Computer Vision
Papers
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Tuesday 29 September
Style transfer aims to render target content in the style of a reference image, but existing methods often suffer from content leakage, where objects, layouts, or semantics from the style reference appear in the generated output. Although prior data-driven and training-free methods can reduce leakage, they often face a leakage-degradation dilemma: stronger content suppression may weaken style fidelity, while richer style preservation may reintroduce unwanted reference content. We identify this dilemma across the full style-transfer pipeline, including feature separation, feature-space grounding, and diffusion generation. To address these issues, we propose CLeaR, a training-free framework for content-leakage-resistant style transfer. CLeaR first uses Orthogonal Subspace Projection to define content-reduced style targets in each vision foundation model (VFM) feature space. It then performs Ensemble Inversion, which optimizes a shared pixel-space style anchor satisfying style constraints across multiple VFMs. Finally, Energy-Guided Calibration maintains style alignment during diffusion sampling by steering the denoising trajectory toward the ensemble-defined style manifold. We further provide a theoretical analysis showing that the style-anchor estimation error decreases with the number of VFMs. Experiments on StyleBench demonstrate that CLeaR improves style alignment, reduces content leakage, and achieves better LLM-as-Judge evaluation compared with existing methods. The code is available at \href{https://github.com/0606zt/CLeaR}{https://github.com/0606zt/CLeaR}.
Computer Vision
HelixWorld: A Real-time Interactive Audio-Visual World Model
World simulation is inherently multisensory, demanding synchronized visual and acoustic dynamics in real time. Yet prevailing interactive world models remain strictly silent, focusing exclusively on visual rendering and control while overlooking the acoustic dimension. We present HelixWorld, a real-time interactive audio-visual world model where visual scenes and camera-grounded spatial stereo sound co-evolve natively under user interaction. We curate a high-fidelity spatial audio-visual dataset with true stereo acoustics and metric camera poses, upon which we pre-train a bidirectional teacher conditioned on 6-DoF camera trajectories and user actions. To enable low-latency causal interaction, we distill the teacher into a few-step streaming student via an online trajectory distillation loss, sustaining drift-free joint audio-visual rollouts at 24 FPS on a single GPU. Furthermore, we formalize spatial-acoustic consistency and introduce HelixBench to evaluate whether synthesized sound fields faithfully track dynamic viewpoint motion. Extensive experiments demonstrate that HelixWorld matches state-of-the-art silent world models in visual fidelity and responsiveness, while significantly surpassing existing baselines in camera-aligned spatial-acoustic immersion.
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Computer Vision
VideoLoop: Looped Working Memory Against Semantic Thrashing in Long-Form Video Agents
Long-form video understanding requires multimodal agents to iteratively gather evidence over many reasoning steps. However, most existing agentic methods suffer from semantic thrashing: as append-only working memory grows, attention to key evidence collapses, and the agent loses access to what it has already found. First, we provide a structural argument showing that append-only memory can incorporate newly observed target evidence, but cannot remove accumulated noise or prevent ordered context growth without a rewrite operator. Second, motivated by this analysis, we propose VideoLoop, a multimodal agent with two coupled loops. The outer loop reasons over the video and the inner loop, after each step, retrieves artifacts from an unbounded filesystem of past observations and intermediate analysis, and rewrites a bounded working memory. Extensive experiments demonstrate the effectiveness of VideoLoop, which improves four popular LVLM backbones in a plug-and-play manner, with an average gain of 4.2% points over baseline on VideoMME (long). Further analysis of working memory suggests that VideoLoop mitigates semantic thrashing: on the hardest quarter of VideoMME (long) questions, a blind judge that reads only the agent's context answers 81.1% correctly, versus 60.9% for the append-only agent. With Gemini 3.1 Pro, VideoLoop reaches 88.3% on VideoMME (long), 88.8% on VideoMMMU, and 80.9% on LongVideoBench (long).
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Computer Vision
GA-EIRFS: A Geometry-Augmented Repeat-Factor Sampling Method for Long-Tailed LiDAR 3D Object Detection
Long-tailed 3D object detection is treated as a class-frequency problem, but LiDAR supervision quality depends on object observability: similar frequencies can hide different geometric evidence. We introduce Geometry-Augmented Exponentially Weighted Instance-Aware Repeat Factor Sampling (GA-EIRFS), a detector-agnostic method that modulates a frequency-based repeat factor with a fixed geometry score combining point count, surface-normal entropy, and surface coverage. GA-EIRFS changes only frame-sampling probabilities, leaving the detector and inference unchanged. On nuScenes it improves mean average precision (mAP) and the nuScenes detection score (NDS) in four converged experiments with CenterPoint and PointPillars over two seeds; for CenterPoint at seed 666, mAP rises from 0.552 to 0.563 and bicycle AP from 0.306 to 0.359. Per-class gains correlate with the class sampling-weight increase (Spearman rho=0.70, p=0.025) but not with geometry score alone (rho=0.32, p=0.37), so geometry amplifies frequency-driven need. KITTI results vary across seeds, most for the rarest class. Code: https://github.com/Multimodal-Sensing-Lab/GA-EIRFS.
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Computer Vision
Self-Aligned Forcing: Streaming Video Diffusion with Differentiable Noisy History
Autoregressive video diffusion enables interactive streaming generation, but suffers from error accumulation over long rollouts. Self-rollout training reduces exposure bias, yet finite rollouts leave long-range drift unresolved. We observe that the noise level of the history key-value (K/V) representations trades visual quality against motion, and that restoring gradients through the history aligns causal training far more closely with bidirectional training. Motivated by these observations, we introduce Self-Aligned Forcing (SAF), a training scheme that aligns the history of each block with the noise level of the block being denoised. Specifically, the history is the K/V produced by preceding blocks at the same denoising stage, so all blocks at a stage can be denoised in a single forward pass under a causal mask. This keeps the noisy history differentiable, allowing future losses to optimize how it is encoded. SAF therefore avoids a separate no-gradient rollout and per-block timestep-zero recaching, training up to 1.8x faster than prior methods with lower memory. At inference, SAF achieves the highest single-GPU throughput among existing methods and keeps one history bank per stage for a multi-GPU pipeline, reaching 49.1 FPS on 4 GPUs. Experiments show superior long-horizon generation with a better balance between visual quality and motion. Project page: https://anonymous.4open.science/w/self-aligned-forcing/.
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Computer Vision · Cross-listed from cs.CL
From Routing Signals to Selective Review: Visual regrounding in MoE VLMs
Vision-language models (VLMs) may accept false visual premises, answering questions about a target object's color, count, location, or state even when it is absent. We call this reliability-critical behavior a target-absence grounding failure. Existing visual-grounding detectors primarily rely on generated responses, hidden states, or uncertainty measures. We present the first framework to leverage internal routing decisions in Mixture-of-Experts (MoE) VLMs to detect target absence before generation and guide selective correction. We extract target-token routing probabilities from Qwen3-VL-30B-A3B-Instruct and Gemma-4-26B-A4B-it, train a separate L2-regularized linear detector for each model, and use its predictions to selectively invoke a target-aware review prompt. Using routing alone, the Qwen and Gemma detectors achieve ROC-AUCs of 0.9988 and 0.9956 on GQA-Inpaint and retain 0.8095 and 0.7781 on the external OBER dataset, respectively. The resulting routing-gated policy improves end-to-end accuracy on GQA-Inpaint and OBER by +22.25% and +12.17% for Qwen, and by +13.42% and +1.39% for Gemma, without modifying model weights. Further analysis shows that the signal is localized to the target-object token, emerges in early MoE layers, and is distributed across partially substitutable experts. Although cross-dataset threshold shifts require recalibration, false-positive review causes limited harm overall, suggesting that intervention risk can be controlled through joint selection of the detector threshold and review prompt. Overall, we show that routing probabilities alone preserve actionable information about visual perception, allowing computation already produced by an MoE VLM to support low-cost detection and selective visual regrounding.
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Computer Vision
VISTA: Internalizing Collective Visual Experience via On-Policy Distillation for Active Multimodal Agents
Active multimodal agents use visual tools to acquire task-relevant evidence while reasoning. Although reinforcement learning samples multiple interaction trajectories per input, outcome-based objectives primarily use the group to estimate scalar advantages, leaving complementary visual discoveries underused. We introduce VISTA, which internalizes collective visual experience through on-policy distillation by turning observations from same-input rollouts into shared supervision. Collective visual experience distillation (CVED) organizes these observations with their interaction context and aligns them with individual decisions, while heterogeneity-aware policy improvement (HAPI) reinforces successful trajectories and provides experience-guided distillation for unsuccessful attempts. An experience-conditioned teacher evaluates the student's sampled response prefixes, allowing discoveries from one trajectory to guide learning in another without replacing the student's original history or generating new target trajectories. The trained agent retains its visual tools and acts using its own interaction history. VISTA achieves the strongest average performance among the evaluated active multimodal agents of comparable size and consistently outperforms same-backbone training baselines across fine-grained perception and general reasoning tasks, demonstrating the value of collective experience for active multimodal learning.
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Computer Vision
OmniTaskonomy: When Does Visual Generation Improve Visual Understanding?
Training a model to generate visual content can encourage it to learn rich perceptual capabilities related to geometry, spatial relationships, and objectness; yet, its benefits for visual understanding remain unclear. We ask: when and how does visual generation supervision improve visual understanding? We study controlled pairs of image-to-image (I2I) generation and image-to-text (I2T) understanding tasks that express the same underlying problem in different output modalities. We find that under the correct recipe, I2I training improves downstream I2T performance, with larger gains as the amount of I2I training data increases. We next ask which generation tasks benefit which understanding capabilities. To study transfer beyond paired tasks, we introduce OmniTaskonomy, a unified taxonomy spanning 19 I2I generation tasks and 25 I2T understanding capabilities. The resulting transfer map reveals selective, task-dependent benefits. Some follow intuitive correspondences, e.g., depth prediction improving metric 3D reasoning, object pointing improving counting, and jigsaw reconstruction improving 2D ordering. Interestingly, we also uncover surprising connections: 2.5D segmentation improving category recognition and Z-depth prediction improving localization. To probe these patterns, we analyze gradient alignment between generation and understanding tasks and find that stronger alignment is associated with larger downstream transfer gains. Together, our results highlight visual generation as a rich source of supervision for visual understanding and provide a roadmap for unlocking its benefits through the right training curriculum and task selection. Project page: https://omni-taskonomy.github.io/.
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Computer Vision
MUGEN: Interactive Panoramic World Exploration via Camera Control
Interactive panoramic video generation aims to synthesize immersive 360\textdegree{} videos that remain visually coherent while following user-specified camera trajectories during exploration. However, progress is limited by a coupled data-and-model gap: existing panoramic video datasets are often short, weakly annotated, or lack camera trajectories, while existing camera-controlled video generation models are designed for perspective videos and do not directly support panoramic geometry. In this paper, we introduce MUGEN and Wan360 to address these limitations. MUGEN is a large-scale real-world panoramic video dataset tailored to interactive 360-degree world exploration, comprising over 1,300 hours of at least 4K panoramic videos with rich semantic and geometric annotations. Built on MUGEN, we further present Wan360, a camera-controllable interactive panoramic video generation model. Panoramic videos are commonly represented by EquiRectangular Projection (ERP), which unfolds a spherical 360-degree view into a rectangular frame with cyclic longitude seams and pole distortions. To this end, Wan360 introduces three parameter-free ERP-aware components: periodic longitude RoPE for seam-consistent positional encoding, ERP-aware padding for reducing boundary artifacts, and random roll yaw for consistent learning. For camera control, Wan360 uses a panoramic Plücker embedding that represents camera motion with ERP rays rather than perspective pinhole rays. Experiments show that MUGEN serves as a data foundation for panoramic world exploration, and that Wan360 enables high-quality, temporally coherent, camera-controllable 360-degree video generation.
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Computer Vision
RS-OPSD: Reliable Privileged On-Policy-Self-Distillation for Ultra-High-Resolution Remote Sensing VQA
Ultra-high-resolution (UHR) remote sensing visual question answering (VQA) requires models to resolve small visual evidence within extremely large images. Existing approaches typically rely on token pruning, visual search, or tool-augmented reasoning at inference time. We instead investigate whether the benefit of zoom-in visual privilege can be internalized into the model. We introduce RS-OPSD, a reliable privileged on-policy self-distillation (OPSD) framework for UHR remote sensing VQA. To provide high-quality privileged information with explicit question-relevant evidence, we construct GeoEvidence-6K, containing 6,750 VQA samples across seven task categories with evidence-region annotations, and develop Human Feedback-Guided Skill Refinement (HF-SR) for scalable annotation. To address context loss from tight crops and conflicting signals from imperfect teachers, RS-OPSD introduces Context-Preserving Visual Privilege (CPVP) and Correctness-Aligned Distillation (CAD). Without any additional visual search or tool calls at inference time, RS-OPSD achieves state-of-the-art (SOTA) performance on XLRS-Bench, MME-RealWorld-RS, and LRS-VQA, outperforming previous SOTA models of comparable scale by an average of 4.0 percentage points. Moreover, our 2B variant, RS-OPD-Lite, surpasses most 8B-scale models while achieving the fastest measured inference speed. Our Code, GeoEvidence-6K, and the model weights for RS-OPSD and RS-OPD-Lite are publicly available.
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Computer Vision · Cross-listed from cs.RO
WorldLine: Action-Driven Visual Simulation for Robotic Manipulation
Real-world robot learning is constrained by the cost of collecting experience and evaluating candidate behaviors. Video generation models offer a scalable foundation for visual simulators that predict action outcomes before physical execution. Yet they often favor visual plausibility over accurate action following and coherent robot–object dynamics, while action-conditioned simulators depend on scarce, embodiment-specific data that are difficult to share across incompatible control spaces. We introduce WorldLine, an action-driven visual simulator that decouples transferable dynamics learning from heterogeneous action grounding. WorldLine learns manipulation dynamics from more than 10,000 hours of action-free robot videos and grounds them using over 2,000 hours of action trajectories across more than ten embodiments. An image-space action representation provides a shared control interface across embodiments, while multi-view and failure-enriched training with relational regularization improves interaction-sensitive prediction. Robot-focused few-step distillation enables efficient causal rollout while preserving action-critical motion. Across held-out and out-of-domain settings, WorldLine maintains strong visual quality and robot-motion agreement; on failed trajectories, it improves robot-mask IoU by 0.1626 over the strongest baseline. It predicts trajectory success with 74% mean accuracy across RoboTwin and AgiBot, one percentage point above the strongest baseline. Without RoboTwin training or adaptation, its rollouts improve task success by up to 21.4 percentage points over direct policy execution. Together, these capabilities make WorldLine a scalable and efficient visual simulator for policy evaluation and embodied planning. More results are available at \href{https://zhengsh123.github.io/WorldLine/}{project page}.
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Computer Vision
EVO-WAM: Evolving World Action Models through Video-Action Verification
Improving robot policies on new tasks without collecting additional expert demonstrations remains a central challenge in robot learning. World action models (WAMs) use broad video priors to jointly predict future videos and actions, offering a potential source of supervision for adapting to new tasks. However, generated videos may fail to depict task completion, and even visually successful videos may be paired with inconsistent actions that lead to execution failure. We propose EVO-WAM, a framework that adapts WAMs to unseen tasks by learning from their own generated video-action trajectories, without executing candidate actions in an external environment. First, we augment WAM training with state prediction and anchored multi-frame context to enable complete autoregressive rollouts without external execution feedback. Second, we identify reliable training experience by selecting task-completing prefixes with a vision-language model and verifying their video-action consistency with an inverse dynamics model. Third, we iteratively train the WAM on verified prefixes and generate new rollouts with the updated model. On seven unseen RoboTwin 2.0 tasks, EVO-WAM increases average success rates from 26.9% to 68.0% for Cosmos3 and from 28.5% to 46.4% for DreamZero, reaching approximately $2.5\times$ and $1.6\times$ their initial success rates. On three unseen long-horizon composite tasks in the real world, it improves Cosmos3's average success rate from 20.0% to 76.7%, a gain of 56.7 percentage points. Project Page: https://evo-wam.github.io/.
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Computer Vision · Cross-listed from cs.RO
Pow3R-SLAM: Real-Time RGB-D SLAM with 3D Reconstruction Priors
We present Pow3R-SLAM, a real-time RGB-D simultaneous localization and mapping (SLAM) system that uses Pow3R for tracking and mapping. Inspired by MASt3R-SLAM, a recent work on monocular SLAM using two-view 3D reconstruction priors, we extend the work to incorporate depth as a prior on the network's prediction, rather than as geometry to fuse. Where traditional RGB-D SLAM systems struggle with sparsity in the depth images, Pow3R utilizes the available depth to give a better-conditioned pointmap, while inferring the depths in empty regions from the two-view photometric, depth, and intrinsic data. Evaluated against MASt3R-SLAM following its protocol on 24 sequences from TUM, 7-Scenes, and Replica, Pow3R-SLAM runs 1.6x faster in wall time, has 15% lower mean trajectory error, a 3.1x lower unscaled error, and produces denser maps, with a 30% lower Chamfer distance. We also introduce a hybrid variant that runs 2.1x faster than MASt3R-SLAM at 25.3 frames per second (FPS), while maintaining improved tracking and mapping accuracy. Against ORB-SLAM3 in RGB-D mode, Pow3R-SLAM is more accurate on TUM, 7-Scenes, and ETH3D-SLAM, and completes every TUM sequence. While Pow3R-SLAM can struggle on a small set of self-similar scenes, its overall performance shows that adding depth as a prior for two-view 3D reconstruction SLAM can be beneficial. A project webpage is available at: https://ChrisKolios.github.io/Pow3R-SLAM , and code will be made open-source upon acceptance.
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Computer Vision · Cross-listed from cs.RO
doPlan: A Variable-Horizon Dataset for Multi-Stage Language-Conditioned Planning in Autonomous Driving
Autonomous vehicles interacting with passengers through natural language must reason beyond immediate commands. Passenger intent may span multiple stages of behavior, depend on future events, refer to surrounding agents or landmarks, and remain relevant as driving conditions evolve. Existing language-enabled driving datasets largely focus on short, localized interactions, leaving these longer-horizon forms of passenger intent comparatively underexplored. We introduce doPlan, to our knowledge the first publicly available, human-annotated real-world dataset designed to study passenger language as persistent task context. Built on nuPlan, doPlan contains 5,154 human-written passenger instructions spanning 169.1 hours of cumulative instruction-aligned context over 50.9 hours of unique driving, with annotation windows ranging from 30.0 to 508.8 s. The annotations capture immediate, deferred, event-conditioned, persistent, and multi-stage passenger intent. The dataset, annotation interface, and supporting resources are publicly available at https://github.com/Mi3-Lab/doPlan. We evaluate four language-conditioned driving models and find that sensitivity to passenger language does not reliably translate into behavior consistent with the requested direction. More broadly, among 2,161 examples with a matched future maneuver, the first associated maneuver occurs a median of 24.6 s after the evaluation point, and only 9.8% occur within the models' common 5 s prediction horizon. These findings highlight the need to connect persistent passenger intent with successive planning decisions. doPlan provides a setting for studying how unresolved goals can be retained, grounded in evolving scenes, and tracked across multiple stages, including how a planner determines when a future goal becomes relevant to the current plan.
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Computer Vision
Beyond Lip Sync: Reference-Grounded Oral Refinement for Audio-Driven Portrait Animation
We present RGOR (Reference-Grounded Oral Refinement), an audio-driven lip-sync framework that renders the mouth of the specific person being dubbed rather than a generic one. Existing lip-sync systems follow the audio closely and keep the face recognizable, yet the mouth they render is an average mouth: the shape and texture of the lips, the arrangement of the teeth, and how much of them shows as the mouth opens are not that person's. The problem persists because nothing in current training or evaluation asks for the person's own mouth: perceptual losses accept any plausible mouth, face identity is carried mostly by the skin around it, and the released inference code of inpainting systems uses the unmasked target frame as the reference, which hides the gap. To address this, RGOR conditions every generated frame on frames from separate enrollment recordings of the same person and on HD patches of the mouth that bypass the VAE, and trains the generator against a paired judge that compares each rendered mouth with the person's reference and learns to reject a realistic mouth of someone else. We further build an evaluation protocol and use it to compare open-source and commercial lip-sync systems on held-out identities. Experiments show that RGOR achieves the best or second-best result on most metrics, and preserves the person's own lip and dental detail while keeping synchronization and the rest of the face intact.
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Computer Vision · Cross-listed from cs.AI
Brain-SAD: A Brain-Inspired Safe Autonomous Driving Control Framework with Dynamic Fear-Oriented Constraint on Dual-Policy
Constrained Reinforcement Learning has recently gained increasing attention in the field of Safe Autonomous Driving, where the general mechanism is to maximize the expected reward while keeping the overall action risk bounded. In this way, the safety issues arising in AD can be mitigated through constrained actions. However, existing Constrained RL methods still lack dynamics on the imposed constraints. For instance, the action cost adopted by the existing Primal-Dual/soft-constrained methods is often defined as static state-to-cost mapping, and the safe-action projection in hard-constrained methods relies on the static projection with the fixed feasible region boundary estimated from offline demonstrations. The above drawback tightly couples the imposed constraints to the training scenarios, leaving the AD policy hard to handle different interaction scenarios, due to the improper state-level action-cost and the static projection boundary. Consequently, in this paper, we propose Brain-SAD, a brain-inspired safe autonomous driving control framework with dynamic fear-oriented constraints. By perceiving the current vehicle-interaction scene, Brain-SAD generates dynamic fear signal as fear reaction to online decide long-term policy for regular interaction or short-term policy for urgent-collision defense. In such two policy, the above fear-reaction will be constructed as the dynamic fear constraints, respectively reflecting the overall fear cost directly coupled with action-impact, and the dynamic fear boundary of the feasible region derived from different risky neighbors, both of which will in turn serve for the online policy optimization. Experimental results show that Brain-SAD outperforms existing methods, achieving higher success rate in shorter task-completion and collision-recovery time, and exhibits stronger reliability across continuous intersections of fluctuating complexity.
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Computer Vision
From Unity Simulation to Diffusion-Based Augmentation: Quantifying Dataset Balance for Robust Object Detection
Modern computer vision models achieve high accuracy when trained on large-scale annotated datasets. In critical domains such as construction safety monitoring, data collection is costly, hazardous, and ethically constrained. This paper presents a systematic study comparing two complementary data generation paradigms, (1) Unity Simulation-based rendering and (2) Controllable Diffusion-based generation (CIA), for object detection under real data-scarce conditions. A unified experimental framework enables controlled dataset mixing across real, simulated, and generative sources, while maintaining identical model and training settings. Quantitative evaluation using Precision, Recall, mAP, and custom $\Delta$-metrics, reveals that neither simulation nor generative augmentation alone achieves optimal transferability. Unity-only training yields an mAP@0.5 drop of $-50\%$ relative to real data, while CIA-only training shows a milder $-16.5\%$ degradation. Hybrid compositions significantly improve performance, with the 90% real + 10% Unity configuration achieving the best overall mAP@0.5 of $62.68\%$ ($+7.64\%$ over baseline), and the 90% real + 10% CIA configuration maximizing precision at $74.45\%$. Results demonstrate that limited synthetic inclusion enhances generalization, while excessive substitution induces domain drift.
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Computer Vision
HybridCUA: Learning to Orchestrate GUI and CLI for Computer-Use Agents
Computer use agents (CUAs) have demonstrated strong capabilities in completing digital tasks. However, existing CUAs either rely solely on graphical user interface (GUI) interactions, which are often inefficient and error prone, or augment GUI interactions with application specific APIs or tools, which require substantial engineering effort and are difficult to scale across applications. We argue that the next generation of CUAs should combine GUI interactions with the command line interface (CLI), leveraging the generality of the GUI and the efficiency of shell commands. A critical challenge, however, is that current models do not know when or how to use the CLI during task execution. To address this challenge, we develop a data construction pipeline that produces three types of trajectories: GUI only, CLI only, and interleaved GUI and CLI trajectories. This pipeline results in HybridCUA-8K, containing 5K hybrid trajectories and 3K verified RLVR tasks. Building on these data, we propose a training framework with two stages: supervised fine tuning on the constructed trajectories, followed by reinforcement learning with our CLI aware rewards that encourages agents to use the CLI selectively and reliably. Experiments show that HybridCUA-9B achieves 53.6% accuracy on OSWorld, improving over the base model by 14.8 percentage points, and improves performance on WindowsAgentArena by 4.0 percentage points. These results demonstrate the effectiveness and cross platform generalizability of the hybrid GUI and CLI paradigm for computer use agents.
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Computer Vision
ORMA: Optimization-based Monocular 4D Reconstruction of Articulated Animals
Recovering articulated 4D representations of animals from monocular videos remains challenging due to the large diversity of quadruped morphologies and lack of animal 4D supervision data. Existing learning-based reconstruction methods operate on individual images and rely on synthetic or model-fitted 3D supervision, which inherits the constraints of strong parametric priors and limits generalization to out-of-distribution species. When applied to out-of-distribution animals, they often recover a plausible pose while producing inaccurate geometry because the underlying shape model cannot faithfully represent the observed instance. We present ORMA, a training-free reconstruction framework that decouples articulation from shape, using the predicted pose as reference for optimization while leveraging generative 3D priors for accurate shape reconstruction. Given a reference image, we reconstruct the animal geometry and register it to the parametric model SMAL+, yielding an articulated shape adapted to the observed instance. We then combine per-frame articulated pose estimates with globally consistent camera poses to recover animal motion in a shared world coordinate frame, and further refine the reconstruction using self-supervised DINO correspondences and temporal consistency. To enable quantitative evaluation, we introduce PAW4D, a synthetic multi-species benchmark with ground-truth 3D geometry and camera motion. Experiments on PAW4D, PFERD, and challenging in-the-wild videos demonstrate that ORMA improves reconstruction accuracy while recovering globally consistend animal motion across diverse quadruped species.
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Computer Vision · Cross-listed from cs.LG
$S^3$: Spectral Null-Space Swap Makes Reasoning Models Efficient
LLMs trained with Chain-of-thought excel in reasoning capability, but often come with excessive token cost. We find that the core of reasoning capacity lies in the Thinking model's weight component within the null space of a projection defined by the corresponding Non-thinking model's dominant singular directions, and removing the subspace component can largely improve reasoning efficiency without hurting the accuracy gained during thinking-mode post-training. Unlike existing efforts that mostly operate within the dominant subspace, we are the first to unveil the critical role of the null space and harness it for model optimization. Motivated by this finding, we propose Spectral Null-Space Swap ($S^3$), a training-free composition of paired Non-thinking and Thinking checkpoints. Our method keeps the Non-thinking model inside its own dominant subspace and takes the Thinking checkpoint outside it, improving reasoning efficiency while maintaining accuracy. We extensively evaluate $S^3$ on 2B-30B dense and mixture-of-experts (MoE) architectures spanning 28 evaluation environments across mathematical, multimodal, and audio reasoning domains. $S^3$ establishes new empirical Pareto Frontiers among training-free model composition strategies: across all settings, it reduces inference token overhead by an average of 27.4% compared to full Thinking models while simultaneously improving overall task accuracy by 1.0 percentage point (e.g., yielding +8.3% accuracy on HMMT25 alongside a 33.0% token speedup). We further use attention entropy for explanation and find that the retained component produces more concentrated attention, and we use a simplified analytical model about optimization to demonstrate why null-space can effectively reduce attention entropy, thereby improving the efficiency of reasoning.
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Computer Vision · Cross-listed from cs.RO
PhysWAM: Physically Consistent World Action Model for Autonomous Driving
World-action models (WAMs) jointly predict how a scene will evolve and how an agent should act, however joint generation alone does not necessarily impose a shared geometric constraint on these predictions. We present PhysWAM, a unified world-action model for autonomous driving that co-denoises multiview video, metric depth, and ego motion within a single flow-matching transformer. To ground world and action generation in measured scene geometry, we introduce Coupled Point Projection (CPP) that unprojects the generated depth into 3D points, transforms them using the generated $\mathrm{SE}(3)$ ego motion, and minimizes their distance to LiDAR points transformed using the recorded ego motion. This geometric constraint promotes physical consistency with the measured scene by jointly supervising generated depth and motion alongside their standard flow-matching objectives. At inference, trajectory selection relies only on a simple label-free consensus rule, with no learned scorer or simulator feedback. We evaluate PhysWAM across NAVSIM v1 and v2 planning, zero-shot closed-loop transfer, and future video and metric-depth prediction. Despite PhysWAM's simple selection procedure, it achieves strong planning performance and transfers zero-shot to unseen driving environments. It also generates accurate metric depth and temporally coherent video, with CPP improving both planning and depth prediction. Together, these results demonstrate that the geometric relationship between scene depth and ego motion provides a direct way to couple world and action generation within a simple unified model.
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Computer Vision
SoL-Refiner: Speed-of-Light One-Step Refinement for High-Resolution Video
High-resolution video generation is expensive, as its cost grows rapidly with the number of spatiotemporal tokens. A practical alternative first generates a lower-resolution video and then applies a refiner, but conventional multi-step refinement introduces a second sampling bottleneck. We present SoL-Refiner, a one-step video refiner that transforms low-resolution model outputs into 4K videos with a single denoising step. Our three-stage recipe combines high-resolution continual training, reinforcement learning (RL) post-training, and a final one-step distillation. We introduce Refiner-Bench, a video refinement benchmark constructed from the outputs of different video generators, and use a shared-input protocol to compare refiners at approximately 2K output resolution. At 2K, the one-step SoL-Refiner outperforms all external refiners on the VBench and UniPercept averages, while at $3840\!\times\!2176$ it improves both metrics over the three-step LTX-2.3 Refiner. With the complete acceleration stack, SoL-Refiner achieves an $8.91\times$ speedup in refinement latency over the same baseline in our 2K latency setting.
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Computer Vision · Cross-listed from cs.AI
Video-RSI: Recursive Self-Improvement of Video Understanding Agents via Harness Evolution
Video understanding agents acquire evidence through an executable harness that controls what they observe and how they use those observations. However, execution traces contain only the evidence acquired by the current harness, leaving competing explanations for failure unresolved and limiting the basis for self-improvement. We introduce Video-RSI, a framework for recursive self-improvement in which a video understanding agent uses its own language model to revise its harness. Through active video investigation, the model revisits the original training videos to test competing failure explanations with additional observations, grounding proposed changes in evidence beyond the existing trace. Cost-aware harness evolution turns these diagnoses into reusable revisions and determines which revisions to retain by considering both answer accuracy and visual cost. Across our evaluation settings on video understanding benchmarks, the evolved agent improves accuracy while processing fewer frames and achieves competitive accuracy-efficiency trade-offs against existing video understanding agents. These results demonstrate the potential for video understanding agents to improve their own evidence acquisition and use through harness evolution. Code is available at https://github.com/bingjunluo/Video-RSI .
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Computer Vision
Does Local Video Understanding Transfer Across Encounters? The EgoGears Benchmark
Embodied systems must make knowledge acquired during one encounter usable in another despite changes in viewpoint, motion, and illumination. Yet aggregate cross-video accuracy conflates failures of local perception with failures to preserve observation identity, establish correspondence, and compose evidence, obscuring whether local video understanding actually transfers. We introduce EgoGears, a complementary single- and multi-video benchmark designed to diagnose this transition. It contains 567 single-video and 1,487 multi-video questions derived from 126 human-collected egocentric recordings covering 39 outdoor routes. Repeated traversals across movement speeds and lighting conditions ground comparisons in shared physical environments; 531 questions require alignment across independent recordings. Single-video questions measure the local visual, spatial, and motion evidence available to a model, while multi-video questions test whether evidence remains bound to the correct observation and can be composed into consistent route relationships. We report 29 single-video and 31 multi-video MLLM configurations across six model families in the main leaderboard. Among the 20 configurations evaluated comparably on both splits, every model performs worse on multi-video questions, with a mean decrease of 22.5 percentage points, and the gap persists when answer format and scoring are held fixed. The gap is not explained simply by additional videos or recording boundaries. The central bottlenecks are observation–evidence binding and ordered route-state tracking. The code and benchmark are publicly available at https://github.com/lei-qi-233/EgoGears.
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Computer Vision
Look Closer: Patch-wise Supervision for AI-Generated Image Detection
How much of an image does a detector need to see? Small RGB regions can retain useful evidence of image synthesis even when they reveal little of the full scene. Motivated by single-patch detection, we study patch-wise supervision: a shared backbone classifies explicit crops, each crop receives its own loss, and patch probabilities are averaged only at inference. The procedure requires neither handcrafted residual filtering nor a learned image-level fusion module. Experiments span single-patch selection, multiple generator collections, and four CNN and Transformer backbones. On GenImage, the reported patch-wise variants improve average accuracy over their whole-image counterparts across all four backbones. Comparisons of supervision granularity, source resolution, crop size, and inference coverage further characterize the approach, while post-processing tests and difficult-image evaluation reveal its limitations. The historical experiments include evaluation-based model selection, so their scores are not presented as a uniformly selected leaderboard comparison. Overall, the study identifies explicit local input and patch-level supervision as a simple, useful combination for investigating generalizable AI-generated image detection.
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Computer Vision
Rollout-Marginal Distillation for Long-Horizon Autoregressive Video Generation
Autoregressive (AR) video diffusion enables low-latency, streamable video generation, but prediction errors often accumulate over long rollouts. Training the generator on its own rollouts exposes it to these imperfect histories. However, existing video-level distribution matching distillation (DMD) scores the whole rollout jointly. Because a chunk is evaluated together with its past and future, its correction can favor matching artifacts in the surrounding context merely to preserve temporal consistency. To provide a clearer visual-quality signal, we introduce Rollout-Marginal Distillation (RMD). RMD retains the generated history for AR prediction but scores each chunk independently against a chunk teacher, ensuring its quality correction is not compromised by an imperfect temporal context. To compensate for the lack of temporal context in independent chunk scoring, RMD subsequently applies video-level DMD to restore temporal coherence. Extensive experiments demonstrate that RMD maintains high visual quality far beyond its training horizon and outperforms video-level DMD baselines. Code and video results are available at https://cjeen.github.io/RMD
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Computer Vision
EpiCon: Collective Agent Learning through Co-Evolving Multimodal Memory
Agents can learn from past executions, but enabling different agents to reuse and build on one another's experience remains challenging. We introduce EpiCon, a shared multimodal memory framework for agent collective learning without updating host model parameters. EpiCon links question-level memory evolution to a persistent experience bank through two independently trained 2B models: a memory controller and a tree self-organizer. The controller jointly refines textual guidance and visual evidence across attempts and selectively includes visual memory. The self-organizer consolidates lessons hierarchically and retrieves experience and rules for new problems. We evaluate EpiCon on eleven benchmarks spanning four multimodal task domains, using two harnesses and multiple backbones. A frozen bank improves other systems even with a single solving attempt. A second harness raises the original system's macro-average score by 2.6 points across eleven benchmarks. Across four host configurations, EpiCon improves macro-average scores by 1.7 to 4.9 points over No Memory and reduces memory-operation time by 67% to 74% relative to backbone-sized memory models.
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Computer Vision
SYNCR: Diagnosing and Learning Cross-Video Reasoning from Simulation
Reasoning across videos requires aligning events, matching identities, comparing motion, and integrating partial observations. Evaluating these capabilities and testing how to improve them requires both reliable labels and targeted supervision. We introduce SYNCR, a simulator-grounded framework that connects these two needs through shared task generators. Built on Habitat, Kubric, and CLEVRER, SYNCR derives answers from environment state and provides 4,000 evaluation questions and 15,960 training questions over disjoint videos, spanning eight cross-video reasoning tasks. Visual ablations and human evaluation assess dependence on the supplied evidence and answer recoverability. Evaluation of 22 multimodal large language models reveals persistent difficulties in physical comparison and scene integration that increasing model size does not consistently resolve. Supervised fine-tuning raises Qwen3-VL-8B's average SYNCR accuracy from 32.6% to 61.6%, with gains extending to task configurations and video sources absent from training for those tasks. Transfer to real footage is most consistent for temporal ordering: accuracy improves by 9.0-20.5 percentage points on constructed Assembly101 and Panoptic ordering sets across three checkpoints spanning two model families and two model sizes, with additional gains on existing temporal reasoning benchmarks. These results establish SYNCR as a controlled setting for diagnosing cross-video reasoning failures, testing their learnability, and identifying where synthetic supervision transfers.
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Computer Vision · Cross-listed from cs.AI
Pixels to Keys: Exploring Spatial and Motion Cues in Gameplay Inverse Dynamics
Video games offer scalable environments for studying perception and control in embodied agents. Abundant online gameplay videos could supply demonstrations, but they rarely include player inputs for training. Inverse Dynamics Models (IDMs) have thus been proposed to infer inputs from frames. Large (up to 1B parameters) IDMs trained on $\sim$1K-2K gameplay hours demonstrate feasibility and cross-environment generalization at this scale, but researchers do not clarify what the key components are to recover individual actions and often report only aggregate accuracy that can mask rare-action failures. We study the problem in a data-constrained scenario to evaluate how spatial motion features, model architectures, and training objectives affect an IDM's outcome and we analyse our models on per-key and balanced metrics such as $F_1^{macro}$. Our experiments on Trackmania highlight the importance of factors like the model architecture and motion flow extraction in preprocessing, while also showing the limits of evaluation through unbalanced metrics. The application of the same architecture and training recipe to Cyberpunk 2077 reveals uneven performance across game mechanics. Our per-action evaluation and failure analysis highlight ambiguities from camera motion, delayed effects and imbalanced key-press frequencies that call for explicit modeling of 3D scene structure, long-term state and the adoption of proper losses in future implementations.
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Computer Vision
ReCAP: Retrieval-Guided Capability Reuse for Multimodal Continual Instruction Tuning
Multimodal continual instruction tuning (MCIT) aims to enable multimodal large language models to acquire new capabilities from sequential tasks while preserving previously learned knowledge. Existing methods primarily mitigate catastrophic forgetting by constraining parameter updates or separating task-specific adaptations. However, continual adaptation can also benefit from external knowledge that provides domain-specific information and reusable reasoning patterns for solving diverse instructions. For example, to answer "How many red cubes are to the left of the sphere?", domain knowledge can provide relevant concepts about objects and spatial relations, while reasoning knowledge can specify ordered operations such as object recognition, spatial filtering, and counting. Despite this potential, how to leverage external knowledge for continual adaptation remains largely unexplored in existing MCIT methods. To this end, we propose ReCAP, a retrieval-guided framework that leverages external knowledge to guide capability reuse during continual adaptation. At each continual stage, ReCAP uses external search and an LLM to incrementally build a knowledge base of domain, reasoning, and format knowledge based on the current-stage training data. For each instruction, retrieved domain knowledge guides generation, while retrieved reasoning knowledge selects and orders capability modules to form an instance-specific capability path. As these capability modules are reused across stages, subsequent adaptation can overwrite previously learned parameters. To enable stable cross-stage reuse, ReCAP introduces adaptive subspace recycling, which parameterizes reusable capability modules with shared bases and stage-specific cores, protects historically important directions while recycling residual capacity. Extensive experiments on MCIT benchmarks show that ReCAP achieves SOTA performance.