Computer Vision
Papers
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Thursday 8 October
Single-image, multi-image, and video deep research require different visual operations but share a workflow of visual grounding, external retrieval, and fact composition. A key challenge is to preserve the dependencies linking localized visual anchors, entity relations, source-supported facts, and answer-producing operations. We introduce OneSearch-VL, a unified agent centered on the Visually Grounded Evidence Graph (VGEG), which encodes these dependencies as a shared task-level reference for data construction, process supervision, and operation-level evaluation. Our VGEG-based data engine constructs and verifies multi-image and video questions and filters expert trajectories. Using these data, we assemble OneSearch-VL-SFT-110K and OneSearch-VL-RL-10K for SFT and RL, respectively. We further derive the Evidence-aware Visual-Grounded Rubric reward (EVGR) from VGEG annotations to supervise evidence traceability and visual grounding during RL. For fine-grained evaluation, we construct OneSearch-MI-Bench and OneSearch-Video-Bench, organizing questions by the research operations encoded in their VGEGs. Experiments show that OneSearch-VL-8B improves over Qwen3-VL-8B with tool access by 20.2 and 17.6 percentage points on the two new benchmarks, respectively, while also achieving substantial gains across 7 image benchmarks and VideoDR. Project repository: https://github.com/appletea233/OneSearch-VL
Computer Vision
WOVEN: Weaving Visual World Modeling into Multimodal LLMs
Multimodal large language models (MLLMs) struggle with spatial, embodied, physical, and temporal reasoning. We hypothesize that these failures reflect a shared deficit in visual transition reasoning, and test whether this capability can serve as a shared training primitive, one that different models can learn from different supervision sources and reuse across different tasks, with a systematic training recipe. Existing benchmarks document these deficits separately but do not support controlled comparisons across scenes, actions, and reasoning operations. We therefore introduce WOVEN, a training source and benchmark for visual transition reasoning that organizes transition supervision by scene, action, and reasoning type, using diverse, realistic rollouts from video-pretrained generative models: 36,076 examples across 20 scene types, 5 action types, and 8 reasoning types. We first evaluate 38 frontier MLLMs (e.g., GPT-5.4 and Qwen3-VL-235B-A22B) and find a substantial and systematic deficit: even the strongest models fall far below humans, and the failures recur across model families and persist with scale. We then train MLLMs at multiple scales on WOVEN and find that they learn a shared capability that transfers broadly: training subsets of only about 2,000 items each collectively improve 22 of 26 external benchmarks by up to 27.3 percentage points, and WOVEN data can replace 30-50% of a task's own training data with comparable accuracy. Controlled comparisons further yield a training recipe for visual world modeling, validated prospectively on held-out benchmarks: select supervision by the reasoning operation it teaches rather than by the actions, scenes, or domains it shows, and prefer larger changes to the visual state for robustness. Our work establishes visual transition reasoning as a reusable foundation for systematic visual world-model training in MLLMs.
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Computer Vision
MAMHOI: Factorizing Scene-Aware Human-Object Interaction through Affordances
Generating realistic human-object interactions (HOI) in complex 3D scenes requires two complementary capabilities: reasoning about interaction feasibility in the environment and synthesizing realistic human-object motion. However, supervision for these capabilities is rarely available jointly at scale. Human-scene datasets provide rich information about environment-aware motion, while human-object datasets capture detailed interaction dynamics, yet paired human-object-scene data remain scarce. We present MAMHOI, an affordance-mediated factorization for scene-aware human-object interaction generation. MAMHOI factorizes scene-aware HOI generation through an explicit motion-affordance interface between scene understanding and motion synthesis: a scene-conditioned model first predicts where and how an interaction can be feasibly executed, and an affordance-conditioned HOI model then generates the corresponding human-object motion. This factorization allows scene understanding and interaction dynamics to be learned from complementary sources of supervision without requiring paired human-object-scene data. Experiments in complex indoor environments show that MAMHOI reduces object–scene penetration while better preserving human–object interaction quality, yielding more realistic and physically feasible scene-aware interactions. Project page: https://leimingyuan.github.io/MAMHOI-project-page/
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Computer Vision
WorldCast: Distributed Multiplayer World Models
Multiplayer world models must generate independently controlled views with consistent representations of both players and their shared environment. Most existing approaches coordinate multiple players through joint multi-view generation, whose cost grows with each additional player. We present WorldCast, a distributed multiplayer world model in which each player runs a local client comprising a video generator and a state model. Using recorded player positions and map geometry during training, the state model estimates the player's position from generated video and control inputs. Clients exchange player states and project them into camera-aligned player state fields that guide where and how other players are rendered. Shared scene state enables clients to reuse one another's generated observations to maintain consistent scene appearance across views. Experiments on Counter-Strike 2 demonstrate WorldCast's consistency, real-time performance, and distributed scalability. The camera-aligned player state field improves player rendering rates by over an order of magnitude over joint-generation methods, while shared scene state improves visual consistency over whole rounds. Each client runs in real time and exchanges only player and scene states, enabling scalable multiplayer generation without a centralized computational bottleneck. Image quality remains stable over hour-long rollouts.
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Computer Vision · Cross-listed from cs.RO
LeWAM: A JEPA World Action Model with Diffusion-Steering-Based MPC
World action models (WAMs) predict actions and future observations, typically from a reconstruction-based representation that carries noisy, redundant information which can complicate downstream predictions. We introduce LeWAM, a bidirectional transformer for forward, backward, inverse dynamics and policy prediction, on a decoder-free JEPA latent trained end-to-end through all four modes. We see the following benefits: 1) Alignment: linear probes read robot and object state from LeWAM's latent better than from a regular Le World Model (a forward-only JEPA world model), while the latent ignores visual distractors as well as LeWM does and far better than a reconstruction-based WAM. 2) Acting: Closed-loop evaluations of LeWAM match a regular flow-matching policy trained on the same encoder at matched size, while also providing a world model. 3) Planning: Sampling raw actions when planning with WAMs lets MPC exploit dynamics-model inaccuracies; planning in the noise space of the policy head instead improves the closed-loop performance of these WAMs.
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Computer Vision
ViSkill: Reinforcing VLM Agents with Evolving Visual-Native Skills
Skill-augmented agents improve sample efficiency by distilling successful trajectories into reusable strategies. Yet most existing approaches remain text-centric, linearizing spatial layouts and action-state correspondences into language that loses critical geometric structure. Recent efforts have begun incorporating visual evidence, but construct and update skills separately from policy optimization, leaving their mutual improvement underexplored. We propose ViSkill, a visual-native skill learning framework that encodes successful interactions as composite visual skill cards directly accessible to VLM agents. Retrieved skills guide both inference and reward shaping, while successful trajectories are distilled back into the library, forming a closed feedback loop in which skill accumulation and policy improvement reinforce each other. An optional cold-start mechanism further accelerates early-stage learning. Evaluated on Sokoban, FrozenLake, and PrimitiveSkill, ViSkill achieves an overall success rate of 0.89, rising to 0.91 with cold-start initialization, outperforming all evaluated proprietary and open-source baselines while converging faster than standard PPO. Our code is available at https://github.com/ZJU-REAL/ViSkill.
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Computer Vision
SpaceCast-Bench: Evaluating Predictive Spatial Reasoning in Vision-Language Models
Existing spatial reasoning benchmarks mainly test spatial perception: reading off relations already visible in the input. Yet real-world spatial intelligence demands predictive spatial reasoning: constructing a scene from observations, anticipating how an intervention changes it, and reasoning about the unseen outcome. We introduce SpaceCast-Bench, the first benchmark to directly and diagnostically evaluate this capability. Built around an observe-transform-infer framework, its 3,862 questions from 182 real-world scenes span 16 task types at three levels: static perception, local prediction, and global prediction, progressively requiring scene understanding, spatial state updating, and relational inference over unobserved outcomes. Evaluating 21 models exposes a stark gap: the strongest model reaches only 58.0% against 87.2% human performance, while spatially specialized models remain near random chance. Controlled analyses further reveal that bridge views are critical for integrating distributed observations, and that explicit 3D evidence benefits models more reliably than generated outcome images or videos. Fine-tuning on our programmatically generated data lifts Qwen3-VL-4B from 34.0% to 65.7% with macro-average gains across six out-of-domain benchmarks.
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Computer Vision
SpaceFlow: Locally Controllable 3D Generation
Current 3D generation methods lack explicit local control: geometric adherence is often defined by a global control strength, and appearance cannot be specified locally. We present SpaceFlow, a training-free pipeline for locally controllable 3D generation from text descriptions and a collection of geometric primitives. Each primitive serves as a proxy for an object part and is assigned a local control level, enabling users to specify whether regions should strictly follow the input shape or allow generative completion. During structure generation, we enforce these spatial constraints within the generative flow process. For appearance synthesis, the generated structure is segmented and matched to the primitives. Each generated part is conditioned only on its assigned text or image cue, thereby limiting cross-part leakage. Regional geometry metrics demonstrate that SpaceFlow preserves the specified geometry in high-control regions and enables plausible shape variation in low-control areas. A user study further indicates that the resulting balance between geometric fidelity and generative freedom remains competitive in overall quality. When evaluating appearance on fixed geometry, text-conditioned routing achieves state-of-the-art prompt faithfulness and color/material accuracy. Qualitative results additionally show localized routing of image cues. The project page is available at SpaceFlow3D.github.io.
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Computer Vision
GenIA: Generative Reconstruction with Test-Time Input Alignment
Reconstructing complete 3D object assets from monocular or sparse multi-view observations remains challenging. Generative 3D foundation models can complete object geometry beyond the observed views, but their predictions may not faithfully reproduce the observed geometry, appearance, or pose. We introduce GenIA, a framework for test-time input-aligned generation that grounds SAM3D's generative prior in geometric and photometric observations without retraining the foundation model. We improve object pose by deriving translation and scale from geometry while retaining the learned rotation prior, and align appearance through visibility-biased attention, cross-observation fusion, and differentiable rendering guidance during denoising. An optional post-denoising refinement further adapts the appearance latent, lightweight decoder adapters, and object placement to the observations. Our framework also supports externally supplied geometry; when given temporal shapes of dynamic objects, it recovers a shared, input-aligned canonical appearance and stable world-space placement. Across synthetic and real benchmarks, GenIA improves pose prediction and object reconstruction from monocular, multi-view, and dynamic inputs, outperforming recent optimization-based, per-frame image-to-3D, and video-to-4D methods. Our project page is available at https://facebookresearch.github.io/GenIA.
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Computer Vision
WorldAlign: Decoupled 4D Reward for World-Consistent Video Generation
Faithful visual world simulation requires generated videos to maintain 4D world consistency, encompassing both static and dynamic consistency. Static consistency requires coherent 3D structure in static environments across viewpoints, while dynamic consistency requires plausible subject motion and consistent appearance over time. Geometry-aware post-training offers a promising way to improve world consistency. However, existing methods often rely on a static-scene assumption. Even those that accommodate dynamic scenes struggle to provide reliable static-consistency feedback, while dynamic consistency is often overlooked or inadequately assessed. To address these limitations, we introduce WorldAlign, a decoupled 4D reward framework that semantically separates static regions and dynamic subjects and provides feedback by aligning each with a world prior suited to its assumptions. For static regions, WorldAlign aligns static geometry with a geometric world prior through semantically guided masked reprojection, enabling more reliable static-consistency evaluation; an auxiliary camera-motion reward discourages nearly static solutions. For dynamic subjects, WorldAlign uses a strong vision-language model (VLM) as a dynamic world prior and constructs a VLM-as-a-judge reward based on sample-specific checklists that assess dynamicity, physical plausibility, shape, and texture consistency. This decoupled design enables more effective online post-training without requiring human preference annotations. Across two pretrained image-to-video generators, Wan2.1 and Wan2.2, WorldAlign jointly improves static and dynamic consistency over existing methods without suppressing overall or subject motion. These results support decoupled world-prior alignment for more faithful visual world simulation. Project page: https://worldalign.github.io/.
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Computer Vision
AgentGarten: Code Worlds for Evolving Agents
Interactive virtual worlds allow agents to learn through exploration and interaction. What agents can learn is bounded by the environments they practice in, which must be faithful, with consistent state, rules, and dynamics, and realistic, with observations that follow the real-world visual distributions. Achieving both across diverse worlds remains a bottleneck. We introduce AgentGarten, a framework that couples simulators and game engines with a shared neural renderer to build real-time interactive environments. Its simulation backends maintain persistent world state and execute program-defined interaction rules, while the renderer generates visual observations from structured conditions exported through a common interface. To build the neural renderer, we adapt a pretrained video model to geometry conditions, distill it with our proposed Adversarial Forcing, and optimize inference for real-time interaction. Adversarial Forcing makes history prefilling differentiable through exact replay, so that losses on later predictions update how the renderer encodes prior observations, and adds real-data adversarial supervision to improve its visual quality. In AgentGarten, agents perceive the world through visual observations, interact with it in real time, and improve by distilling each round of experience into playbooks that subsequent agents inherit and refine. Our empirical study demonstrates a substantial gain in learning efficiency, with agents learning from just 4 rounds compared with millions for a conventional reinforcement learning counterpart. As new worlds can be written as code and rendered through the same interface, environments can scale in both number and difficulty alongside their agents, a step toward agents that keep evolving through interactive experience.
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Computer Vision · Cross-listed from cs.RO
Embodied Turing Machines: Stateful Code for Robot Recursive Self-Improvement
Most robot policies keep a model in the control loop: a VLA maps observations to actions, and an Agent Harness, such as Agent-as-Policy or Harness VLA queries a VLM for decision making at run time. We propose a different view: the embodied world is an Embodied Turing Machine, whose tape is the robot and environment state and rules are the policy. If this state can be represented accurately, the decision making can be written entirely in code. We therefore propose Code-Only-as-Policy (COAP): code measures and tracks the robot, environment, and task state from camera images and proprioception, and makes every decision from it. The same code applies across episodes, and different tasks share one library without a VLM or VLA in the loop. Compared with VLAs and Agent Harnesses, we analyze three advantages of COAP: (i) Explicit State: the state can be stored in code; (ii) Execution: code makes decision making controllable, recovers from failures flexibly, and runs fast and cheaply online; (iii) Extensibility: new tasks reuse, inherit, or extend the shared library, so capabilities can accumulate over tasks. These advantages make COAP a suitable medium for recursive self-improvement (RSI): coding agents develop the library in a closed loop, and each change is explicit and controllable. On RoboDojo's 42 bimanual tasks, the resulting library reaches a success rate of 70.24% without a model at test time. The upper bound of COAP lies in how accurately the state is represented for decision making and how robust the code logic is. We thus propose COAP as a new paradigm for embodied tasks; since it applies across episodes, it can also serve as an efficient data engine for VLAs and Agent Harnesses.
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Computer Vision · Cross-listed from cs.AI
HANS: A Handwritten Answer Sheet Dataset for Noisy Hybrid Document Parsing
Intelligent grading and automated scoring technologies constitute critical infrastructure for smart education. However, existing document parsing and handwriting recognition benchmarks are predominantly designed for well-structured printed documents or isolated mathematical expressions, lacking datasets that capture the complex characteristics inherent to student answer sheets, including multi-line derivation processes, heterogeneous mixtures of text and mathematical formulae, and noise artifacts such as strikethroughs. To address this gap, we introduce HANS, the first dataset explicitly constructed for real-world educational scenarios, encompassing mathematical expressions, natural language text, hand-drawn tables, and diverse noise patterns including corrections and deletions, accompanied by fine-grained annotations that establish a reliable foundation for robust recognition research. Building upon HANS, we propose NA-GOT, an end-to-end framework that achieves two-stage noise suppression through a lightweight noise suppression module operating at the feature level, complemented by a noiseaware attention mechanism incorporated into the decoding stage. Experimental results demonstrate that HANS poses substantial challenges to existing methods, while NA-GOT achieves significant improvements in both accuracy and stability for answer process recognition. The dataset will be made publicly available upon publication.
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Computer Vision
Distilling Routed 3D Privilege for Spatial Reasoning in Vision-Language Models
Spatial reasoning remains a persistent weakness of vision-language models (VLMs), because RGB inputs do not directly provide geometric evidence. Existing remedies either inject 3D into the model at inference, paying architecture and latency costs, or train with outcome rewards that supervise only the final answer. Spatial errors originate in perception: a misjudged depth or direction can be corrected only by the scene's true geometry, which the 3D-scanned sources of spatial training corpora already provide. We propose GPD (Geometry-Privileged Distillation), which makes geometric evidence the privilege in on-policy self-distillation (OPSD). For each question, depth, semantic, and bird's-eye-view (BEV) cues are rendered as compact text and routed to the teacher alongside the reference answer; a privileged KL, applied only to incorrect trajectories, augments GRPO, and the deployed model remains RGB-only. On the 4B backbone, GPD achieves 57.1 on VSI-Bench and 37.6 average across MindCube, SPARBench, MMSI-Bench, and ViewSpatial, outperforming both GRPO and answer-privileged OPSD across spatial reasoning benchmarks. Ablations confirm the complementarity of 3D and answer privilege, the advantage of question-conditioned routing over full-context injection, and the benefit of restricting distillation to incorrect trajectories.
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Computer Vision
Reasoning-Informed Visual Editing
Large Multi-modality Models (LMMs) have made significant progress in visual understanding and generation, but still face challenges in visual editing, particularly in following complex instructions, preserving appearance consistency, and supporting flexible input formats. To study this gap, we introduce RISEBench, the first benchmark for evaluating Reasoning-Informed viSual Editing (RISE), and extend it to RISEBench++, a more comprehensive and fine-grained benchmark for this emerging task. RISEBench++ extends the taxonomy into a hierarchical scheme spanning six reasoning dimensions: Temporal, Causal, Spatial, Logical, and Counterfactual Reasoning, together with Hybrid Reasoning integrating multiple reasoning types across multi-turn edits. These dimensions are further decomposed into 12 subcategories and 65 fine-grained task types. We expand input formats to include multi-image conditioning and scale the benchmark to 1000 human-annotated test cases, released in English and Chinese. We also improve our evaluation framework, assessing Instruction Reasoning, Appearance Consistency, and Visual Plausibility with human judges and an LMM-as-a-judge approach for more reliable and calibrated judgements. Beyond benchmarking, we introduce RISE-Agent, a training-free agentic framework integrating reasoning-driven planning, tool-augmented execution, and verifier-guided refinement, outperforming most strong existing approaches across diverse RISE tasks. We evaluate 58 visual editing approaches, including 34 open-source models, 19 closed-source models, and 5 agentic methods. The results reveal substantial challenges in reasoning-based visual editing, with even the strongest evaluated approach, GPT-Image-2.5 Sunburst, achieving only 56.6% accuracy. RISEBench++ highlights the limitations of contemporary editing models, provides insights, and indicates future directions for reasoning-aware visual editing.
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Computer Vision
ContiLNN: Mitigating Slice Sampling Discontinuity with Liquid Neural Networks for Medical Image Restoration
Anatomical continuity provides complementary information for medical image restoration, but its use requires accounting for local anatomy and variations in slice sampling. We introduce ContiLNN, which augments two-dimensional restoration backbones with bidirectional closed-form continuous-time (Bi-CfC) modules for cross-slice modeling while retaining in-plane feature extraction. Slice-index intervals modulate gates determined by local features and hidden states, enabling propagation to respond to sampling variations without numerical ODE integration. Reference-guided consistency aligns first- and second-order cross-slice intensity differences to preserve anatomical variation, while distillation from a frozen backbone helps retain in-plane fidelity. Across five training seeds, ContiLNN improves mean PSNR over Restore-RWKV by 0.1907, 1.0176, and 1.2482 dB for CT denoising, MRI super-resolution, and reduced-count PET restoration, respectively, with lower RMSE in all three tasks. CT results are descriptive for one held-out patient. PET ablations support ordered propagation beyond additional pointwise capacity. Under contiguous training, Bi-CfC achieves higher fidelity than a Bi-GRU with similar parameter counts and arithmetic costs across all tested sampling conditions. Matched seven-slice profiling shows 52.8% lower latency and 57.0% lower peak GPU memory use than Bi-GRU. Mixed-gap training improves sparse and irregular-context performance for both operators, without a uniform ranking across metrics and contexts. Experiments with fewer training patients and a second backbone further support data efficiency and backbone compatibility.
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Computer Vision
RiCo: Neural Simulation of Rigid-Body Interactions via Local Contact Reasoning
Accurate simulation of rigid-body interactions is essential for predictive physical world models. Despite recent progress in modeling object dynamics, capturing how local contacts between surfaces shape object motion remains challenging. While end-to-end world models predict interactions across entire scenes or objects, in practice, rigid-body contact is inherently local, and only nearby surfaces can directly exchange contact forces. Motivated by this observation, we introduce Rigid-body Contact Reasoning (RiCo), which represents interactions between objects through sparse neighborhoods of contact surface points. RiCo combines each point's state with the relative geometry, motion, and physical properties of nearby surfaces, then reasons across the object's points to determine how these local contacts jointly affect its motion. By confining cross-object reasoning to nearby surfaces while propagating contact information within each rigid body, RiCo retains fine-grained interaction details without the cost of modeling every pair of scene points. Such properties enable RiCo a higher accuracy and contact fidelity. Experiments on MOVi-benchmark demonstrate that RiCo reduces 100-frame position and orientation errors by 31-35% and approximately 38%, respectively, compared with baselines. Moreover, RiCo achieves high contact fidelity, with ground-truth-relative penetration-time and mean-depth differences of 11.0% and 2.22 mm, respectively. RiCo further generalizes zero-shot from small-scale training scenarios to scenes containing 270 objects. Our real-world multi-ball collision experiments further provide preliminary evidence of sim-to-real transfer.
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Computer Vision
Controllable Exaggeration for Generative Motion Models via Training-Time Adaptation and Inference-Time Guidance
Recent motion generative models have demonstrated strong capabilities in synthesizing physically plausible character motion, but often overlook established animation principles used by professional animators to ground and design their animation work. Understanding and incorporating these principles into motion generative pipelines is essential for producing motions that serve not only physically grounded applications but also the needs of the character animation community. This enables the creation of characters that not only move in physically plausible ways but also feel alive, expressive, and engaging. To close this gap, we focus on the Exaggeration principle of animation and investigate how it can be incorporated into modern motion generative pipelines to produce more expressive character motions. To this end, we introduce a framework that operates at two stages of existing motion generative pipelines. The first stage introduces exaggeration during training, where we perform supervised fine-tuning of pre-trained text-to-motion models on our curated exaggeration dataset. The second stage operates at inference time, where we: (i) introduce a mathematical formulation of exaggeration based on dynamic movement primitives (DMPs); and (ii) leverage this formulation as an exaggeration guidance signal to guide existing diffusion and flow-matching text-to-motion generation models toward exaggerated motion without additional training. Through qualitative and quantitative evaluations against three strong motion generation models, we show that our methods generate more exaggerated and expressive motions while preserving neutral reference motion intent and physical plausibility.
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Computer Vision
Is In-Domain Training Enough for Fine-Grained Industrial Anomaly Understanding?
A single multimodal large language model (MLLM) struggles to excel simultaneously at detection, localization, description, and reasoning in multimodal industrial anomaly understanding (MM-IAU). We show that in-domain training does not close this gap. On MMAD, a widely adopted MM-IAU benchmark, trained specialists reach at most 75.5% accuracy in defect localization, against 92.3% for human experts, and even detect anomalies less accurately than their untrained base model. Meanwhile, different MLLMs offer complementary strengths but share this weakness in fine-grained perception, so combining them alone cannot remove it. We therefore propose SiGMA, a spatially grounded multi-agent framework that divides labor between heterogeneous MLLM agents and a dedicated visual defect expert. A multimodal searcher supplies industrial knowledge and normal references, the defect expert turns query-reference comparison into calibrated anomaly evidence, and a label-free reliability controller weighs each source by task-wise competence and query-level evidence quality. SiGMA reaches 85.2% average accuracy on MMAD, 4.0% above the strongest trained specialist and Gemini-2.5-Pro and within 1.5% of human experts. Even with three agents of at most 9B parameters, it reaches 84.4%, and new MLLMs join without retraining.
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Computer Vision
BudgetPix: Compute-Adaptive Tokenization for Pixel-Space Image Diffusion
Most image generation models rely on uniform tokenization, allocating the exact same computational budget to equally-sized image patches. This static paradigm cannot adapt to different resource constraints at inference time, and yields suboptimal quality-cost tradeoff by devoting the same effort to both plain backgrounds and intricate details. We propose BudgetPix, an adaptive tokenization framework that dynamically allocates compute based on visual complexity and spatial layout, enabling flexible computational budgeting at inference time. BudgetPix comprises three key components: (1) an adaptive encoder that maps a fixed-size image to a variable-length token sequence using an entropy-guided quadtree alongside a multi-scale patch embedder; (2) a scale-aware decoder reconstructs fixed-resolution images from multi-scale token sets; and (3) a flexible training and sampling schedule that enables pixel-space denoisers to operate across variable token counts. BudgetPix seamlessly integrates with existing pixel-space diffusion architectures, enabling a single checkpoint to be operated at a wide range of compute budgets. Evaluated on text-to-image generation, BudgetPix matches the fidelity of MiniT2I-L at $512^2$ and PixelDiT at $1024^2$ using just 25% of the original compute budget. In class-conditional generation using a MeanFlow backbone, BudgetPix requires merely 60% of the full compute budget to produce images with near-zero quality degradation, observing a marginal 0.8-point increase in FID. Comprehensive assessments by human and VLM judges confirm that BudgetPix establishes a significantly improved quality-efficiency tradeoff over prior budget-adaptive baselines. More details are available at our project page: https://karaozgur.com/BudgetPix
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Computer Vision
From What to Which: Decoding Modifier Grounding in Frozen MLLMs
As Multimodal Large Language Models (MLLMs) can describe increasingly complex visual scenes, token-level grounding becomes crucial. Yet, when an MLLM generates "the yellow banana on the left", established grounding approaches focus on what is in the image ("banana"), overlooking tokens that help describe which instance is meant ("yellow", "left"). In this work, we ask whether frozen MLLM representations contain decodable grounding information about the referred instance across generated tokens, extending to modifiers such as attributes, spatial expressions, and relational/action terms. To address this question, we introduce OTTER, a lightweight supervised probe over frozen MLLM representations that uses Optimal Transport (OT) to align generated tokens with visual regions and produce compact grounding maps. Our results show that (i) instance-discriminative visual information can be decoded from modifier tokens, with the clearest evidence for spatial terms, but (ii) is not confined to them, as contextualized object nouns also carry referential information; (iii) the recovered grounding remains informative under context perturbations, while selected regions remain relevant to generation; and (iv) the learned OT-based grounding extends beyond the controlled setting to free generation and cross-dataset transfer.
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Computer Vision
Multi-Agent Egocentric World Model with Fine-Grained Embodied Interaction
Egocentric world models predict first-person observations conditioned on an agent's actions, but most focus on a single agent. Real embodied settings often involve multiple agents that act and interact within a shared environment. Existing multi-agent world models rely on coarse actions like locomotion, camera control, or discrete commands, leaving fine-grained embodied interactions underexplored. We formulate multi-agent egocentric world modeling as synchronized ego-stream generation for multiple agents interacting through fine-grained actions in a shared world. This requires cross-view action consistency, shared-environment consistency, and consistent propagation of interaction-induced state updates. We propose Multi-agent Egocentric World Model (ME-World), which jointly denoises multiple ego streams in a shared token sequence, conditions each stream on all agents' target-view poses, and grounds generation with shared environment memory. We train and evaluate on real and synthetic multi-agent data and introduce shared-world consistency metrics for environment, update, and identity consistency. Experiments show ME-World improves shared-world consistency, action control, identity preservation, and video quality over existing methods.
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Computer Vision
Slot3R: Set-Associative Spatial Memory for Streaming 3D Reconstruction
Streaming 3D reconstruction must preserve evidence from each frame while processing an expanding scene online. Spatial memory is a natural fit because it organizes history by reconstructed 3D location. Yet Point3R uses spatial proximity both to associate a new observation with an existing memory entry and to decide whether to fuse it, conflating co-location with state identity. Because pointers summarize image patches, nearby pointers may encode distinct surfaces, viewpoints, or visibility conditions; averaging them can destroy complementary evidence before later frames disambiguate it. We argue that location should determine address, not whether observations must merge. Slot3R realizes this principle as a training-free, set-associative retrofit that lets multiple states coexist at a shared address while keeping the pretrained Point3R backbone frozen. A bounded sparse readout further decouples persistent storage from per-frame decoder access. At 300-500 sampled frames, Slot3R reduces Point3R's point-cloud accuracy error (Acc) by 57.1%-63.1% on 7Scenes and 64.0%-72.0% on NeuralRGBD, lowers Sim(3)-aligned absolute trajectory error (ATE) on all three pose benchmarks, and remains competitive on video-depth estimation. It completes all evaluated settings from 600 to 1000 sampled frames at about 19 FPS under the same protocol, whereas Point3R and InfiniteVGGT run out of memory at 800 frames and beyond.
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Computer Vision
DVD: Dynamic Vector Decoding for Efficient MLLM-based Perception
Multimodal large language models have made remarkable progress in bridging vision and language, facilitating various perception tasks essential for human-machine interaction, robotics, and autonomous driving. However, existing MLLM-based perception methods predominantly rely on text-based coordinate representation, which suffers from excessive token overhead, or fixed-range quantization, which suffers from range and precision constraints, especially for 3D domains with unbounded spatial range and high localization accuracy requirements. To address these challenges, we propose a dynamic vector decoding method named DVD, which unifies the representation of 2D and 3D perception tasks. Specifically, we first transform diverse perceptual representation (i.e., 2D bounding boxes, 2D masks, and 3D bounding boxes) into 1D vector sequences, which are then mapped to compact discrete tokens in the high-dimensional space. Then, a lightweight de-tokenizer enables seamless integration with MLLMs by decoding output tokens back to original 2D and 3D perceptual representations. Extensive experiments on 2D and 3D perception benchmarks including RefCOCO series, SUN-RGBD, KITTI, Hypersim, nuScenes demonstrate that DVD achieves superior performance in 2D and 3D tasks and reduces significantly the token overhead and inference latency. DVD provides an efficient and general framework for integrating perception capabilities into MLLMs, overcoming the inherent limitations of existing methods.
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Computer Vision
Syn-Omni: Structured Specialization and Progressive Collaboration for Omnimodal Embeddings
Omnimodal embeddings naturally involve both shared representations and modality-specific features across heterogeneous inputs. However, existing omnimodal embedding methods often rely on a single shared parameter space over mixed-modality data, limiting structural separation between universal and modality-specific representations. To address this, we propose Syn-Omni, a unified framework for structured omnimodal adaptation with modality specialization and controlled cross-modal collaboration. Specifically, we introduce Orthogonal Modality-Expert LoRA (OME-LoRA), which decomposes adaptation into a shared LoRA path for universal semantics and modality-expert LoRA paths for modality-aware specialization. Furthermore, Progressive Synergy Routing (PSR) enables experts to first establish modality-specific priors, then gradually interact with other modality-experts for cross-modal synergy. Evaluated across 81 diverse tasks spanning image, video, audio, and audiovisual modalities, Syn-Omni consistently outperforms omnimodal baselines, demonstrating the effectiveness of structured specialization and cross-modal progressive collaboration.
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Computer Vision · Cross-listed from cs.CL
EgoVoice: Proactive Spoken Assistance from Egocentric Multimodal Streams
Wearable augmented reality (AR) assistants are moving toward continuous real-world interaction, where they perceive the user's activity through first-person video and audio and provide timely spoken guidance without being explicitly asked. While proactive video assistants, spoken dialog systems, and egocentric task understanding have each advanced rapidly, existing systems do not address the joint problem of deciding when to speak and what to say from continuous first-person streams. We introduce EgoVoice, a framework for training and evaluating proactive egocentric spoken assistants. From HoloAssist video recordings of real human instructors, we construct clean audio streams through source separation and speech resynthesis, and convert each video session into a format where the model must decide at each moment whether to remain silent or provide spoken guidance. We fine-tune an omni-modal LLM with our data, and further improve its proactive intervention behavior with direct preference optimization. Experiments across closed and open-source models show that existing systems rarely produce well-timed, meaningful proactive interventions, while EgoVoice yields clear improvements in intervention timing, content relevance, and human preference over the zero-shot backbone.
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Computer Vision
From Prompting to Composing: A Spatial Canvas Interface for Poster Generation
Text prompting is an indirect interface for poster generation, requiring users to encode inherently two-dimensional composition intent into a one-dimensional sequence of words. We introduce a Spatial Canvas Interface that enables users to directly compose generation intent in space through four complementary binding types: semantic, identity, text, and pixel, together with Text Specifications for individual elements and global appearance. Based on this interface, we develop Compo, a poster generation model adapted from a pretrained image editing model to understand Spatial Canvas inputs and Text Specifications. Compo supports both direct inference, where users explicitly construct the canvas, and agentic mode, where a high-level request is automatically translated into a planned Spatial Canvas. To train Compo, we develop a scalable pipeline that automatically constructs supervision data for different binding types and their combinations, enabling efficient adaptation without training a specialized poster generator from scratch. We further introduce a benchmark that evaluates adherence to individual binding types and their joint composition. Experiments show that Compo achieves stronger compositional controllability than both general-purpose image generation models and dedicated poster generation systems while maintaining high visual quality. By decoupling intent specification from visual generation, our work shifts poster generation from prompting toward composing.
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Computer Vision
VibeEdit: Image Editing with Canvas Instructions
In text-guided image editing, describing the desired change is often straightforward, but identifying the intended object or region can be cumbersome, especially when several objects look alike. We introduce a new image editing interface that lets users place spatial marks and optional short notes directly on the image. Together, these annotations form a canvas instruction that specifies where to edit and what to change. Our editor, VibeEdit, follows these instructions to perform object addition, removal, replacement, attribute modification, and movement without a separate text prompt. We construct 1.55 million source-target edit pairs with object masks and structured edit descriptions, from which we render canvas instructions during training. We adapt Qwen-Image-Edit with layer-decoupled conditioning that separately encodes source images and canvas instructions for image editing. We train the model with region-weighted supervised fine-tuning, followed by rubric-guided reinforcement learning to improve edit completion, local edit quality, and preservation of unedited regions. We evaluate VibeEdit on an independently constructed, human-curated benchmark of 419 cases emphasizing target selection among similar objects. VibeEdit achieves a VLM rubric score of 79.9 and an outside-region PSNR of 32.8 dB, compared with 67.4 and 24.0 dB for FireRed, the highest-scoring text-instructed baseline in our evaluation.
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Computer Vision
Stride Independent Patching for Deep Learning
This paper presents semi-automatic stride-independent patching (SSP) as an alternative to automatic stride-dependent patching techniques. SSP uses user or expert input to position predefined patches over one or more objects of interest. To evaluate its effectiveness, three patch-based datasets were created using SSP, overlapping patching (Overlap), and non-overlapping patching (Noverlap). DeepLabV3+ models with ResNet50, ResNet18, and MobileNetV2 backbones were trained sepa-rately on each dataset. Quantitative evaluations were performed on the respective test splits and a common external test set. SSP generally achieved higher segmentation scores on the test splits and required the shortest model training time across all three backbones. On the external test set, SSP achieved the highest average precision and F1-score across backbones, whereas Noverlap achieved the highest average recall. These preliminary results demonstrate that the potentially greater spatial coverage of Noverlap and Overlap does not generally translate into better segmentation perfor-mance and that SSP offers a favorable balance between segmentation performance and model training time.
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Computer Vision · Cross-listed from cs.LG
Just Weather Scoring: Efficient End-to-end Nowcasting with Distributional Diffusion
Generative diffusion models are well-suited for probabilistic precipitation nowcasting, but existing approaches often rely on separately trained compression or deterministic forecasting components and remain costly at inference due to iterative denoising. We introduce Just Weather Scoring (JWS), a single-stage, end-to-end diffusion model which addresses both issues by forecasting directly in radar space and enabling few-step generation. Radar-space modeling greatly simplifies training and inference and eliminates uncertainty arising from lossy compression. JWS combines Masked Asynchronous Diffusion, a timestep-sampling scheme that preserves clean context while adapting diffusion training to high-dimensional spatio-temporal data, with a simple scoring-rule objective that aligns training with probabilistic forecasting and unlocks few-step generation. On the SEVIR and MeteoNet benchmarks, JWS achieves state-of-the-art probabilistic forecasting performance at reduced training and inference cost. Even our smallest model remains competitive using substantially fewer parameters and more than 17x faster inference.