In this work, we introduce StageDesigner, the first comprehensive framework for artistic stage generation using large language models combined with layout-controlled diffusion models. Given the professional requirements of stage scenography, StageDesigner simulates the workflows of seasoned artists to generate immersive 3D stage scenes. Specifically, our approach is divided into three primary modules: Script Analysis, which extracts thematic and spatial cues from input scripts; Foreground Generation, which constructs and arranges essential 3D objects; and Background Generation, which produces a harmonious background aligned with the narrative atmosphere and maintains spatial coherence by managing occlusions between foreground and background elements. Furthermore, we introduce the StagePro-V1 dataset, a dedicated dataset with 276 unique stage scenes spanning different historical styles and annotated with scripts, images, and detailed 3D layouts, specifically tailored for this task. Finally, evaluations using both standard and newly proposed metrics, along with extensive user studies, demonstrate the effectiveness of StageDesigner, showcasing its ability to produce visually and thematically cohesive stages that meet both artistic and spatial coherence standards. Project can be found at: https://deadsmither5.github.io/2025/01/03/StageDesigner/
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VidHalluc: Evaluating Temporal Hallucinations in Multimodal Large Language Models for Video Understanding
PDF ↗Multimodal large language models (MLLMs) have recently shown significant advancements in video understanding, excelling in content reasoning and instruction-following tasks. However, hallucination, where models generate inaccurate or misleading content, remains underexplored in the video domain. Building on the observation that MLLM visual encoders often fail to distinguish visually different yet semantically similar video pairs, we introduce VidHalluc, the largest benchmark designed to examine hallucinations in MLLMs for video understanding. It consists of 5,002 videos, paired to highlight cases prone to hallucinations. VidHalluc assesses hallucinations across three critical dimensions: (1) action, (2) temporal sequence, and (3) scene transition. Comprehensive testing shows that most MLLMs are vulnerable to hallucinations across these dimensions. Furthermore, we propose DINO-HEAL, a training-free method that reduces hallucinations by incorporating spatial saliency from DINOv2 to reweight visual features during inference. Our results show that DINO-HEAL consistently improves performance on VidHalluc, achieving an average improvement of 3.02% in mitigating hallucinations across all tasks. Both the VidHalluc benchmark and DINO-HEAL code are available at https://people-robots.github.io/vidhalluc.
Boost the Inference with Co-training: A Depth-guided Mutual Learning Framework for Semi-supervised Medical Polyp Segmentation
PDF ↗Semi-supervised polyp segmentation has made significant progress in recent years as a potential solution for computer-assisted treatment. Since depth images can provide extra information other than RGB images to help segment these problematic areas, depth-assisted polyp segmentation has gained much attention. However, the utilization of depth information is still worth studying. The existing RGB-D segmentation methods rely on depth data in the inference stage, limiting their clinical applications. To tackle this problem, we propose a semi-supervised polyp segmentation framework based on the mean teacher architecture. We establish an auxiliary student network with depth images as input in the training stage, and we propose a depth-guided cross-modal mutual learning strategy to promote the learning of complementary information between different student networks. Meanwhile, we use the high-confidence pseudo-labels generated by the auxiliary student network to guide the learning progress of the main student network from different perspectives. Our model does not need depth data in the inference phase. In addition, we introduce a depth-guided patch augmentation method to improve the model's learning performance in difficult regions of unlabeled polyp images. Experimental results show that our method achieves state-of-the-art performance under different label conditions on five polyp datasets. The code is available at https://github.com/pingchuan/RD-Net.
VL2Lite: Task-Specific Knowledge Distillation from Large Vision-Language Models to Lightweight Networks
PDF ↗Deploying high-performing neural networks in resource-constrained environments poses a significant challenge due to the computational demands of large-scale models. We introduce VL2Lite, a knowledge distillation framework designed to enhance the performance of lightweight neural networks in image classification tasks by leveraging the rich representational knowledge from Vision-Language Models (VLMs). VL2Lite directly integrates multi-modal knowledge from VLMs into compact models during training, effectively compensating for the limited computational and modeling capabilities of smaller networks. By transferring high-level features and complex data representations, our approach improves the accuracy and efficiency of image classification tasks without increasing computational overhead during inference. Experimental evaluations demonstrate that VL2Lite achieves up to a 7% improvement in classification performance across various datasets. This method addresses the challenge of deploying accurate models in environments with constrained computational resources, offering a balanced solution between model complexity and operational efficiency.
Masked Scene Modeling: Narrowing the Gap Between Supervised and Self-Supervised Learning in 3D Scene Understanding
PDF ↗Self-supervised learning has transformed 2D computer vision by enabling models trained on large, unannotated datasets to provide versatile off-the-shelf features that perform similarly to models trained with labels. However, in 3D scene understanding, self-supervised methods are typically only used as a weight initialization step for task-specific fine-tuning, limiting their utility for general-purpose feature extraction. This paper aims to address this shortcoming by proposing a robust evaluation protocol specifically designed to assess the quality of self-supervised features for 3D scene understanding. Our protocol uses multi-resolution feature sampling of hierarchical models to create rich point-level representations that capture the semantic capabilities of the model and, hence, are suitable for evaluation with linear probing and nearest-neighbor methods. Furthermore, we introduce the first self-supervised model that performs similarly to supervised models when only off-the-shelf features are used in a linear probing setup. In particular, our model is trained natively in 3D with a novel self-supervised approach based on a Masked Scene Modeling objective, which reconstructs deep features of masked patches in a bottom-up manner and is specifically tailored to hierarchical 3D models. Our experiments not only demonstrate that our method achieves competitive performance to supervised models, but also surpasses existing self-supervised approaches by a large margin.
Recent advancements in trajectory-guided video generation have achieved notable progress. However, existing models still face challenges in generating object motions with potentially changing 6D poses under wide-range rotations, due to limited 3D understanding. To address this problem, we introduce PoseTraj, a pose-aware video dragging model for generating 3D-aligned motion from 2D trajectories. Our method adopts a novel two-stage pose-aware pretraining framework, improving 3D understanding across diverse trajectories. Specifically, we propose a large-scale synthetic dataset PoseTraj-10k, containing 10k videos of objects following rotational trajectories, and enhance the model perception of object pose changes by incorporating 3D bounding boxes as intermediate supervision signals. Following this, we fine-tune the trajectory-controlling module on real-world videos, applying an additional camera-disentanglement module to further refine motion accuracy. Experiments on various benchmark datasets demonstrate that our method not only excels in 3D pose-aligned dragging for rotational trajectories but also outperforms existing baselines in trajectory accuracy and video quality.
Exploiting temporal correlations is crucial for video super-resolution (VSR). Recent approaches enhance this by incorporating event cameras. In this paper, we introduce MamEVSR, a Mamba-based network for event-based VSR that leverages the selective state space model, Mamba. MamEVSR stands out by offering global receptive field coverage with linear computational complexity, thus addressing the limitations of convolutional neural networks and Transformers. The key components of MamEVSR include: (1) The interleaved Mamba (iMamba) block, which interleaves tokens from adjacent frames and applies multidirectional selective state space modeling, enabling efficient feature fusion and propagation across bi-directional frames while maintaining linear complexity. (2) The crossmodality Mamba (cMamba) block facilitates further interaction and aggregation between event information and the output from the iMamba block. The cMamba block can leverage complementary spatio-temporal information from both modalities and allows MamEVSR to capture finermotion details. Experimental results show that the proposed MamEVSR achieves superior performance on various datasets quantitatively and qualitatively.
Current 3D Large Multimodal Models (3D LMMs) have shown tremendous potential in 3D-vision-based dialogue and reasoning. However, how to further enhance 3D LMMs to achieve fine-grained scene understanding and facilitate flexible human-agent interaction remains a challenging problem. In this work, we introduce 3D-LLaVA, a simple yet highly powerful 3D LMM designed to act as an intelligent assistant in comprehending, reasoning, and interacting with the 3D world. Unlike existing top-performing methods that rely on complicated pipelines--such as offline multi-view feature extraction or additional task-specific heads--3D-LLaVA adopts a minimalist design with integrated architecture and only takes point clouds as input. At the core of 3D-LLaVA is a new Omni Superpoint Transformer (OST), which integrates three functionalities: (1) a visual feature selector that converts and selects visual tokens, (2) a visual prompt encoder that embeds interactive visual prompts into the visual token space, and (3) a referring mask decoder that produces 3D masks based on text description. This versatile OST is empowered by the hybrid pretraining to obtain perception priors and leveraged as the visual connector that bridges the 3D data to the LLM. After performing unified instruction tuning, our 3D-LLaVA reports impressive results on various benchmarks. The code and model will be released at https://github.com/djiajunustc/3D-LLaVA.
Dynamic image degradations, including noise, blur and lighting inconsistencies, pose significant challenges in image restoration, often due to sensor limitations or adverse environmental conditions. Existing Deep Unfolding Networks (DUNs) offer stable restoration performance but require manual selection of degradation matrices for each degradation type, limiting their adaptability across diverse scenarios.To address this issue, we propose the Vision-Language-guided Unfolding Network (VLU-Net), a unified DUN framework for handling multiple degradation types simultaneously.VLU-Net leverages a Vision-Language Model (VLM) refined on degraded image-text pairs to align image features with degradation descriptions, selecting the appropriate transform for target degradation.By integrating an automatic VLM-based gradient estimation strategy into the Proximal Gradient Descent (PGD) algorithm, VLU-Net effectively tackles complex multi-degradation restoration tasks while maintaining interpretability. Furthermore, we design a hierarchical feature unfolding structure to enhance VLU-Net framework, efficiently synthesizing degradation patterns across various levels.VLU-Net is the first all-in-one DUN framework and outperforms current leading one-by-one and all-in-one end-to-end methods by 3.74 dB on the SOTS dehazing dataset and 1.70 dB on the Rain100L deraining dataset.
Recent advances in diffusion-based text-to-image models have simplified creating high-fidelity images, but preserving the identity (ID) of specific elements, like a personal dog, is still challenging.Object customization, using reference images and textual descriptions, is key to addressing this issue. Current object customization methods are either object-specific, requiring extensive fine-tuning, or object-agnostic, offering zero-shot customization but limited to specialized domains. The primary issue of promoting zero-shot object customization from specific domains to the general domain is to establish a large-scale general ID dataset for model pre-training, which is time-consuming and labor-intensive. In this paper, we propose a novel pipeline to construct a large dataset of general objects and build the Multi-Category ID-Consistent (MC-IDC) dataset, featuring 315k text-image samples across 10k categories. With the help of MC-IDC, we introduce Customizing Anything (CustAny), a zero-shot framework that maintains ID fidelity and supports flexible text editing for general objects. CustAny features three key components: a general ID extraction module, a dual-level ID injection module, and an ID-aware decoupling module, allowing it to customize any object from a single reference image and text prompt. Experiments demonstrate that CustAny outperforms existing methods in both general object customization and specialized domains like human customization and virtual try-on. Our contributions include a large-scale dataset, the CustAny framework and novel ID processing to advance this field. The official project page is in https://lingjiekong-fdu.github.io.
A dexterous hand capable of grasping any object is essential for the development of general-purpose embodied intelligent robots. However, due to the high degree of freedom in dexterous hands and the vast diversity of objects, generating high-quality, usable grasping poses in a robust manner is a significant challenge. In this paper, we introduce DexGrasp Anything, a method that effectively integrates physical constraints into both the training and sampling phases of a diffusion-based generative model, achieving state-of-the-art performance across nearly all open datasets. Additionally, we present a new dexterous grasping dataset containing over 3.4 million diverse grasping poses for more than 15k different objects, demonstrating its potential to advance universal dexterous grasping. The code of our method and our dataset will be publicly released soon.
Generative inbetweening aims to generate intermediate frame sequences by utilizing two key frames as input. Although remarkable progress has been made in video generation models, generative inbetweening still faces challenges in maintaining temporal stability due to the ambiguous interpolation path between two key frames. This issue becomes particularly severe when there is a large motion gap between input frames. In this paper, we propose a straightforward yet highly effective Frame-wise Conditions-driven Video Generation (FCVG) method that significantly enhances the temporal stability of interpolated video frames. Specifically, our FCVG provides an explicit condition for each frame, making it much easier to identify the interpolation path between two input frames and thus ensuring temporally stable production of visually plausible video frames. To achieve this, we suggest extracting matched lines from two input frames that can then be easily interpolated frame by frame, serving as frame-wise conditions seamlessly integrated into existing video generation models. In extensive evaluations covering diverse scenarios such as natural landscapes, complex human poses, camera movements and animations, existing methods often exhibit incoherent transitions across frames. In contrast, our FCVG demonstrates the capability to generate temporally stable videos using both linear and non-linear interpolation curves. Our project page and code are available at https://fcvg-inbetween.github.io/.
Scientific research demands sophisticated reasoning over multimodal data, a challenge especially prevalent in biology. Despite recent advances in multimodal large language models (MLLMs) for AI-assisted research, existing multimodal reasoning benchmarks only target up to college-level difficulty, while research-level benchmarks emphasize lower-level perception, falling short of the complex multimodal reasoning needed for scientific discovery. To bridge this gap, we introduce MicroVQA, a visual-question answering (VQA) benchmark designed to assess three reasoning capabilities vital in research workflows: expert image understanding, hypothesis generation, and experiment proposal. MicroVQA consists of 1,042 multiple-choice questions (MCQs) curated by biology experts across diverse microscopy modalities, ensuring VQA samples represent real scientific practice. In constructing the benchmark, we find that standard MCQ generation methods induce language shortcuts, motivating a new two-stage pipeline: an optimized LLM prompt structures question-answer pairs into MCQs; then, an agent-based 'RefineBot' updates them to remove shortcuts. Benchmarking on state-of-the-art MLLMs reveal a peak performance of 53%; models with smaller LLMs only slightly underperform top models, suggesting that language-based reasoning is less challenging than multimodal reasoning; and tuning with scientific articles enhances performance. Expert analysis of chain-of-thought responses shows that perception errors are the most frequent, followed by knowledge errors and then overgeneralization errors. These insights highlight the challenges in multimodal scientific reasoning, showing MicroVQA is a valuable resource advancing AI-driven biomedical research. MicroVQA is available at https://huggingface.co/datasets/jmhb/microvqa and project at https://jmhb0.github.io/microvqa.
Novel view synthesis from limited observations remains a significant challenge due to the lack of information in under-sampled regions, often resulting in noticeable artifacts. We introduce Generative Sparse-view Gaussian Splatting (GS-GS), a general pipeline designed to enhance the rendering quality of 3D/4D Gaussian Splatting (GS) when training views are sparse. Our method generates unseen views using generative models, specifically leveraging pre-trained image diffusion models to iteratively refine view consistency and hallucinate additional images at pseudo views. This approach improves 3D/4D scene reconstruction by explicitly enforcing semantic correspondences during the generation of unseen views, thereby enhancing geometric consistency--unlike purely generative methods that often fail to maintain view consistency. Extensive evaluations on various 3D/4D datasets--including Blender, LLFF, Mip-NeRF360, and Neural 3D Video--demonstrate that our GS-GS outperforms existing state-of-the-art methods in rendering quality without sacrificing efficiency.
Domain Generalization (DG) research has gained considerable traction as of late, since the ability to generalize to unseen data distributions is a requirement that eludes even state-of-the-art training algorithms. In this paper we observe that the initial iterations of model training play a key role in domain generalization effectiveness, since the loss landscape may be significantly different across the training and test distributions, contrary to the case of i.i.d. data. Conflicts between gradients of the loss components of each domain lead the optimization procedure to undesirable local minima that do not capture the domain-invariant features of the target classes. We propose alleviating domain conflicts in model optimization, by iteratively annealing the parameters of a model in the early stages of training and searching for points where gradients align between domains. By discovering a set of parameter values where gradients are updated towards the same direction for each data distribution present in the training set, the proposed Gradient-Guided Annealing (GGA) algorithm encourages models to seek out minima that exhibit improved robustness against domain shifts. The efficacy of GGA is evaluated on five widely accepted and challenging image classification domain generalization benchmarks, where its use alone is able to establish highly competitive or even state-of-the-art performance. Moreover, when combined with previously proposed domain-generalization algorithms it is able to consistently improve their effectiveness by significant margins.
Filter Images First, Generate Instructions Later: Pre-Instruction Data Selection for Visual Instruction Tuning
PDF ↗Visual instruction tuning (VIT) for large vision-language models (LVLMs) requires training on expansive datasets of image-instruction pairs, which can be costly. Recent efforts in VIT data selection aim to select a small subset of high-quality image-instruction pairs, reducing VIT runtime while maintaining performance comparable to full-scale training. However, a major challenge often overlooked is that generating instructions from unlabeled images for VIT is highly expensive. Most existing VIT datasets rely heavily on human annotations or paid services like the GPT API, which limits users with constrained resources from creating VIT datasets for custom applications. To address this, we introduce Pre-Instruction Data Selection (PreSel), a more practical data selection paradigm that directly selects the most beneficial unlabeled images and generates instructions only for the selected images. PreSel first estimates the relative importance of each vision task within VIT datasets to derive task-wise sampling budgets. It then clusters image features within each task, selecting the most representative images with the budget. This approach reduces computational overhead for both instruction generation during VIT data formation and LVLM fine-tuning. By generating instructions for only 15% of the images, PreSel achieves performance comparable to full-data VIT on the LLaVA-1.5 and Vision-Flan datasets. The link to our project page: https://bardisafa.github.io/PreSel
Using parts of existing models to rebuild new models, commonly termed as example-based modeling, is a classical methodology in the realm of computer graphics. Previous works mostly focus on shape composition, making them very hard to use for realistic composition of 3D objects captured from real-world scenes. This leads to combining multiple NeRFs into a single 3D scene to achieve seamless appearance blending. However, the current SeamlessNeRF method struggles to achieve interactive editing and harmonious stitching for real-world scenes due to its gradient-based strategy and grid-based representation. To this end, we present an example-based modeling method that combines multiple Gaussian fields in a point-based representation using sample-guided synthesis. Specifically, as for composition, we create a GUI to segment and transform multiple fields in real time, easily obtaining a semantically meaningful composition of models represented by 3D Gaussian Splatting (3DGS). For texture blending, due to the discrete and irregular nature of 3DGS, straightforwardly applying gradient propagation as SeamlssNeRF is not supported. Thus, a novel sampling-based cloning method is proposed to harmonize the blending while preserving the original rich texture and content. Our workflow consists of three steps: 1) real-time segmentation and transformation of a Gaussian model using a well-tailored GUI, 2) KNN analysis to identify boundary points in the intersecting area between the source and target models, and 3) two-phase optimization of the target model using sampling-based cloning and gradient constraints. Extensive experimental results validate that our approach significantly outperforms previous works in terms of realistic synthesis, demonstrating its practicality.
3D Gaussian Splatting (3DGS) has shown impressive results for the novel view synthesis task, where lighting is assumed to be fixed. However, creating relightable 3D assets, especially for objects with ill-defined shapes (fur, fabric, etc.), remains a challenging task. The decomposition between light, geometry, and material is ambiguous, especially if either smooth surface assumptions or surface-based analytical shading models do not apply. We propose Relightable Neural Gaussians (RNG), a novel 3DGS-based framework that enables the relighting of objects with both hard surfaces or soft boundaries, while avoiding assumptions on the shading model. We condition the radiance at each point on both view and light directions. We also introduce a shadow cue, as well as a depth refinement network to improve shadow accuracy. Finally, we propose a hybrid forward-deferred fitting strategy to balance geometry and appearance quality. Our method achieves significantly faster training (1.3 hours) and rendering (60 frames per second) compared to a prior method based on neural radiance fields and produces higher-quality shadows than a concurrent 3DGS-based method.
We propose a novel Iterative Predictor-Critic Code Decoding framework for real-world image dehazing, abbreviated as IPC-Dehaze, which leverages the high-quality codebook prior encapsulated in a pre-trained VQGAN. Apart from previous codebook-based methods that rely on one-shot decoding, our method utilizes high-quality codes obtained in the previous iteration to guide the prediction of the Code-Predictor in the subsequent iteration, improving code prediction accuracy and ensuring stable dehazing performance. Our idea stems from the observations that 1) the degradation of hazy images varies with haze density and scene depth, and 2) clear regions play crucial cues in restoring dense haze regions. However, it is nontrivial to progressively refine the obtained codes in subsequent iterations, owing to the difficulty in determining which codes should be retained or replaced at each iteration. Another key insight of our study is to propose Code-Critic to capture interrelations among codes. The Code-Critic is used to evaluate code correlations and then resample a set of codes with the highest mask scores, i.e., a higher score indicates that the code is more likely to be rejected, which helps retain more accurate codes and predict difficult ones. Extensive experiments demonstrate the superiority of our method over state-of-the-art methods in real-world dehazing. Our code will be made publicly available.
Silence is Golden: Leveraging Adversarial Examples to Nullify Audio Control in LDM-based Talking-Head Generation
PDF ↗Advances in talking-head animation based on Latent Diffusion Models (LDM) enable the creation of highly realistic, synchronized videos. These fabricated videos are indistinguishable from real ones, increasing the risk of potential misuse for scams, political manipulation, and misinformation. Hence, addressing these ethical concerns has become a pressing issue in AI security. Recent proactive defense studies focused on countering LDM-based models by adding perturbations to portraits. However, these methods are ineffective at protecting reference portraits from advanced image-to-video animation. The limitations are twofold: 1) they fail to prevent images from being manipulated by audio signals, and 2) diffusion-based purification techniques can effectively eliminate protective perturbations. To address these challenges, we propose Silencer, a two-stage method designed to proactively protect the privacy of portraits. First, a nullifying loss is proposed to ignore audio control in talking-head generation. Second, we apply anti-purification loss in LDM to optimize the inverted latent feature to generate robust perturbations. Extensive experiments demonstrate the effectiveness of Silencer in proactively protecting portrait privacy. We hope this work will raise awareness among the AI security community regarding critical ethical issues related to talking-head generation techniques. Code: https://github.com/yuangan/Silencer.