High-quality 3D garment reconstruction plays a crucial role in mitigating the sim-to-real gap in applications such as digital avatars, virtual try-on and robotic manipulation. However, existing garment reconstruction methods typically rely on unstructured representations, such as 3D Gaussian Splats, struggling to provide accurate reconstructions of garment topology and sewing structures. As a result, the reconstructed outputs are often unsuitable for high-fidelity physical simulation. We propose ReWeaver, a novel framework for topology-accurate 3D garment and sewing pattern reconstruction from sparse multi-view RGB images. Given as few as four input views, ReWeaver predicts seams and panels as well as their connectivities in both the 2D UV space and the 3D space. The predicted seams and panels align precisely with the multi-view images, yielding structured 2D-3D garment representations suitable for 3D perception, high-fidelity physical simulation, and robotic manipulation.To enable effective training, we construct a large-scale dataset GCD-TS, comprising multi-view RGB images, 3D garment geometries, textured human body meshes and annotated sewing patterns. The dataset contains over 100,000 synthetic samples covering a wide range of complex geometries and topologies. Extensive experiments show that ReWeaver consistently outperforms existing methods in terms of topology accuracy, geometry alignment and seam-panel consistency. Code and data will be available at the project sii-liming.github.io/ReWeaver.
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Graph neural networks (GNNs) are increasingly applied to physical design tasks such as congestion prediction and wirelength estimation, yet progress is hindered by inconsistent circuit representations and the absence of controlled evaluation protocols. We present R2G (RTL-to-GDSII), a multi-view circuit-graph benchmark suite that standardizes five stage-aware views with information parity (every view encodes the same attribute set, differing only in where features attach) over 30 open-source IP cores (up to 106 nodes/edges). R2G provides an end-to-end DEF-to-graph pipeline spanning synthesis, placement, and routing stages, together with loaders, unified splits, domain metrics, and reproducible baselines. By decoupling representation choice from model choice, R2G isolates a confound that prior EDA and graph-ML benchmarks leave uncontrolled. In systematic studies with GINE, GAT, and ResGatedGCN, we find: (i) view choice dominates model choice, with Test R2 varying by more than 0.3 across representations for a fixed GNN; (ii) node-centric views generalize best across both placement and routing; and (iii) decoder-head depth (3-4 layers) is the primary accuracy driver, turning divergent training into near-perfect predictions (R2 > 0.99). Code and datasets: https://github.com/ShenShan123/R2G.
Object motion blur in static scenes is spatially heterogeneous, differing from conventional deblurring problems yet frequently occurring in real handheld capture scenarios. Existing datasets either rely on costly beam-splitting capture with residual misalignment or employ synthetic blur that fails to model the continuous photon-integration process during exposure. To overcome these limitations, we introduce OMoBlur, a physically grounded dataset that emulates realistic exposure integration via programmable sensor control, ensuring close alignment between synthetic and real blur distributions. OMoBlur provides 20,000 blur-sharp-mask pairs covering diverse object motion types. Leveraging this dataset, we further propose OMDNet, an object-motion-aware deblurring network that integrates a Motion-Appearance Extract Block, a Flow-Guided Gate Predictor, and an Adaptive Gated Fusion mechanism. This design enables the network to selectively restore blurred regions while preserving static backgrounds, without requiring pixel-accurate mask annotations. Extensive experiments demonstrate that OMoBlur's physically faithful data collection and large-scale diversity significantly enhance the network's generalization to real-world motion blur, establishing OMoBlur and OMDNet as a robust benchmark and practical solution for local motion deblurring. The dataset and code is publicly released at https://yudingchuan.github.io/OMoBlur_homepage/.
End-to-end autonomous driving methods built on vision language models (VLMs) have undergone rapid development driven by their universal visual understanding and strong reasoning capabilities obtained from the large-scale pretraining. However, we find that current VLMs struggle to understand fine-grained 3D spatial relationships which is a fundamental requirement for systems interacting with the physical world. To address this issue, we propose SpaceDrive, a spatial-aware VLM-based driving framework that treats spatial information as explicit positional encodings (PEs) instead of textual digit tokens, enabling joint reasoning over semantic and spatial representations. SpaceDrive employs a universal positional encoder to all 3D coordinates derived from multi-view depth estimation, historical ego-states, and text prompts. These 3D PEs are first superimposed to augment the corresponding 2D visual tokens. Meanwhile, they serve as a task-agnostic coordinate representation, replacing the digit-wise numerical tokens as both inputs and outputs for the VLM. This mechanism enables the model to better index specific visual semantics in spatial reasoning and directly regress trajectory coordinates rather than generating digit-by-digit, thereby enhancing planning accuracy. Extensive experiments validate that SpaceDrive achieves state-of-the-art open-loop performance on the nuScenes dataset and the second-best Driving Score of 78.02 on the Bench2Drive closed-loop benchmark over existing VLM-based methods. Code is available at: https://github.com/zhenghao2519/SpaceDrive.
We study cross-embodiment 6-DOF robot grasping. Unlike prior works, we require the model not only to generalize to novel objects / scenes but also to novel gripper morphologies and physical grasping processes. Our method extends diffusion model based generative 6-DOF grasping models to condition on the additional gripper's representation. We propose a swept-volume heuristic for encoding the gripper. We train our cross-embodiment model with procedural grippers and a large-scale dataset of 395 Million grasps. In simulation experiments, our model has the best zero-shot generalization to novel real-world grippers and objects over baseline methods. Our model also serves as a good initialization for fine-tuning to adapt to novel grippers. In ablations, we demonstrate the efficiency of our sweep-volume gripper representation and our procedural gripper training dataset. Last, we show zero-shot generalization to real-world novel grippers for 6-DOF grasping, surpassing baselines in cross-embodiment generalization.
ForceVLA2: Unleashing Hybrid Force-Position Control with Force Awareness for Contact-Rich Manipulation
PDF ↗Embodied intelligence for contact-rich manipulation has predominantly relied on position control, while explicit awareness and regulation of interaction forces remain under-explored, limiting stability, precision, and robustness in real-world tasks. We propose ForceVLA2, an end-to-end vision-language-action framework that equips robots with hybrid force-position control and explicit force awareness. ForceVLA2 introduces force-based prompts into the VLM expert to construct force-aware task concepts across stages, and employs a Cross-Scale Mixture-of-Experts (MoE) in the action expert to adaptively fuse these concepts with real-time interaction forces for closed-loop hybrid force-position regulation. To support learning and evaluation, we construct ForceVLA2-Dataset, containing 1,000 trajectories over 5 contact-rich tasks, including wiping, pressing, and assembling, with multi-view images, task prompts, proprioceptive state, and force signals. Extensive experiments show that ForceVLA2 substantially improves success rates and reliability in contact-rich manipulation, outperforming pi0 and pi0.5 by 48.0% and 35.0%, respectively, across the 5 tasks, and mitigating common failure modes such as arm overload and unstable contact, thereby actively advancing force-aware interactive physical intelligence in VLAs.
Depth in the real world is rarely singular. Transmissive materials create layered ambiguities that confound conventional perception systems. Existing models remain passive; conventional approaches typically estimate static depth maps anchored to the nearest surface, and even recent multi-head extensions suffer from a representational bottleneck due to fixed feature representations. This stands in contrast to human vision, which actively shifts focus to perceive a desired depth. We introduce DepthFocus, a steerable Vision Transformer that redefines stereo depth estimation as condition-aware control. Instead of extracting fixed features, our model dynamically modulates its computation based on a physical reference depth, integrating dual conditional mechanisms to selectively perceive geometry aligned with the desired focus. Leveraging a newly curated large-scale synthetic dataset, DepthFocus achieves state-of-the-art results across all evaluated benchmarks, including both standard single-layer and complex multi-layered scenarios. While maintaining high precision in opaque regions, our approach effectively resolves depth ambiguities in transparent and reflective scenes by selectively reconstructing geometry at a target distance. This capability enables robust, intent-driven perception that significantly outperforms existing multi-layer methods, marking a substantial step toward active 3D perception. \noindent Project page: \href https://junhong-3dv.github.io/depthfocus-project/ this https URL .
RealAppiance: Let High-fidelity Appliance Assets Controllable and Workable as Aligned Real Manauls
PDF ↗Existing appliance assets suffer from poor rendering, incomplete mechanisms, and misalignment with manuals, leading to simulation-reality gaps that hinder appliance manipulation development. In this work, we introduce the RealAppliance dataset, comprising 100 high-fidelity appliances with complete physical, electronic mechanisms, and program logic aligned with their manuals. Based on these assets, we propose the RealAppliance-Bench benchmark, which evaluates multimodal large language models and embodied manipulation planning models across key tasks in appliance manipulation planning: manual page retrieval, appliance part grounding, open-loop manipulation planning, and closed-loop planning adjustment. Our analysis of model performances on RealAppliance-Bench provides insights for advancing appliance manipulation research
3D Gaussian splatting (3DGS) has emerged as a promising approach for high-fidelity 3D scene representation. However, relighting and composition of Gaussian splatting remain challenging because path tracing is not directly applicable. Existing relighting methods for Gaussian splatting typically adopt either approximate rendering formulations or rely on Gaussian ray tracing, yielding low relighting performance and low rendering efficiency. To address these limitations, we propose Gaussian hybrid path tracing (GHPT), a three-stage framework to acquire relightable Gaussian splatting models. The first stage utilizes planar-based Gaussian splatting reconstruction representation (PGSR) to enable multi-view consistent depth rendering and reconstruct the surface mesh of a scene. The second stage performs physically-based differentiable rendering on the obtained mesh to reconstruct the material maps and the environment map. The third stage utilizes factorized inverse path tracing (FIPT) on the G-buffer rendered by the PGSR, and visibility and indirect illumination are evaluated by hardware-accelerated ray tracing on the mesh with the material maps and the environment map reconstructed in the second stage. Experiments demonstrate that the relighting performance of GHPT outperforms the baselines, and our method can perform real-time relighting and composition of Gaussian splatting.
We present Artiverse, a diverse and physically grounded dataset of high-quality articulated 3D objects designed for realistic functional modeling and simulation. Artiverse contains 5.4K human-authored objects across a broad range of 88 categories, aggregated from multiple 3D static repositories. Objects are annotated with functional parts, interior structures, realistic kinematic relationships including multi-DoF joints, and physical attributes such as metric scale, material, and mass. We develop a semi-automated annotation pipeline that combines few-shot segmentation, geometric reasoning, and multi-stage human verification to achieve high-quality and efficient annotation, reducing manual annotation time by over 30%. We demonstrate the value of Artiverse on tasks of part mobility analysis, articulated object generation, and physics-based interaction. Artiverse provides a data resource to advance functional understanding for articulated objects.
Recent advancements in multimodal large language models (MLLMs) and video agent systems have significantly improved general video understanding. However, when applied to scientific video understanding and educating--a domain that demands external professional knowledge integration and rigorous step-wise reasoning--existing approaches often struggle. To bridge this gap, we propose SciEducator, an iterative self-evolving multi-agent system for scientific video comprehension and education. Rooted in the classical Deming Cycle from management science, our design reformulates its Plan-Do-Study-Act philosophy into a self-evolving reasoning and feedback mechanism, which facilitates the interpretation of intricate scientific activities in videos. Moreover, SciEducator can produce multimodal educational content tailored to specific scientific processes, including textual instructions, visual guides, audio narrations, and interactive references. To support evaluation, we construct SciVBench, a benchmark consisting of 500 expert-verified and literature-grounded science QA pairs across five categories, covering physical, chemical, and everyday phenomena. Extensive experiments demonstrate that SciEducator substantially outperforms leading closed-source MLLMs (e.g., Gemini, GPT-4o) and state-of-the-art video agents on the benchmark, establishing a new paradigm for the community.
The rapid evolution of video generative models has shifted their focus from producing visually plausible outputs to tackling tasks requiring physical plausibility and logical consistency. However, despite recent breakthroughs such as Veo 3's chain-of-frames reasoning, it remains unclear whether these models can exhibit reasoning capabilities similar to large language models (LLMs). Existing benchmarks predominantly evaluate visual fidelity and temporal coherence, failing to capture higher-order reasoning abilities. To bridge this gap, we propose **TiViBench**, a hierarchical benchmark specifically designed to evaluate the reasoning capabilities of image-to-video (I2V) generation models. TiViBench systematically assesses reasoning across four dimensions: i) **Structural Reasoning & Search**, ii) **Spatial & Visual Pattern Reasoning**, iii) **Symbolic & Logical Reasoning**, and iv) **Action Planning & Task Execution**, spanning 24 diverse task scenarios across 3 difficulty levels. Through extensive evaluations, we show that commercial models (*e.g.*, Sora 2, Veo 3.1) demonstrate stronger reasoning potential, while open-source models reveal untapped potential that remains hindered by limited training scale and data diversity. To further unlock this potential, we introduce **VideoTPO**, a simple yet effective test-time strategy inspired by preference optimization. By performing LLM self-analysis on generated candidates to identify strengths and weaknesses, VideoTPO significantly enhances reasoning performance without requiring additional training, data, or reward models. Together, TiViBench and VideoTPO pave the way for evaluating and advancing reasoning in video generation models, setting a foundation for future research in this emerging field.
Conditional image generation methods are increasingly used in human-centric applications, yet existing human amodal completion (HAC) models offer users limited control over the completed content. Given an occluded person image, they hallucinate invisible regions while preserving visible ones, but cannot reliably incorporate user-specified constraints such as a desired pose or spatial extent. As a result, users often resort to repeatedly sampling the model to obtain a satisfactory output. Pose-guided person image synthesis (PGPIS) methods allow explicit pose conditioning, but frequently fail to preserve the instance-specific visible appearance and tend to be biased toward the training distribution, even when built on strong diffusion model priors. To address these limitations, we introduce promptable human amodal completion (PHAC), a new task that completes occluded human images while satisfying both visible appearance constraints and multiple user prompts. Users provide simple point-based prompts, such as additional joints for the target pose or bounding boxes for desired regions; these prompts are encoded using ControlNet modules specialized for each prompt type. These modules inject the prompt signals into a pre-trained diffusion model, and we fine-tune only the cross-attention blocks to obtain strong prompt alignment without degrading the underlying generative prior. To further preserve visible content, we propose an inpainting-based refinement module that starts from a slightly noised coarse completion, faithfully preserves the visible regions, and ensures seamless blending at occlusion boundaries. Extensive experiments on standard HAC and PGPIS benchmarks show that our approach produces more physically plausible, higher-quality completions with significantly improved prompt alignment compared to existing amodal completion and pose-guided synthesis methods.
3DReflecNet: A Large-Scale Dataset for 3D Reconstruction of Reflective, Transparent, and Low-Texture Objects
PDF ↗Accurate 3D reconstruction of objects with reflective, transparent, or low-texture surfaces still remains notoriously challenging. Such materials often violate key assumptions in multi-view reconstruction pipelines, such as photometric consistency and the availability on distinct geometric texture cues. Existing datasets primarily focus on diffuse, textured objects, and therefore provide limited insight into performance under real-world material complexities. We introduce 3DReflecNet, a large-scale hybrid dataset exceeding 22 TB that is specifically designed to benchmark and advance 3D vision methods for these challenging materials. 3DReflecNet combines two types of data: over 120,000 synthetic instances generated via physically-based rendering of more than 12,000 shapes, and over 1,000 real-world objects captured using consumer devices. Together, these data consist of more than 7 million multi-view frames. The dataset spans diverse materials, complex lighting conditions, and a wide range of geometric forms--including shapes generated from both real and LLM-synthesized 2D images using diffusion-based pipelines. To support robust evaluation, we design benchmarks for five core tasks: image matching, structure-from-motion, novel view synthesis, reflection removal, and relighting. Extensive experiments demonstrate that state-of-the-art methods struggle to maintain accuracy across these settings, highlighting the need for more resilient 3D vision models.
Thinking in Dynamics: How Multimodal Large Language Models Perceive, Track, and Reason Dynamics in Physical 4D World
PDF ↗Humans inhabit a physical 4D world, where spatial geometry and semantic content evolve over time, forming a dynamic reality. While current Multimodal Large Language Models (MLLMs) demonstrate strong capabilities in understanding static visual inputs, it remains unclear whether they can effectively "think in dynamics," i.e., perceive, track, and reason about spatio-temporal evolution in complex scenes.To systematically evaluate these abilities, we introduce \texttt Dyn-Bench , a large-scale benchmark designed to assess spatio-temporal reasoning and localized dynamics perception. Constructed through multi-stage filtering over massive 2D and 4D data sources, \texttt Dyn-Bench provides a high-quality collection of diverse dynamic scenes, consisting of 1k videos, 7k visual question answering (VQA) pairs, and 3k dynamic object grounding samples.We comprehensively study general-purpose, spatial-aware, and region-level MLLMs to understand how they "think in dynamics" from both linguistic and visual perspectives. Our results reveal that existing models struggle to jointly excel in both spatio-temporal reasoning and dynamic object grounding, often producing inconsistent interpretations of motion and interaction. Conventional prompting strategies i.e., chain-of-thought or caption-based hints) provide only limited improvements.In contrast, structured integration approaches, including Mask-Guided Fusion and the Spatio-Temporal Textual Cognitive Map (ST-TCM), substantially enhance MLLMs' dynamic perception and spatio-temporal reasoning in an evolving 4D world. These findings underscore the importance of explicit spatio-temporal structural cues to bridge the gap between static perception and dynamic reasoning in MLLMs.
Humans intuitively move to sound, but current humanoid robots lack expressive improvisational capabilities, confined to predefined motions or sparse commands. Generating motion from audio and then retargeting it to robots relies on explicit motion reconstruction, leading to cascaded errors, high latency, and disjointed acoustic-actuation mapping. We propose RoboPerform, the first unified audio-to-locomotion framework that can directly generate music-driven dance and speech-driven co-speech gestures from audio. Guided by the core principle of "motion = content + style", the framework treats audio as implicit style signals and eliminates the need for explicit motion reconstruction. RoboPerform integrates a ResMoE teacher policy for adapting to diverse motion patterns and a diffusion-based student policy for audio style injection. This retargeting-free design ensures low latency and high fidelity. Experimental validation shows that RoboPerform achieves promising results in physical plausibility and audio alignment, successfully transforming robots into responsive freestyle performers capable of reacting to audio.
VT-Intrinsic: Physics-Based Decomposition of Reflectance and Shading using a Single Visible-Thermal Image Pair
PDF ↗Decomposing a scene into its reflectance and shading is a challenge due to the lack of extensive ground-truth data for real-world scenes. We introduce a novel physics-based approach for intrinsic image decomposition using a pair of visible and thermal images. We leverage the principle that light not reflected from an opaque surface is absorbed and detected as heat by a thermal camera. This allows us to relate the ordinalities (or relative magnitudes) between visible and thermal image intensities to the ordinalities of shading and reflectance. The ordinalities enable dense self-supervision of an optimizing neural network to recover shading and reflectance. We perform quantitative evaluations with known reflectance and shading under natural and artificial lighting, and qualitative experiments across diverse scenes. The results demonstrate superior performance over both physics-based and recent learning-based methods, providing a path toward scalable real-world data curation with supervision.
Pressure2Motion: Hierarchical Human Motion Reconstruction from Ground Pressure with Text Guidance
PDF ↗We present Pressure2Motion, a novel motion capture algorithm that reconstructs human motion from a ground pressure sequence and text prompt. At inference time, Pressure2Motion requires only a pressure mat, eliminating the need for specialized lighting setups, cameras, or wearable devices, making it suitable for privacy-preserving, low-light, and low-cost motion capture scenarios. Such a task is severely ill-posed due to the indeterminacy of pressure signals with respect to full-body motion. To address this issue, we introduce Pressure2Motion, a generative model that leverages pressure features as input and utilizes a text prompt as a high-level guiding constraint to resolve ambiguities. Specifically, our model adopts a dual-level feature extractor to accurately interpret pressure data, followed by a hierarchical diffusion model that discerns broad-scale movement trajectories and subtle posture adjustments. Both the physical cues gained from the pressure sequence and the semantic guidance derived from descriptive texts are leveraged to guide the motion estimation with precision. To the best of our knowledge, Pressure2Motion is a pioneering work in leveraging both pressure data and linguistic priors for motion reconstruction, and the established MPL benchmark is the first benchmark for this novel motion capture task. Experiments show that our method generates high-fidelity, physically plausible motions, establishing a new state of the art for this task. The codes and benchmarks will be publicly released upon publication.
Regulating Rather than Constraining: Adaptive Guidance for Complex Spectral Reconstruction in Pansharpening
PDF ↗In remote sensing pansharpening, spectrally mixed regions, where the spectral interactions among adjacent land covers lead to highly inconsistent reconstruction patterns, remain the most challenging areas. Due to the complex spatial distribution and heterogeneous spectral characteristics of ground objects, existing methods relying on rigid architectures and physical constraints struggle to learn generalized reconstruction patterns from limited spectral mixing samples, resulting in unstable generalization. To address this limitation, we propose an architecture-agnostic regularization-guided mechanism that adaptively directs the model to focus on learning reliable reconstruction priors for challenging regions. Specifically, we introduce a simple data-level transformation, MixShuffle, which performs random convex combinations across spatial positions and spectral channels to generate training data with richer spatial structures and stronger spectral mixing. In parallel, we propose a hierarchical attention weighting mechanism, a loss-level gradient reallocation strategy at the sample, channel, and pixel levels, enabling the model to emphasize structurally complex regions. Extensive experiments on multiple benchmark datasets (WV3, GF2, QB) and across various network architectures demonstrate the strong generality and effectiveness of the proposed strategies, achieving state-of-the-art performance when integrated into DANet. Our code is available at https://github.com/Geo-Tell/DANet.
TeamHOI: Learning a Unified Policy for Cooperative Human-Object Interactions with Any Team Size
PDF ↗Physics-based humanoid control has achieved remarkable progress in enabling realistic and high-performing single-agent behaviors, yet extending these capabilities to cooperative human-object interaction (HOI) remains challenging. We present TeamHOI, a framework that enables a single decentralized policy to handle cooperative HOIs across any number of cooperating agents. Each agent operates using local observations while attending to other teammates through a Transformer-based policy network with teammate tokens, allowing scalable coordination across variable team sizes. To enforce motion realism while addressing the scarcity of cooperative HOI data, we further introduce a masked Adversarial Motion Prior (AMP) strategy that uses single-human reference motions while masking object-interacting body parts during training. The masked regions are then guided through task rewards to produce diverse and physically plausible cooperative behaviors. We evaluate TeamHOI on a challenging cooperative carrying task involving two to eight humanoid agents and varied object geometries. Finally, to promote stable carrying, we design a team-size- and shape-agnostic formation reward. TeamHOI achieves high success rates and demonstrates coherent cooperation across diverse configurations with a single policy.