We propose an integrated learning scheme of Video Super-Resolution and Enhancement in Low-Light environment, named VSRELL, which aims to recover Well-Illuminated High-Resolution (WIHR) sequence from Low-Light Low-Resolution (LLLR) counterparts. Due to the complex coupling of multiple degradations, this joint task has received relatively little attention. Our approach jointly models illumination enhancement and spatial-temporal super-resolution to disentangle intertwined degradations. Specifically, we introduce an Illumination-Noise Co-Optimization (INCO) network that employs a dynamic window partitioning strategy to explicitly model physical priors of illumination variations and noise distributions within individual frames of a long-term sequence. This effectively suppresses cross-frame noise accumulation and illumination flickering, achieving simultaneous optimization of motion compensation and brightness correction.Additionally, an Illumination-Sensitive Feature Propagation (ISFP) mechanism is introduced, which utilizes hierarchical illumination-sensing gating unit to adaptively modulate feature channel responses. By adjusting feature propagation intensity and using memory feature attenuation strategy, it can enhance the weighting of high-quality features and suppress error accumulation propagation and strengthen transmission efficiency. The experiments show that VSRELL can explicitly strengthen the brightness continuity and texture fidelity of the restored output, maintaining temporal consistency across the video.
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Vision-Language Navigation (VLN) enables embodied agents to reach target locations in unseen environments by following language instructions. Despite recent progress with vision-language models (VLMs), a critical semantic-geometric gap remains: while VLMs excel at language and 2D visual understanding, they struggle with 3D spatial reasoning and fail to capture the causal dynamics between actions and spatial transitions, resulting in unreliable navigation, particularly in zero-shot settings. To bridge this gap, we propose a Hierarchical Semantic-Geometric Map (HSGM) that transforms 3D geometric information into a structured representation compatible with VLMs, effectively linking them to the physical world. Specifically, HSGM is represented as a multi-channel top-down map organized into three levels: (1) geometric level that records navigable regions and obstacles, (2) semantic level that represents objects and their relations, and (3) decision level that supports high-level task reasoning and goal selection. During navigation, the VLM acts as a high-level semantic planner, interpreting the spatial layout encoded in the HSGM to select geometrically valid waypoints, while low-level, collision-free movements between waypoints are executed by a classical path-planning algorithm, fully decoupling semantic reasoning from action execution. Additionally, complex instructions are decomposed into subtasks to alleviate the problem of progress forgetting or hallucinating in long-horizon navigation. Extensive experiments on R2R-CE and RxR-CE benchmarks demonstrate that our zero-shot framework achieves state-of-the-art performance and even outperforms several supervised methods. Code is available at https://github.com/Teacher-Tom/HSGM_public.
Recent advances in video generation have shown remarkable potential for constructing world simulators. However, current models still struggle to produce physically consistent results, particularly when handling large-scale or complex dynamics. This limitation arises primarily because existing approaches respond isotropically to physical prompts and neglect the fine-grained alignment between generated content and localized physical cues. To address these challenges, we propose ProPhy, a Progressive Physical Alignment Framework that enables explicit physics-aware conditioning and anisotropic generation. ProPhy employs a two-stage Mixture-of-Physics-Experts (MoPE) mechanism for discriminative physical prior extraction, where Semantic Experts infer semantic-level physical principles from textual descriptions, and Refinement Experts capture token-level physical dynamics. This mechanism allows the model to learn fine-grained, physics-aware video representations that better reflect underlying physical laws. Furthermore, we introduce a physical alignment strategy that transfers the physical reasoning capabilities of vision-language models (VLMs) into the Refinement Experts, facilitating a more accurate representation of dynamic physical phenomena. Extensive experiments on physics-aware video generation benchmarks demonstrate that ProPhy produces more realistic, dynamic, and physically coherent results than existing state-of-the-art methods.
Recent advances in video generation have been remarkable, enabling models to produce visually compelling videos with synchronized audio. While existing video generation benchmarks provide comprehensive metrics for visual quality, they lack convincing evaluations for audio-video generation, especially for models aiming to generate synchronized audio-video outputs. To address this gap, we introduce VABench, a comprehensive and multi-dimensional benchmark framework designed to systematically evaluate the capabilities of synchronous audio-video generation. VABench encompasses three primary task types: text-to-audio-video (T2AV), image-to-audio-video (I2AV), and stereo audio-video generation. It further establishes two major evaluation modules covering 15 dimensions. These dimensions specifically assess pairwise similarities (text-video, text-audio, video-audio), audio-video synchronization, lip-speech consistency, and carefully curated audio and video question-answering (QA) pairs, among others. Furthermore, VABench covers seven major content categories: animals, human sounds, music, environmental sounds, synchronous physical sounds, complex scenes, and virtual worlds. We provide a systematic analysis and visualization of the evaluation results, aiming to establish a new standard for assessing video generation models with synchronous audio capabilities and to promote the comprehensive advancement of the field.
Existing generative models for 3D shapes can synthesize high-fidelity and visually plausible shapes. For certain classes of shapes that have undergone an engineering design process, the realism of the shape is tightly coupled with the underlying physical properties, e.g., aerodynamic efficiency for automobiles. Since existing methods lack knowledge of such physics, they are unable to use this knowledge to enhance the realism of shape generation. Motivated by this, we propose a unified physics-based 3D shape generation pipeline, with a focus on industrial design applications. Specifically, we introduce a new flow matching model with explicit physical guidance, consisting of an alternating update process. We iteratively perform a velocity-based update and a physics-based refinement, progressively adjusting the latent code to align with the desired 3D shapes and physical properties. We further strengthen physical validity by incorporating a physics-aware regularization term into the velocity-based update step. To support such physics-guided updates, we build a shape-and-physics variational autoencoder (SP-VAE) that jointly encodes shape and physics information into a unified latent space. The experiments on three benchmarks show that this synergistic formulation improves shape realism beyond mere visual plausibility. Our code and model weights are available at https://github.com/kasvii/PhysGen.
3D Gaussian Splatting (3DGS) has become a standard approach to reconstruct and render photorealistic 3D head avatars. A major challenge is to relight the avatars to match any scene illumination. For high quality relighting, existing methods require subjects to be captured under complex time-multiplexed illumination, such as one-light-at-a-time (OLAT). We propose a new generalized relightable 3D Gaussian head model that can relight any subject observed in a single- or multi-view images without requiring OLAT data for that subject. Our core idea is to learn a mapping from flat-lit 3DGS avatars to corresponding relightable Gaussian parameters for that avatar. Our model consists of two stages: a first stage that models flat-lit 3DGS avatars without OLAT lighting, and a second stage that learns the mapping to physically-based reflectance parameters for high-quality relighting. This two-stage design allows us to train the first stage across diverse existing multi-view datasets without OLAT lighting ensuring cross-subject generalization, where we learn a dataset-specific lighting code for self-supervised lighting alignment. Subsequently, the second stage can be trained on a significantly smaller dataset of subjects captured under OLAT illumination. Together, this allows our method to generalize well and relight any subject from the first stage as if we had captured them under OLAT lighting. Furthermore, we can fit our model to unseen subjects from as little as a single image, allowing several applications in novel view synthesis and relighting for digital avatars.
Spike cameras are a novel class of neuromorphic vision sensors that capture scene dynamics with ultra-high temporal resolution via spike planes. While recent methods have addressed motion blur and noise in spike-based reconstruction, defocus blur caused by shallow depth of field or lens adjustment delays remains a critical yet underexplored issue in real-world applications such as autonomous driving. In this work, we present DeSpike, the first end-to-end defocus removal framework specifically designed for spike cameras. Our method begins by explicitly modeling the defocus formation process using a physics-inspired thin-lens approximation to simulate spike responses under optical blur. Guided by this formulation, DeSpike employs multi-temporal-scale integrate-and-fire (IF) neurons to compensate for FPN and extract defocus-aware features from spike streams. These features are then processed by a physics-informed deblurring module constructed from learnable discrete PSF priors. To address spatially variant blur, we introduce a Transformer-based fusion mechanism that adaptively weighs multi-scale deblurring results through attention across defocus levels. Finally, a coarse-to-fine iterative refinement stage combines spike features and PSF priors for progressive restoration. Extensive experiments on both synthetic and real-world defocused spike datasets demonstrate that our method achieves superior performance over state-of-the-art deblurring approaches in terms of structural fidelity, perceptual sharpness, and contrast, setting a new benchmark for defocus-aware spike-based image reconstruction.
AntiStyler: Defending Object Detection Models Against Adversarial Patch Attacks Using Style Removal
PDF ↗Adversarial patch attacks pose a significant threat to the reliability of object detection (OD) models, particularly in real-time security applications. Although several defenses have been proposed, they often suffer from two limitations: 1) reduced performance on benign images, and 2) impractical processing time for real-time OD applications. In this paper, we present AntiStyler, a novel and rapid defense against adversarial patches. Given an input image, AntiStyler identifies and masks pixels that exhibit a "random" style associated with adversarial attacks and uses a series of spatial filters to enhance the mask and remove unwanted noise, efficiently masking adversarial patches. AntiStyler features model-, patch-, and attack-agnostic capabilities and does not require any training, making it a fully agnostic zero-shot defense against adversarial patch attacks. Our evaluation on the COCO, INRIA, Superstore, and APRICOT datasets, with both digital and physical attacks, demonstrates AntiStyler's state-of-the-art robustness (improving adversarial performance by 8-15 mAP%) without compromising the original performance on benign images. Additionally, unlike most existing defenses, AntiStyler can process 10-12 frames per second (FPS), making it efficient and relevant for real-time OD applications.
HUMAPS-4D: A Multimodal Dataset for HUman Motion Analysis with Physiological and Semantic informations
PDF ↗Current advancements in human motion understanding are strongly reliant on video data. Nevertheless, privacy regulations and operational constraints increasingly restrict the use of visual data in real-world scenarios. Inferring posture through wearable sensors, such as instrumented insoles measuring plantar activation, presents itself as a promising alternative. However, the absence of large-scale multimodal datasets hinders the rigorous benchmarking of these methodologies. We introduce HUMAPS-4D, a novel multimodal dataset designed for human motion analysis, effectively bridging computer vision and biomechanics. This dataset integrates synchronized motion capture, multi-view video, IMUs, plantar pressure signals, sEMG activation patterns, and high-level semantic annotations. The data was collected from 32 subjects performing 30 actions over a total duration of 14 hours. Participants demonstrate substantial anthropometric variability (age, body proportions, and morphology), which supports robust generalization across diverse body types. Distinct from existing resources, this collection offers a unique pairing of low-level physiological signals and high-level human motor descriptors. This capability enables the development of generative and inference models conditioned by both physical and semantic constraints, while simultaneously reducing the reliance on personally identifiable visual data. We establish benchmark tasks specifically targeting posture reconstruction from plantar pressure, semantic motion segmentation, physics-informed motricity analysis, and multimodal fusion under privacy-preserving conditions. The dataset, along with its associated annotation tools and visualization utilities, is scheduled for online release soon.
Recent video diffusion models generate photorealistic, temporally coherent videos, yet they fall short as reliable world models for autonomous driving, where structured motion and physically consistent interactions are essential. Adapting these generalist video models to driving domains has shown promise but typically requires massive domain-specific data and costly fine-tuning. We propose an efficient adaptation framework that converts generalist video diffusion models into controllable driving world models with minimal supervision. The key idea is to decouple motion learning from appearance synthesis. First, the model is adapted to predict structured motion in a simplified form: videos of skeletonized agents and scene elements, focusing learning on physical and social plausibility. Then, the same backbone is reused to synthesize realistic RGB videos conditioned on these motion sequences, effectively "dressing" the motion with texture and lighting. This two-stage process mirrors a reasoning-rendering paradigm: first infer dynamics, then render appearance. Our experiments show this decoupled approach is exceptionally efficient: adapting SVD, we match prior SOTA models with less than 6% of their compute. Scaling to LTX, our MAD-LTX model outperforms all open-source competitors, and supports a comprehensive suite of text, ego, and object controls. Project page: \href https://vita-epfl.github.io/MAD-World-Model/ https://vita-epfl.github.io/MAD-World-Model/
Although recent work has explored generative modeling of 3D or 4D driving scenes, most approaches operate on dense voxel-based representations, which are computationally expensive and struggle to maintain temporal or structural consistency. These methods often produce blurred or merged entities (i.e., cars, trucks, pedestrians) and lack fine-grained control over individual scene elements. We propose LatentWorld, a framework for generative modeling in a compact, entity-centric latent space, where each grounded 3D latent represents a semantically meaningful local region of the scene. This formulation enables precise, consistent control of both foreground and background elements while preserving geometric detail. We further extend this representation to 4D by learning a motion diffusion model for both ego and dynamic actors, conditioned on the generated 3D scene, and by propagating the grounded latents through time. Our framework produces physically consistent and temporally coherent 4D scenes, supporting controllable and realistic generation.
Vision-Language Models (VLMs) have achieved impressive performance on spatial reasoning benchmarks, yet these evaluations mask critical weaknesses in understanding object interactions. Current benchmarks test high-level relationships ("left of," "behind", etc.) but ignore fine-grained spatial understanding needed for real-world applications: precise 3D localization, physical compatibility between objects, object affordances and multi-step spatial planning. In this work, we present BOP-ASK, a novel large-scale dataset for object-interaction reasoning for both training and benchmarking. Our data generation pipeline leverages 6D object poses from the Benchmark for Object Pose Estimation (BOP) datasets from which we derive fine-grained annotations such as grasp poses, referred object poses, path planning trajectories, relative spatial and depth relationships, and object-to-object relationships. BOP-ASK comprises over 150k images and 33M question-answer pairs spanning six tasks (four novel), providing a rich resource for training and evaluating VLMs. We evaluate proprietary and open-sourced VLMs, and conduct human evaluations on BOP-ASK-core, a contributed test benchmark. We also release BOP-ASK-lab, an out-of-distribution benchmark with images not sourced from BOP, enabling testing of generalization. Our experiments demonstrate that models trained on BOP-ASK outperform baselines and exhibit emergent capabilities such as precise object and grasp pose estimation, trajectory planning, and fine-grained object-centric spatial reasoning in cluttered environments. Project website: https://bop-ask.github.io/
SoliReward: Mitigating Susceptibility to Reward Hacking and Annotation Noise in Video Generation Reward Models
PDF ↗Post-training alignment of video generation models with human preferences is a critical goal. Developing effective Reward Models (RMs) for this process faces significant methodological hurdles. Current data collection paradigms, reliant on in-prompt pairwise annotations, suffer from labeling noise. Concurrently, the architectural design of VLM-based RMs, particularly their output mechanisms, remains underexplored. Furthermore, RM is susceptible to reward hacking in post-training. To mitigate these limitations, we propose SoliReward, a systematic framework for video RM training. Our framework first sources high-quality, cost-efficient data via single-item binary annotations, then constructs preference pairs using a cross-prompt pairing strategy. Architecturally, we employ a Hierarchical Progressive Query Attention mechanism to enhance feature aggregation. Finally, we introduce a modified BT loss that explicitly accommodates win-tie scenarios. This approach regularizes the RM's score distribution for positive samples, providing more nuanced preference signals to alleviate over-focus on a small number of top-scoring samples. Our approach is validated on benchmarks evaluating physical plausibility, subject deformity, and semantic alignment, demonstrating improvements in direct RM evaluation metrics and in the efficacy of post-training on video generation models. Code and benchmark are available at https://github.com/lian700/SoliReward.
3D modeling is shifting from static visual representations toward physical, articulated assets that can be directly used in simulation and interaction. However, most existing 3D generation methods overlook key physical and articulation properties, thereby limiting their utility in embodied AI. To bridge this gap, we introduce PhysX-Anything, the first simulation-ready physical 3D generative framework that, given a single in-the-wild image, produces high-quality sim-ready 3D assets with explicit geometry, articulation, and physical attributes. Specifically, we propose the first VLM-based physical 3D generative model, along with a new 3D representation that efficiently tokenizes geometry. It reduces the number of tokens by 193x, enabling explicit geometry learning within standard VLM token budgets without introducing any special tokens during fine-tuning and significantly improving generative quality. In addition, to overcome the limited diversity of existing physical 3D datasets, we construct a new dataset, PhysX-Mobility, which expands the object categories in prior physical 3D datasets by over 2xand includes more than 2K common real-world objects with rich physical annotations. Extensive experiments on PhysX-Mobility and in-the-wild images demonstrate that PhysX-Anything delivers strong generative performance and robust generalization. Furthermore, simulation-based experiments in a MuJoCo-style environment validate that our sim-ready assets can be directly used for contact-rich robotic policy learning. We believe PhysX-Anything can substantially empower a broad range of downstream applications, especially in embodied AI and physics-based simulation.
Unified Spherical Frontend: Learning Rotation-Equivariant Representations of Spherical Images from Any Camera
PDF ↗Modern perception increasingly relies on fisheye, panoramic, and other wide field-of-view (FoV) cameras, yet most pipelines still apply planar CNNs designed for pinhole imagery on 2D grids, where pixel-space neighborhoods misrepresent physical adjacency and models are sensitive to global rotations. Traditional spherical CNNs partially address this mismatch but require costly spherical harmonic transform that constrains resolution and efficiency. We present Unified Spherical Frontend (USF), a distortion-free lens-agnostic framework that transforms images from any calibrated camera onto the unit sphere via ray-direction correspondences, and performs spherical resampling, convolution, and pooling canonically in the spatial domain. USF is modular: projection, location sampling, value interpolation, and resolution control are fully decoupled. Its configurable distance-only convolution kernels offer rotation-equivariance, mirroring translation-equivariance in planar CNNs while avoiding harmonic transforms entirely. We compare multiple standard planar backbones with their spherical counterparts across classification, detection, and segmentation tasks on synthetic (Spherical MNIST) and real-world (PANDORA, Stanford 2D-3D-S) datasets, and stress-test robustness to extreme lens distortions, varying FoV, and arbitrary rotations. USF scales efficiently to high-resolution spherical imagery and maintains less than 1% performance drop under random test-time rotations without training-time rotational augmentation, and enables zero-shot generalization to any unseen (wide-FoV) lenses with minimal performance degradation.
We contend that embodied learning is fundamentally a lifecycle problem rather than a single-stage optimization. Systems that optimize only one link (data collection, simulation, learning, or deployment) rarely sustain improvement or generalize beyond narrow settings. We introduce Arcadia, a closed-loop framework that operationalizes embodied lifelong learning by tightly coupling four stages: (1) Self-evolving exploration and grounding for autonomous data acquisition in physical environments, (2) Generative scene reconstruction and augmentation for realistic and extensible scene creation, (3) a Shared embodied representation architecture that unifies navigation and manipulation within a single multimodal backbone, and (4) Sim-from-real evaluation and evolution that closes the feedback loop through simulation-based adaptation. This coupling is non-decomposable: removing any stage breaks the improvement loop and reverts to one-shot training. Arcadia delivers consistent gains on navigation and manipulation benchmarks and transfers robustly to physical robots, indicating that a tightly coupled lifecycle: continuous real-world data acquisition, generative simulation update, and shared-representation learning, supports lifelong improvement and end-to-end generalization. We release standardized interfaces enabling reproducible evaluation and cross-model comparison in reusable environments, positioning Arcadia as a scalable foundation for general-purpose embodied agents.
High-fidelity physics simulation is essential for scalable robotic learning, but the sim-to-real gap persists, especially for tasks involving complex, dynamic, and discontinuous interactions like physical contacts. Explicit system identification, which tunes explicit simulator parameters, is often insufficient to align the intricate, high-dimensional, and state-dependent dynamics of the real world. To overcome this, we propose an implicit sim-to-real alignment framework that learns to directly align the simulator's dynamics with contact information. Our method treats the off-the-shelf simulator as a base prior and learns a contact-aware neural dynamics model to refine simulated states using real-world observations. We show that using tactile contact information from robotic hands can effectively model the non-smooth discontinuities inherent in contact-rich tasks, resulting in a neural dynamics model grounded by real-world data. We demonstrate that this learned forward dynamics model improves state prediction accuracy and can be effectively used to predict policy performance and refine policies trained purely in standard simulators, offering a scalable, data-driven approach to sim-to-real alignment.
Language-driven dexterous grasp generation requires the models to understand task semantics, 3D geometry, and complex hand-object interactions. While vision-language models have been applied to this problem, existing approaches directly map observations to grasp parameters without intermediate reasoning about physical interactions. We present DextER, Dexterous Grasp Generation with Embodied Reasoning, which introduces contact-based embodied reasoning for multi-finger manipulation. Our key insight is that predicting which hand links contact where on the object surface provides an embodiment-aware intermediate representation, bridging task semantics with physical constraints. DextER autoregressively generates embodied contact tokens specifying which finger links contact where on the object surface, followed by grasp tokens encoding the hand configuration. On DexGYS, DextER achieves 67.14% success rate, outperforming state-of-the-art by 3.83 p.p. with 96.4% improvement in intention alignment. We also demonstrate steerable generation through partial contact specification, providing fine-grained control over grasp synthesis.
Realistic and efficient 3D garment generation remains a longstanding challenge in computer vision and digital fashion. Existing methods typically rely on large vision- language models to produce serialized representations of 2D sewing patterns, which are then transformed into simulation-ready 3D meshes using garment modeling framework such as GarmentCode. Although these approaches yield high-quality results, they often suffer from slow inference times, ranging from 30 seconds to a minute. In this work, we introduce SwiftTailor, a novel two-stage framework that unifies sewing-pattern reasoning and geometry-based mesh synthesis through a compact geometry image representation. SwiftTailor comprises two lightweight modules: PatternMaker, an efficient vision-language model that predicts sewing patterns from diverse input modalities, and GarmentSewer, an efficient dense prediction transformer that converts these patterns into a novel Garment Geometry Image, encoding the 3D surface of all garment panels in a unified UV space. The final 3D mesh is reconstructed through an efficient inverse mapping process that incorporates remeshing and dynamic stitching algorithms to directly assemble the garment, thereby amortizing the cost of physical simulation. Extensive experiments on the Multimodal GarmentCodeData demonstrate that SwiftTailor achieves state-of-the-art accuracy and visual fidelity while significantly reducing inference time. This work offers a scalable, interpretable, and high-performance solution for next-generation 3D garment generation.
TherA: Thermal-Aware Visual-Language Prompting for Controllable RGB-to-Thermal Infrared Translation
PDF ↗Despite the inherent advantages of thermal infrared(TIR) imaging, large-scale data collection and annotation remain a major bottleneck for TIR-based perception. A practical alternative is to synthesize pseudo TIR data via image translation; however, most RGB-to-TIR approaches heavily rely on RGB-centric priors that overlook thermal physics, yielding implausible heat distributions. In this paper, we introduce TherA, a controllable RGB-to-TIR translation framework that produces diverse and thermally plausible images at both scene and object level. TherA couples TherA-VLM with a latent-diffusion-based translator. Given a single RGB image and a user-prompted condition pair, TherA-VLM yields a thermal-aware embedding that encodes scene, object, material, and heat-emission context reflecting the input scene-condition pair. Conditioning the diffusion model on this embedding enables realistic TIR synthesis and fine-grained control across time of day, weather, and object state. Compared to other baselines, TherA achieves state-of-the-art translation performance, demonstrating improved zero-shot translation performance up to 33% increase averaged across all metrics.