MLLM-based detectors formulate vision-language grounding as autoregressive coordinate generation, yet in dense scenes, they often collapse into a box repetition loop, repeatedly emitting identical boxes until the decoding budget is exhausted. We trace this failure to historical-answer attention takeover: Under full-history autoregression, repeated coordinate tokens in the growing answer history attract disproportionate attention, crowding out the attention sinks needed to attend to new visual evidence. % To break this loop, in this paper, we propose Compressed Window Auto-Regression (WinAR). This new mechanism partitions a long answer sequence into consecutive generation windows and restricts full token-level autoregression to the current window only while compressing each previous window into a fixed set of latent tokens that condition subsequent decoding. This design reduces the repeated exposure to raw historical coordinates that triggers the attention takeover, yet preserves cross-window dependencies essential for coherent multi-object generation. On RSDense, which contains 200-2,000 objects per image, our model WinARDet improves RexOmni F1-score (IoU=0.5) from 32.16 to 39.36 over the baseline, while reducing the redundancy rate from 35.48% to 13.00%. WinARDet also generalizes across decoding strategies and output formats, including parallel box decoding and polygon generation, providing a practical paradigm for long-horizon vision-language grounding across scene densities.
Figures & tables
Figure 1: WinARDet overview. Grounding Performance across Densities(Left): WinARDet outperforms the baseline across benchmarks of varying scene densities( Lin et al. (2014) ; Xia et al. (2018) ; Cheng et al. (2023) ; Goldman et al. (2019) ), with increasingly pronounced gains in denser scenes. Breaking Box Repetition Loop(Middle): WinARDet breaks the box repetition loop, suppressing repeated predictions and recovering substantially more distinct objects. Beyond Bounding Boxes(Right): WinARDet generalizes to polygon detection, extending beyond bounding-box.
Figure 2: (a) Metrics are averaged over intervals of 100 predicted boxes on RSDense(Section 4 ). FHAR(left) rapidly accumulates redundant predictions as new-object discovery collapses, whereas WinAR(right) suppresses redundancy and sustains the discovery of new objects. (b) The onset of the box repetition loop coincides with historical-answer attention takeover and reduced system-token attention in FHAR(left), while WinAR(right) maintains a more stable attention allocation.
Figure 3: Illustration of the serialized response formats and compression granularities for RexOmni and LocateAnything. RexOmni represents the answer as a flat token sequence and generates it through next-token prediction, whereas LocateAnything organizes the answer into box-aligned blocks and predicts the coordinate tokens within each block in parallel. Accordingly, WinAR partitions RexOmni outputs into fixed-length token windows (e.g., every 300 tokens), while forming windows from a fixed number of complete blocks (e.g., every 50 blocks) for LocateAnything.
Figure 4: Overview of the proposed Compressed Window Auto-Regression. (a) A long answer is partitioned into consecutive windows and processed sequentially. Preceding windows are compressed into memory and combined with the multimodal prefix to condition the current window, on which cross-entropy loss is applied. (b) Structure of the Window History Compressor.
Method
Mode
DOTA2 & SODA-A
RSDense
R@IoU ↑ 0.5
P@IoU ↑ 0.5
F1@IoU ↑ 0.5
Mean Rdup↓
Mean Rover↓
R@IoU ↑ 0.5
P@IoU ↑ 0.5
F1@IoU ↑ 0.5
Mean Rdup↓
Mean Rover↓
RexOmni ( Jiang et al., 2026 )
Baseline
NTP
54.90
62.56
58.48
–
–
17.32
21.68
12.69
–
–
FHAR
NTP
63.86
61.66
62.74
4.58%
3.24
23.39
24.99
16.57
58.74%
5.85
FHAR*
NTP
66.94
68.26
67.59
2.43%
1.39
36.82
37.92
32.16
35.48%
3.14
FHAR*-GRPO
NTP
66.61
67.77
67.18
2.31%
1.71
37.27
37.24
31.98
35.05%
3.11
Table 1: Comparison on DOTA2 & SODA-A and the extremely dense RSDense subset. R , P , and F1 denote recall, precision, and F1 score at an IoU threshold of 0.5. Mean Rdup and Mean Rover measure duplicate predictions and over-prediction, respectively. The best and second-best results within each comparison group are highlighted in bold and underline , respectively. NTP denotes next token prediction, PBD denotes parallel box decoding, and Hybrid denotes a mixed decoding mode combining NTP and PBD. See Locate Anything ( Wang et al., 2026b ) for details.
RexOmni
box / s ↑
valid box / s ↑
Training Peak GPU Memory (GB) ↓
Ship
Small Vehicle
R@IoU ↑ 0.5
P@IoU ↑ 0.5
F1@IoU ↑ 0.5
R@IoU ↑ 0.5
P@IoU ↑ 0.5
F1@IoU ↑ 0.5
FHAR*
6.05
3.57
57.62
57.13
47.23
51.71
22.65
17.80
19.94
WinAR
6.68
5.40
42.97
65.35
58.50
61.74
30.06
24.45
26.96
Table 2: Comparison of inference speed on RSDense and performance on two extremely dense categories. Boxes/s denotes the average number of predicted boxes per image per second, reflecting the decoding throughput. Valid Boxes/s measures the throughput after removing redundant boxes. Inference speed is measured on eight NVIDIA H100 GPUs.
Method
DOTA2
SODA-A
R@IoU ↑ 0.5
P@IoU ↑ 0.5
F1@IoU ↑ 0.5
Mean Rdup↓
Mean Rover↓
R@IoU ↑ 0.5
P@IoU ↑ 0.5
F1@IoU ↑ 0.5
Mean Rdup↓
Mean Rover↓
Baseline
2.49
3.06
2.44
–
–
1.95
2.27
2.03
–
–
FHAR
46.79
41.82
39.67
8.93%
8.03
47.48
27.19
32.78
7.16%
6.32
FHAR*
51.20
47.98
47.25
6.34%
4.99
54.45
34.71
38.64
3.72%
3.27
WinAR
52.04
49.30
48.93
2.46%
0.89
55.35
39.38
44.00
1.93%
0.75
Table 3: Polygon detection results on DOTA2 and SODA-A. The Baseline is RexOmni model.
WinAR
DOTA2 & SODA-A
RSDense
L
B
N
R@IoU ↑ 0.5
P@IoU ↑ 0.5
F1@IoU ↑ 0.5
Mean Rdup↓
Mean Rover↓
R@IoU ↑ 0.5
P@IoU ↑ 0.5
F1@IoU ↑ 0.5
Mean Rdup↓
Mean Rover↓
300
6
8
68.67
68.41
68.49
1.21%
0.48
48.59
42.82
44.78
5.38%
0.66
200
4
6
67.39
67.61
67.22
0.65%
0.42
47.93
42.60
44.56
4.21%
0.57
200
0
20
63.40
67.16
64.82
0.28%
0.18
27.96
39.59
32.47
2.59%
0.04
100
2
4
68.40
66.15
67.04
0.12%
0.27
47.04
41.41
43.71
0.89%
0.32
Table 4: Ablation study of WinAR with different window length L , boundary size B , and number of compressed memory tokens N .
Compressor Layers
DOTA2 & SODA-A
RSDense
R@IoU ↑ 0.5
P@IoU ↑ 0.5
F1@IoU ↑ 0.5
Mean Rdup↓
Mean Rover↓
R@IoU ↑ 0.5
P@IoU ↑ 0.5
F1@IoU ↑ 0.5
Mean Rdup↓
Mean Rover↓
8
66.17
63.14
64.62
1.31%
0.66
45.75
38.23
39.32
16.87%
1.28
6
68.32
67.63
67.97
1.26%
0.51
45.23
38.90
39.36
13.00%
0.87
4
66.57
64.45
65.49
1.23%
0.44
43.60
38.20
37.73
15.64%
0.78
Table 5: Ablation study on the number of layers in the Window History Compressor.
Appendix figures & tables9 assets
Supplementary material from the paper’s appendix.
Appendix
Dataset
#Images
#Annotations
Min / Image
Max / Image
Avg. / Image
DOTA2 & SODA-A
45,628
1,493,991
1
2,831
32.74
DOTA2-Poly
13,447
473,548
1
2,831
35.22
SODA-A-Poly
32,181
1,020,443
1
2,653
31.71
SKU110K
8,769
1,293,724
1
718
147.53
COCO
117,266
860,001
1
93
7.33
Appendix
Table 6: Detailed statistics of the training datasets used in our experiments.
Dataset
#Images
#Annotations
Min Objects/Image
Max Objects/Image
Avg. Objects/Image
DOTA2 & SODA-A
18,707
656,706
1
2,305
35.14
RSDense
712
293,371
201
2,305
412.04
SKU110K
2,920
429,411
20
533
147.06
DOTA2-Poly
4,053
140,103
1
2,307
34.57
SODA-A-Poly
14,654
517,099
1
1,692
35.29
COCO
4,952
36,781
1
63
7.43
Appendix
Table 7: Detailed statistics of the test datasets used in our experiments.
Hyperparameter
RO-FHAR
RO-FHAR*
RO-WinAR
LA-FHAR*
LA-WinAR
Training Epochs
4
4
4
4
4
Oversample
False
True
True
True
True
Optimize Steps
1,424
1,864
1,864
2,004
2,004
Per-device Batch Size
1
1
1
1
1
Gradient Accumulation Steps
16
16
16
16
16
Base Learning Rate
4×10−5
4×10−5
4×10−5
4×10−5
4×10−5
Appendix
Table 8: Training hyperparameters for RexOmni and LocateAnything. RO and LA denote RexOmni and LocateAnything, respectively.
Table 9: Performance comparison between RexOmni-FHAR ∗ and RexOmni-WinAR on COCO, DOTA2 & SODA-A, RSDense, and SKU110K under the all-prediction evaluation setting. RexOmni-FHAR ∗ denotes the RexOmni-FHAR baseline trained with long-sample oversampling.
Method
Mode
Boxes/s ↑
Valid Boxes/s ↑
Training Peak GPU Memory (GB) ↓
RexOmni–FHAR ∗
NTP
6.05
3.57
57.62
RexOmni-WinAR
NTP
6.68
5.40
42.97
Locate Anything–FHAR ∗
NTP
5.46
5.14
67.38
Locate Anything-WinAR
NTP
5.40
5.37
44.43
Locate Anything-FHAR ∗
PBD
29.03
24.63
67.38
Locate Anything-WinAR
PBD
26.15
25.61
44.43
Appendix
Table 10: Comparison of inference throughput and training peak GPU memory. Boxes/s denotes the average number of predicted boxes per image per second, while Valid Boxes/s measures the throughput after removing redundant predictions. Inference speed is measured on eight NVIDIA H100 GPUs.
Figure 5: Visualization Comparison in Dense Scenes.
Figure 6: Visualization Comparison in Dense Scenes.
Figure 7: Visualization Comparison in Polygon Detection.
Figure 8: Visualization Comparison in Polygon Detection.