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SubscribeAvatarPointillist: AutoRegressive 4D Gaussian Avatarization
We introduce AvatarPointillist, a novel framework for generating dynamic 4D Gaussian avatars from a single portrait image. At the core of our method is a decoder-only Transformer that autoregressively generates a point cloud for 3D Gaussian Splatting. This sequential approach allows for precise, adaptive construction, dynamically adjusting point density and the total number of points based on the subject's complexity. During point generation, the AR model also jointly predicts per-point binding information, enabling realistic animation. After generation, a dedicated Gaussian decoder converts the points into complete, renderable Gaussian attributes. We demonstrate that conditioning the decoder on the latent features from the AR generator enables effective interaction between stages and markedly improves fidelity. Extensive experiments validate that AvatarPointillist produces high-quality, photorealistic, and controllable avatars. We believe this autoregressive formulation represents a new paradigm for avatar generation, and we will release our code inspire future research.
EquiBind: Geometric Deep Learning for Drug Binding Structure Prediction
Predicting how a drug-like molecule binds to a specific protein target is a core problem in drug discovery. An extremely fast computational binding method would enable key applications such as fast virtual screening or drug engineering. Existing methods are computationally expensive as they rely on heavy candidate sampling coupled with scoring, ranking, and fine-tuning steps. We challenge this paradigm with EquiBind, an SE(3)-equivariant geometric deep learning model performing direct-shot prediction of both i) the receptor binding location (blind docking) and ii) the ligand's bound pose and orientation. EquiBind achieves significant speed-ups and better quality compared to traditional and recent baselines. Further, we show extra improvements when coupling it with existing fine-tuning techniques at the cost of increased running time. Finally, we propose a novel and fast fine-tuning model that adjusts torsion angles of a ligand's rotatable bonds based on closed-form global minima of the von Mises angular distance to a given input atomic point cloud, avoiding previous expensive differential evolution strategies for energy minimization.
TransHuman: A Transformer-based Human Representation for Generalizable Neural Human Rendering
In this paper, we focus on the task of generalizable neural human rendering which trains conditional Neural Radiance Fields (NeRF) from multi-view videos of different characters. To handle the dynamic human motion, previous methods have primarily used a SparseConvNet (SPC)-based human representation to process the painted SMPL. However, such SPC-based representation i) optimizes under the volatile observation space which leads to the pose-misalignment between training and inference stages, and ii) lacks the global relationships among human parts that is critical for handling the incomplete painted SMPL. Tackling these issues, we present a brand-new framework named TransHuman, which learns the painted SMPL under the canonical space and captures the global relationships between human parts with transformers. Specifically, TransHuman is mainly composed of Transformer-based Human Encoding (TransHE), Deformable Partial Radiance Fields (DPaRF), and Fine-grained Detail Integration (FDI). TransHE first processes the painted SMPL under the canonical space via transformers for capturing the global relationships between human parts. Then, DPaRF binds each output token with a deformable radiance field for encoding the query point under the observation space. Finally, the FDI is employed to further integrate fine-grained information from reference images. Extensive experiments on ZJU-MoCap and H36M show that our TransHuman achieves a significantly new state-of-the-art performance with high efficiency. Project page: https://pansanity666.github.io/TransHuman/
EpochX: Building the Infrastructure for an Emergent Agent Civilization
General-purpose technologies reshape economies less by improving individual tools than by enabling new ways to organize production and coordination. We believe AI agents are approaching a similar inflection point: as foundation models make broad task execution and tool use increasingly accessible, the binding constraint shifts from raw capability to how work is delegated, verified, and rewarded at scale. We introduce EpochX, a credits-native marketplace infrastructure for human-agent production networks. EpochX treats humans and agents as peer participants who can post tasks or claim them. Claimed tasks can be decomposed into subtasks and executed through an explicit delivery workflow with verification and acceptance. Crucially, EpochX is designed so that each completed transaction can produce reusable ecosystem assets, including skills, workflows, execution traces, and distilled experience. These assets are stored with explicit dependency structure, enabling retrieval, composition, and cumulative improvement over time. EpochX also introduces a native credit mechanism to make participation economically viable under real compute costs. Credits lock task bounties, budget delegation, settle rewards upon acceptance, and compensate creators when verified assets are reused. By formalizing the end-to-end transaction model together with its asset and incentive layers, EpochX reframes agentic AI as an organizational design problem: building infrastructures where verifiable work leaves persistent, reusable artifacts, and where value flows support durable human-agent collaboration.
Holistically-Attracted Wireframe Parsing: From Supervised to Self-Supervised Learning
This paper presents Holistically-Attracted Wireframe Parsing (HAWP) for 2D images using both fully supervised and self-supervised learning paradigms. At the core is a parsimonious representation that encodes a line segment using a closed-form 4D geometric vector, which enables lifting line segments in wireframe to an end-to-end trainable holistic attraction field that has built-in geometry-awareness, context-awareness and robustness. The proposed HAWP consists of three components: generating line segment and end-point proposal, binding line segment and end-point, and end-point-decoupled lines-of-interest verification. For self-supervised learning, a simulation-to-reality pipeline is exploited in which a HAWP is first trained using synthetic data and then used to ``annotate" wireframes in real images with Homographic Adaptation. With the self-supervised annotations, a HAWP model for real images is trained from scratch. In experiments, the proposed HAWP achieves state-of-the-art performance in both the Wireframe dataset and the YorkUrban dataset in fully-supervised learning. It also demonstrates a significantly better repeatability score than prior arts with much more efficient training in self-supervised learning. Furthermore, the self-supervised HAWP shows great potential for general wireframe parsing without onerous wireframe labels.
BINDER: Instantly Adaptive Mobile Manipulation with Open-Vocabulary Commands
Open-vocabulary mobile manipulation (OVMM) requires robots to follow language instructions, navigate, and manipulate while updating their world representation under dynamic environmental changes. However, most prior approaches update their world representation only at discrete update points such as navigation targets, waypoints, or the end of an action step, leaving robots blind between updates and causing cascading failures: overlooked objects, late error detection, and delayed replanning. To address this limitation, we propose BINDER (Bridging INstant and DEliberative Reasoning), a dual process framework that decouples strategic planning from continuous environment monitoring. Specifically, BINDER integrates a Deliberative Response Module (DRM, a multimodal LLM for task planning) with an Instant Response Module (IRM, a VideoLLM for continuous monitoring). The two modules play complementary roles: the DRM performs strategic planning with structured 3D scene updates and guides what the IRM attends to, while the IRM analyzes video streams to update memory, correct ongoing actions, and trigger replanning when necessary. Through this bidirectional coordination, the modules address the trade off between maintaining awareness and avoiding costly updates, enabling robust adaptation under dynamic conditions. Evaluated in three real world environments with dynamic object placement, BINDER achieves substantially higher success and efficiency than SoTA baselines, demonstrating its effectiveness for real world deployment.
