art accuracy, completeness, and compactness on a benchmark CAD dataset.
CombatVLA: An Efficient Vision-Language-Action Model for Combat Tasks in 3D Action Role-Playing Games
PDF ↗Recent advances in Vision-Language-Action models (VLAs) have expanded the capabilities of embodied intelligence. However, significant challenges remain in real-time decision-making in complex 3D environments, which demand second-level responses, high-resolution perception, and tactical reasoning under dynamic conditions. To advance the field, we introduce CombatVLA, an efficient VLA model optimized for combat tasks in 3D action role-playing games(ARPGs). Specifically, our CombatVLA is a 3B model trained on video-action pairs collected by an action tracker, where the data is formatted as action-of-thought (AoT) sequences. Thereafter, CombatVLA seamlessly integrates into an action execution framework, allowing efficient inference through our truncated AoT strategy. Experimental results demonstrate that CombatVLA not only outperforms all existing models on the combat understanding benchmark but also achieves a 50-fold acceleration in game combat. Moreover, it has a higher task success rate than human players. We will release all resources, including the action tracker, dataset, model weights, training code, and action execution framework implementation at https://combatvla.github.io/.
Gaussian-based World Model: Gaussian Priors for Voxel-Based Occupancy Prediction and Future Motion Prediction
PDF ↗In autonomous driving, accurately predicting occupancy and motion is crucial for safe navigation within dynamic environments. However, existing methods often suffer from difficulties in handling complex scenes and uncertainty arising from sensor data. To address these issues, we propose a new Gaussian-based World Model (GWM), seamlessly integrating raw multi-modal sensor inputs. In 1st stage, Gaussian representation learner utilizes self-supervised pretraining to learn robust Gaussian representation. Gaussian representation integrates semantic and geometric information and establishes a robust probabilistic understanding of the environment. In 2nd stage, GWM seamlessly integrates learning, simulation, and planning into a unified framework, empowering the uncertainty-aware simulator & planner to jointly forecast future scene evolutions and vehicle trajectories. Simulator generates future scene predictions by modeling both static and dynamic elements, while planner calculates optimal paths to minimize collision risks, thus enhancing navigation safety. Overall, GWM employs a sensor-to-planning world model that directly processes raw sensor data, setting it apart from previous methods. Experiments show that GWM outperforms state-of-the-art approaches by 1.46% in semantic comprehension and 0.07m in motion prediction. Moreover, we provide an in-depth analysis of Gaussian representations under complex scenarios.
We introduce AllTracker: a model that estimates long-range point tracks by way of estimating the flow field between a query frame and every other frame of a video. Unlike existing point tracking methods, our approach delivers high-resolution and dense (all-pixel) correspondence fields, which can be visualized as flow maps. Unlike existing optical flow methods, our approach corresponds one frame to hundreds of subsequent frames, rather than just the next frame. We develop a new architecture for this task, blending techniques from existing work in optical flow and point tracking: the model performs iterative inference on low-resolution grids of correspondence estimates, propagating information spatially via 2D convolution layers, and propagating information temporally via pixel-aligned attention layers. The model is fast and parameter-efficient (16 million parameters), and delivers state-of-the-art point tracking accuracy at high resolution (i.e., tracking 768x1024 pixels, on a 40G GPU). A benefit of our design is that we can train jointly on optical flow datasets and point tracking datasets, and we find that doing so is crucial for top performance. We provide an extensive ablation study on our architecture details and training recipe, making it clear which details matter most. Our code and model weights are available: https://alltracker.github.io