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Computer Vision · Vision Models & Multimodal

Weitai Kang, Bin Lei, Gaowen Liu, Caiwen Ding, Yan Yan

Graphical user interface visual grounding (GUI-VG)—a core capability for GUI agents—has primarily relied on supervised fine-tuning (SFT) of multimodal large language models (MLLMs), demanding extensive data curation and significant training costs. However, as MLLMs continue to advance and even cover GUI domains during pretraining, the necessity of exhaustive SFT post-training becomes increasingly questionable. Meanwhile, the recent successes of rule-based reinforcement fine-tuning (RFT) suggest a more efficient alternative. However, despite its promise, the optimal manner of RFT for GUI-VG remains unexplored. To bridge this gap, we introduce GuirlVG, a reinforcement learning–based GUI-VG method built on a systematic empirical study and a novel stabilization technique. Preliminarily, we find that naive application of RFT underperforms the SFT baseline, motivating a deeper exploration of RFT. First, we decompose RFT into its core components and analyze the optimal formulation of each. Second, as part of this exploration, we propose a novel Adversarial KL Factor that dynamically stabilizes training to mitigate reward over-optimization. Third, we further explore the training configurations of RFT to enhance the effectiveness. Extensive experiments show that GuirlVG, with only 5.2K training samples, outperforms SFT methods trained on over 10M samples, achieving a +7.7% improvement on ScreenSpot, a +17.2% improvement on ScreenSpotPro and 91.9% accuracy on ScreenSpotV2.

Computer Vision · 3D Rendering & Reconstruction

Rong Liu, Zhongpai Gao, Benjamin Planche, Meida Chen, Van Nguyen, Meng Zheng, Anwesa Choudhuri, Terrence Chen, Yue Wang, Andrew Feng 等

We introduce Universal Beta Splatting (UBS), a unified framework that generalizes 3D Gaussian Splatting to N-dimensional anisotropic Beta kernels for explicit radiance field rendering. Unlike fixed Gaussian primitives, Beta kernels enable controllable dependency modeling across spatial, angular, and temporal dimensions within a single representation. Our unified approach captures complex light transport effects, handles anisotropic view-dependent appearance, and models scene dynamics without requiring auxiliary networks or specific color encodings. UBS maintains backward compatibility by approximating to Gaussian Splatting as a special case, guaranteeing plug-in usability and lower performance bounds. The learned Beta parameters naturally decompose scene properties into interpretable without explicit supervision: spatial (surface vs. texture), angular (diffuse vs. specular), and temporal (static vs. dynamic). Our CUDA-accelerated implementation achieves real-time rendering while consistently outperforming existing methods across static, view-dependent, and dynamic benchmarks, establishing Beta kernels as a scalable universal primitive for radiance field rendering.

Computer Vision · 3D Rendering & Reconstruction

Yixin Yang, Bojian Wu, Yang Zhou, Hui Huang

Due to the real-time rendering performance, 3D Gaussian Splatting (3DGS) has emerged as the leading method for radiance field reconstruction. However, its reliance on spherical harmonics for color encoding inherently limits its ability to separate diffuse and specular components, making it challenging to accurately represent complex reflections. To address this, we propose a novel enhanced Gaussian kernel that explicitly models specular effects through view-dependent opacity. Meanwhile, we introduce an error-driven compensation strategy to improve rendering quality in existing 3DGS scenes. Our method begins with 2D Gaussian initialization and then adaptively inserts and optimizes enhanced Gaussian kernels, ultimately producing an augmented radiance field. Experiments demonstrate that our method not only surpasses state-of-the-art NeRF methods in rendering performance but also achieves greater parameter efficiency. Project page at: \url{https://xiaoxinyyx.github.io/augs}.

Computer Vision · 3D Rendering & Reconstruction

YUE CHEN, Xingyu Chen, Yuxuan Xue, Anpei Chen, Yuliang Xiu, Gerard Pons-Moll

We present Human3R, a unified, feed-forward framework for online 4D human-scene reconstruction, in the world frame, from casually captured monocular videos. Unlike previous approaches that rely on multi-stage pipelines, iterative contact-aware refinement between humans and scenes, and heavy dependencies, e.g., human detection, depth estimation, and SLAM pre-processing, Human3R jointly recovers global multi-person SMPL-X bodies (“everyone”), dense 3D scene (“everywhere”), and camera trajectories in a single forward pass (“all-at-once”). Our method builds upon the 4D online reconstruction model CUT3R, and uses parameter-efficient visual prompt tuning, to strive to preserve CUT3R’s rich spatiotemporal priors, while enabling direct readout of multiple SMPL-X bodies. Human3R is a unified model that eliminates heavy dependencies and iterative refinement. After being trained on the relatively small-scale synthetic dataset BEDLAM for just one day on one GPU, it achieves superior performance with remarkable efficiency: it reconstructs multiple humans in a one-shot manner, along with 3D scenes, in one stage, in real-time (15 FPS) with a low memory footprint (8 GB). Extensive experiments demonstrate that Human3R delivers state-of-the-art or competitive performance across tasks, including global human motion estimation, local human mesh recovery, video depth estimation, and camera pose estimation, with a single unified model. We hope that Human3R will serve as a simple yet strong baseline, which can be easily adapted for downstream applications. Code, models and 4D interactive demos are available at https://fanegg.github.io/Human3R/.

Computer Vision · 3D Rendering & Reconstruction

Jinfeng Liu, Lingtong Kong, Mi Zhou, Jinwei Chen, Dan Xu

We introduce Mono4DGS-HDR, the first system for reconstructing renderable 4D high dynamic range (HDR) scenes from unposed monocular low dynamic range (LDR) videos captured with alternating exposures. To tackle such a challenging problem, we present a unified framework with two-stage optimization approach based on Gaussian Splatting. The first stage learns a video HDR Gaussian representation in orthographic camera coordinate space, eliminating the need for camera poses and enabling robust initial HDR video reconstruction. The second stage transforms video Gaussians into world space and jointly refines the world Gaussians with camera poses. Furthermore, we propose a temporal luminance regularization strategy to enhance the temporal consistency of the HDR appearance. Since our task has not been studied before, we construct a new evaluation benchmark using publicly available datasets for HDR video reconstruction. Extensive experiments demostrate that Mono4DGS-HDR significantly outperforms alternative solutions adapted from state-of-the-art methods in both rendering quality and speed. The project page for this paper is available at https://liujf1226.github.io/Mono4DGS-HDR.

Computer Vision · 3D Rendering & Reconstruction

Yifan Wang, Jianjun Zhou, Haoyi Zhu, Wenzheng Chang, Yang Zhou, Zizun Li, Junyi Chen, Jiangmiao Pang, Chunhua Shen, Tong He

We introduce $\pi^3$, a feed-forward neural network that offers a novel approach to visual geometry reconstruction, breaking the reliance on a conventional fixed reference view. Previous methods often anchor their reconstructions to a designated viewpoint, an inductive bias that can lead to instability and failures if the reference is suboptimal. In contrast, $\pi^3$ employs a fully permutation-equivariant architecture to predict affine-invariant camera poses and scale-invariant local point maps without any reference frames. This design not only makes our model inherently robust to input ordering, but also leads to higher accuracy and performance. These advantages enable our simple and bias-free approach to achieve state-of-the-art performance on a wide range of tasks, including camera pose estimation, monocular/video depth estimation, and dense point map reconstruction. Code and models are available at https://github.com/yyfz/Pi3.

Applications · Language, Speech and Dialog

Zihan Liu, Zhikang Niu, Qiuyang Xiao, Zhisheng Zheng, Ruoqi Yuan, Yuhang Zang, Yuhang Cao, Xiaoyi Dong, Jianze Liang, Xie Chen 等

Despite rapid progress in Multi-modal Large Language Models and Large Audio-Language Models, existing audio benchmarks largely test semantics that can be recovered from text captions, masking deficits in fine-grained perceptual reasoning. We formalize audio 4D intelligence that is defined as reasoning over sound dynamics in time and 3D space, and introduce STAR-Bench to measure it. STAR-Bench combines a Foundational Acoustic Perception setting (six attributes under absolute and relative regimes) with a Holistic Spatio-Temporal Reasoning setting that includes segment reordering for continuous and discrete processes and spatial tasks spanning static localization, multi-source relations, and dynamic trajectories. Our data curation pipeline uses two methods to ensure high-quality samples. For foundational tasks, we use procedurally synthesized and physics-simulated audio. For holistic data, we follow a four-stage process that includes human annotation and final selection based on human performance. Unlike prior benchmarks where caption-only answering reduces accuracy slightly, STAR-Bench induces far larger drops (-31.5\% temporal, -35.2\% spatial), evidencing its focus on linguistically hard-to-describe cues. Evaluating 19 models reveals substantial gaps compared with humans and a capability hierarchy: closed-source models are bottlenecked by fine-grained perception, while open-source models lag across perception, knowledge, and reasoning. Our STAR-Bench provides critical insights and a clear path forward for developing future models with a more robust understanding of the physical world.

Computer Vision · 3D Rendering & Reconstruction

Yushi LAN, Yihang Luo, Fangzhou Hong, Shangchen Zhou, Honghua Chen, Zhaoyang Lyu, Bo DAI, Shuai Yang, Chen Change Loy, Xingang Pan

We present STream3R, a novel approach to 3D reconstruction that reformulates pointmap prediction as a decoder-only Transformer problem. Existing state-of-the-art methods for multi-view reconstruction either depend on expensive global optimization or rely on simplistic memory mechanisms that scale poorly with sequence length. In contrast, STream3R introduces a streaming framework that processes image sequences efficiently using causal attention, inspired by advances in modern language modeling. By learning geometric priors from large-scale 3D datasets, STream3R generalizes well to diverse and challenging scenarios, including dynamic scenes where traditional methods often fail. Extensive experiments show that our method consistently outperforms prior work across both static and dynamic scene benchmarks. Moreover, STream3R is inherently compatible with LLM-style training infrastructure, enabling efficient large-scale pretraining and fine-tuning for various downstream 3D tasks. Our results underscore the potential of causal Transformer models for online 3D perception, paving the way for real-time 3D understanding in streaming environments.

Computer Vision · 3D Rendering & Reconstruction

Gaochao Song, Zibo Zhao, Haohan Weng, Jingbo Zeng, Rongfei Jia, Shenghua Gao

Existing auto-regressive mesh generation approaches suffer from ineffective topology preservation, which is crucial for practical applications. This limitation stems from previous mesh tokenization methods treating meshes as simple collections of equivalent triangles, lacking awareness of the overall topological structure during generation. To address this issue, we propose a novel mesh tokenization algorithm that provides a canonical topological framework through vertex layering and ordering, ensuring critical geometric properties including manifoldness, watertightness, face normal consistency, and part awareness in the generated meshes. Measured by Compression Ratio and Bits-per-face, we also achieved state-of-the-art compression efficiency. Furthermore, we introduce an online non-manifold data processing algorithm and a training resampling strategy to expand the scale of trainable dataset and avoid costly manual data curation. Experimental results demonstrate the effectiveness of our approach, showcasing not only intricate mesh generation but also significantly improved geometric integrity.

Computer Vision · 3D Rendering & Reconstruction

Kyu Beom Han, Jaeyoon Kim, Woo Jae Kim, Jinhwan Seo, Sung-eui Yoon

Inverse rendering with Gaussian Splatting has advanced rapidly, but accurately disentangling material properties from complex global illumination effects, particularly indirect illumination, remains a major challenge. Existing methods often query indirect radiance from Gaussian primitives pre-trained for novel-view synthesis. However, these pre-trained Gaussian primitives are supervised only towards limited training viewpoints, thus lack supervision for modeling indirect radiances from unobserved views. To address this issue, we introduce radiometric consistency, a novel physically-based constraint that provides supervision towards unobserved views by minimizing the residual between each Gaussian primitive’s learned radiance and its physically-based rendered counterpart. Minimizing the residual for unobserved views establishes a self-correcting feedback loop that provides supervision from both physically-based rendering and novel-view synthesis, enabling accurate modeling of inter-reflection. We then propose Radiometrically Consistent Gaussian Surfels (RadioGS), an inverse rendering framework built upon our principle by efficiently integrating radiometric consistency by utilizing Gaussian surfels and 2D Gaussian ray tracing. We further propose a finetuning-based relighting strategy that adapts Gaussian surfel radiances to new illuminations within minutes, achieving low rendering cost ($<$10ms). Extensive experiments on existing inverse rendering benchmarks show that RadioGS outperforms existing Gaussian-based methods in inverse rendering, while retaining the computational efficiency.

Computer Vision · 3D Rendering & Reconstruction

Sherwin Bahmani, Tianchang Shen, Jiawei Ren, Jiahui Huang, Yifeng Jiang, Haithem Turki, Andrea Tagliasacchi, David Lindell, Zan Gojcic, Sanja Fidler 等

The ability to generate virtual environments is crucial for applications ranging from gaming to physical AI domains such as robotics, autonomous driving, and industrial AI. Current learning-based 3D reconstruction methods rely on the availability of captured real-world multi-view data, which is not always readily available. Recent advancements in video diffusion models have shown remarkable imagination capabilities, yet their 2D nature prevents their use in simulations where a robot needs to navigate and interact with the environment. In this paper, we propose a self-distillation framework that aims to distill the implicit 3D knowledge in the video diffusion models into an explicit 3D Gaussian Splatting (3DGS) representation, eliminating the need for multi-view training data. Specifically, we augment the typical RGB decoder with a 3DGS decoder, which is supervised by the output of the RGB decoder. In this approach, the 3DGS decoder can be purely trained with synthetic data generated by video diffusion models. At inference time, our model can synthesize 3D scenes from either a text prompt or a single image for real-time rendering. Our framework further extends to dynamic 3D scene generation from a monocular input video. Experimental results show that our framework achieves state-of-the-art performance in static and dynamic 3D scene generation. Video results: https://research.nvidia.com/labs/toronto-ai/lyra

Computer Vision · Image and Video Generation

Yizuo Peng, Xuelin Chen, Kai Zhang, Xiaodong Cun

Recent diffusion models have achieved remarkable success in image relighting, and this success has quickly been reproduced in video relighting. Although these methods can relight videos under various conditions, their ability to explicitly control the illumination in the relighted video remains limited. Therefore, we present \name, the first controllable video relighting method that offers explicit control over the video illumination through a user-supplied light trajectory in a training-free manner. This is essentially achieved by leveraging a hybrid approach that combines pre-trained diffusion models: a pre-trained image relighting diffusion model is used to relight each frame individually, followed by a video diffusion prior that enhances the temporal consistency of the relighted sequence. In particular, to enable explicit control over dynamically varying lighting in the relighted video, we introduce two key components. First, the Light Map Injection module samples light trajectory-specific noise and injects it into the latent representation of the source video, significantly enhancing illumination coherence with respect to the conditional light trajectory. Second, the Geometry-Aware Relighting module dynamically combines RGB and normal map latents in the frequency domain to suppress the influence of the original lighting in the input video, thereby further improving the relighted video's adherence to the input light trajectory. Our experiments demonstrate that \name can generate high-quality video results with diverse illumination changes closely following the light trajectory condition, indicating improved controllability over baseline methods. The code will be released at: https://github.com/GVCLab/LightCtrl.

Computer Vision · Image and Video Generation

Shuai Wang, Ziteng Gao, Chenhui Zhu, Weilin Huang, Limin Wang

The current success of diffusion transformers are built on the compressed latent space shaped by the pre-trained variational autoencoder(VAE). However, this two-stage training paradigm inevitably introduces accumulated errors and decoding artifacts. To avoid these problems, researchers return to pixel space modeling but at the cost of complicated cascade pipelines and increased token complexity. Motivated by the simple yet effective diffusion transformer architectures on the latent space, we propose to model pixel space diffusion using a large-patch diffusion transformer and employ neural fields to decode these large patches, leading to a single-stage streamlined end-to-end solution, which we coin as pixel neural field diffusion transformer (**PixNerd**). Thanks to the efficient neural field representation in PixNerd, we achieve **1.93 FID** on ImageNet 256x256 and nearly **8x lower latency** without any complex cascade pipeline or VAE. We also extend our PixNerd framework to text-to-image applications. Our PixNerd-XXL/16 achieves a competitive 0.73 overall score on the GenEval benchmark and 80.9 overall score on the DPG benchmark.

Computer Vision · Image and Video Generation

Tianxiao Chen, Jintao Rong, Huajin Chen, Jingya Wang, Tao Zhou, Jiming Chen, Qi Ye

Embodied intelligence faces a fundamental bottleneck from limited large-scale interaction data. Video generation offers a scalable alternative, but manipulation videos remain particularly challenging, as they require capturing subtle, contact-rich dynamics. Despite recent advances, video diffusion models still struggle to balance semantic understanding with fine-grained visual details, restricting their effectiveness in manipulation scenarios. Our key insight is that reference videos provide rich semantic and motion cues that can effectively drive manipulation video generation. Building on this, we propose MIMIC, a two-stage image-to-video diffusion framework. (1) We first introduce an Interaction-Motion-Aware (IMA) module to fuse visual features from the reference video, producing coherent semantic masks that correspond to the target image. (2) then utilize these masks as semantic control signals to guide the video generation process. Moreover, considering the ambiguity of the motion attribution, we introduce a Pair Prompt Control mechanism to disentangle object and camera motion by adding the reference video as an additional input. Extensive experiments demonstrate that MIMIC significantly outperforms existing methods, effectively preserves manipulation intent and motion details, even when handling diverse and deformable objects. Our findings underscore the effectiveness of reference-driven semantics for controllable and realistic manipulation video generation.

Computer Vision · Image and Video Generation

Xinyu Pu, Hongsong Wang, Jie Gui, Pan Zhou

Interactive point-based image editing serves as a controllable editor, enabling precise and flexible manipulation of image content. However, most drag-based methods operate primarily on the 2D pixel plane with limited use of 3D cues. As a result, they often produce imprecise and inconsistent edits, particularly in geometry-intensive scenarios such as rotations and perspective transformations. To address these limitations, we propose a novel geometry-guided drag-based image editing method—GeoDrag, which addresses three key challenges: 1) incorporating 3D geometric cues into pixel-level editing, 2) mitigating discontinuities caused by geometry-only guidance, and 3) resolving conflicts arising from multi-point dragging. Built upon a unified displacement field that jointly encodes 3D geometry and 2D spatial priors, GeoDrag enables coherent, high-fidelity, and structure-consistent editing in a single forward pass. In addition, a conflict-free partitioning strategy is introduced to isolate editing regions, effectively preventing interference and ensuring consistency. Extensive experiments across various editing scenarios validate the effectiveness of our method, showing superior precision, structural consistency, and reliable multi-point editability. Project page: https://xinyu-pu.github.io/projects/geodrag.

Reinforcement Learning · Deep RL

Marco Bagatella

Linear temporal logic (LTL) is a powerful language for task specification in reinforcement learning, as it allows describing objectives beyond the expressivity of conventional discounted return formulations. Nonetheless, recent works have shown that LTL formulas can be translated into a variable rewarding and discounting scheme, whose optimization produces a policy maximizing a lower bound on the probability of formula satisfaction. However, the synthesized reward signal remains fundamentally sparse, making exploration challenging. We aim to overcome this limitation, which can prevent current algorithms from scaling beyond low-dimensional, short-horizon problems. We show how better exploration can be achieved by further leveraging the LTL specification and casting its corresponding Limit Deterministic Büchi Automaton (LDBA) as a Markov reward process, thus enabling a form of high-level value estimation. By taking a Bayesian perspective over LDBA dynamics and proposing a suitable prior distribution, we show that the values estimated through this procedure can be treated as a shaping potential and mapped to informative intrinsic rewards. Empirically, we demonstrate applications of our method from tabular settings to high-dimensional continuous systems, which have so far represented a significant challenge for LTL-based reinforcement learning algorithms.

Computer Vision · Image and Video Generation

Zhang Xiaofeng, Aaron Courville, Michal Drozdzal, Adriana Romero-Soriano

Text-to-image (T2I) models offer great potential for creating virtually limitless synthetic data, a valuable resource compared to fixed and finite real datasets. Previous works evaluate the utility of synthetic data from T2I models on three key desiderata: quality, diversity, and consistency. While prompt engineering is the primary means of interacting with T2I models, the systematic impact of prompt complexity on these critical utility axes remains underexplored. In this paper, we first conduct synthetic experiments to motivate the difficulty of generalization w.r.t. prompt complexity and explain the observed difficulty with theoretical derivations. Then, we introduce a new evaluation framework that can compare the utility of real data and synthetic data, and present a comprehensive analysis of how prompt complexity influences the utility of synthetic data generated by commonly used T2I models. We conduct our study across diverse datasets, including CC12M, ImageNet-1k, and DCI, and evaluate different inference-time intervention methods. Our synthetic experiments show that generalizing to more general conditions is harder than the other way round, since the former needs an estimated likelihood that is not learned by diffusion models. Our large-scale empirical experiments reveal that increasing prompt complexity results in lower conditional diversity and prompt consistency, while reducing the synthetic-to-real distribution shift, which aligns with the synthetic experiments. Moreover, current inference-time interventions can augment the diversity of the generations at the expense of moving outside the support of real data. Among those interventions, prompt expansion, by deliberately using a pre-trained language model as a likelihood estimator, consistently achieves the highest performance in both image diversity and aesthetics, even higher than that of real data. Combining advanced guidance interventions with prompt expansion results in the most appealing utility trade-offs of synthetic data.

Computer Vision · Image and Video Generation

Junhan Zhu, Hesong Wang, Mingluo Su, Zefang Wang, Huan Wang

Large-scale text-to-image diffusion models, while powerful, suffer from prohibitive computational cost. Existing one-shot network pruning methods can hardly be directly applied to them due to the iterative denoising nature of diffusion models. To bridge the gap, this paper presents \textit{OBS-Diff}, a novel one-shot pruning framework that enables accurate and training-free compression of large-scale text-to-image diffusion models. Specifically, (i) OBS-Diff revitalizes the classic Optimal Brain Surgeon (OBS), adapting it to the complex architectures of modern diffusion models and supporting diverse pruning granularity, including unstructured, N:M semi-structured, and structured (MHA heads and FFN neurons) sparsity; (ii) To align the pruning criteria with the iterative dynamics of the diffusion process, by examining the problem from an error-accumulation perspective, we propose a novel timestep-aware Hessian construction that incorporates a logarithmic-decrease weighting scheme, assigning greater importance to earlier timesteps to mitigate potential error accumulation; (iii) Furthermore, a computationally efficient group-wise sequential pruning strategy is proposed to amortize the expensive calibration process. Extensive experiments show that OBS-Diff achieves state-of-the-art one-shot pruning for diffusion models, delivering inference acceleration with minimal degradation in visual quality.

Computer Vision · Image and Video Generation

JoonKyu Park, Kyoung Mu Lee

Diffusion models, well recognized for their strong generative priors, have recently been increasingly applied to super-resolution (SR) tasks. However, as diffusion models are trained on Gaussian-corrupted natural images, the distribution gap between low-resolution (LR) inputs and the model’s training distribution hinders direct inference. Prior works address this by conditioning on LR images, but their fine-tuning often weakens generative capability and requires multiple denoising steps. In this work, we present DM-SR, a novel framework that bridges this gap without modifying the pretrained diffusion model. We train an image encoder that maps LR inputs into the latent distribution aligned with the diffusion model’s training space, preserving its full generative power. Furthermore, DM-SR adaptively predicts the appropriate noise level based on the degradation of each input, ensuring optimal alignment with the diffusion model’s timestep-dependent distribution. Extensive experiments show that DM-SR achieves superior perceptual quality with a single-stage diffusion process, setting a new direction for efficient and high-fidelity SR with diffusion models.

Applications · Language, Speech and Dialog

Sanghyu Yoon, Dongmin Kim, Suhee Yoon, YE SEUL SIM, Seungdong YOA, Hye-Seung Cho, Soonyoung Lee, Hankook Lee, Woohyung Lim

In tabular anomaly detection (AD), textual semantic context often carries critical signals, as the definition of an anomaly is closely tied to domain-specific context. However, existing benchmarks provide only raw data points without semantic context, overlooking rich textual metadata such as feature descriptions and domain knowledge that experts rely on in practice. This limitation restricts research flexibility and prevents models from fully leveraging domain knowledge for detection. ReTabAD addresses this gap by Restoring textual semantics to enable context-aware Tabular AD research. We provide (1) 20 carefully curated tabular datasets enriched with structured textual metadata, together with implementations of state-of-the-art AD algorithms—including classical, deep learning, and LLM-based approaches—and (2) a zero-shot LLM framework that leverages semantic context without task-specific training, establishing a strong baseline for future research. Furthermore, this work provides insights into the role and utility of textual metadata in AD through experiments and analysis. Results show that semantic context improves detection performance and enhances interpretability by supporting domain-aware reasoning. These findings establish ReTabAD as a benchmark for systematic exploration of context-aware AD.