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Apr 13

HOComp: Interaction-Aware Human-Object Composition

While existing image-guided composition methods may help insert a foreground object onto a user-specified region of a background image, achieving natural blending inside the region with the rest of the image unchanged, we observe that these existing methods often struggle in synthesizing seamless interaction-aware compositions when the task involves human-object interactions. In this paper, we first propose HOComp, a novel approach for compositing a foreground object onto a human-centric background image, while ensuring harmonious interactions between the foreground object and the background person and their consistent appearances. Our approach includes two key designs: (1) MLLMs-driven Region-based Pose Guidance (MRPG), which utilizes MLLMs to identify the interaction region as well as the interaction type (e.g., holding and lefting) to provide coarse-to-fine constraints to the generated pose for the interaction while incorporating human pose landmarks to track action variations and enforcing fine-grained pose constraints; and (2) Detail-Consistent Appearance Preservation (DCAP), which unifies a shape-aware attention modulation mechanism, a multi-view appearance loss, and a background consistency loss to ensure consistent shapes/textures of the foreground and faithful reproduction of the background human. We then propose the first dataset, named Interaction-aware Human-Object Composition (IHOC), for the task. Experimental results on our dataset show that HOComp effectively generates harmonious human-object interactions with consistent appearances, and outperforms relevant methods qualitatively and quantitatively.

  • 4 authors
·
Jul 22, 2025 3

InterRVOS: Interaction-aware Referring Video Object Segmentation

Referring video object segmentation aims to segment the object in a video corresponding to a given natural language expression. While prior works have explored various referring scenarios, including motion-centric or multi-instance expressions, most approaches still focus on localizing a single target object in isolation. However, in comprehensive video understanding, an object's role is often defined by its interactions with other entities, which are largely overlooked in existing datasets and models. In this work, we introduce Interaction-aware referring video object sgementation (InterRVOS), a new task that requires segmenting both actor and target entities involved in an interaction. Each interactoin is described through a pair of complementary expressions from different semantic perspectives, enabling fine-grained modeling of inter-object relationships. To tackle this task, we propose InterRVOS-8K, the large-scale and automatically constructed dataset containing diverse interaction-aware expressions with corresponding masks, including challenging cases such as motion-only multi-instance expressions. We also present a baseline architecture, ReVIOSa, designed to handle actor-target segmentation from a single expression, achieving strong performance in both standard and interaction-focused settings. Furthermore, we introduce an actor-target-aware evalaution setting that enables a more targeted assessment of interaction understanding. Experimental results demonstrate that our approach outperforms prior methods in modeling complex object interactions for referring video object segmentation task, establishing a strong foundation for future research in interaction-centric video understanding. Our project page is available at https://cvlab-kaist.github.io/InterRVOS.

  • 3 authors
·
Jun 2, 2025

DexHandDiff: Interaction-aware Diffusion Planning for Adaptive Dexterous Manipulation

Dexterous manipulation with contact-rich interactions is crucial for advanced robotics. While recent diffusion-based planning approaches show promise for simple manipulation tasks, they often produce unrealistic ghost states (e.g., the object automatically moves without hand contact) or lack adaptability when handling complex sequential interactions. In this work, we introduce DexHandDiff, an interaction-aware diffusion planning framework for adaptive dexterous manipulation. DexHandDiff models joint state-action dynamics through a dual-phase diffusion process which consists of pre-interaction contact alignment and post-contact goal-directed control, enabling goal-adaptive generalizable dexterous manipulation. Additionally, we incorporate dynamics model-based dual guidance and leverage large language models for automated guidance function generation, enhancing generalizability for physical interactions and facilitating diverse goal adaptation through language cues. Experiments on physical interaction tasks such as door opening, pen and block re-orientation, object relocation, and hammer striking demonstrate DexHandDiff's effectiveness on goals outside training distributions, achieving over twice the average success rate (59.2% vs. 29.5%) compared to existing methods. Our framework achieves an average of 70.7% success rate on goal adaptive dexterous tasks, highlighting its robustness and flexibility in contact-rich manipulation.

  • 9 authors
·
Nov 27, 2024

MMRL++: Parameter-Efficient and Interaction-Aware Representation Learning for Vision-Language Models

Large-scale pre-trained Vision-Language Models (VLMs) have significantly advanced transfer learning across diverse tasks. However, adapting these models with limited few-shot data often leads to overfitting, undermining their ability to generalize to new tasks. To address this, we propose Multi-Modal Representation Learning (MMRL), which introduces a shared, learnable, modality-agnostic representation space. MMRL generates space tokens projected into both text and image encoders as representation tokens, enabling more effective cross-modal interactions. Unlike prior methods that mainly optimize class token features, MMRL inserts representation tokens into higher encoder layers--where task-specific features are more prominent--while preserving general knowledge in the lower layers. During training, both class and representation features are jointly optimized: a trainable projection layer is applied to representation tokens for task adaptation, while the projection layer for class token remains frozen to retain pre-trained knowledge. To further promote generalization, we introduce a regularization term aligning class and text features with the frozen VLM's zero-shot features. At inference, a decoupling strategy uses both class and representation features for base tasks, but only class features for novel tasks due to their stronger generalization. Building upon this, we propose MMRL++, a parameter-efficient and interaction-aware extension that significantly reduces trainable parameters and enhances intra-modal interactions--particularly across the layers of representation tokens--allowing gradient sharing and instance-specific information to propagate more effectively through the network. Extensive experiments on 15 datasets demonstrate that MMRL and MMRL++ consistently outperform state-of-the-art methods, achieving a strong balance between task-specific adaptation and generalization.

  • 2 authors
·
May 15, 2025

Explicit Feature Interaction-aware Uplift Network for Online Marketing

As a key component in online marketing, uplift modeling aims to accurately capture the degree to which different treatments motivate different users, such as coupons or discounts, also known as the estimation of individual treatment effect (ITE). In an actual business scenario, the options for treatment may be numerous and complex, and there may be correlations between different treatments. In addition, each marketing instance may also have rich user and contextual features. However, existing methods still fall short in both fully exploiting treatment information and mining features that are sensitive to a particular treatment. In this paper, we propose an explicit feature interaction-aware uplift network (EFIN) to address these two problems. Our EFIN includes four customized modules: 1) a feature encoding module encodes not only the user and contextual features, but also the treatment features; 2) a self-interaction module aims to accurately model the user's natural response with all but the treatment features; 3) a treatment-aware interaction module accurately models the degree to which a particular treatment motivates a user through interactions between the treatment features and other features, i.e., ITE; and 4) an intervention constraint module is used to balance the ITE distribution of users between the control and treatment groups so that the model would still achieve a accurate uplift ranking on data collected from a non-random intervention marketing scenario. We conduct extensive experiments on two public datasets and one product dataset to verify the effectiveness of our EFIN. In addition, our EFIN has been deployed in a credit card bill payment scenario of a large online financial platform with a significant improvement.

  • 5 authors
·
May 31, 2023

Open-Vocabulary HOI Detection with Interaction-aware Prompt and Concept Calibration

Open Vocabulary Human-Object Interaction (HOI) detection aims to detect interactions between humans and objects while generalizing to novel interaction classes beyond the training set. Current methods often rely on Vision and Language Models (VLMs) but face challenges due to suboptimal image encoders, as image-level pre-training does not align well with the fine-grained region-level interaction detection required for HOI. Additionally, effectively encoding textual descriptions of visual appearances remains difficult, limiting the model's ability to capture detailed HOI relationships. To address these issues, we propose INteraction-aware Prompting with Concept Calibration (INP-CC), an end-to-end open-vocabulary HOI detector that integrates interaction-aware prompts and concept calibration. Specifically, we propose an interaction-aware prompt generator that dynamically generates a compact set of prompts based on the input scene, enabling selective sharing among similar interactions. This approach directs the model's attention to key interaction patterns rather than generic image-level semantics, enhancing HOI detection. Furthermore, we refine HOI concept representations through language model-guided calibration, which helps distinguish diverse HOI concepts by investigating visual similarities across categories. A negative sampling strategy is also employed to improve inter-modal similarity modeling, enabling the model to better differentiate visually similar but semantically distinct actions. Extensive experimental results demonstrate that INP-CC significantly outperforms state-of-the-art models on the SWIG-HOI and HICO-DET datasets. Code is available at https://github.com/ltttpku/INP-CC.

  • 5 authors
·
Aug 5, 2025

TopoCurate:Modeling Interaction Topology for Tool-Use Agent Training

Training tool-use agents typically relies on outcome-based filtering: Supervised Fine-Tuning (SFT) on successful trajectories and Reinforcement Learning (RL) on pass-rate-selected tasks. However, this paradigm ignores interaction dynamics: successful trajectories may lack error recovery or exhibit redundancy, while pass rates fail to distinguish structurally informative tasks from trivial ones. We propose TopoCurate, an interaction-aware framework that projects multi-trial rollouts from the same task into a unified semantic quotient topology. By merging equivalent action-observation states, this projection transforms scattered linear trajectories into a structured manifold that explicitly captures how tool invocations and environmental responses drive the divergence between effective strategies and failure modes. Leveraging this representation, we introduce a dual-selection mechanism: for SFT, we prioritize trajectories demonstrating reflective recovery, semantic efficiency, and strategic diversity to mitigate covariate shift and mode collapse; for RL, we select tasks with high error branch ratios and strategic heterogeneity, maximizing gradient Signal-to-Noise Ratio to address vanishing signals in sparse-reward settings. Evaluations on BFCLv3 and Tau2 Bench show that TopoCurate achieves consistent gains of 4.2\% (SFT) and 6.9\% (RL) over state-of-the-art baselines. We will release the code and data soon for further investigations.

  • 10 authors
·
Mar 2

BAT: Behavior-Aware Human-Like Trajectory Prediction for Autonomous Driving

The ability to accurately predict the trajectory of surrounding vehicles is a critical hurdle to overcome on the journey to fully autonomous vehicles. To address this challenge, we pioneer a novel behavior-aware trajectory prediction model (BAT) that incorporates insights and findings from traffic psychology, human behavior, and decision-making. Our model consists of behavior-aware, interaction-aware, priority-aware, and position-aware modules that perceive and understand the underlying interactions and account for uncertainty and variability in prediction, enabling higher-level learning and flexibility without rigid categorization of driving behavior. Importantly, this approach eliminates the need for manual labeling in the training process and addresses the challenges of non-continuous behavior labeling and the selection of appropriate time windows. We evaluate BAT's performance across the Next Generation Simulation (NGSIM), Highway Drone (HighD), Roundabout Drone (RounD), and Macao Connected Autonomous Driving (MoCAD) datasets, showcasing its superiority over prevailing state-of-the-art (SOTA) benchmarks in terms of prediction accuracy and efficiency. Remarkably, even when trained on reduced portions of the training data (25%), our model outperforms most of the baselines, demonstrating its robustness and efficiency in predicting vehicle trajectories, and the potential to reduce the amount of data required to train autonomous vehicles, especially in corner cases. In conclusion, the behavior-aware model represents a significant advancement in the development of autonomous vehicles capable of predicting trajectories with the same level of proficiency as human drivers. The project page is available at https://github.com/Petrichor625/BATraj-Behavior-aware-Model.

  • 8 authors
·
Dec 11, 2023

EgoSim: Egocentric World Simulator for Embodied Interaction Generation

We introduce EgoSim, a closed-loop egocentric world simulator that generates spatially consistent interaction videos and persistently updates the underlying 3D scene state for continuous simulation. Existing egocentric simulators either lack explicit 3D grounding, causing structural drift under viewpoint changes, or treat the scene as static, failing to update world states across multi-stage interactions. EgoSim addresses both limitations by modeling 3D scenes as updatable world states. We generate embodiment interactions via a Geometry-action-aware Observation Simulation model, with spatial consistency from an Interaction-aware State Updating module. To overcome the critical data bottleneck posed by the difficulty in acquiring densely aligned scene-interaction training pairs, we design a scalable pipeline that extracts static point clouds, camera trajectories, and embodiment actions from in-the-wild large-scale monocular egocentric videos. We further introduce EgoCap, a capture system that enables low-cost real-world data collection with uncalibrated smartphones. Extensive experiments demonstrate that EgoSim significantly outperforms existing methods in terms of visual quality, spatial consistency, and generalization to complex scenes and in-the-wild dexterous interactions, while supporting cross-embodiment transfer to robotic manipulation. Codes and datasets will be open soon. The project page is at egosimulator.github.io.

  • 8 authors
·
Mar 31 2

Making Avatars Interact: Towards Text-Driven Human-Object Interaction for Controllable Talking Avatars

Generating talking avatars is a fundamental task in video generation. Although existing methods can generate full-body talking avatars with simple human motion, extending this task to grounded human-object interaction (GHOI) remains an open challenge, requiring the avatar to perform text-aligned interactions with surrounding objects. This challenge stems from the need for environmental perception and the control-quality dilemma in GHOI generation. To address this, we propose a novel dual-stream framework, InteractAvatar, which decouples perception and planning from video synthesis for grounded human-object interaction. Leveraging detection to enhance environmental perception, we introduce a Perception and Interaction Module (PIM) to generate text-aligned interaction motions. Additionally, an Audio-Interaction Aware Generation Module (AIM) is proposed to synthesize vivid talking avatars performing object interactions. With a specially designed motion-to-video aligner, PIM and AIM share a similar network structure and enable parallel co-generation of motions and plausible videos, effectively mitigating the control-quality dilemma. Finally, we establish a benchmark, GroundedInter, for evaluating GHOI video generation. Extensive experiments and comparisons demonstrate the effectiveness of our method in generating grounded human-object interactions for talking avatars. Project page: https://interactavatar.github.io

  • 14 authors
·
Feb 1 3

Learning Human-Object Interaction for 3D Human Pose Estimation from LiDAR Point Clouds

Understanding humans from LiDAR point clouds is one of the most critical tasks in autonomous driving due to its close relationships with pedestrian safety, yet it remains challenging in the presence of diverse human-object interactions and cluttered backgrounds. Nevertheless, existing methods largely overlook the potential of leveraging human-object interactions to build robust 3D human pose estimation frameworks. There are two major challenges that motivate the incorporation of human-object interaction. First, human-object interactions introduce spatial ambiguity between human and object points, which often leads to erroneous 3D human keypoint predictions in interaction regions. Second, there exists severe class imbalance in the number of points between interacting and non-interacting body parts, with the interaction-frequent regions such as hand and foot being sparsely observed in LiDAR data. To address these challenges, we propose a Human-Object Interaction Learning (HOIL) framework for robust 3D human pose estimation from LiDAR point clouds. To mitigate the spatial ambiguity issue, we present human-object interaction-aware contrastive learning (HOICL) that effectively enhances feature discrimination between human and object points, particularly in interaction regions. To alleviate the class imbalance issue, we introduce contact-aware part-guided pooling (CPPool) that adaptively reallocates representational capacity by compressing overrepresented points while preserving informative points from interacting body parts. In addition, we present an optional contact-based temporal refinement that refines erroneous per-frame keypoint estimates using contact cues over time. As a result, our HOIL effectively leverages human-object interaction to resolve spatial ambiguity and class imbalance in interaction regions. Codes will be released.

PathMoE: Interpretable Multimodal Interaction Experts for Pediatric Brain Tumor Classification

Accurate classification of pediatric central nervous system tumors remains challenging due to histological complexity and limited training data. While pathology foundation models have advanced whole-slide image (WSI) analysis, they often fail to leverage the rich, complementary information found in clinical text and tissue microarchitecture. To this end, we propose PathMoE, an interpretable multimodal framework that integrates H\&E slides, pathology reports, and nuclei-level cell graphs via an interaction-aware mixture-of-experts architecture built on state-of-the-art foundation models for each modality. By training specialized experts to capture modality uniqueness, redundancy, and synergy, PathMoE employs an input-dependent gating mechanism that dynamically weights these interactions, providing sample-level interpretability. We evaluate our framework on two dataset-specific classification tasks on an internal pediatric brain tumor dataset (PBT) and external TCGA datasets. PathMoE improves macro-F1 from 0.762 to 0.799 (+0.037) on PBT when integrating WSI, text, and graph modalities; on TCGA, augmenting WSI with graph knowledge improves macro-F1 from 0.668 to 0.709 (+0.041). These results demonstrate significant performance gains over state-of-the-art image-only baselines while revealing the specific modality interactions driving individual predictions. This interpretability is particularly critical for rare tumor subtypes, where transparent model reasoning is essential for clinical trust and diagnostic validation.

  • 13 authors
·
Mar 1

NCHO: Unsupervised Learning for Neural 3D Composition of Humans and Objects

Deep generative models have been recently extended to synthesizing 3D digital humans. However, previous approaches treat clothed humans as a single chunk of geometry without considering the compositionality of clothing and accessories. As a result, individual items cannot be naturally composed into novel identities, leading to limited expressiveness and controllability of generative 3D avatars. While several methods attempt to address this by leveraging synthetic data, the interaction between humans and objects is not authentic due to the domain gap, and manual asset creation is difficult to scale for a wide variety of objects. In this work, we present a novel framework for learning a compositional generative model of humans and objects (backpacks, coats, scarves, and more) from real-world 3D scans. Our compositional model is interaction-aware, meaning the spatial relationship between humans and objects, and the mutual shape change by physical contact is fully incorporated. The key challenge is that, since humans and objects are in contact, their 3D scans are merged into a single piece. To decompose them without manual annotations, we propose to leverage two sets of 3D scans of a single person with and without objects. Our approach learns to decompose objects and naturally compose them back into a generative human model in an unsupervised manner. Despite our simple setup requiring only the capture of a single subject with objects, our experiments demonstrate the strong generalization of our model by enabling the natural composition of objects to diverse identities in various poses and the composition of multiple objects, which is unseen in training data. https://taeksuu.github.io/ncho/

  • 3 authors
·
May 23, 2023

LiveScene: Language Embedding Interactive Radiance Fields for Physical Scene Rendering and Control

This paper aims to advance the progress of physical world interactive scene reconstruction by extending the interactive object reconstruction from single object level to complex scene level. To this end, we first construct one simulated and one real scene-level physical interaction dataset containing 28 scenes with multiple interactive objects per scene. Furthermore, to accurately model the interactive motions of multiple objects in complex scenes, we propose LiveScene, the first scene-level language-embedded interactive neural radiance field that efficiently reconstructs and controls multiple interactive objects in complex scenes. LiveScene introduces an efficient factorization that decomposes the interactive scene into multiple local deformable fields to separately reconstruct individual interactive objects, achieving the first accurate and independent control on multiple interactive objects in a complex scene. Moreover, we introduce an interaction-aware language embedding method that generates varying language embeddings to localize individual interactive objects under different interactive states, enabling arbitrary control of interactive objects using natural language. Finally, we evaluate LiveScene on the constructed datasets OminiSim and InterReal with various simulated and real-world complex scenes. Extensive experiment results demonstrate that the proposed approach achieves SOTA novel view synthesis and language grounding performance, surpassing existing methods by +9.89, +1.30, and +1.99 in PSNR on CoNeRF Synthetic, OminiSim #chanllenging, and InterReal #chanllenging datasets, and +65.12 of mIOU on OminiSim, respectively. Project page: https://livescenes.github.io{https://livescenes.github.io}.

  • 7 authors
·
Jun 23, 2024

CordViP: Correspondence-based Visuomotor Policy for Dexterous Manipulation in Real-World

Achieving human-level dexterity in robots is a key objective in the field of robotic manipulation. Recent advancements in 3D-based imitation learning have shown promising results, providing an effective pathway to achieve this goal. However, obtaining high-quality 3D representations presents two key problems: (1) the quality of point clouds captured by a single-view camera is significantly affected by factors such as camera resolution, positioning, and occlusions caused by the dexterous hand; (2) the global point clouds lack crucial contact information and spatial correspondences, which are necessary for fine-grained dexterous manipulation tasks. To eliminate these limitations, we propose CordViP, a novel framework that constructs and learns correspondences by leveraging the robust 6D pose estimation of objects and robot proprioception. Specifically, we first introduce the interaction-aware point clouds, which establish correspondences between the object and the hand. These point clouds are then used for our pre-training policy, where we also incorporate object-centric contact maps and hand-arm coordination information, effectively capturing both spatial and temporal dynamics. Our method demonstrates exceptional dexterous manipulation capabilities with an average success rate of 90\% in four real-world tasks, surpassing other baselines by a large margin. Experimental results also highlight the superior generalization and robustness of CordViP to different objects, viewpoints, and scenarios. Code and videos are available on https://aureleopku.github.io/CordViP.

  • 11 authors
·
Feb 12, 2025

IQA-EVAL: Automatic Evaluation of Human-Model Interactive Question Answering

To evaluate Large Language Models (LLMs) for question answering (QA), traditional methods typically focus on directly assessing the immediate responses generated by the models based on the given question and context. In the common use case of humans seeking AI assistant's help in finding information, these non-interactive evaluations do not account for the dynamic nature of human-model conversations, and interaction-aware evaluations have shown that accurate QA models are preferred by humans (Lee et al., 2023). Recent works in human-computer interaction (HCI) have employed human evaluators to conduct interactions and evaluations, but they are often prohibitively expensive and time-consuming to scale. In this work, we introduce an automatic evaluation framework IQA-EVAL to Interactive Question Answering Evaluation. More specifically, we introduce LLM-based Evaluation Agent (LEA) that can: (1) simulate human behaviors to generate interactions with IQA models; (2) automatically evaluate the generated interactions. Moreover, we propose assigning personas to LEAs to better simulate groups of real human evaluators. We show that: (1) our evaluation framework with GPT-4 (or Claude) as the backbone model achieves a high correlation with human evaluations on the IQA task; (2) assigning personas to LEA to better represent the crowd further significantly improves correlations. Finally, we use our automatic metric to evaluate five recent representative LLMs with over 1000 questions from complex and ambiguous question answering tasks, which comes with a substantial cost of $5k if evaluated by humans.

  • 4 authors
·
Aug 24, 2024

MoRight: Motion Control Done Right

Generating motion-controlled videos--where user-specified actions drive physically plausible scene dynamics under freely chosen viewpoints--demands two capabilities: (1) disentangled motion control, allowing users to separately control the object motion and adjust camera viewpoint; and (2) motion causality, ensuring that user-driven actions trigger coherent reactions from other objects rather than merely displacing pixels. Existing methods fall short on both fronts: they entangle camera and object motion into a single tracking signal and treat motion as kinematic displacement without modeling causal relationships between object motion. We introduce MoRight, a unified framework that addresses both limitations through disentangled motion modeling. Object motion is specified in a canonical static-view and transferred to an arbitrary target camera viewpoint via temporal cross-view attention, enabling disentangled camera and object control. We further decompose motion into active (user-driven) and passive (consequence) components, training the model to learn motion causality from data. At inference, users can either supply active motion and MoRight predicts consequences (forward reasoning), or specify desired passive outcomes and MoRight recovers plausible driving actions (inverse reasoning), all while freely adjusting the camera viewpoint. Experiments on three benchmarks demonstrate state-of-the-art performance in generation quality, motion controllability, and interaction awareness.

nvidia NVIDIA
·
Apr 7 1

Optimization-Guided Diffusion for Interactive Scene Generation

Realistic and diverse multi-agent driving scenes are crucial for evaluating autonomous vehicles, but safety-critical events which are essential for this task are rare and underrepresented in driving datasets. Data-driven scene generation offers a low-cost alternative by synthesizing complex traffic behaviors from existing driving logs. However, existing models often lack controllability or yield samples that violate physical or social constraints, limiting their usability. We present OMEGA, an optimization-guided, training-free framework that enforces structural consistency and interaction awareness during diffusion-based sampling from a scene generation model. OMEGA re-anchors each reverse diffusion step via constrained optimization, steering the generation towards physically plausible and behaviorally coherent trajectories. Building on this framework, we formulate ego-attacker interactions as a game-theoretic optimization in the distribution space, approximating Nash equilibria to generate realistic, safety-critical adversarial scenarios. Experiments on nuPlan and Waymo show that OMEGA improves generation realism, consistency, and controllability, increasing the ratio of physically and behaviorally valid scenes from 32.35% to 72.27% for free exploration capabilities, and from 11% to 80% for controllability-focused generation. Our approach can also generate 5times more near-collision frames with a time-to-collision under three seconds while maintaining the overall scene realism.

OpenDriveLab OpenDriveLab
·
Dec 8, 2025

INTRA: Interaction Relationship-aware Weakly Supervised Affordance Grounding

Affordance denotes the potential interactions inherent in objects. The perception of affordance can enable intelligent agents to navigate and interact with new environments efficiently. Weakly supervised affordance grounding teaches agents the concept of affordance without costly pixel-level annotations, but with exocentric images. Although recent advances in weakly supervised affordance grounding yielded promising results, there remain challenges including the requirement for paired exocentric and egocentric image dataset, and the complexity in grounding diverse affordances for a single object. To address them, we propose INTeraction Relationship-aware weakly supervised Affordance grounding (INTRA). Unlike prior arts, INTRA recasts this problem as representation learning to identify unique features of interactions through contrastive learning with exocentric images only, eliminating the need for paired datasets. Moreover, we leverage vision-language model embeddings for performing affordance grounding flexibly with any text, designing text-conditioned affordance map generation to reflect interaction relationship for contrastive learning and enhancing robustness with our text synonym augmentation. Our method outperformed prior arts on diverse datasets such as AGD20K, IIT-AFF, CAD and UMD. Additionally, experimental results demonstrate that our method has remarkable domain scalability for synthesized images / illustrations and is capable of performing affordance grounding for novel interactions and objects.

  • 3 authors
·
Sep 10, 2024 2

Learning Modality-Aware Representations: Adaptive Group-wise Interaction Network for Multimodal MRI Synthesis

Multimodal MR image synthesis aims to generate missing modality images by effectively fusing and mapping from a subset of available MRI modalities. Most existing methods adopt an image-to-image translation paradigm, treating multiple modalities as input channels. However, these approaches often yield sub-optimal results due to the inherent difficulty in achieving precise feature- or semantic-level alignment across modalities. To address these challenges, we propose an Adaptive Group-wise Interaction Network (AGI-Net) that explicitly models both inter-modality and intra-modality relationships for multimodal MR image synthesis. Specifically, feature channels are first partitioned into predefined groups, after which an adaptive rolling mechanism is applied to conventional convolutional kernels to better capture feature and semantic correspondences between different modalities. In parallel, a cross-group attention module is introduced to enable effective feature fusion across groups, thereby enhancing the network's representational capacity. We validate the proposed AGI-Net on the publicly available IXI and BraTS2023 datasets. Experimental results demonstrate that AGI-Net achieves state-of-the-art performance in multimodal MR image synthesis tasks, confirming the effectiveness of its modality-aware interaction design. We release the relevant code at: https://github.com/zunzhumu/Adaptive-Group-wise-Interaction-Network-for-Multimodal-MRI-Synthesis.git.

  • 9 authors
·
Nov 21, 2024

InterAnimate: Taming Region-aware Diffusion Model for Realistic Human Interaction Animation

Recent video generation research has focused heavily on isolated actions, leaving interactive motions-such as hand-face interactions-largely unexamined. These interactions are essential for emerging biometric authentication systems, which rely on interactive motion-based anti-spoofing approaches. From a security perspective, there is a growing need for large-scale, high-quality interactive videos to train and strengthen authentication models. In this work, we introduce a novel paradigm for animating realistic hand-face interactions. Our approach simultaneously learns spatio-temporal contact dynamics and biomechanically plausible deformation effects, enabling natural interactions where hand movements induce anatomically accurate facial deformations while maintaining collision-free contact. To facilitate this research, we present InterHF, a large-scale hand-face interaction dataset featuring 18 interaction patterns and 90,000 annotated videos. Additionally, we propose InterAnimate, a region-aware diffusion model designed specifically for interaction animation. InterAnimate leverages learnable spatial and temporal latents to effectively capture dynamic interaction priors and integrates a region-aware interaction mechanism that injects these priors into the denoising process. To the best of our knowledge, this work represents the first large-scale effort to systematically study human hand-face interactions. Qualitative and quantitative results show InterAnimate produces highly realistic animations, setting a new benchmark. Code and data will be made public to advance research.

  • 13 authors
·
Apr 15, 2025

GS-Verse: Mesh-based Gaussian Splatting for Physics-aware Interaction in Virtual Reality

As the demand for immersive 3D content grows, the need for intuitive and efficient interaction methods becomes paramount. Current techniques for physically manipulating 3D content within Virtual Reality (VR) often face significant limitations, including reliance on engineering-intensive processes and simplified geometric representations, such as tetrahedral cages, which can compromise visual fidelity and physical accuracy. In this paper, we introduce GS-Verse (Gaussian Splatting for Virtual Environment Rendering and Scene Editing), a novel method designed to overcome these challenges by directly integrating an object's mesh with a Gaussian Splatting (GS) representation. Our approach enables more precise surface approximation, leading to highly realistic deformations and interactions. By leveraging existing 3D mesh assets, GS-Verse facilitates seamless content reuse and simplifies the development workflow. Moreover, our system is designed to be physics-engine-agnostic, granting developers robust deployment flexibility. This versatile architecture delivers a highly realistic, adaptable, and intuitive approach to interactive 3D manipulation. We rigorously validate our method against the current state-of-the-art technique that couples VR with GS in a comparative user study involving 18 participants. Specifically, we demonstrate that our approach is statistically significantly better for physics-aware stretching manipulation and is also more consistent in other physics-based manipulations like twisting and shaking. Further evaluation across various interactions and scenes confirms that our method consistently delivers high and reliable performance, showing its potential as a plausible alternative to existing methods.

  • 7 authors
·
Oct 13, 2025

Autonomous Character-Scene Interaction Synthesis from Text Instruction

Synthesizing human motions in 3D environments, particularly those with complex activities such as locomotion, hand-reaching, and human-object interaction, presents substantial demands for user-defined waypoints and stage transitions. These requirements pose challenges for current models, leading to a notable gap in automating the animation of characters from simple human inputs. This paper addresses this challenge by introducing a comprehensive framework for synthesizing multi-stage scene-aware interaction motions directly from a single text instruction and goal location. Our approach employs an auto-regressive diffusion model to synthesize the next motion segment, along with an autonomous scheduler predicting the transition for each action stage. To ensure that the synthesized motions are seamlessly integrated within the environment, we propose a scene representation that considers the local perception both at the start and the goal location. We further enhance the coherence of the generated motion by integrating frame embeddings with language input. Additionally, to support model training, we present a comprehensive motion-captured dataset comprising 16 hours of motion sequences in 120 indoor scenes covering 40 types of motions, each annotated with precise language descriptions. Experimental results demonstrate the efficacy of our method in generating high-quality, multi-stage motions closely aligned with environmental and textual conditions.

  • 7 authors
·
Oct 4, 2024 2

Risk-Aware World Model Predictive Control for Generalizable End-to-End Autonomous Driving

With advances in imitation learning (IL) and large-scale driving datasets, end-to-end autonomous driving (E2E-AD) has made great progress recently. Currently, IL-based methods have become a mainstream paradigm: models rely on standard driving behaviors given by experts, and learn to minimize the discrepancy between their actions and expert actions. However, this objective of "only driving like the expert" suffers from limited generalization: when encountering rare or unseen long-tail scenarios outside the distribution of expert demonstrations, models tend to produce unsafe decisions in the absence of prior experience. This raises a fundamental question: Can an E2E-AD system make reliable decisions without any expert action supervision? Motivated by this, we propose a unified framework named Risk-aware World Model Predictive Control (RaWMPC) to address this generalization dilemma through robust control, without reliance on expert demonstrations. Practically, RaWMPC leverages a world model to predict the consequences of multiple candidate actions and selects low-risk actions through explicit risk evaluation. To endow the world model with the ability to predict the outcomes of risky driving behaviors, we design a risk-aware interaction strategy that systematically exposes the world model to hazardous behaviors, making catastrophic outcomes predictable and thus avoidable. Furthermore, to generate low-risk candidate actions at test time, we introduce a self-evaluation distillation method to distill riskavoidance capabilities from the well-trained world model into a generative action proposal network without any expert demonstration. Extensive experiments show that RaWMPC outperforms state-of-the-art methods in both in-distribution and out-of-distribution scenarios, while providing superior decision interpretability.

  • 7 authors
·
Feb 26 1

A survey of agent interoperability protocols: Model Context Protocol (MCP), Agent Communication Protocol (ACP), Agent-to-Agent Protocol (A2A), and Agent Network Protocol (ANP)

Large language model powered autonomous agents demand robust, standardized protocols to integrate tools, share contextual data, and coordinate tasks across heterogeneous systems. Ad-hoc integrations are difficult to scale, secure, and generalize across domains. This survey examines four emerging agent communication protocols: Model Context Protocol (MCP), Agent Communication Protocol (ACP), Agent-to-Agent Protocol (A2A), and Agent Network Protocol (ANP), each addressing interoperability in deployment contexts. MCP provides a JSON-RPC client-server interface for secure tool invocation and typed data exchange. ACP defines a general-purpose communication protocol over RESTful HTTP, supporting MIME-typed multipart messages and synchronous and asynchronous interactions. Its lightweight and runtime-independent design enables scalable agent invocation, while features like session management, message routing, and integration with role-based and decentralized identifiers (DIDs). A2A enables peer-to-peer task delegation using capability-based Agent Cards, supporting secure and scalable collaboration across enterprise agent workflows. ANP supports open network agent discovery and secure collaboration using W3C decentralized identifiers DIDs and JSON-LD graphs. The protocols are compared across multiple dimensions, including interaction modes, discovery mechanisms, communication patterns, and security models. Based on the comparative analysis, a phased adoption roadmap is proposed: beginning with MCP for tool access, followed by ACP for structured, multimodal messaging session-aware interaction and both online and offline agent discovery across scalable, HTTP-based deployments A2A for collaborative task execution, and extending to ANP for decentralized agent marketplaces. This work provides a comprehensive foundation for designing secure, interoperable, and scalable ecosystems of LLM-powered agents.

  • 4 authors
·
May 4, 2025

SViMo: Synchronized Diffusion for Video and Motion Generation in Hand-object Interaction Scenarios

Hand-Object Interaction (HOI) generation has significant application potential. However, current 3D HOI motion generation approaches heavily rely on predefined 3D object models and lab-captured motion data, limiting generalization capabilities. Meanwhile, HOI video generation methods prioritize pixel-level visual fidelity, often sacrificing physical plausibility. Recognizing that visual appearance and motion patterns share fundamental physical laws in the real world, we propose a novel framework that combines visual priors and dynamic constraints within a synchronized diffusion process to generate the HOI video and motion simultaneously. To integrate the heterogeneous semantics, appearance, and motion features, our method implements tri-modal adaptive modulation for feature aligning, coupled with 3D full-attention for modeling inter- and intra-modal dependencies. Furthermore, we introduce a vision-aware 3D interaction diffusion model that generates explicit 3D interaction sequences directly from the synchronized diffusion outputs, then feeds them back to establish a closed-loop feedback cycle. This architecture eliminates dependencies on predefined object models or explicit pose guidance while significantly enhancing video-motion consistency. Experimental results demonstrate our method's superiority over state-of-the-art approaches in generating high-fidelity, dynamically plausible HOI sequences, with notable generalization capabilities in unseen real-world scenarios. Project page at https://github.com/Droliven/SViMo\_project.

  • 6 authors
·
Jun 3, 2025 3

Towards Agentic Recommender Systems in the Era of Multimodal Large Language Models

Recent breakthroughs in Large Language Models (LLMs) have led to the emergence of agentic AI systems that extend beyond the capabilities of standalone models. By empowering LLMs to perceive external environments, integrate multimodal information, and interact with various tools, these agentic systems exhibit greater autonomy and adaptability across complex tasks. This evolution brings new opportunities to recommender systems (RS): LLM-based Agentic RS (LLM-ARS) can offer more interactive, context-aware, and proactive recommendations, potentially reshaping the user experience and broadening the application scope of RS. Despite promising early results, fundamental challenges remain, including how to effectively incorporate external knowledge, balance autonomy with controllability, and evaluate performance in dynamic, multimodal settings. In this perspective paper, we first present a systematic analysis of LLM-ARS: (1) clarifying core concepts and architectures; (2) highlighting how agentic capabilities -- such as planning, memory, and multimodal reasoning -- can enhance recommendation quality; and (3) outlining key research questions in areas such as safety, efficiency, and lifelong personalization. We also discuss open problems and future directions, arguing that LLM-ARS will drive the next wave of RS innovation. Ultimately, we foresee a paradigm shift toward intelligent, autonomous, and collaborative recommendation experiences that more closely align with users' evolving needs and complex decision-making processes.

  • 12 authors
·
Mar 20, 2025

Toward Effective Multimodal Graph Foundation Model: A Divide-and-Conquer Based Approach

Graph Foundation Models (GFMs) have achieved remarkable success in generalizing across diverse domains. However, they mainly focus on Text-Attributed Graphs (TAGs), leaving Multimodal-Attributed Graphs (MAGs) largely untapped. Developing Multimodal Graph Foundation Models (MGFMs) allows for leveraging the rich multimodal information in MAGs, and extends applicability to broader types of downstream tasks. While recent MGFMs integrate diverse modality information, our empirical investigation reveals two fundamental limitations of existing MGFMs: (1)they fail to explicitly model modality interaction, essential for capturing intricate cross-modal semantics beyond simple aggregation, and (2)they exhibit sub-optimal modality alignment, which is critical for bridging the significant semantic disparity between distinct modal spaces. To address these challenges, we propose PLANET (graPh topoLogy-aware modAlity iNteraction and alignmEnT), a novel framework employing a Divide-and-Conquer strategy to decouple modality interaction and alignment across distinct granularities. At the embedding granularity, (1)Embedding-wise Domain Gating (EDG) performs local semantic enrichment by adaptively infusing topology-aware cross-modal context, achieving modality interaction. At the node granularity, (2)Node-wise Discretization Retrieval (NDR) ensures global modality alignment by constructing a Discretized Semantic Representation Space (DSRS) to bridge modality gaps. Extensive experiments demonstrate that PLANET significantly outperforms state-of-the-art baselines across diverse graph-centric and multimodal generative tasks.

  • 7 authors
·
Feb 3

Recursive Language Models Meet Uncertainty: The Surprising Effectiveness of Self-Reflective Program Search for Long Context

Long-context handling remains a core challenge for language models: even with extended context windows, models often fail to reliably extract, reason over, and use the information across long contexts. Recent works like Recursive Language Models (RLM) have approached this challenge by agentic way of decomposing long contexts into recursive sub-calls through programmatic interaction at inference. While promising, the success of RLM critically depends on how these context-interaction programs are selected, which has remained largely unexplored. In this paper, we study this problem and introduce SRLM, a framework that augments programmatic context interaction with uncertainty-aware Self-Reflection. SRLM leverages three intrinsic signals: self consistency, reasoning length, and verbalized confidence. These serve as complementary indicators of a model's internal uncertainty, and the model uses them to evaluate and compare candidate context-interaction programs. Extensive experiments across diverse benchmark datasets, context lengths, and backbone models, show that SRLM consistently outperforms state-of-the-art baselines, yielding up to 22% improvement over RLM under the same time budget. Our findings show that recursion itself is not the primary driver of performance in RLM, and a simple self-reflective program search can match or surpass RLM without requiring self-query or explicit recursion mechanisms. We find that for context lengths within the model's window, RLMs with recursion often degrade performance relative to the base model, whereas SRLM yields consistent gains across both short and long contexts. We also find that RLM is less effective in tasks with semantically intensive nature, where heuristic program search is insufficient and broader contextual understanding is required, while self-reflection in SRLM provides a semantic signal that better steers reasoning in these scenarios.

apple Apple
·
Mar 6 2

Monocular Building Height Estimation from PhiSat-2 Imagery: Dataset and Method

Monocular building height estimation from optical imagery is important for urban morphology characterization but remains challenging due to ambiguous height cues, large inter-city variations in building morphology, and the long-tailed distribution of building heights. PhiSat-2 is a promising open-access data source for this task because of its global coverage, 4.75 m spatial resolution, and seven-band spectral observations, yet its potential has not been systematically evaluated. To address this gap, we construct a PhiSat-2-Height dataset (PHDataset) and propose a Two-Stream Ordinal Network (TSONet). PHDataset contains 9,475 co-registered image-label patch pairs from 26 cities worldwide. TSONet jointly models footprint segmentation and height estimation, and introduces a Cross-Stream Exchange Module (CSEM) and a Feature-Enhanced Bin Refinement (FEBR) module for footprint-aware feature interaction and ordinal height refinement. Experiments on PHDataset show that TSONet achieves the best overall performance, reducing MAE and RMSE by 13.2% and 9.7%, and improving IoU and F1-score by 14.0% and 10.1% over the strongest competing results. Ablation studies further verify the effectiveness of CSEM, FEBR, and the joint use of ordinal regression and footprint assistance. Additional analyses indicate that PhiSat-2 benefits monocular building height estimation through its balanced combination of building-relevant spatial detail and multispectral observations. Overall, this study confirms the potential of PhiSat-2 for monocular building height estimation and provides a dedicated dataset and an effective method for future research.

  • 7 authors
·
Mar 31

FSG-Net: Frequency-Spatial Synergistic Gated Network for High-Resolution Remote Sensing Change Detection

Change detection from high-resolution remote sensing images lies as a cornerstone of Earth observation applications, yet its efficacy is often compromised by two critical challenges. First, false alarms are prevalent as models misinterpret radiometric variations from temporal shifts (e.g., illumination, season) as genuine changes. Second, a non-negligible semantic gap between deep abstract features and shallow detail-rich features tends to obstruct their effective fusion, culminating in poorly delineated boundaries. To step further in addressing these issues, we propose the Frequency-Spatial Synergistic Gated Network (FSG-Net), a novel paradigm that aims to systematically disentangle semantic changes from nuisance variations. Specifically, FSG-Net first operates in the frequency domain, where a Discrepancy-Aware Wavelet Interaction Module (DAWIM) adaptively mitigates pseudo-changes by discerningly processing different frequency components. Subsequently, the refined features are enhanced in the spatial domain by a Synergistic Temporal-Spatial Attention Module (STSAM), which amplifies the saliency of genuine change regions. To finally bridge the semantic gap, a Lightweight Gated Fusion Unit (LGFU) leverages high-level semantics to selectively gate and integrate crucial details from shallow layers. Comprehensive experiments on the CDD, GZ-CD, and LEVIR-CD benchmarks validate the superiority of FSG-Net, establishing a new state-of-the-art with F1-scores of 94.16%, 89.51%, and 91.27%, respectively. The code will be made available at https://github.com/zxXie-Air/FSG-Net after a possible publication.

  • 8 authors
·
Sep 8, 2025 2

SAFT: Structure-aware Transformers for Textual Interaction Classification

Textual interaction networks (TINs) are an omnipresent data structure used to model the interplay between users and items on e-commerce websites, social networks, etc., where each interaction is associated with a text description. Classifying such textual interactions (TIC) finds extensive use in detecting spam reviews in e-commerce, fraudulent transactions in finance, and so on. Existing TIC solutions either (i) fail to capture the rich text semantics due to the use of context-free text embeddings, and/or (ii) disregard the bipartite structure and node heterogeneity of TINs, leading to compromised TIC performance. In this work, we propose SAFT, a new architecture that integrates language- and graph-based modules for the effective fusion of textual and structural semantics in the representation learning of interactions. In particular, line graph attention (LGA)/gated attention units (GAUs) and pretrained language models (PLMs) are capitalized on to model the interaction-level and token-level signals, which are further coupled via the proxy token in an iterative and contextualized fashion. Additionally, an efficient and theoretically-grounded approach is developed to encode the local and global topology information pertaining to interactions into structural embeddings. The resulting embeddings not only inject the structural features underlying TINs into the textual interaction encoding but also facilitate the design of graph sampling strategies. Extensive empirical evaluations on multiple real TIN datasets demonstrate the superiority of SAFT over the state-of-the-art baselines in TIC accuracy.

  • 5 authors
·
Apr 7, 2025

CANVAS: Commonsense-Aware Navigation System for Intuitive Human-Robot Interaction

Real-life robot navigation involves more than just reaching a destination; it requires optimizing movements while addressing scenario-specific goals. An intuitive way for humans to express these goals is through abstract cues like verbal commands or rough sketches. Such human guidance may lack details or be noisy. Nonetheless, we expect robots to navigate as intended. For robots to interpret and execute these abstract instructions in line with human expectations, they must share a common understanding of basic navigation concepts with humans. To this end, we introduce CANVAS, a novel framework that combines visual and linguistic instructions for commonsense-aware navigation. Its success is driven by imitation learning, enabling the robot to learn from human navigation behavior. We present COMMAND, a comprehensive dataset with human-annotated navigation results, spanning over 48 hours and 219 km, designed to train commonsense-aware navigation systems in simulated environments. Our experiments show that CANVAS outperforms the strong rule-based system ROS NavStack across all environments, demonstrating superior performance with noisy instructions. Notably, in the orchard environment, where ROS NavStack records a 0% total success rate, CANVAS achieves a total success rate of 67%. CANVAS also closely aligns with human demonstrations and commonsense constraints, even in unseen environments. Furthermore, real-world deployment of CANVAS showcases impressive Sim2Real transfer with a total success rate of 69%, highlighting the potential of learning from human demonstrations in simulated environments for real-world applications.

  • 12 authors
·
Oct 2, 2024 2

INFNet: A Task-aware Information Flow Network for Large-Scale Recommendation Systems

Feature interaction has long been a cornerstone of ranking models in large-scale recommender systems due to its proven effectiveness in capturing complex dependencies among features. However, existing feature interaction strategies face two critical challenges in industrial applications: (1) The vast number of categorical and sequential features makes exhaustive interaction computationally prohibitive, often resulting in optimization difficulties. (2) Real-world recommender systems typically involve multiple prediction objectives, yet most current approaches apply feature interaction modules prior to the multi-task learning layers. This late-fusion design overlooks task-specific feature dependencies and inherently limits the capacity of multi-task modeling. To address these limitations, we propose the Information Flow Network (INFNet), a task-aware architecture designed for large-scale recommendation scenarios. INFNet distinguishes features into three token types, categorical tokens, sequence tokens, and task tokens, and introduces a novel dual-flow design comprising heterogeneous and homogeneous alternating information blocks. For heterogeneous information flow, we employ a cross-attention mechanism with proxy that facilitates efficient cross-modal token interaction with balanced computational cost. For homogeneous flow, we design type-specific Proxy Gated Units (PGUs) to enable fine-grained intra-type feature processing. Extensive experiments on multiple offline benchmarks confirm that INFNet achieves state-of-the-art performance. Moreover, INFNet has been successfully deployed in a commercial online advertising system, yielding significant gains of +1.587% in Revenue (REV) and +1.155% in Click-Through Rate (CTR).

  • 8 authors
·
Aug 15, 2025

Dynamic-Group-Aware Networks for Multi-Agent Trajectory Prediction with Relational Reasoning

Demystifying the interactions among multiple agents from their past trajectories is fundamental to precise and interpretable trajectory prediction. However, previous works mainly consider static, pair-wise interactions with limited relational reasoning. To promote more comprehensive interaction modeling and relational reasoning, we propose DynGroupNet, a dynamic-group-aware network, which can i) model time-varying interactions in highly dynamic scenes; ii) capture both pair-wise and group-wise interactions; and iii) reason both interaction strength and category without direct supervision. Based on DynGroupNet, we further design a prediction system to forecast socially plausible trajectories with dynamic relational reasoning. The proposed prediction system leverages the Gaussian mixture model, multiple sampling and prediction refinement to promote prediction diversity, training stability and trajectory smoothness, respectively. Extensive experiments show that: 1)DynGroupNet can capture time-varying group behaviors, infer time-varying interaction category and interaction strength during trajectory prediction without any relation supervision on physical simulation datasets; 2)DynGroupNet outperforms the state-of-the-art trajectory prediction methods by a significant improvement of 22.6%/28.0%, 26.9%/34.9%, 5.1%/13.0% in ADE/FDE on the NBA, NFL Football and SDD datasets and achieve the state-of-the-art performance on the ETH-UCY dataset.

  • 6 authors
·
Jun 27, 2022

Budget-Aware Tool-Use Enables Effective Agent Scaling

Scaling test-time computation improves performance across different tasks on large language models (LLMs), which has also been extended to tool-augmented agents. For these agents, scaling involves not only "thinking" in tokens but also "acting" via tool calls. The number of tool calls directly bounds the agent's interaction with the external environment. However, we find that simply granting agents a larger tool-call budget fails to improve performance, as they lack "budget awareness" and quickly hit a performance ceiling. To address this, we study how to scale such agents effectively under explicit tool-call budgets, focusing on web search agents. We first introduce the Budget Tracker, a lightweight plug-in that provides the agent with continuous budget awareness, enabling simple yet effective scaling. We further develop BATS (Budget Aware Test-time Scaling), an advanced framework that leverages this awareness to dynamically adapt its planning and verification strategy, deciding whether to "dig deeper" on a promising lead or "pivot" to new paths based on remaining resources. To analyze cost-performance scaling in a controlled manner, we formalize a unified cost metric that jointly accounts for token and tool consumption. We provide the first systematic study on budget-constrained agents, showing that budget-aware methods produce more favorable scaling curves and push the cost-performance Pareto frontier. Our work offers empirical insights toward a more transparent and principled understanding of scaling in tool-augmented agents.

google Google
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Nov 21, 2025 2

Target-Aware Video Diffusion Models

We present a target-aware video diffusion model that generates videos from an input image in which an actor interacts with a specified target while performing a desired action. The target is defined by a segmentation mask and the desired action is described via a text prompt. Unlike existing controllable image-to-video diffusion models that often rely on dense structural or motion cues to guide the actor's movements toward the target, our target-aware model requires only a simple mask to indicate the target, leveraging the generalization capabilities of pretrained models to produce plausible actions. This makes our method particularly effective for human-object interaction (HOI) scenarios, where providing precise action guidance is challenging, and further enables the use of video diffusion models for high-level action planning in applications such as robotics. We build our target-aware model by extending a baseline model to incorporate the target mask as an additional input. To enforce target awareness, we introduce a special token that encodes the target's spatial information within the text prompt. We then fine-tune the model with our curated dataset using a novel cross-attention loss that aligns the cross-attention maps associated with this token with the input target mask. To further improve performance, we selectively apply this loss to the most semantically relevant transformer blocks and attention regions. Experimental results show that our target-aware model outperforms existing solutions in generating videos where actors interact accurately with the specified targets. We further demonstrate its efficacy in two downstream applications: video content creation and zero-shot 3D HOI motion synthesis.

  • 2 authors
·
Mar 24, 2025 2

PRISM: Demystifying Retention and Interaction in Mid-Training

We present PRISM, a comprehensive empirical study of mid-training design choices for large language models. Through controlled experiments across seven base models spanning four families (Granite, LLaMA, Mistral, Nemotron-H), two architecture types (dense Transformer and attention-Mamba hybrid), and scales from 3B to 24B parameters, we show that mid-training on approximately 27B high-quality tokens yields consistent gains of +15 to +40 points on math, +5 to +12 points on code, and +6 to +13 points on science benchmarks while preserving general performance. The full PRISM to RL pipeline improves macro-average across six reasoning benchmarks from under 12 to 29-42 (a 3-4x improvement), whereas RL applied directly to most of the base models remains substantially less effective, with AIME scores near zero. Data composition matters most at mid-training, not RL: including science data during mid-training unlocks +17 to +28 point GPQA-Diamond gains during RL, while changing the RL mix produces less than 2 point differences. Mechanistically, mid-training densely restructures over 90% of model weights, while RL makes sparse, front-loaded refinements to approximately 5% of parameters. Representation analysis (CKA) confirms that RL consistently preserves mid-training's representational geometry (over 0.998 CKA) across architectures. Crucially, RL applies identical weight changes regardless of starting point, yet only succeeds on mid-trained models, consistent with mid-training placing the model in a configuration from which RL can effectively improve performance. Our results demonstrate that retention-aware mid-training is highly effective for reliable reasoning enhancement and provide practical guidance for designing robust mid-training pipelines.

  • 4 authors
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Mar 17 1

BiTAgent: A Task-Aware Modular Framework for Bidirectional Coupling between Multimodal Large Language Models and World Models

Building generalist embodied agents requires a unified system that can interpret multimodal goals, model environment dynamics, and execute reliable actions across diverse real-world tasks. Multimodal large language models (MLLMs) offer strong semantic priors and cross-modal generalization, while world models (WMs) provide actionable latent dynamics for prediction and control. Their combination holds promise for open-ended embodied intelligence, yet introduces two key challenges: (1) establishing a tight coupling between the semantic intent from MLLMs and the dynamic state representations within the WM's latent space, and (2) achieving task-aware adaptability that supports multi-task learning and cross-environment generalization. To address these limitations, we propose BiTAgent, a task-aware dynamic joint framework that enables bidirectional coupling between MLLMs and WMs. BiTAgent establishes two complementary pathways: a forward path that injects MLLM representations into the WM's latent space for semantically guided imagination, and a backward path where WM-generated feedback refines the MLLM's semantic space via dense text-conditioned rewards. This bidirectional interaction is realized through three synergistic components: Task-Aware Dynamic Joint Learning, Task-Aware Behavior Learning, and MLLM-WM Joint Optimization, which together harmonize semantic reasoning and dynamic prediction. Extensive experiments across multi-task and cross-environment settings demonstrate superior stability and generalization over state-of-the-art baselines, marking a step toward open-ended embodied learning.

  • 6 authors
·
Dec 4, 2025

SwitchVLA: Execution-Aware Task Switching for Vision-Language-Action Models

Robots deployed in dynamic environments must be able to not only follow diverse language instructions but flexibly adapt when user intent changes mid-execution. While recent Vision-Language-Action (VLA) models have advanced multi-task learning and instruction following, they typically assume static task intent, failing to respond when new instructions arrive during ongoing execution. This limitation hinders natural and robust interaction in dynamic settings, such as retail or household environments, where real-time intent changes are common. We propose SwitchVLA, a unified, execution-aware framework that enables smooth and reactive task switching without external planners or additional switch-specific data. We model task switching as a behavior modulation problem conditioned on execution state and instruction context. Expert demonstrations are segmented into temporally grounded contact phases, allowing the policy to infer task progress and adjust its behavior accordingly. A multi-behavior conditional policy is then trained to generate flexible action chunks under varying behavior modes through conditioned trajectory modeling. Experiments in both simulation and real-world robotic manipulation demonstrate that SwitchVLA enables robust instruction adherence, fluid task switching, and strong generalization-outperforming prior VLA baselines in both task success rate and interaction naturalness.

  • 10 authors
·
Jun 4, 2025 1

Acoustic-based Gender Differentiation in Speech-aware Language Models

Speech-aware Language Models (SpeechLMs) have fundamentally transformed human-AI interaction by enabling voice-based communication, yet they may exhibit acoustic-based gender differentiation where identical questions lead to different responses based on the speaker's gender. This paper propose a new dataset that enables systematic analysis of this phenomenon, containing 9,208 speech samples across three categories: Gender-Independent, Gender-Stereotypical, and Gender-Dependent. We further evaluated LLaMA-Omni series and discovered a paradoxical pattern; while overall responses seems identical regardless of gender, the pattern is far from unbiased responses. Specifically, in Gender-Stereotypical questions, all models consistently exhibited male-oriented responses; meanwhile, in Gender-Dependent questions where gender differentiation would be contextually appropriate, models exhibited responses independent to gender instead. We also confirm that this pattern does not result from neutral options nor perceived gender of a voice. When we allow neutral response, models tends to respond neutrally also in Gender-Dependent questions. The paradoxical pattern yet retains when we applied gender neutralization methods on speech. Through comparison between SpeechLMs with corresponding backbone LLMs, we confirmed that these paradoxical patterns primarily stem from Whisper speech encoders, which generates male-oriented acoustic tokens. These findings reveal that current SpeechLMs may not successfully remove gender biases though they prioritized general fairness principles over contextual appropriateness, highlighting the need for more sophisticated techniques to utilize gender information properly in speech technology.

  • 6 authors
·
Sep 25, 2025

Modality-Aware Contrastive Instance Learning with Self-Distillation for Weakly-Supervised Audio-Visual Violence Detection

Weakly-supervised audio-visual violence detection aims to distinguish snippets containing multimodal violence events with video-level labels. Many prior works perform audio-visual integration and interaction in an early or intermediate manner, yet overlooking the modality heterogeneousness over the weakly-supervised setting. In this paper, we analyze the modality asynchrony and undifferentiated instances phenomena of the multiple instance learning (MIL) procedure, and further investigate its negative impact on weakly-supervised audio-visual learning. To address these issues, we propose a modality-aware contrastive instance learning with self-distillation (MACIL-SD) strategy. Specifically, we leverage a lightweight two-stream network to generate audio and visual bags, in which unimodal background, violent, and normal instances are clustered into semi-bags in an unsupervised way. Then audio and visual violent semi-bag representations are assembled as positive pairs, and violent semi-bags are combined with background and normal instances in the opposite modality as contrastive negative pairs. Furthermore, a self-distillation module is applied to transfer unimodal visual knowledge to the audio-visual model, which alleviates noises and closes the semantic gap between unimodal and multimodal features. Experiments show that our framework outperforms previous methods with lower complexity on the large-scale XD-Violence dataset. Results also demonstrate that our proposed approach can be used as plug-in modules to enhance other networks. Codes are available at https://github.com/JustinYuu/MACIL_SD.

  • 5 authors
·
Jul 12, 2022

Lumos: Increasing Awareness of Analytic Behavior during Visual Data Analysis

Visual data analysis tools provide people with the agency and flexibility to explore data using a variety of interactive functionalities. However, this flexibility may introduce potential consequences in situations where users unknowingly overemphasize or underemphasize specific subsets of the data or attribute space they are analyzing. For example, users may overemphasize specific attributes and/or their values (e.g., Gender is always encoded on the X axis), underemphasize others (e.g., Religion is never encoded), ignore a subset of the data (e.g., older people are filtered out), etc. In response, we present Lumos, a visual data analysis tool that captures and shows the interaction history with data to increase awareness of such analytic behaviors. Using in-situ (at the place of interaction) and ex-situ (in an external view) visualization techniques, Lumos provides real-time feedback to users for them to reflect on their activities. For example, Lumos highlights datapoints that have been previously examined in the same visualization (in-situ) and also overlays them on the underlying data distribution (i.e., baseline distribution) in a separate visualization (ex-situ). Through a user study with 24 participants, we investigate how Lumos helps users' data exploration and decision-making processes. We found that Lumos increases users' awareness of visual data analysis practices in real-time, promoting reflection upon and acknowledgement of their intentions and potentially influencing subsequent interactions.

  • 4 authors
·
Aug 5, 2021

ArtHOI: Articulated Human-Object Interaction Synthesis by 4D Reconstruction from Video Priors

Synthesizing physically plausible articulated human-object interactions (HOI) without 3D/4D supervision remains a fundamental challenge. While recent zero-shot approaches leverage video diffusion models to synthesize human-object interactions, they are largely confined to rigid-object manipulation and lack explicit 4D geometric reasoning. To bridge this gap, we formulate articulated HOI synthesis as a 4D reconstruction problem from monocular video priors: given only a video generated by a diffusion model, we reconstruct a full 4D articulated scene without any 3D supervision. This reconstruction-based approach treats the generated 2D video as supervision for an inverse rendering problem, recovering geometrically consistent and physically plausible 4D scenes that naturally respect contact, articulation, and temporal coherence. We introduce ArtHOI, the first zero-shot framework for articulated human-object interaction synthesis via 4D reconstruction from video priors. Our key designs are: 1) Flow-based part segmentation: leveraging optical flow as a geometric cue to disentangle dynamic from static regions in monocular video; 2) Decoupled reconstruction pipeline: joint optimization of human motion and object articulation is unstable under monocular ambiguity, so we first recover object articulation, then synthesize human motion conditioned on the reconstructed object states. ArtHOI bridges video-based generation and geometry-aware reconstruction, producing interactions that are both semantically aligned and physically grounded. Across diverse articulated scenes (e.g., opening fridges, cabinets, microwaves), ArtHOI significantly outperforms prior methods in contact accuracy, penetration reduction, and articulation fidelity, extending zero-shot interaction synthesis beyond rigid manipulation through reconstruction-informed synthesis.

  • 10 authors
·
Mar 4 3

AdaCtrl: Towards Adaptive and Controllable Reasoning via Difficulty-Aware Budgeting

Modern large reasoning models demonstrate impressive problem-solving capabilities by employing sophisticated reasoning strategies. However, they often struggle to balance efficiency and effectiveness, frequently generating unnecessarily lengthy reasoning chains for simple problems. In this work, we propose AdaCtrl, a novel framework to support both difficulty-aware adaptive reasoning budget allocation and explicit user control over reasoning depth. AdaCtrl dynamically adjusts its reasoning length based on self-assessed problem difficulty, while also allowing users to manually control the budget to prioritize either efficiency or effectiveness. This is achieved through a two-stage training pipeline: an initial cold-start fine-tuning phase to instill the ability to self-aware difficulty and adjust reasoning budget, followed by a difficulty-aware reinforcement learning (RL) stage that refines the model's adaptive reasoning strategies and calibrates its difficulty assessments based on its evolving capabilities during online training. To enable intuitive user interaction, we design explicit length-triggered tags that function as a natural interface for budget control. Empirical results show that AdaCtrl adapts reasoning length based on estimated difficulty, compared to the standard training baseline that also incorporates fine-tuning and RL, it yields performance improvements and simultaneously reduces response length by 10.06% and 12.14% on the more challenging AIME2024 and AIME2025 datasets, which require elaborate reasoning, and by 62.05% and 91.04% on the MATH500 and GSM8K datasets, where more concise responses are sufficient. Furthermore, AdaCtrl enables precise user control over the reasoning budget, allowing for tailored responses to meet specific needs.

  • 7 authors
·
May 24, 2025 2

Sketch3DVE: Sketch-based 3D-Aware Scene Video Editing

Recent video editing methods achieve attractive results in style transfer or appearance modification. However, editing the structural content of 3D scenes in videos remains challenging, particularly when dealing with significant viewpoint changes, such as large camera rotations or zooms. Key challenges include generating novel view content that remains consistent with the original video, preserving unedited regions, and translating sparse 2D inputs into realistic 3D video outputs. To address these issues, we propose Sketch3DVE, a sketch-based 3D-aware video editing method to enable detailed local manipulation of videos with significant viewpoint changes. To solve the challenge posed by sparse inputs, we employ image editing methods to generate edited results for the first frame, which are then propagated to the remaining frames of the video. We utilize sketching as an interaction tool for precise geometry control, while other mask-based image editing methods are also supported. To handle viewpoint changes, we perform a detailed analysis and manipulation of the 3D information in the video. Specifically, we utilize a dense stereo method to estimate a point cloud and the camera parameters of the input video. We then propose a point cloud editing approach that uses depth maps to represent the 3D geometry of newly edited components, aligning them effectively with the original 3D scene. To seamlessly merge the newly edited content with the original video while preserving the features of unedited regions, we introduce a 3D-aware mask propagation strategy and employ a video diffusion model to produce realistic edited videos. Extensive experiments demonstrate the superiority of Sketch3DVE in video editing. Homepage and code: http://http://geometrylearning.com/Sketch3DVE/

  • 5 authors
·
Aug 19, 2025 2

InteractAnything: Zero-shot Human Object Interaction Synthesis via LLM Feedback and Object Affordance Parsing

Recent advances in 3D human-aware generation have made significant progress. However, existing methods still struggle with generating novel Human Object Interaction (HOI) from text, particularly for open-set objects. We identify three main challenges of this task: precise human-object relation reasoning, affordance parsing for any object, and detailed human interaction pose synthesis aligning description and object geometry. In this work, we propose a novel zero-shot 3D HOI generation framework without training on specific datasets, leveraging the knowledge from large-scale pre-trained models. Specifically, the human-object relations are inferred from large language models (LLMs) to initialize object properties and guide the optimization process. Then we utilize a pre-trained 2D image diffusion model to parse unseen objects and extract contact points, avoiding the limitations imposed by existing 3D asset knowledge. The initial human pose is generated by sampling multiple hypotheses through multi-view SDS based on the input text and object geometry. Finally, we introduce a detailed optimization to generate fine-grained, precise, and natural interaction, enforcing realistic 3D contact between the 3D object and the involved body parts, including hands in grasping. This is achieved by distilling human-level feedback from LLMs to capture detailed human-object relations from the text instruction. Extensive experiments validate the effectiveness of our approach compared to prior works, particularly in terms of the fine-grained nature of interactions and the ability to handle open-set 3D objects.

  • 6 authors
·
May 30, 2025

Read Anywhere Pointed: Layout-aware GUI Screen Reading with Tree-of-Lens Grounding

Graphical User Interfaces (GUIs) are central to our interaction with digital devices. Recently, growing efforts have been made to build models for various GUI understanding tasks. However, these efforts largely overlook an important GUI-referring task: screen reading based on user-indicated points, which we name the Screen Point-and-Read (SPR) task. This task is predominantly handled by rigid accessible screen reading tools, in great need of new models driven by advancements in Multimodal Large Language Models (MLLMs). In this paper, we propose a Tree-of-Lens (ToL) agent, utilizing a novel ToL grounding mechanism, to address the SPR task. Based on the input point coordinate and the corresponding GUI screenshot, our ToL agent constructs a Hierarchical Layout Tree. Based on the tree, our ToL agent not only comprehends the content of the indicated area but also articulates the layout and spatial relationships between elements. Such layout information is crucial for accurately interpreting information on the screen, distinguishing our ToL agent from other screen reading tools. We also thoroughly evaluate the ToL agent against other baselines on a newly proposed SPR benchmark, which includes GUIs from mobile, web, and operating systems. Last but not least, we test the ToL agent on mobile GUI navigation tasks, demonstrating its utility in identifying incorrect actions along the path of agent execution trajectories. Code and data: screen-point-and-read.github.io

  • 9 authors
·
Jun 27, 2024 2

Shoe Style-Invariant and Ground-Aware Learning for Dense Foot Contact Estimation

Foot contact plays a critical role in human interaction with the world, and thus exploring foot contact can advance our understanding of human movement and physical interaction. Despite its importance, existing methods often approximate foot contact using a zero-velocity constraint and focus on joint-level contact, failing to capture the detailed interaction between the foot and the world. Dense estimation of foot contact is crucial for accurately modeling this interaction, yet predicting dense foot contact from a single RGB image remains largely underexplored. There are two main challenges for learning dense foot contact estimation. First, shoes exhibit highly diverse appearances, making it difficult for models to generalize across different styles. Second, ground often has a monotonous appearance, making it difficult to extract informative features. To tackle these issues, we present a FEet COntact estimation (FECO) framework that learns dense foot contact with shoe style-invariant and ground-aware learning. To overcome the challenge of shoe appearance diversity, our approach incorporates shoe style adversarial training that enforces shoe style-invariant features for contact estimation. To effectively utilize ground information, we introduce a ground feature extractor that captures ground properties based on spatial context. As a result, our proposed method achieves robust foot contact estimation regardless of shoe appearance and effectively leverages ground information. Code will be released.

VR-GS: A Physical Dynamics-Aware Interactive Gaussian Splatting System in Virtual Reality

As consumer Virtual Reality (VR) and Mixed Reality (MR) technologies gain momentum, there's a growing focus on the development of engagements with 3D virtual content. Unfortunately, traditional techniques for content creation, editing, and interaction within these virtual spaces are fraught with difficulties. They tend to be not only engineering-intensive but also require extensive expertise, which adds to the frustration and inefficiency in virtual object manipulation. Our proposed VR-GS system represents a leap forward in human-centered 3D content interaction, offering a seamless and intuitive user experience. By developing a physical dynamics-aware interactive Gaussian Splatting in a Virtual Reality setting, and constructing a highly efficient two-level embedding strategy alongside deformable body simulations, VR-GS ensures real-time execution with highly realistic dynamic responses. The components of our Virtual Reality system are designed for high efficiency and effectiveness, starting from detailed scene reconstruction and object segmentation, advancing through multi-view image in-painting, and extending to interactive physics-based editing. The system also incorporates real-time deformation embedding and dynamic shadow casting, ensuring a comprehensive and engaging virtual experience.Our project page is available at: https://yingjiang96.github.io/VR-GS/.

  • 11 authors
·
Jan 29, 2024

ProCap: Projection-Aware Captioning for Spatial Augmented Reality

Spatial augmented reality (SAR) directly projects digital content onto physical scenes using projectors, creating immersive experience without head-mounted displays. However, for SAR to support intelligent interaction, such as reasoning about the scene or answering user queries, it must semantically distinguish between the physical scene and the projected content. Standard Vision Language Models (VLMs) struggle with this virtual-physical ambiguity, often confusing the two contexts. To address this issue, we introduce ProCap, a novel framework that explicitly decouples projected content from physical scenes. ProCap employs a two-stage pipeline: first it visually isolates virtual and physical layers via automated segmentation; then it uses region-aware retrieval to avoid ambiguous semantic context due to projection distortion. To support this, we present RGBP (RGB + Projections), the first large-scale SAR semantic benchmark dataset, featuring 65 diverse physical scenes and over 180,000 projections with dense, decoupled annotations. Finally, we establish a dual-captioning evaluation protocol using task-specific tokens to assess physical scene and projection descriptions independently. Our experiments show that ProCap provides a robust semantic foundation for future SAR research. The source code, pre-trained models and the RGBP dataset are available on the project page: https://ZimoCao.github.io/ProCap/.

  • 4 authors
·
Mar 31

HVG-3D: Bridging Real and Simulation Domains for 3D-Conditional Hand-Object Interaction Video Synthesis

Recent methods have made notable progress in the visual quality of hand-object interaction video synthesis. However, most approaches rely on 2D control signals that lack spatial expressiveness and limit the utilization of synthetic 3D conditional data. To address these limitations, we propose HVG-3D, a unified framework for 3D-aware hand-object interaction (HOI) video synthesis conditioned on explicit 3D representations. Specifically, we develop a diffusion-based architecture augmented with a 3D ControlNet, which encodes geometric and motion cues from 3D inputs to enable explicit 3D reasoning during video synthesis. To achieve high-quality synthesis, HVG-3D is designed with two core components: (i) a 3D-aware HOI video generation diffusion architecture that encodes geometric and motion cues from 3D inputs for explicit 3D reasoning; and (ii) a hybrid pipeline for constructing input and condition signals, enabling flexible and precise control during both training and inference. During inference, given a single real image and a 3D control signal from either simulation or real data, HVG-3D generates high-fidelity, temporally consistent videos with precise spatial and temporal control. Experiments on the TASTE-Rob dataset demonstrate that HVG-3D achieves state-of-the-art spatial fidelity, temporal coherence, and controllability, while enabling effective utilization of both real and simulated data.

  • 9 authors
·
Mar 30

Global Rotation Equivariant Phase Modeling for Speech Enhancement with Deep Magnitude-Phase Interaction

While deep learning has advanced speech enhancement (SE), effective phase modeling remains challenging, as conventional networks typically operate within a flat Euclidean feature space, which is not easy to model the underlying circular topology of the phase. To address this, we propose a manifold-aware magnitude-phase dual-stream framework that aligns the phase stream with its intrinsic circular geometry by enforcing Global Rotation Equivariance (GRE) characteristic. Specifically, we introduce a Magnitude-Phase Interactive Convolutional Module (MPICM) for modulus-based information exchange and a Hybrid-Attention Dual-FFN (HADF) bottleneck for unified feature fusion, both of which are designed to preserve GRE in the phase stream. Comprehensive evaluations are conducted across phase retrieval, denoising, dereverberation, and bandwidth extension tasks to validate the superiority of the proposed method over multiple advanced baselines. Notably, the proposed architecture reduces Phase Distance by over 20\% in the phase retrieval task and improves PESQ by more than 0.1 in zero-shot cross-corpus denoising evaluations. The overall superiority is also established in universal SE tasks involving mixed distortions. Qualitative analysis further reveals that the learned phase features exhibit distinct periodic patterns, which are consistent with the intrinsic circular nature of the phase. The source code is available at https://github.com/wangchengzhong/RENet.

  • 4 authors
·
Feb 9

AGILE: Hand-Object Interaction Reconstruction from Video via Agentic Generation

Reconstructing dynamic hand-object interactions from monocular videos is critical for dexterous manipulation data collection and creating realistic digital twins for robotics and VR. However, current methods face two prohibitive barriers: (1) reliance on neural rendering often yields fragmented, non-simulation-ready geometries under heavy occlusion, and (2) dependence on brittle Structure-from-Motion (SfM) initialization leads to frequent failures on in-the-wild footage. To overcome these limitations, we introduce AGILE, a robust framework that shifts the paradigm from reconstruction to agentic generation for interaction learning. First, we employ an agentic pipeline where a Vision-Language Model (VLM) guides a generative model to synthesize a complete, watertight object mesh with high-fidelity texture, independent of video occlusions. Second, bypassing fragile SfM entirely, we propose a robust anchor-and-track strategy. We initialize the object pose at a single interaction onset frame using a foundation model and propagate it temporally by leveraging the strong visual similarity between our generated asset and video observations. Finally, a contact-aware optimization integrates semantic, geometric, and interaction stability constraints to enforce physical plausibility. Extensive experiments on HO3D, DexYCB, and in-the-wild videos reveal that AGILE outperforms baselines in global geometric accuracy while demonstrating exceptional robustness on challenging sequences where prior art frequently collapses. By prioritizing physical validity, our method produces simulation-ready assets validated via real-to-sim retargeting for robotic applications.

  • 9 authors
·
Feb 4

3DProxyImg: Controllable 3D-Aware Animation Synthesis from Single Image via 2D-3D Aligned Proxy Embedding

3D animation is central to modern visual media, yet traditional production pipelines remain labor-intensive, expertise-demanding, and computationally expensive. Recent AIGC-based approaches partially automate asset creation and rigging, but they either inherit the heavy costs of full 3D pipelines or rely on video-synthesis paradigms that sacrifice 3D controllability and interactivity. We focus on single-image 3D animation generation and argue that progress is fundamentally constrained by a trade-off between rendering quality and 3D control. To address this limitation, we propose a lightweight 3D animation framework that decouples geometric control from appearance synthesis. The core idea is a 2D-3D aligned proxy representation that uses a coarse 3D estimate as a structural carrier, while delegating high-fidelity appearance and view synthesis to learned image-space generative priors. This proxy formulation enables 3D-aware motion control and interaction comparable to classical pipelines, without requiring accurate geometry or expensive optimization, and naturally extends to coherent background animation. Extensive experiments demonstrate that our method achieves efficient animation generation on low-power platforms and outperforms video-based 3D animation generation in identity preservation, geometric and textural consistency, and the level of precise, interactive control it offers to users.

  • 4 authors
·
Dec 17, 2025

PointGS: Point Attention-Aware Sparse View Synthesis with Gaussian Splatting

3D Gaussian splatting (3DGS) is an innovative rendering technique that surpasses the neural radiance field (NeRF) in both rendering speed and visual quality by leveraging an explicit 3D scene representation. Existing 3DGS approaches require a large number of calibrated views to generate a consistent and complete scene representation. When input views are limited, 3DGS tends to overfit the training views, leading to noticeable degradation in rendering quality. To address this limitation, we propose a Point-wise Feature-Aware Gaussian Splatting framework that enables real-time, high-quality rendering from sparse training views. Specifically, we first employ the latest stereo foundation model to estimate accurate camera poses and reconstruct a dense point cloud for Gaussian initialization. We then encode the colour attributes of each 3D Gaussian by sampling and aggregating multiscale 2D appearance features from sparse inputs. To enhance point-wise appearance representation, we design a point interaction network based on a self-attention mechanism, allowing each Gaussian point to interact with its nearest neighbors. These enriched features are subsequently decoded into Gaussian parameters through two lightweight multi-layer perceptrons (MLPs) for final rendering. Extensive experiments on diverse benchmarks demonstrate that our method significantly outperforms NeRF-based approaches and achieves competitive performance under few-shot settings compared to the state-of-the-art 3DGS methods.

  • 5 authors
·
Jun 12, 2025

CLaMR: Contextualized Late-Interaction for Multimodal Content Retrieval

Online video web content is richly multimodal: a single video blends vision, speech, ambient audio, and on-screen text. Retrieval systems typically treat these modalities as independent retrieval sources, which can lead to noisy and subpar retrieval. We explore multimodal video content retrieval, where relevance can be scored from one particular modality or jointly across multiple modalities simultaneously. Consequently, an effective retriever must dynamically choose which modality (or set of modalities) best addresses the query. We introduce CLaMR, a multimodal, late-interaction retriever that jointly indexes 4 modalities: video frames, transcribed speech, on-screen text, and metadata. CLaMR jointly encodes all modalities with a unified multimodal backbone for improved contextualization and is trained to enhance dynamic modality selection via two key innovations. First, given the lack of training data for multimodal retrieval, we introduce MultiVENT 2.0++, a large-scale synthetic training dataset built on MultiVENT 2.0 (event-centric videos in various languages paired with queries) with modality-targeted queries. Next, we propose a modality-aware loss that jointly trains according to a standard contrastive objective alongside an objective for learning correct modality usage. On the test sets of MultiVENT 2.0++ and MSRVTT, conventional aggregation strategies, such as averaging similarities for baseline retrievers, degrade performance by introducing noise from irrelevant modalities. In contrast, CLaMR consistently outperforms existing retrievers: on MultiVENT 2.0++, CLaMR improves nDCG@10 by 25.6 over the best single-modality retriever and by 35.4 over the best multi-modality retriever. We illustrate CLaMR's downstream utility on long-video QA, retrieving relevant frames and obtaining a 3.50% boost over LanguageBind on Video-MME and 1.42% over dense sampling on LongVideoBench.

  • 5 authors
·
Jun 6, 2025

K-Paths: Reasoning over Graph Paths for Drug Repurposing and Drug Interaction Prediction

Drug discovery is a complex and time-intensive process that requires identifying and validating new therapeutic candidates. Computational approaches using large-scale biomedical knowledge graphs (KGs) offer a promising solution to accelerate this process. However, extracting meaningful insights from large-scale KGs remains challenging due to the complexity of graph traversal. Existing subgraph-based methods are tailored to graph neural networks (GNNs), making them incompatible with other models, such as large language models (LLMs). We introduce K-Paths, a retrieval framework that extracts structured, diverse, and biologically meaningful paths from KGs. Integrating these paths enables LLMs and GNNs to effectively predict unobserved drug-drug and drug-disease interactions. Unlike traditional path-ranking approaches, K-Paths retrieves and transforms paths into a structured format that LLMs can directly process, facilitating explainable reasoning. K-Paths employs a diversity-aware adaptation of Yen's algorithm to retrieve the K shortest loopless paths between entities in an interaction query, prioritizing biologically relevant and diverse relationships. Our experiments on benchmark datasets show that K-Paths improves the zero-shot performance of Llama 8.1B's F1-score by 12.45 points on drug repurposing and 13.42 points on interaction severity prediction. We also show that Llama 70B achieves F1-score gains of 6.18 and 8.46 points, respectively. K-Paths also improves the supervised training efficiency of EmerGNN, a state-of-the-art GNN, by reducing KG size by 90% while maintaining strong predictive performance. Beyond its scalability and efficiency, K-Paths uniquely bridges the gap between KGs and LLMs, providing explainable rationales for predicted interactions. These capabilities show that K-Paths is a valuable tool for efficient data-driven drug discovery.

  • 7 authors
·
Feb 18, 2025

LaVida Drive: Vision-Text Interaction VLM for Autonomous Driving with Token Selection, Recovery and Enhancement

Recent advancements in Visual Language Models (VLMs) have made them crucial for visual question answering (VQA) in autonomous driving, enabling natural human-vehicle interactions. However, existing methods often struggle in dynamic driving environments, as they usually focus on static images or videos and rely on downsampling to manage computational costs. This results in the loss of critical details and the difficulty in effectively integrating spatial and temporal information, undermining fine-grained perception and temporal coherence essential for effective decision-making. To tackle these challenges, we introduce LaVida Drive, a novel and efficient VQA framework for autonomous driving. LaVida Drive seamlessly integrates temporal data while maintaining high-resolution inputs for detailed visual perception. It optimizes spatial processing by retaining high-resolution data for intricate details and using lower-resolution inputs for temporal analysis to focus on motion-related features, thereby boosting computational efficiency. The core of LaVida Drive consists of two modules: the Query-aware Token Selection module and the Spatial-Temporal Token Recovery and Enhancement module. The former dynamically selects the most relevant visual tokens based on semantic alignment with the input query, reducing the token count from high-resolution spatial input. The latter ensures smooth and coherent interactions between spatial and temporal information, preserving contextual continuity across frames. Extensive experiments on various autonomous driving question-answering benchmarks show that LaVida Drive significantly reduces visual tokens, enhances efficiency, and improves overall performance.

  • 5 authors
·
Nov 19, 2024

AvatarGO: Zero-shot 4D Human-Object Interaction Generation and Animation

Recent advancements in diffusion models have led to significant improvements in the generation and animation of 4D full-body human-object interactions (HOI). Nevertheless, existing methods primarily focus on SMPL-based motion generation, which is limited by the scarcity of realistic large-scale interaction data. This constraint affects their ability to create everyday HOI scenes. This paper addresses this challenge using a zero-shot approach with a pre-trained diffusion model. Despite this potential, achieving our goals is difficult due to the diffusion model's lack of understanding of ''where'' and ''how'' objects interact with the human body. To tackle these issues, we introduce AvatarGO, a novel framework designed to generate animatable 4D HOI scenes directly from textual inputs. Specifically, 1) for the ''where'' challenge, we propose LLM-guided contact retargeting, which employs Lang-SAM to identify the contact body part from text prompts, ensuring precise representation of human-object spatial relations. 2) For the ''how'' challenge, we introduce correspondence-aware motion optimization that constructs motion fields for both human and object models using the linear blend skinning function from SMPL-X. Our framework not only generates coherent compositional motions, but also exhibits greater robustness in handling penetration issues. Extensive experiments with existing methods validate AvatarGO's superior generation and animation capabilities on a variety of human-object pairs and diverse poses. As the first attempt to synthesize 4D avatars with object interactions, we hope AvatarGO could open new doors for human-centric 4D content creation.

  • 5 authors
·
Oct 9, 2024

Scene-aware Human Motion Forecasting via Mutual Distance Prediction

In this paper, we tackle the problem of scene-aware 3D human motion forecasting. A key challenge of this task is to predict future human motions that are consistent with the scene by modeling the human-scene interactions. While recent works have demonstrated that explicit constraints on human-scene interactions can prevent the occurrence of ghost motion, they only provide constraints on partial human motion e.g., the global motion of the human or a few joints contacting the scene, leaving the rest of the motion unconstrained. To address this limitation, we propose to model the human-scene interaction with the mutual distance between the human body and the scene. Such mutual distances constrain both the local and global human motion, resulting in a whole-body motion constrained prediction. In particular, mutual distance constraints consist of two components, the signed distance of each vertex on the human mesh to the scene surface and the distance of basis scene points to the human mesh. We further introduce a global scene representation learned from a signed distance function (SDF) volume to ensure coherence between the global scene representation and the explicit constraint from the mutual distance. We develop a pipeline with two sequential steps: predicting the future mutual distances first, followed by forecasting future human motion. During training, we explicitly encourage consistency between predicted poses and mutual distances. Extensive evaluations on the existing synthetic and real datasets demonstrate that our approach consistently outperforms the state-of-the-art methods.

  • 3 authors
·
Oct 1, 2023

R-Judge: Benchmarking Safety Risk Awareness for LLM Agents

Large language models (LLMs) have exhibited great potential in autonomously completing tasks across real-world applications. Despite this, these LLM agents introduce unexpected safety risks when operating in interactive environments. Instead of centering on the harmlessness of LLM-generated content in most prior studies, this work addresses the imperative need for benchmarking the behavioral safety of LLM agents within diverse environments. We introduce R-Judge, a benchmark crafted to evaluate the proficiency of LLMs in judging and identifying safety risks given agent interaction records. R-Judge comprises 569 records of multi-turn agent interaction, encompassing 27 key risk scenarios among 5 application categories and 10 risk types. It is of high-quality curation with annotated safety labels and risk descriptions. Evaluation of 11 LLMs on R-Judge shows considerable room for enhancing the risk awareness of LLMs: The best-performing model, GPT-4o, achieves 74.42% while no other models significantly exceed the random. Moreover, we reveal that risk awareness in open agent scenarios is a multi-dimensional capability involving knowledge and reasoning, thus challenging for LLMs. With further experiments, we find that fine-tuning on safety judgment significantly improve model performance while straightforward prompting mechanisms fail. R-Judge is publicly available at https://github.com/Lordog/R-Judge.

  • 12 authors
·
Oct 4, 2024

Agent AI: Surveying the Horizons of Multimodal Interaction

Multi-modal AI systems will likely become a ubiquitous presence in our everyday lives. A promising approach to making these systems more interactive is to embody them as agents within physical and virtual environments. At present, systems leverage existing foundation models as the basic building blocks for the creation of embodied agents. Embedding agents within such environments facilitates the ability of models to process and interpret visual and contextual data, which is critical for the creation of more sophisticated and context-aware AI systems. For example, a system that can perceive user actions, human behavior, environmental objects, audio expressions, and the collective sentiment of a scene can be used to inform and direct agent responses within the given environment. To accelerate research on agent-based multimodal intelligence, we define "Agent AI" as a class of interactive systems that can perceive visual stimuli, language inputs, and other environmentally-grounded data, and can produce meaningful embodied action with infinite agent. In particular, we explore systems that aim to improve agents based on next-embodied action prediction by incorporating external knowledge, multi-sensory inputs, and human feedback. We argue that by developing agentic AI systems in grounded environments, one can also mitigate the hallucinations of large foundation models and their tendency to generate environmentally incorrect outputs. The emerging field of Agent AI subsumes the broader embodied and agentic aspects of multimodal interactions. Beyond agents acting and interacting in the physical world, we envision a future where people can easily create any virtual reality or simulated scene and interact with agents embodied within the virtual environment.

  • 14 authors
·
Jan 7, 2024

UncTrack: Reliable Visual Object Tracking with Uncertainty-Aware Prototype Memory Network

Transformer-based trackers have achieved promising success and become the dominant tracking paradigm due to their accuracy and efficiency. Despite the substantial progress, most of the existing approaches tackle object tracking as a deterministic coordinate regression problem, while the target localization uncertainty has been greatly overlooked, which hampers trackers' ability to maintain reliable target state prediction in challenging scenarios. To address this issue, we propose UncTrack, a novel uncertainty-aware transformer tracker that predicts the target localization uncertainty and incorporates this uncertainty information for accurate target state inference. Specifically, UncTrack utilizes a transformer encoder to perform feature interaction between template and search images. The output features are passed into an uncertainty-aware localization decoder (ULD) to coarsely predict the corner-based localization and the corresponding localization uncertainty. Then the localization uncertainty is sent into a prototype memory network (PMN) to excavate valuable historical information to identify whether the target state prediction is reliable or not. To enhance the template representation, the samples with high confidence are fed back into the prototype memory bank for memory updating, making the tracker more robust to challenging appearance variations. Extensive experiments demonstrate that our method outperforms other state-of-the-art methods. Our code is available at https://github.com/ManOfStory/UncTrack.

  • 5 authors
·
Mar 17, 2025

Diffusion Implicit Policy for Unpaired Scene-aware Motion Synthesis

Human motion generation is a long-standing problem, and scene-aware motion synthesis has been widely researched recently due to its numerous applications. Prevailing methods rely heavily on paired motion-scene data whose quantity is limited. Meanwhile, it is difficult to generalize to diverse scenes when trained only on a few specific ones. Thus, we propose a unified framework, termed Diffusion Implicit Policy (DIP), for scene-aware motion synthesis, where paired motion-scene data are no longer necessary. In this framework, we disentangle human-scene interaction from motion synthesis during training and then introduce an interaction-based implicit policy into motion diffusion during inference. Synthesized motion can be derived through iterative diffusion denoising and implicit policy optimization, thus motion naturalness and interaction plausibility can be maintained simultaneously. The proposed implicit policy optimizes the intermediate noised motion in a GAN Inversion manner to maintain motion continuity and control keyframe poses though the ControlNet branch and motion inpainting. For long-term motion synthesis, we introduce motion blending for stable transitions between multiple sub-tasks, where motions are fused in rotation power space and translation linear space. The proposed method is evaluated on synthesized scenes with ShapeNet furniture, and real scenes from PROX and Replica. Results show that our framework presents better motion naturalness and interaction plausibility than cutting-edge methods. This also indicates the feasibility of utilizing the DIP for motion synthesis in more general tasks and versatile scenes. https://jingyugong.github.io/DiffusionImplicitPolicy/

  • 9 authors
·
Dec 3, 2024

Context-Aware Attention Layers coupled with Optimal Transport Domain Adaptation methods for recognizing dementia from spontaneous speech

Alzheimer's disease (AD) constitutes a complex neurocognitive disease and is the main cause of dementia. Although many studies have been proposed targeting at diagnosing dementia through spontaneous speech, there are still limitations. Existing state-of-the-art approaches, which propose multimodal methods, train separately language and acoustic models, employ majority-vote approaches, and concatenate the representations of the different modalities either at the input level, i.e., early fusion, or during training. Also, some of them employ self-attention layers, which calculate the dependencies between representations without considering the contextual information. In addition, no prior work has taken into consideration the model calibration. To address these limitations, we propose some new methods for detecting AD patients, which capture the intra- and cross-modal interactions. First, we convert the audio files into log-Mel spectrograms, their delta, and delta-delta and create in this way an image per audio file consisting of three channels. Next, we pass each transcript and image through BERT and DeiT models respectively. After that, context-based self-attention layers, self-attention layers with a gate model, and optimal transport domain adaptation methods are employed for capturing the intra- and inter-modal interactions. Finally, we exploit two methods for fusing the self and cross-attended features. For taking into account the model calibration, we apply label smoothing. We use both performance and calibration metrics. Experiments conducted on the ADReSS Challenge dataset indicate the efficacy of our introduced approaches over existing research initiatives with our best performing model reaching Accuracy and F1-score up to 91.25% and 91.06% respectively.

  • 2 authors
·
May 25, 2023