Assembling furniture amounts to solving the discrete-continuous optimization task of selecting the furniture parts to assemble and estimating their connecting poses in a physically realistic manner. The problem is hampered by its combinatorially large yet sparse solution space thus making learning to assemble a challenging task for current machine learning models. In this paper, we attempt to solve this task by leveraging the assembly instructions provided in diagrammatic manuals that typically accompany the furniture parts. Our key insight is to use the cues in these diagrams to split the problem into discrete and continuous phases. Specifically, we present Manual-PA, a transformer-based instruction Manual-guided 3D Part Assembly framework that learns to semantically align 3D parts with their illustrations in the manuals using a contrastive learning backbone towards predicting the assembly order and infers the 6D pose of each part via relating it to the final furniture depicted in the manual. To validate the efficacy of our method, we conduct experiments on the benchmark PartNet dataset. Our results show that using the diagrams and the order of the parts lead to significant improvements in assembly performance against the state of the art. Further, Manual-PA demonstrates strong generalization to real-world IKEA furniture assembly on the IKEA-Manual dataset.
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Guiding Diffusion-Based Articulated Object Generation by Partial Point Cloud Alignment and Physical Plausibility Constraints
PDF ↗Articulated objects are an important type of interactable objects in everyday environments. In this paper, we propose PhysNAP, a novel diffusion model-based approach for generating articulated objects that aligns them with partial point clouds and improves their physical plausibility. The model represents part shapes by signed distance functions (SDFs). We guide the reverse diffusion process using a point cloud alignment loss computed using the predicted SDFs. Additionally, we impose non-penetration and mobility constraints based on the part SDFs for guiding the model to generate more physically plausible objects. We also make our diffusion approach category-aware to further improve point cloud alignment if category information is available. We evaluate the generative ability and constraint consistency of samples generated with PhysNAP using the PartNet-Mobility dataset. We also compare it with an unguided baseline diffusion model and demonstrate that PhysNAP can improve constraint consistency and provides a tradeoff with generative ability.
End-to-end autonomous driving directly generates planning trajectories from raw sensor data, yet it typically relies on costly perception supervision to extract scene information. A critical research challenge arises: constructing an informative driving world model to enable perception annotation-free, end-to-end planning via self-supervised learning. In this paper, we present World4Drive, an end-to-end autonomous driving framework that employs vision foundation models to build latent world models for generating and evaluating multi-modal planning trajectories. Specifically, World4Drive first extracts scene features, including driving intention and world latent representations enriched with spatial-semantic priors provided by vision foundation models. It then generates multi-modal planning trajectories based on current scene features and driving intentions and predicts multiple intention-driven future states within the latent space. Finally, it introduces a world model selector module to evaluate and select the best trajectory. We achieve perception annotation-free, end-to-end planning through self-supervised alignment between actual future observations and predicted observations reconstructed from the latent space. World4Drive achieves state-of-the-art performance without manual perception annotations on both the open-loop nuScenes and closed-loop NavSim benchmarks, demonstrating an 18.0% relative reduction in L2 error, 46.7% lower collision rate, and 3.75 faster training convergence. Codes will be accessed at https://github.com/ucaszyp/World4Drive.
We introduce Bokehdiff, a novel lens blur rendering method that achieves physically accurate and visually appealing outcomes, with the help of generative diffusion prior. Previous methods are bounded by the accuracy of depth estimation, generating artifacts in depth discontinuities. Our method employs a physics-inspired self-attention module that aligns with the image formation process, incorporating depth-dependent circle of confusion constraint and self-occlusion effects. We adapt the diffusion model to the one-step inference scheme without introducing additional noise, and achieve results of high quality and fidelity. To address the lack of scalable paired data, we propose to synthesize photorealistic foregrounds with transparency with diffusion models, balancing authenticity and scene diversity.
Soccer is a globally renowned sport with significant applications in video games and VR/AR. However, generating realistic soccer motions remains challenging due to the intricate interactions between the player and the ball. In this paper, we introduce SMGDiff, a novel two-stage framework for generating real-time and user-controllable soccer motions. Our key idea is to integrate real-time character animation with a powerful diffusion-based generative model. Specifically, we first map coarse user control to intricate character trajectories. Then, we employ a transformer-based autoregressive diffusion model to generate soccer motions based on trajectory conditioning. For further physical realism, we integrate a contact guidance module during inference to refine precise ball-foot interactions.Additionally, we contribute a large-scale soccer motion dataset consisting of over 1.08 million frames of diverse soccer motions. Extensive experiments demonstrate that our SMGDiff significantly outperforms existing methods in terms of motion quality and condition alignment.
We introduce a taxonomy of materials for hierarchical recognition from local appearance. Our taxonomy is motivated by vision applications and is arranged according to the physical traits of materials. We contribute a diverse, in-the-wild dataset with images and depth maps of the taxonomy classes. Utilizing the taxonomy and dataset, we present a method for hierarchical material recognition based on graph attention networks. Our model leverages the taxonomic proximity between classes and achieves state-of-the-art performance. We demonstrate the model's potential to generalize to adverse, real-world imaging conditions, and that novel views rendered using the depth maps can enhance this capability. Finally, we show the model's capacity to rapidly learn new materials in a few-shot learning setting.
Recent progress in 3D/4D scene generation emphasizes the importance of physical alignment throughout video generation and scene reconstruction. However, existing methods improve the alignment separately at each stage, making it difficult to manage subtle misalignments arising from another stage. Here, we present SteerX, a zero-shot inference-time steering method that unifies scene reconstruction into the generation process, tilting data distributions toward better geometric alignment. To this end, we introduce two geometric reward functions for 3D/4D scene generation by using pose-free feed-forward scene reconstruction models. Through extensive experiments, we demonstrate the effectiveness of SteerX in improving 3D/4D scene generation.
DrivingGPT: Unifying Driving World Modeling and Planning with Multi-modal Autoregressive Transformers
PDF ↗World model-based searching and planning are widely recognized as a promising path toward human-level physical intelligence. However, current driving world models primarily rely on video diffusion models, which specialize in visual generation but lack the flexibility to incorporate other modalities like action. In contrast, autoregressive transformers have demonstrated exceptional capability in modeling multimodal data. Our work aims to unify both driving model simulation and trajectory planning into a single sequence modeling problem. We introduce a multimodal driving language based on interleaved image and action tokens, and develop DrivingGPT to learn joint world modeling and planning through standard next-token prediction. Our DrivingGPT demonstrates strong performance in both action-conditioned video generation and end-to-end planning, outperforming strong baselines on large-scale nuPlan and NAVSIM benchmarks.
Inpaint4Drag: Repurposing Inpainting Models for Drag-Based Image Editing via Bidirectional Warping
PDF ↗Drag-based image editing has emerged as a powerful paradigm for intuitive image manipulation. However, existing approaches predominantly rely on manipulating the latent space of generative models, leading to limited precision, delayed feedback, and model-specific constraints. Accordingly, we present Inpaint4Drag, a novel framework that decomposes drag-based editing into pixel-space bidirectional warping and image inpainting. Inspired by elastic object deformation in the physical world, we treat image regions as deformable materials that maintain natural shape under user manipulation. Our method achieves real-time warping previews (0.01s) and efficient inpainting (0.3s) at 512x512 resolution, significantly improving the interaction experience compared to existing methods that require minutes per edit. By transforming drag inputs directly into standard inpainting formats, our approach serves as a universal adapter for any inpainting model without architecture modification, automatically inheriting all future improvements in inpainting technology. Extensive experiments demonstrate that our method achieves superior visual quality and precise control while maintaining real-time performance. Project page: https://visual-ai.github.io/inpaint4drag
Neural surface reconstruction faces persistent challenges in reconciling geometric fidelity with photometric consistency under complex scene conditions. We present HiNeuS, a unified framework that holistically addresses three core limitations in existing approaches: multi-view radiance inconsistency, missing keypoints in textureless regions, and structural degradation from over-enforced Eikonal constraints during joint optimization. To resolve these issues through a unified pipeline, we introduce: 1) Differential visibility verification through SDF-guided ray tracing, resolving reflection ambiguities via continuous occlusion modeling; 2) Planar-conformal regularization via ray-aligned geometry patches that enforce local surface coherence while preserving sharp edges through adaptive appearance weighting; and 3) Physically-grounded Eikonal relaxation that dynamically modulates geometric constraints based on local radiance gradients, enabling detail preservation without sacrificing global regularity. Unlike prior methods that handle these aspects through sequential optimizations or isolated modules, our approach achieves cohesive integration where appearance-geometry constraints evolve synergistically throughout training. Comprehensive evaluations across synthetic and real-world datasets demonstrate SotA performance, including a 21.4% reduction in Chamfer distance over reflection-aware baselines and 2.32 dB PSNR improvement against neural rendering counterparts. Qualitative analyses reveal superior capability in recovering specular instruments, urban layouts with centimeter-scale infrastructure, and low-textured surfaces without local patch collapse. The method's generalizability is further validated through successful application to inverse rendering tasks, including material decomposition and view-consistent relighting. Project hosted at https://wangyida.github.io/posts/hineus, where the urban and vehicle reconstruction related modules are excluded from open-sourced codes due to legal concerns.
Rethinking the Embodied Gap in Vision-and-Language Navigation: A Holistic Study of Physical and Visual Disparities
PDF ↗Recent Vision-and-Language Navigation (VLN) advancements are promising, but their idealized assumptions about robot movement and control fail to reflect physically embodied deployment challenges. To bridge this gap, we introduce VLN-PE, a physically realistic VLN platform supporting humanoid, quadruped, and wheeled robots. For the first time, we systematically evaluate several ego-centric VLN methods in physical robotic settings across different technical pipelines, including classification models for single-step discrete action prediction, a diffusion model for dense waypoint prediction, and a train-free, map-based large language model (LLM) integrated with path planning. Our results reveal significant performance degradation due to limited robot observation space, environmental lighting variations, and physical challenges like collisions and falls. This also exposes locomotion constraints for legged robots in complex environments. VLN-PE is highly extensible, allowing seamless integration of new scenes beyond MP3D, thereby enabling more comprehensive VLN evaluation. Despite the weak generalization of current models in physical deployment, VLN-PE provides a new pathway for improving cross-embodiment's overall adaptability. We hope our findings and tools inspire the community to rethink VLN limitations and advance robust, practical VLN models. The code is available at https://crystalsixone.github.io/vln_pe.github.io/.
Real-world image dehazing is crucial for enhancing visual quality in computer vision applications. However, existing physics-based haze generation paradigms struggle to model the complexities of real-world haze and lack controllability, limiting the performance of existing baselines on real-world images. In this paper, we introduce GenHaze, a pioneering haze generation framework that enables the one-step generation of high-quality, reference-controllable hazy images. GenHaze leverages the pre-trained latent diffusion model (LDM) with a carefully designed clean-to-haze generation protocol to produce realistic hazy images. Additionally, by leveraging its fast, controllable generation of paired high-quality hazy images, we illustrate that existing dehazing baselines can be unleashed in a simple and efficient manner. Extensive experiments indicate that GenHaze achieves visually convincing and quantitatively superior hazy images. It also significantly improves multiple existing dehazing models across 7 non-reference metrics with minimal fine-tuning epochs. Our work demonstrates that LDM possesses the potential to generate realistic degradations, providing an effective alternative to prior generation pipelines.
Diffusion-based generative models have revolutionized object-oriented image editing, yet their deployment in realistic object removal and insertion remains hampered by challenges such as the intricate interplay of physical effects and insufficient paired training data. In this work, we introduce OmniPaint, a unified framework that re-conceptualizes object removal and insertion as interdependent processes rather than isolated tasks. Leveraging a pre-trained diffusion prior along with a progressive training pipeline comprising initial paired sample optimization and subsequent large-scale unpaired refinement via CycleFlow, OmniPaint achieves precise foreground elimination and seamless object insertion while faithfully preserving scene geometry and intrinsic properties. Furthermore, our novel CFD metric offers a robust, reference-free evaluation of context consistency and object hallucination, establishing a new benchmark for high-fidelity image editing.
SpikeDiff: Zero-shot High-Quality Video Reconstruction from Chromatic Spike Camera and Sub-millisecond Spike Streams
PDF ↗High-speed video reconstruction from neuromorphic spike cameras offers a promising alternative to traditional frame-based imaging, providing superior temporal resolution and dynamic range with reduced power consumption. Nevertheless, reconstructing high-quality colored videos from spikes captured in ultra-short time interval remains challenging due to the noisy nature of spikes. While some existing methods extend temporal capture window to improve reconstruction quality, they compromise the temporal resolution advantages of spike cameras. In this paper, we introduce SpikeDiff, the first zero-shot framework that leverages pretrained diffusion models to reconstruct high-quality colored videos from sub-millisecond chromatic spikes. By incorporating physics-based guidance into the diffusion sampling process, SpikeDiff bridges the domain gap between chromatic spikes and conventional images, enabling high-fidelity reconstruction without requiring domain-specific training data. Extensive experiments demonstrate that SpikeDiff achieves impressive reconstruction quality while maintaining ultra-high temporal resolution, outperforming existing methods across diverse challenging scenarios.
As large models gain traction, vision-language models are enabling robots to tackle increasingly complex tasks. However, limited by the difficulty of data collection, progress has mainly focused on controlling simple gripper end-effectors. There is little research on functional grasping with large models for human-like dexterous hands. In this paper, we introduce DexVLG, a large Vision-Language-Grasp model for Dexterous grasp pose prediction aligned with language instructions using single-view RGBD input. To accomplish this, we generate a dataset of 170 million dexterous grasp poses mapped to semantic parts across 174,000 objects in simulation, paired with detailed part-level captions. This large-scale dataset, named DexGraspNet 3.0, is used to train a VLM with a flow-matching-based pose head producing instruction-aligned grasp poses for tabletop objects. To evaluate DexVLG's performance, we create benchmarks in simulations and conduct real-world experiments. Extensive experiments demonstrate DexVLG's strong zero-shot generalization capabilities, achieving an over 76% zero-shot execution success rate and state-of-the-art part-grasp accuracy in simulation, as well as successful part-aligned grasps on physical objects in real-world scenarios.
Understanding the dynamics of a physical scene involves reasoning about the diverse ways it can potentially change, especially as a result of local interactions. We present the Flow Poke Transformer (FPT), a novel framework for directly predicting the distribution of local motion, conditioned on sparse interactions termed "pokes". Unlike traditional methods that typically only enable dense sampling of a single realization of scene dynamics, FPT provides an interpretable directly accessible representation of multi-modal scene motion, its dependency on physical interactions and the inherent uncertainties of scene dynamics. We also evaluate our model on several downstream tasks to enable comparisons with prior methods and highlight the flexibility of our approach. On dense face motion generation, our generic pre-trained model surpasses specialized baselines. FPT can be fine-tuned in strongly out-of-distribution tasks such as synthetic datasets to enable significant improvements over in-domain methods in articulated object motion estimation. Additionally, predicting explicit motion distributions directly enables our method to achieve competitive performance on tasks like moving part segmentation from pokes which further demonstrates the versatility of our FPT.
We propose a novel training-free image generation algorithm that precisely controls the occlusion relationships between objects in an image. Existing image generation methods typically rely on prompts to influence occlusion, which often lack precision. While layout-to-image methods provide control over object locations, they fail to address occlusion relationships explicitly. Given a pre-trained image diffusion model, our method leverages volume rendering principles to "render" the scene in latent space, guided by occlusion relationships and the estimated transmittance of objects. This approach does not require retraining or fine-tuning the image diffusion model, yet it enables accurate occlusion control due to its physics-grounded foundation. In extensive experiments, our method significantly outperforms existing approaches in terms of occlusion accuracy. Furthermore, we demonstrate that by adjusting the opacities of objects or concepts during rendering, our method can achieve a variety of effects, such as altering the transparency of objects, the density of mass (e.g., forests), the concentration of particles (e.g., rain, fog), the intensity of light, and the strength of lens effects, etc.
3D reconstruction and simulation, although interrelated, have distinct objectives: reconstruction requires a flexible 3D representation that can adapt to diverse scenes, while simulation needs a structured representation to model motion principles effectively. This paper introduces the Mesh-adsorbed Gaussian Splatting (MaGS) method to address this challenge. MaGS constrains 3D Gaussians to roam near the mesh, creating a mutually adsorbed mesh-Gaussian 3D representation. Such representation harnesses both the rendering flexibility of 3D Gaussians and the structured property of meshes. To achieve this, we introduce RMD-Net, a network that learns motion priors from video data to refine mesh deformations, alongside RGD-Net, which models the relative displacement between the mesh and Gaussians to enhance rendering fidelity under mesh constraints. To generalize to novel, user-defined deformations beyond input video without reliance on temporal data, we propose MPE-Net, which leverages inherent mesh information to bootstrap RMD-Net and RGD-Net. Due to the universality of meshes, MaGS is compatible with various deformation priors such as ARAP, SMPL, and soft physics simulation. Extensive experiments on the D-NeRF, DG-Mesh, and PeopleSnapshot datasets demonstrate that MaGS achieves state-of-the-art performance in both reconstruction and simulation.
We introduce the task of Language-Guided Object Placement in Real 3D Scenes. Given a 3D reconstructed point-cloud scene, a 3D asset, and a natural-language instruction, the goal is to place the asset so that the instruction is satisfied. The task demands tackling four intertwined challenges: (a) one-to-many ambiguity in valid placements; (b) precise geometric and physical reasoning; (c) joint understanding across the scene, the asset, and language; and (d) robustness to noisy point clouds with no privileged metadata at test time. The first three challenges mirror the complexities of synthetic scene generation, while the metadata-free, noisy-scan scenario is inherited from language-guided 3D visual grounding. We inaugurate this task by introducing a benchmark and evaluation protocol, releasing a dataset for training multi-modal large language models (MLLMs), and establishing a first nontrivial baseline. We believe this challenging setup and benchmark will provide a foundation for evaluating and advancing MLLMs in 3D understanding.
Estimating 2D camera motion is a fundamental computer vision task that models the projection of 3D camera movements onto the 2D image plane. Current methods rely on either homography-based approaches, limited to planar scenes, or meshflow techniques that use grid-based local homographies but struggle with complex non-linear transformations. We introduce CamFlow, a novel framework that represents camera motion using hybrid motion bases: physical bases derived from camera geometry and stochastic bases for complex scenarios. Our approach includes a hybrid probabilistic loss function based on the Laplace distribution that enhances training robustness. For evaluation, we create a new benchmark by masking dynamic objects in existing optical flow datasets to isolate pure camera motion. Experiments show CamFlow outperforms state-of-the-art methods across diverse scenarios, demonstrating superior robustness and generalization in zero-shot settings. Code and datasets are available at our project page: https://lhaippp.github.io/CamFlow/.