Scene Understanding
Momentum
26 papers in the last four weeks, up 73% on the four weeks before. 0.3% of all new papers.
Latest papers 220
On-policy self-distillation has recently emerged as an effective approach for improving language-model reasoning by supervising students with a frozen or EMA version of themselves that receives privileged information. Its application to multimodal large language models (MLLMs), however, remains largely unexplored. Recent approaches use privileged visual information, such as image crops corresponding to a question, to improve fine-grained perception, but their gains are confined to tasks that benefit from such visual zooming and require either human-annotated grounding data or external teacher models. We introduce a different form of on-policy self-distillation for MLLMs that provides the teacher with textual, spatially grounded guidance identifying the visual elements relevant to a query. We use procedurally generated scenes with automatically available object identities and spatial coordinates, enabling scalable and annotation-free post-training. The teacher uses this spatial guidance to locate and integrate evidence from multiple relevant image regions, while the student learns to reproduce the resulting behavior from the image and question alone. Our approach consistently improves performance on counting, document and chart understanding benchmarks across multiple models. Importantly, although post-training uses only synthetic scenes, the resulting improvements transfer to real-world perception benchmarks, yielding a 3.23-point gain in average performance across CVBench, V*, ZoomBench, BLINK, HR-Bench, and MME-RealWorld. These results show that spatially grounded privileged information can induce broader perceptual capabilities through on-policy self-distillation, enabling substantial synthetic-to-real transfer beyond the task and data distribution used for post-training. Project page: https://github.com/sirkosophia/Where-OPD
SPHERE: Adaptive VR Indoor Scene Generation via LLM-Enhanced Spatial Preference Learning and Human-in-the-Loop RL
While Large Language Models (LLMs) advance 3D indoor scene synthesis, current pipelines fail to retain user-specific preferences across sessions, making immersive authoring a repetitive and physically fatiguing process. We present SPHERE, an adaptive VR generation framework that transforms isolated synthesis into continuous human-AI co-creation. SPHERE extracts persistent spatial preferences from natural multimodal interactions (speech and controller edits). To ensure geometric resilience against spatial distortions, it abstracts these raw edits into hierarchical constraints modeling both local functional and global topological contexts. Furthermore, a human-in-the-loop reinforcement learning mechanism dynamically updates retrieval policies based on the user's final edited scenes. A mixed-design user study () and an offline ablation demonstrate that SPHERE significantly reduces corrective edits and physical demand, preventing bias toward shallow object-level traits to yield geometrically resilient, profile-aligned layouts. Ultimately, SPHERE demonstrates how capturing demonstrated spatial logic enables controlled spatial adaptation, establishing a reliable, governed human-AI collaboration framework for immersive authoring. Project page and source code will be available at: https://github.com/hyeonmin11/SPHERE
LiteReality-Agent: An Agentic System for Interactable 3D Indoor Scene Reconstruction
We present LiteReality-Agent, an agentic system for reconstructing real indoor environments as realistic, articulated, and simulation-ready 3D scenes from RGB-D scans. At its core, LiteReality-Agent formulates 3D reconstruction as a coding problem, in which a coding agent gathers evidence using specialised tools and iteratively edits a Python script, Room.py, which can be executed to produce a 3D digital twin of the room. With this formulation, we develop a robust observe-edit-verify harness that supports evidence gathering, measurement, verification, layout optimisation, simulation readiness, and quality control throughout the reconstruction process. LiteReality-Agent produces high-quality reconstructions suitable for simulation and downstream embodied AI tasks. Furthermore, as agent capabilities continue to improve rapidly, the system introduced by LiteReality-Agent remains a strong orchestration framework for future agents: it equips them with specialised tools, structured workflows, and robust verification mechanisms that substantially improve reconstruction quality and reliability. We demonstrate that LiteReality-Agent produces reconstructions that are more geometrically accurate, visually realistic, and simulation-compatible than those generated by recent frontier models, such as Astra and Fable. We therefore view LiteReality-Agent as a practical and important building block for robust real-to-sim systems. Both the source code and the data-capture application are publicly available. Code:https://github.com/LiteReality/LiteReality-Agent/
AVSD-Scenes: A Dataset for Audio-Visual Description of Urban Scenes
Natural language descriptions can provide rich semantic representations of audio-visual urban scenes, yet datasets that jointly describe both auditory and visual information remain limited. In this paper, we introduce AVSD-Scenes, a paired audio-visual scene description dataset for urban environments. The dataset contains 12,291 audio-visual scene descriptions generated from the TAU Urban Audio-Visual Scenes dataset. To construct the dataset, we first generate audio- and visual-based descriptions using Qwen2-Audio-7B and Qwen2.5-VL-7B, respectively. These modality-specific descriptions are then combined using large language models, namely Qwen3-14B, Mistral-Small-3.2-24B-Instruct-2506, and Gemma-3-27B-it, to produce multimodal descriptions that capture complementary information from both modalities. We benchmark AVSD-Scenes using semantic alignment, cross-modal retrieval, scene classification, LLM-as-a-judge evaluation, and human subjective assessment. Results show that multimodal descriptions improve semantic alignment and cross-modal retrieval performance compared with modality-specific descriptions while preserving strong scene-discriminative information. The generated descriptions achieve up to 94.5% accuracy in urban scene classification, while combining audio, visual, and description embeddings further improves accuracy to 95.4%. Furthermore, the descriptions remain highly scene-discriminative even when scene labels are removed from the prompting instructions, indicating that they capture semantic information derived from the audio-visual content rather than merely reflecting label information.
What Builds the Scene? Luminance Dominates Geometry Formation in 3D Gaussian Splatting
Standard 3D Gaussian Splatting (3DGS) learns geometry and appearance jointly from RGB supervision, making it difficult to isolate how luminance and chroma contribute to the learned representation. We study this by training models under different channel supervision, freezing their non-appearance parameters (position, scale, rotation, and opacity), and re-estimating appearance with the same solver before comparing held-out reconstruction. Across eleven benchmark scenes with four independent runs each, geometry learned from luminance alone supports held-out reconstruction 0.085 dB below RGB-trained geometry on average. If chroma is deleted from a trained model, a sufficiently expressive solver can re-fit it on the frozen geometry to the original quality or slightly better. Higher-order spherical harmonics contribute much more reconstruction quality to luminance than to chroma, improving PSNR by 1.44 dB versus 0.19 dB on average, although on mirror-like surfaces hue does still change with viewpoint. The luminance advantage is even larger when geometry is being formed. Chroma-only supervision produces geometry 3.9-5.5 dB worse than luminance-only supervision after the same appearance solve; densification explains part of this gap. Overall, geometry formation in standard 3DGS is strongly luminance-dominated but not luminance-exclusive, and much of the chromatic appearance can be recovered after spatial support has formed.
Same Scene, Different Task: Skill Alignment for Compositional Generalization in VLAs
Vision-language-action (VLA) models often struggle to generalize to skill combinations absent from their fine-tuning demonstrations, even when every constituent skill has been demonstrated. We focus on a vision shortcut as one failure mode: during fine-tuning, visual observations can serve as a proxy for the instruction, so a policy may execute a demonstrated combination associated with similar observations rather than the instructed combination. This motivates training with counterfactual pairs formed by holding a demonstration observation fixed while changing the instruction to specify an undemonstrated combination. These pairs, however, lack corresponding demonstrated action targets. Crucially, the currently required skill has already been demonstrated, but actions from those executions cannot serve as direct targets because the same skill can require different actions across observations. We propose CRAFT, which transfers supervision from demonstrated executions of the required skill to counterfactual pairs using skill representations that can be reused across executions of the same skill. Across three VLA models and two simulation benchmarks, CRAFT improves success on undemonstrated combinations while maintaining high success on demonstrated ones; it also improves compositional generalization on a real robot. Project website: https://taegeunyang.github.io/craft/
ViTeX-Bench: Benchmarking High-Fidelity Video Scene Text Editing
Recent video generation is increasingly realistic and controllable, yet video editing remains less developed, particularly for precise local edits that must preserve the original scene dynamics. Video scene text editing replaces text on scene surfaces, such as storefront signs, whiteboards, and product labels, while preserving the surrounding content, motion, and camera dynamics. Although scene text editing is well studied for images, video scene text editing that achieves high visual quality, temporal consistency, and edit locality remains underexplored. Existing resources offer limited paired real-video data, and general video-editing metrics do not directly measure whether the requested text remains correct over time. We introduce ViTeX-Bench, a benchmark suite comprising ViTeX-Dataset and a three-axis evaluation protocol. The dataset contains 387 real-world 720p videos with text-region masks and editing instructions: 230 provide reviewed, pipeline-generated paired edits for training, and 157 form a frozen evaluation split. The protocol evaluates text correctness, visual and temporal quality, and edit locality through 13 metrics, with one primary metric per axis and a Pareto comparison of their trade-offs. OCR calibration, human evaluation, and annotation-sensitivity analyses support the interpretation of these scores. Across eight baselines from four editing families, accurate text, temporal stability, and scene preservation remain difficult to achieve together. We also release ViTeX-Edit-14B, an open-source reference editor fine-tuned on the paired training split with motion-aligned glyph-video conditioning. It achieves CharAcc 0.688, the highest mean among the evaluated video-native editors, and the lowest comparable text-crop Warp among raw editor outputs. ViTeX-Bench provides a reproducible foundation for studying these trade-offs in video scene text editing.
Reconstructing the Dynamic World: A Representation-Centric View of 4D Scene Reconstruction
4D scene reconstruction aims to recover the evolving geometry, appearance, and motion of dynamic environments from visual observations. Despite substantial progress in neural scene representations, reconstructing dynamic scenes remains challenging due to non-rigid motion, occlusions, temporal inconsistencies, and the trade-offs between reconstruction fidelity and computational efficiency. Recent advances in Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS) have introduced diverse approaches to representing and reconstructing dynamic scenes, yet their relationships, underlying design choices, and evaluation protocols remain fragmented. In this paper, we present a unified perspective on 4D scene reconstruction, organizing existing methods around their scene representations, temporal modeling strategies, reconstruction pipelines, and optimization objectives. Through this framework, we examine how different design choices affect geometric fidelity, appearance consistency, motion representation, and computational efficiency. We further consolidate commonly used datasets and evaluation metrics, identify limitations in current experimental practices, and discuss open challenges in reconstructing complex, dynamic real-world environments. By connecting methodological developments with their underlying assumptions and evaluation evidence, this work provides a structured foundation for understanding existing approaches and identifying future research directions. An evolving collection of relevant papers and resources is available at https://github.com/ZiyangYan/Awesome-4D-Scene-Reconstruction.
FAST: Flow Any Scene Transformer
Scaling has become a primary driver of progress in language and vision foundation models, yet its role in precise correspondence matching remains underexplored. In this work, we present Flow Any Scene Transformer (FAST), a scalable correspondence model driven by two key insights. First, we reveal that the query-key projections inside single-view vision foundation models encode a coarse yet reusable prior for cross-view matching. Second, reusing these pretrained projections in cross-attention form yields a highly effective initialization for a ViT-based matcher built from a single-view encoder. Guided by these insights, we build FAST upon a vanilla single-view foundation model, utilizing a zero-parameter rewiring strategy to convert selected self-attention layers into cross-attention for cross-view interaction. This design allows ViT-based matchers to scale with advances in single-view foundation models, bypassing the need for a dedicated pair-centric pretraining stage. To fully unlock the scaling potential of this formulation, we assemble a 6-million-pair training corpus for general-purpose dense 2D displacement estimation across diverse co-visible image pairs. Extensive experiments demonstrate that FAST achieves state-of-the-art performance across a wide range of benchmarks, while scaling favorably with both backbone size and training data.
FOMO: Forget the Concept, Don't Miss Out on the Scene in Selective Video Unlearning
The rapid advancement of generative video models has enabled the synthesis of increasingly realistic and temporally coherent videos, while also raising concerns about the generation of harmful content. The reliance on large-scale web datasets during training inevitably exposes these models to undesirable material, making concept unlearning an essential mitigation. Existing methods mainly target static visual concepts, such as objects, identities, or unsafe appearance, largely overlooking motion unlearning. Furthermore, these approaches often pay little attention to preserving the surrounding scene. As a result, successful concept removal may unintentionally alter the background, composition, or overall video dynamics. We argue that effective unlearning should ideally change only what is targeted, while minimizing unnecessary changes to the remaining scene. In this work, we introduce FOMO, to the best of our knowledge the first training-based selective video unlearning method that directly treats preservation of the original scene as a priority. We formulate unlearning around two complementary objectives: what to change and what to preserve. Our method localizes concept-related representations and modifies them, while the preservation mechanism maintains non-target scene information without requiring auxiliary data. Beyond simply erasing unwanted concepts, FOMO explicitly redirects the generation toward a specified safe alternative. We further extend this formulation to motion unlearning, where the concept is defined by temporal behavior rather than a fixed spatial region. Our solution achieves effective unlearning across unsafe content, object, and motion concepts, while achieving the best trade-off between concept removal and scene preservation. Code: https://github.com/gmum/FOMO Project Page https://gmum.github.io/FOMO
SceneJail: Exploiting Video Scenario Context to Jailbreak Multimodal LLMs
Video Multimodal Large Language Models (Video-MLLMs) support reasoning over video inputs, yet remain vulnerable to jailbreak attacks that elicit policy-violating responses. Existing video jailbreaks primarily manipulate how harmful queries are visually presented, thereby treating video merely as a carrier. Consequently, the surrounding video scenario remains unexplored as a contextual attack surface. In this paper, we show that the same harmful query can elicit different safety responses when placed in different video scenarios. To systematically exploit this vulnerability, we propose SceneJail, an adaptive black-box jailbreak framework with two coordinated components. Adaptive Scenario Construction dynamically searches for a surrounding scenario that is contextually compatible with the harmful query. Scenario-aware Prompt Search uses black-box response feedback to search for textual guidance tailored to the selected scenario. Extensive evaluations on the HADES and SafeBench datasets across eight Video-MLLMs, including two proprietary models, GPT-4.1 and Gemini3.5-Flash, demonstrate the effectiveness of SceneJail. SceneJail-F, which presents the complete query persistently, achieves average attack success rates (ASR) up to 91.5%, outperforming the strongest baselines by 29.1 percentage points. Furthermore, SceneJail-S, which distributes the query across successive frames, remains highly robust against current defenses, retaining a 72.3% ASR even under strict image filtering.
Composition, Not Conversation: VLMs Lose the Scene, Not the Thread
Vision-language models (VLMs) increasingly reason over visual evidence that is cropped, segmented, retrieved, or revealed over time. Yet most VQA benchmarks present the complete image and question at once. We ask what models lose when the same information is fragmented. We introduce Layered-VQA, with 93 scenes and 300 questions. Each image is decomposed into ordered RGBA layers that exactly recompose the original scene, and each question is annotated with supporting, minimal-sufficient, and distractor layers. We evaluate eleven open-weight VLMs from 3B to 32B parameters and two proprietary models with a scale of 187,200 conversations, graded by 1.74M open-model cross-judgments. We find three consistent failures. Loss in Composition: fragmenting the question has a small effect, but fragmenting the scene substantially reduces accuracy; recomposing the same layers largely restores performance. Oracle Inversion: even oracle-selected sufficient evidence can perform worse than the complete scene. Loss in Grounding: as more evidence is required, grounding degrades much faster than answer accuracy. Together, these results show that having the right visual evidence is not enough. How that evidence is composed and presented determines whether models can use and ground it. The right evidence is not enough: VLMs need the scene it came from.
Honeycomb: Constant-Size Scene Memory Representation for Video World Models
Video world models require persistent scene memory to maintain consistency during long-horizon video generation. Existing spatial memories accumulate RGB observations or latent features, increasing storage requirements as generation proceeds. We introduce Honeycomb, a video world model built on HexMemory, our proposed low-rank representation for storing scene features in a fixed-size memory with a total of six spatial and spatiotemporal planes. A feed-forward writer maps each generated chunk into new plane features. As the spatial coverage or temporal range expands, we warp the previous planes while preserving their dimensions, then fuse them with the new features through confidence-weighted pooling and a learned residual correction. A reader retrieves latents from HexMemory to condition subsequent video generation. The writer processes only observations from the new chunk, avoiding per-scene optimization and repeated processing of the full history. Experiments on WorldScore and RealEstate10K demonstrate strong video generation quality and robust revisit consistency while keeping HexMemory feature storage constant throughout generation. Code and additional visualizations are available on our project page at https://jackswl.github.io/honeycomb/.
Collision-Aware and Observation-Aligned Object-Centric Scene Reconstruction from Point Cloud
Object-centric scene reconstruction requires completing partial object observations while preserving metric alignment and avoiding collisions with the surrounding. Existing generation-based methods are often image-conditioned and suffer from scale ambiguity and insufficient geometric constraints. We propose COOL, a framework for COllision-aware and Observation-aLigned reconstruction. Based on an object generation model, COOL conditions the generation on instance and background point clouds. Instance geometry anchors generation in scene coordinates, while background geometry provides local context for scene-consistent completion. We further introduce an explicit collision loss and use joint optimization and resampling to reduce collisions during inference. Experiments on 3D-Front and Scan2CAD demonstrate strong scene-level fidelity, observation alignment, and collision reduction. Moreover, additional studies validate its robustness to mask errors and its applicability to real-world scene replicas.
Scene Retargeting: Learning Object Placement with Analogical Transfer
Interactive simulations of embodied AI or spatial computing applications build on realistic 3D scenes that support daily activities. However, sparse, irregular layout structures impose scene-specific physical constraints, making it hard to define a generalizable framework for generating similar functional context. We formalize Scene Retargeting as stably transferring the semantically coherent spatial organization across layouts, rather than relying on textual descriptions or pairwise relationships. Our cluster-wise transfer flexibly handles mismatched object instances and adapts to distinctive floor plans. We optimize to preserve the rich semantic context of individual clusters by respecting the spatial distribution of foundation features. We can then impose physical constraints to refine wall contacts, pairwise alignment, or clear passageways and openings. Our framework outperforms state-of-the-art methods on layout generation on the 3D-FRONT dataset, and demonstrates downstream applications including real-to-sim transfer, analogical trajectory transfer, and multi-reference composition.
Code4Scene: Benchmarking Coding Agents for Constructing and Editing 3D Scenes
Frontier coding agents can now write and execute code that authors 3D environments, but whether they reliably understand 3D structure and precisely control scene state remains unclear. The generated 3D scene is a persistent, executable artifact: a convincing render can hide incorrect spatial relations, intersecting objects, or unintended modifications. We introduce Code4Scene, a benchmark of 190 Unreal Engine cases built from human-assembled scenes that evaluates coding agents on two complementary settings under a shared execution interface. Construction tests scene-level spatial reasoning from open-ended language specifications, where many realizations are valid; editing tests precise control of scene state, where the agent must recover the target scene from reference images while preserving everything else. Rather than scoring code or rendered views, Code4Scene evaluates the generated engine-native scene for task fulfillment, artifact integrity, and static physical validity, with edits additionally compared against withheld ground truth. Across 14 coding-agent configurations on the 95-case public set, construction and editing performance are strongly correlated but not interchangeable (Spearman ): Claude Fable 5.1 leads construction, Gemini 3.8 Flash leads editing, and GPT-6 Astra narrowly leads overall. Spatial Composition is the weakest construction category for every agent, while editing remains imprecise: the best Repair F1 is only 0.527, and 35.8% of edits that fully recover the target still introduce unintended changes elsewhere in the scene. These results expose a gap between plausible 3D generation and reliable spatial reasoning and state control.
LEGO-Anything: Coding Agents for 3D Scene Reconstruction
A 3D scene reconstructed from a single image is most useful when represented not as a rendering or a fixed 3D output, but as an explicit scene program whose execution yields a scene that can be inspected, edited, and queried. We present LEGO-Anything, an Image-to-Code framework in which a coding agent iteratively writes and executes Blender code, inspects scenes and renderings, and revises the program. To evaluate end-to-end scene recovery, we introduce LEGO-Bench, a simulator-grounded benchmark with 208 images from 104 diverse indoor and outdoor scenes. LEGO-Bench separately scores artifact validity, visible-surface geometry, and rendered appearance. Its simulator-grounded design enables extensibility and precise automatic evaluation. Among evaluated agents, GPT-6-astra achieves the strongest overall results, with 53.4% indoor and 39.6% outdoor scores, yet substantial gaps remain between delivering valid scene artifacts and faithfully recovering scene geometry and appearance. Analysis of agent construction trajectories reveals three recurring issues: weak scene initialization, regressive edits during iteration, and unreliable self-evaluation. These findings motivate LEGO-Plugin, a training-free harness plugin for more controlled iterative scene construction, which improves all six evaluated models, with relative gains of up to 62.7% in overall score. Finally, we test whether reconstructed scenes can represent natural images and support vision tasks. In LEGO-World, we derive object detections, instance masks, and relative depth as deterministic queries on scenes reconstructed by GPT-6-astra. These readouts show non-trivial performance across all three tasks but fall well short of specialized vision models, suggesting that program-constructed scenes from current coding agents are a promising but not yet sufficiently precise representation of natural images.
VideoPhysEdit: Physical Counterfactual Video Editing via Rigid-Body Physical Scene Reconstruction
Video editing has advanced substantially in recent years, with methods increasingly accounting for the visual consequences of edits, such as changes to shadows and occlusions. However, the physical consequences of edits, including changes to subsequent motion and interactions, remain less explored. We formulate this problem as physical counterfactual video editing (PCVE), which aims to generate a counterfactual video depicting the resulting motion and interactions given a source video, a physical edit, and its execution frame. PCVE is challenging because it requires understanding scene physics and inferring the downstream motion and interactions induced by a physical intervention, while paired factual and counterfactual data and dedicated evaluation metrics are lacking. We introduce VideoPhysEdit, a new training-free pipeline for PCVE in rigid-body scenes. It makes physical reasoning explicit through a novel physical scene reconstruction method that recovers a scene reproducing the observed motion and interactions under simulation, enabling the pipeline to apply physical edits as interventions and use the resulting trajectories to guide counterfactual video generation. We further construct PCVE-RigidBench, a synthetic benchmark with paired source and counterfactual target videos and physical ground truth, and introduce the Physical Edit Score. VideoPhysEdit achieves substantially higher physical edit accuracy than open-source methods and commercial models while maintaining competitive visual fidelity. Its Physical Edit Score is 0.376, the only positive score among the compared methods. Qualitative comparisons on real videos further show that VideoPhysEdit applies to real-world scenes and better depicts the downstream motion and interactions induced by the edits than the compared methods. Code: https://github.com/Hammour-steak/VideoPhysEdit
When VLMs Trust Context: Evaluating Scene Text Recognition under Misleading Context
Vision-language models (VLMs) can read text in natural scenes, but their predictions may be influenced by the surrounding context. When the printed text conflicts with what the scene suggests, a model may return a more plausible word instead of the shown text. We introduce SceneFaith, a benchmark of 781 generated scene images for studying this behavior. Each output is classified as Literal, Canonical, or Other, separating faithful transcription from context-consistent rewriting and ordinary recognition errors. Across 15 models from seven families, all models show rewriting on clear images, with rates ranging from 8.45% to 58.51%. Controlled experiments further show that surrounding context matters: removing surrounding scene information reduces rewriting and improves literal accuracy, while changing the scene around the same text patch can also change model outputs. Moreover, weakening the target text with blur increases rewriting. These results show that reliable scene-text recognition requires VLMs to balance visual character evidence with contextual information, preserving clear text while using context mainly when the visual evidence is uncertain.
When Does an Image Determine the Answer? Benchmarking Visual Answerability across Charts and Scenes
Reliable visual question answering requires correct answers when evidence is sufficient and abstention when it is not. We introduce a benchmark that connects complete-question evaluation with explicit evidence for its labels across PlotQA charts, CLEVR rendered scenes, and GQA photographs. Each question groups original and edited images, presented independently; success requires every supported answer and every required abstention to be correct. For chart missing-information labels, executable witnesses establish that admissible complete charts give different answers but identical pixels after masking. Scene labels follow source programs and edits, with a residual-cue analysis for photographs. Across 72,000 responses from six model configurations, the highest observed complete task success rates are 57.0%, 43.5%, and 33.7%, respectively. On charts, the strongest configuration achieves 96.2% per-view decision accuracy, yet 265 of its 835 groups with every decision correct still contain incorrect answers. Evaluating supported answers and necessary abstentions together exposes failures that answerability decisions alone conceal.
TrackEverything: Long Horizon Dense Tracking via De-Duplicating 3D Scene Representations
Existing point tracking models face a fundamental tradeoff: they can either track a sparse set of query points over long horizons, or track all points across only short clips. We introduce TrackEverything, a 3D point tracker that breaks this trade-off by representing videos as persistent 3D scene tracks in world coordinates. Grounded in the insight that videos are 2D projections of an underlying 3D world, TrackEverything decouples model complexity from video duration, allowing it to scale with unique physical scene geometry instead. Our approach introduces three key innovations. First, we employ a voxelization-based de-duplication mechanism at sliding-window boundaries to merge co-located tracks, preventing repeated observations of the same surface from redundantly accumulating. Second, we decompose tracking into an endpoint refiner that predicts each point's destination and static-versus-dynamic classification, followed by a lightweight trajectory refiner that decodes dense trajectories exclusively for dynamic points. Third, we propose 3D WAFT, replacing memory-prohibitive 4D correlation volumes with efficient feature sampling in the scene cloud. To the best of our knowledge, TrackEverything is the first 3D tracker capable of tracking all visible points across videos exceeding 1000 frames within 40 GB of GPU memory. On TAPVid-3D, TrackEverything outperforms all open-source all-frame dense 3D trackers by more than 20% APD on short clips, while remaining competitive with state-of-the-art sparse trackers on long sequences, despite tracking far more points.
Beyond End-Task Success: How to Audit Visual Experience Retrieval in Robotics
Robots that store past experiences must select which one to reuse in a new scene. Most systems select by visual similarity, and most evaluations report only the success of the selected experience. That number does not show whether the selection was good: a rule can score well by repeatedly using one broadly transferable experience, or poorly because its preferred experience is weak. Since robots increasingly adapt by reuse rather than retraining, a score that describes the library rather than the rule misleads what the field builds next. We contribute an audit methodology: execute every stored experience in every query scene, over two manipulation tasks, three reuse mechanisms, and libraries of , , and . Because every alternative's outcome is known, a score can be traced to per-scene selection or to library quality. The audited rules select by nearest-neighbor distance in five visual embeddings, from raw pixels to CLIP. (1) One fixed experience, chosen with hindsight, captures 30-58% of the gap between random selection and an oracle; per-scene selection competes for the remaining 0.07-0.15 in success rate. (2) At , visual rules concentrate on one experience 1.5-3 times more than the oracle does, and their scores then follow that experience's quality. (3) Wherever a rule differs significantly from a shuffle that keeps its selection rates but pairs them with scenes at random, the rule is worse, for every learned image policy. (4) Visual distance predicts well whether a given pair will succeed (AUROC up to 0.96), yet ranks the candidates within one scene no better than chance for four of five embeddings at (AUROC 0.45-0.52). Exhaustive execution is usually infeasible, so the audit reduces to two cheap reports any study can give: the distribution of selected experiences, and the success of the best single experience in hindsight.
Combining Hierarchical Cognitive Process with Process Supervision for Interpretable Scene Safety Understanding
Scene safety understanding plays a life-or-death role in situational awareness in various critical domains. Traditional methods that rely on learning direct mappings between scenes and safety levels often lack interpretability, limiting their reliability in critical applications. An effective approach to overcoming this challenge lies in interpreting human cognitive processes and equipping machine models with analogous cognitive capabilities. This work explores an effective way of integrating scene safety cognitive process modeling and process supervision. Specifically, we first construct a hierarchical cognitive safety structure, which motivates the development of a novel, high-quality scene safety understanding dataset based on multi-step reasoning with process labels. This dataset serves both as a benchmark and a resource to improve the safety reasoning capabilities of Large Language Models (LLMs), while also enabling a granular analysis of intermediate reasoning steps through information flow and saliency-based techniques. Building upon this foundation, we introduce a modular and flexible process supervision framework that reflects the hierarchical nature of human cognition. This framework leverages LLMs as the core architecture and incorporates Low-Rank Adaptation(LoRA) and Mixture-of-Experts (MoE) strategies to enable specialization and collaboration among expert modules, each tasked with specific sub-processes of the overall reasoning chain. Systematic experimental evaluations and analyses confirm that our framework exhibits superior interpretability and performance characteristics compared to traditional approaches.
STAR: Scene- and Task-Aware 4D Radar Preprocessing Towards End-to-End Cognitive Radar
Four-dimensional (4D) Radar has emerged as a key sensor for environmental perception, providing range, azimuth, elevation, and Doppler measurements while remaining robust to illumination changes and adverse weather conditions. However, conventional Radar preprocessing methods, such as constant false alarm rate (CFAR) detection, select measurements primarily based on signal-level criteria and may therefore discard information valuable for downstream perception during point cloud generation. In addition, existing 4D Radar perception pipelines typically optimize Radar data processing and downstream perception independently, preventing task objectives from directly guiding the preprocessing stage. To address these limitations, we propose a Scene- and Task-Aware Radar (STAR) Preprocessor together with an end-to-end training framework. The STAR Preprocessor incorporates scene context and downstream task objectives to generate task-relevant Radar points, enabling the Radar representation to be optimized directly for perception. On the K-Radar benchmark, the proposed method achieves 74.3 AP, outperforming the previous state of the art by 5.6 AP points. Furthermore, applying the task-relevant points generated by STAR to various existing 3D detectors improves detection performance in most evaluation settings and yields an overall positive average gain over point clouds produced by conventional preprocessing.
Re2A: Situated Conversational Recommendation via Rubric-based Preference Reasoning and Alignment
Real-world recommendation scenarios are commonly grounded in shared physical environments during user-recommender interactions. This motivates situated conversational recommendation (SCR), a complex task requiring recommender assistants to jointly reason over dialogue history, co-observed scenes, and in-scene item attributes. However, current approaches struggle with this setting due to two intertwined challenges: accurately understanding situated user preferences throughout the conversation and generating responses that simultaneously satisfy user needs and grounded situations. To this end, we propose Re2A, a framework that formulates SCR as a structured reason-then-align process. We introduce rubric-based preference reasoning, which uses automated rubrics to guide the model toward producing explicit preference states. Based on these states, we propose a preference-conditioned optimization to align response generation with dual objectives: user preference satisfaction and situation consistency. Extensive experiments on two SCR datasets demonstrate that Re2A consistently outperforms state-of-the-art methods, delivering more precise, context-aware conversational recommendations. Our code is available at https://github.com/DongdingLin/Re2A.
Online Geometric Change Detection via Scene Decomposition
Autonomous robots are increasingly deployed on long duration single- and multi-session missions in dynamic environments, where the ability to identify environmental changes such as fallen trees or opened doors provides important contextual information for online planning. We propose a framework called Change Detection via Scene Decomposition (CDSD) for accurate online geometric change detection using LiDAR or RGB-D sensors. Recent advances in geometric SLAM have made it possible to generate dense, tightly aligned maps without post processing, but comparing global maps across entire sessions is computationally expensive and does not allow for single-session online change detection. CDSD instead spatially decomposes mapped environments into unique scenes where changes can be found efficiently by comparing dense, local subsets of the global map called submaps. As the first submap-based approach for geometric change detection, we identify and address the following core challenges: 1) identifying appropriate scenes for change detection that require minimal redundant information; 2) generating dense and representative submaps for each scene; 3) detecting changes between submaps with differing fields of view; and 4) processing detected changes for real-time map reconstruction. Results demonstrate our algorithm on custom datasets collected at the Army Research Laboratory facility in Graces Quarters, Maryland, and on open-source multi-session change detection datasets.
SceneBench: A Hierarchical Benchmark for Vision-Language Understanding of 3D Scenes
Vision-language models excel at 2D image understanding but remain limited in 3D spatial reasoning. Progress is hindered by limitations in current benchmarks. First, 3D datasets often rely on point clouds that capture geometry but discard rich visual features like texture, text, and materials. Second, annotations treat objects in isolation while ignoring real-world hierarchical organization (scenes, rooms, functional areas, object groups). Third, evaluation tasks focus narrowly on basic recognition rather than multi-step spatial reasoning. In this context, we introduce SceneBench, a benchmark of 966 photorealistic 3D scenes reconstructed with Gaussian Splatting and densely annotated with hierarchical semantics spanning scenes, rooms, functional areas, object groups, and individual objects. These annotations are produced through a human-in-the-loop pipeline combining vision-language models with roughly 1,500 human-hours of iterative refinement and verification, producing over 183K annotated nodes with textual descriptions and 3D bounding boxes. Building on this representation, we define three evaluation tasks: Existence-Based Questions probing object attributes, Spatial Intelligence Questions covering counting, size comparison, distance, and directional relations, and Grounded Question-Reasoning-Answer (QRA) triplets requiring multi-step reasoning across semantic levels. Experiments with state-of-the-art vision-language models show that while models perform well on basic recognition tasks (e.g., up to 85% accuracy for detection), performance drops substantially on hierarchical and compositional reasoning (e.g., down to 60% for counting), revealing limitations not captured by existing benchmarks. SceneBench provides a realistic testbed for developing and evaluating models capable of fine-grained spatial reasoning in photorealistic 3D environments.
ESG: Generating Physically Consistent Dynamic 3D Scenes from Text Descriptions
Recent progress in image and 3D scene generation has enabled increasingly realistic static environments, yet most methods remain confined to such static configurations. Generating dynamic scenes from natural language is fundamentally challenging: it requires joint reasoning over scene structure, temporal evolution, and physical feasibility, while ensuring reliable execution in modern physics engines. We present a unified framework for generating physically consistent dynamic 3D scenes from text, with outputs directly executable in Unreal Engine. Central to our approach is the \emph{Evolutive Scene Graph} (ESG), which specifies entities with physical attributes, spatial relations, and event-driven timelines in a machine-checkable form. Given a prompt, a large language model constructs and validates a complete ESG; spatial layouts are grounded via energy-minimized gradient optimization; timeline-constrained physical parameters are then optimized through differentiable simulation to satisfy user-specified events; and the resulting scene is compiled into an engine-executable class. Experiments on 10 scenes across three complexity levels show that our method achieves mean event completion, outperforming Scene Language, the strongest engine-executable baseline (SimWorld), and our ablation without physical optimization by a clear margin in event completion and parameter accuracy.
Partition-Invariant Tuning for 3D Scene Understanding
Scene-level point cloud understanding remains challenging due to diverse geometries and spatial layouts. While pre-trained 3D point cloud foundation models (PFMs) offer strong transferability, full fine-tuning (FFT) incurs substantial computational and storage costs. Parameter-efficient fine-tuning (PEFT) provides a promising alternative, but existing PEFT methods largely focus on object-level point clouds and overlook serialization-induced partition variations in large-scale scenes. To address this issue, we propose PointPiT, a partition-invariant tuning framework for scene-level point clouds. Specifically, a Scene-aware Structural Adapter (SSA) integrates local geometric patterns with global scene context to mitigate partition-induced representation shifts. Moreover, Gradient Subspace Optimization (GSO) selects informative and partition-stable update directions, suppressing partition-dependent variations during optimization. Extensive experiments across multiple scene-level benchmarks demonstrate that PointPiT achieves competitive or even superior performance to full fine-tuning with less than 1% of backbone's parameters, while achieving consistent state-of-the-art performance among representative PEFT methods.
CoralscapesV2: Panoptic and Fine-Grained Visual Scene Understanding in Coral Reefs
In order to design conservation and restoration strategies to counter the global decline of coral reefs, ecological monitoring of reefs needs to be scaled up dramatically. Computer vision methods are increasingly used to tackle the vast amount of data: as the paradigm of data collection in reefs shifts from highly standardized and constrained survey images to unconstrained imagery on scalable platforms, it is necessary to design machine learning methods that help to get a fine-grained understanding of reefs from general-purpose reef imagery. This paper provides CoralscapesV2, an extension of the Coralscapes dataset for general-purpose visual scene understanding in reefs. CoralscapesV2 increases the dataset size, scope, label completeness and quality for semantic segmentation, and extends the number of classes from 39 to 95 fine-grained visual categories. Furthermore, CoralscapesV2 provides 65k exhaustive fish instance mask annotations, meticulously annotated to completeness by using the video, revealing that annotation of fish based on only static images is insufficient. CoralscapesV2 is the first dataset for panoptic segmentation in coral reefs, capturing a wide range of scenarios in the wild, posing a challenging benchmark for contemporary semantic segmentation and instance segmentation models. CoralscapesV2 is an important step towards general-purpose panoptic segmentation in coral reefs, which has substantial implications for scaling up coral reef monitoring, as it can be employed in a wide range of applications from benthic cover mapping from robot or handheld videos to designing methods for automated quantification and understanding of fish behavior and fish-reef interactions.
GeomVLA: Unifying Scene, Motion, and Action in 3D
We present GeomVLA, a Vision-Language-Action (VLA) model that unifies perception, latent scene motion prediction, and action generation within a shared robot-centric 3D coordinate frame. Our approach lifts pretrained VLM features into spatially grounded 3D scene tokens using depth and camera calibration, while retaining the semantic representations learned during VLM pretraining. We further introduce a 3D Scene Trajectory Denoiser, a task-conditioned module that learns a latent representation of how scene points are expected to move in 3D. Rather than executing the predicted trajectory as an open-loop plan, GeomVLA extracts intermediate motion tokens from the trajectory denoiser and uses them to condition a 3D flow-based action denoiser through geometry-aware attention. GeomVLA achieves state-of-the-art performance on CALVIN, competitive performance on LIBERO and RoboTwin2.0, and outperforms strong baselines in real-world manipulation settings without robot-action pretraining. Extensive ablations show that future-motion reasoning alone is insufficient: the primary gains are associated with maintaining geometric consistency among scene representation, motion prediction, and robot actions throughout the perception-to-action pipeline.
GoDeep: Annotation-Free Open-Vocabulary 3D Scene Understanding via Language-Space Lifting
Open vocabulary 3D semantic segmentation methods typically lift CLIP features into 3D. This embeds points in a joint vision-language space known to behave like a bag-of-words on compositional tasks. Furthermore, even annotation free variants often require a large 3D training corpus and a dedicated 3D encoder per domain. Instead we use a vision-language model purely as a translator. It produces structured, entity-level descriptions of each posed image. These descriptions are grounded, projected, and aggregated directly in a general-purpose, language-only embedding space, with no 3D training corpus or encoder required. On ScanNet++, our pipeline is competitive with strong annotation free baselines trained on ScanNet. On a 5-building cultural heritage benchmark, raw scores initially favor a CLIP-based variant, but a single systematic vocabulary correction reverses this ranking. An effect confirmed by a second, independent correction on a different class, indicating that language-space embeddings track physical content more faithfully. This fidelity extends to genuinely out-of-vocabulary (OOV) objects on ScanNet++ proving that language-space embeddings separate presence from absence objects far more sharply than CLIP-based embeddings do. GoDeep also localize these OOV objects within the scene, all without any 2D-3D annotation. Because every representation remains discrete text, predictions are also explainable at the point level. Finally, exploiting both a heuristic weighting, that favors precise over merely frequent observations and GoDeep's explainability property, we propose an aggregation strategy, as a proof of concept, that favors finer elements localization.
Spheriverse: 3D Scene Understanding from Spherical Observations in the Wild
Spherical observations provide global visual context for 3D scene understanding. However, visual information is encoded in an angular domain, whereas the physical world is represented in Cartesian coordinates. This cross-space representation gap complicates geometric correspondence and semantic evidence aggregation. To delve into this challenge, we introduce Spheriverse, comprising 64,400 temporally aligned spherical image-LiDAR pairs organized into 644 sequences. The dataset spans diverse scenes, illumination, and weather conditions, with fine-grained semantic classes. We further establish benchmarks for semantic occupancy prediction, semantic mapping, and 3D object detection, evaluating 30+ methods through overall and scene-wise comparisons. For dense prediction, we propose SphereOcc, an occupancy framework that couples spherical geometry modeling with semantic evidence retrieval. Cartesian-Spherical Representation Remodeling (CSRR) incorporates spherical range-azimuth geometry into Cartesian voxel features through region-wise modulation. Spherical Evidence Re-querying (SER) then conditions queries on voxel content and range-height-azimuth geometry to adaptively retrieve relevant semantic evidence from source spherical image features. SphereOcc achieves 13.91% mIoU and 24.65% GeoIoU, yielding relative improvements of 13.9% and 9.3% over the respective best-performing methods, TPVFormer and SurroundOcc. It also ranks first in both metrics across all five scene categories, with consistent advantages across the evaluated spatial partitions and reduced fields of view. The established benchmark and source code will be available at https://feit-feiteng.github.io/Spheriverse.
FIRE3D: Feed-forward Interactive 3D Scene Reconstruction Within A Minute
We present FIRE3D, a unified framework that takes a single RGB image or casual RGB video and transforms it into simulation-ready 3D scene assets for games and interactive applications in under a minute. At the core of FIRE3D is a feed-forward, end-to-end network that predicts a compositional scene representation from posed RGB-D observations estimated from the RGB capture, including the 6-DoF pose, bounding box, mesh, and texture for every object. By modeling the scene as a collection of discrete entities, FIRE3D produces amodally complete and simulation-ready environments where objects are physically decoupled and ready for interaction. Our framework requires no test-time optimization, runs orders of magnitude faster than prior interaction-ready methods, and provides object-level completeness beyond existing feed-forward 3D approaches. We demonstrate competitive or state-of-the-art results across pose accuracy, geometry completeness, and texture quality across various datasets while being orders of magnitudes faster. Project page: https://xiahongchi.github.io/Fire3D/
EdMCGS: Event-Driven Markov Chain Gaussian Splatting for Extreme-Low-Frame-Rate Dynamic Scene Reconstruction
We present EdMCGS (Event-driven Markov chain Gaussian Splatting), an end-to-end method for reconstructing dynamic 3D scenes from extreme-low-frame-rate RGB together with an event stream, which can then be rendered at any intermediate timestamp. Methods relying solely on RGB images generate numerous artifacts due to the lack of evidence from between consecutive frames. To supply this missing evidence, we model the scene motion as an event-driven Markov chain, in which the sparse RGB frames anchor the state at their own timestamps while the events recorded within an interval drive the transition across it. Since the transition reads the events of the current interval, it remains active at inference and produces the in-between motion of the 3D Gaussians directly from the events rather than by interpolation, which sets our method apart from prior work that uses events only as training-time supervision. The state is carried by a compact set of control points, each driven by the events sampled in the neighborhood of its own image projection, and a temporal local isometry term keeps the propagated motion locally rigid. Experiments on synthetic and real-world scenes show that EdMCGS outperforms both RGB-based and event-based baselines, while rendering in real time with far fewer Gaussians than the strongest event-based baseline. We release our source code and a new dataset at https://github.com/joseclipse/EdMCGS.
CALIPER: Clean Scenes Cannot Rank Physical Inference in Pretrained Visual Representations
How far a pushed object slides depends on its mass and friction, which no single image reveals. Pretrained visual encoders are increasingly used as the perception front end of world models for manipulation, and their physical competence is assessed with perturbation benchmarks and linear probes, almost always in a clean, fixed-camera scene. We show that these assessments cannot distinguish an encoder that infers physics from one that does not. CALIPER (calibrate, then predict) is a direct test: an object of unknown mass and friction is struck twice at known speeds, a third strike is shown only up to the moment of contact, and a linear readout on frozen features must predict how far the object slides. Swapping in another object's calibration clips checks that the evidence is actually used. Across 2,000 simulated episodes and eight representations, from V-JEPA 2 to a randomly initialised ViT and raw pixels, calibration adds +0.50 R^2 and the swap removes it. Yet in the clean scene every representation lands within 0.02 R^2 of the ceiling set by true simulator state, because a fixed camera exposes the object's displacement directly in pixel coordinates. Resampling camera, lighting, and clutter for every clip spreads the same representations across 0.50 R^2; when the readout chooses a push speed for a goal distance, V-JEPA 2 misses by 4 mm and the random ViT by 20 mm, no better than ignoring the object. Linear probes track none of this: a change in frame aggregation moves a probe more than pretraining does, and erasing the probed mass direction from the same representation costs nothing in one scene and 0.35 R^2 in the other. Whether a benchmark can rank models is an empirical property, and we give three checks that establish it.
CS-CLIP: Compositional Scene Graph-guided CLIP for Robust Compositional Reasoning
Vision-language models (VLMs) demonstrate strong performance across compositional reasoning benchmarks, which require reasoning over semantic perturbations of objects, attributes, relations, and their interactions. However, our controlled analysis reveals that existing compositionality-aware VLMs exhibit element-specific biases, often underperforming vanilla CLIP on certain compositional elements. To address this, we propose Compositional Scene Graph-guided CLIP (CS-CLIP), which uses scene graphs to identify compositional elements and construct structured negatives via selective masking. We further retain negatives that are most contradictory to the original caption, forcing the model to rely on compositional structure rather than surface cues. CS-CLIP achieves state-of-the-art compositional reasoning with robust performance across compositional elements. It also preserves general vision-language capabilities such as cross-modal retrieval and downstream visual reasoning, while requiring fewer training samples than prior methods.
Geometry-Informed Distributed Acoustic Scene Understanding
Acoustic scene understanding in multi-room environments is a difficult task. Most existing systems use a single centralized microphone array, and they often fail because walls and doors block sound signals. To address this challenge, we propose a geometry-informed distributed acoustic scene understanding framework. Our system leverages distributed microphones and uses an audio spectrogram transformer and a topology-aware graph neural network to fuse spatio-temporal acoustic features. Then, these features are decoded into discrete semantic triplets. Finally, a frozen large language model combines these symbolic observations with the environmental geometry. This allows the system to perform spatial understanding, infer plausible missing transitions, and generate a physically consistent narrative of the scene. Experiments on a custom multi-room simulator demonstrate that our framework outperforms centralized baselines and improves spatial consistency under simulated occlusion.
Scene Graph-Driven Haptic Feedback for Safety Enhancement in Robotic Ophthalmic Surgery via Physically Simulated iOCT
Robotic ophthalmic surgery offers high precision but introduces a "sensory gap" by decoupling the surgeon from their instrument, resulting in a loss of tactile feedback. This paper presents a novel haptic feedback system for subretinal injection tasks leveraging Scene Graphs (SG). The system bridges the sensory gap by analyzing a physically simulated intraoperative Optical Coherence Tomography (iOCT) feed to construct a real-time surgical SG. The SG serves as a semantic abstraction layer for the surgical scene, which is then utilized by a deterministic, rule-based engine to generate state-dependent haptic feedback on a robotic input device. The system was evaluated in a user study (N=16) using an anthropomorphic head phantom and a custom-built surgical robot. Results demonstrate that the SG-driven haptic feedback improved surgical precision, reducing needle alignment error by 14% (p = 0.044) and improving System Usability Scale (SUS) scores by 8% (p = 0.015), while maintaining comparable task completion times. A needle trajectory analysis revealed the emergence of a safer "Align-then-Approach" strategy, in which our haptic negative reinforcement prompted users to fine-tune the tool's trajectory before approaching the retinal target. This work suggests that SGs can effectively serve as the direct computational foundation for real-time, safety-enhancing context-aware haptic feedback in robotic microsurgery.
HELIOS: From midnight to noon, continuous outdoor urban scene relighting
Modifying the illumination of driving images is a fundamental challenge, as most datasets are captured at specific times of day. Existing methods rely on synthetic data or paired multi-illumination supervision, which limits their generalization to the diverse and challenging conditions of real-world scenarios. To address this, we propose HELIOS, a novel image relighting approach that relies on unlabeled real-world datasets without requiring any paired images for training. Our approach integrates albedo-based conditioning into a cycle-consistent diffusion pipeline to prevent identity collapse and ensure accurate domain translation. To handle low-visibility nighttime conditions, we introduce a robust albedo distillation strategy that transfers structural stability from the daytime domain. Additionally, we replace traditional text prompts with a fine-grained control mechanism based on GPS-derived solar angles, enabling smooth and continuous lighting manipulation across the day-night cycle. Through extensive evaluation and a user study, we demonstrate that HELIOS produces structurally consistent and realistic results in both night-to-day and day-to-night tasks, outperforming state-of-the-art methods.
DSG: Dynamic 3D Scene Graph Construction for Embodied Agents in Changing Indoor Environments
In indoor environments, object positions frequently change due to human activities or embodied-agent interactions, causing previously constructed scene graphs to become inconsistent with the current scene. To address this issue, we propose DSG, a dynamic 3D scene graph construction framework that detects object changes and performs spatial relationship reasoning. First, we construct a semantic-aware 3D Gaussian scene representation and develop a dual-view rendering-based object change detection method to enable reliable scene graph node updates. Second, we propose a spatial relationship reasoning method that incorporates multi-granularity visual context, enabling a large language model to identify a richer set of interobject spatial relationships. Furthermore, we introduce DynTHOR, a dynamic indoor scene graph benchmark built on the AI2-THOR simulation platform for evaluating scene graph construction in dynamic environments. Extensive experiments on Dyn-THOR, 3RScan, and real-world scenes demonstrate that DSG consistently outperforms existing methods in both object node construction and spatial relationship reasoning, significantly improving the accuracy of dynamic scene graph construction.
Scene Graph-based Driving Scenario Extraction for Automotive Egocentric Datasets
Extracting scenarios from unlabelled real-world sensor data streams is a critical but challenging task in the development process of automated driving systems (ADS). Automatically sifting through large datasets to spatially and temporally locate critical scenarios can enable scenario-based coverage analysis of ADS datasets. In this paper, we present a method for extracting scenarios from egocentric datasets using scene graphs and Linear Temporal Logic (LTL). We first process egocentric sensor data and HD maps to generate a sequence of scene graphs representing a driving scenario. Next, we use LTL to formally specify driving scenarios of interest, then extract all instances of the scenarios from the dataset using an off-the-shelf model checker, which evaluates the LTL formula against the sequence of scene graphs. Our approach can be used on both simulated and real world datasets. We evaluate the method on the training and validation datasets from Argoverse 2 consisting of 850 15-second real-world driving logs, and several videos of dashcam footage. We demonstrate the effectiveness of our approach for extracting and querying scenarios by evaluating against a rule-based benchmark based on track annotations and HD maps.
Vision Models Predict Urban Scene Appraisal with Limited Neural Alignment
Pretrained vision embeddings are increasingly used as general-purpose representations for modelling how people appraise urban scenes, and are validated almost entirely by how well they predict human ratings. High predictive accuracy does not establish that these embeddings organise scenes as human perception does. We test the two properties separately against brain data. Using openly released EEG from 63 adults who viewed and rated 56 Berlin street scenes, we estimate the representational geometry of the scenes over time, the proportion of that geometry that is explainable at all, and its correspondence with seventeen feature spaces spanning language-supervised, self-supervised, category-supervised and dense-prediction training, two orders of magnitude of scale, and interpretable controls. Correspondence is low throughout: the best representation, DINOv2 ViT-B, reaches 29.6% of the lower bound of the noise ceiling, the panel spans 11.0% to 29.6%, and a Gabor energy descriptor is indistinguishable from the best model while outperforming every language-supervised model tested. Within a model, deeper layers still match later neural responses, so the hierarchical correspondence found for object recognition survives even at this low overall level. The same embeddings predict held-out appraisal ratings well, up to r = 0.87, and the two measures do not track each other across models; reweighting features towards the neural geometry lowers appraisal prediction for every model tested, against a control of matched dimensionality. Predicting how a street is appraised is therefore weak evidence that a model represents the street as the brain does. The benchmark uses only public data and requires no training, so evaluating a new representation needs only its embeddings for 55 images.
Lucida: Parse, Generate, and Place for Composable Real-to-Sim Scene Modeling
Composable scene modeling aims to recover a real indoor scene as complete, editable object assets arranged as observed, giving robot simulation and embodied AI a simulation-ready replica of the real environment whose objects can be manipulated individually. Existing pipelines decompose the task into three steps---parse the observations into instances, generate an asset for each, and place each asset back---but every step presumes an input that a cluttered capture rarely provides: accurate instance geometry, unoccluded views, and assets that accurately match the observations. We propose Lucida, which keeps this order but redistributes the requirements, so each step consumes only what a real capture reliably provides and precision is reached at the end of the pipeline rather than demanded at its start. Lucida parses the video into a scene graph whose nodes carry per-instance multi-view evidence, generates a complete asset for each instance from its evidence, and places assets with GizmoAct, a VLM policy that casts placement as multi-turn GUI interaction, manipulating the object's gizmo in a closed loop and deciding itself when alignment is reached. Across scene-level 3D object detection, object pose estimation, and scene reconstruction, Lucida improves mAP over Boxer by 69% on R2S-Scene, raises ADD-SB@0.05 from 57.8% to 83.4% on CA-1M, and increases scene F-Score from 0.794 for SAM3D to 0.924.
CapFrame: Text-Instructed Viewpoint Grounding in 3D Gaussian Scenes via Geometric Pseudo Labels
3D Gaussian Splatting (3DGS) enables photorealistic real-time novel view synthesis, yet placing a virtual camera to capture a desired frame remains largely manual. Existing language-guided approaches in 3D scenes mainly focus on object-centric grounding, determining what to observe but rarely controlling how it should appear in a single frame, such as subject orientation or frame layout. To address this limitation, we introduce a new task, Text-Instructed Viewpoint Grounding (TIVG), which aims to identify a 6-DoF camera pose in a 3D Gaussian scene whose rendered frame aligns with a text instruction. To solve this task, we propose CapFrame, a partially differentiable framework that converts language into geometric pseudo labels for camera pose optimization. CapFrame follows a Retrieve-Translate-Refine pipeline: it retrieves relevant views and ranks them through a Question-Evaluation process with MLLMs, translates the instruction into orientation and layout pseudo labels, and refines the camera pose via differentiable optimization with layout and orientation losses in 3DGS. Experiments on 38 real-world scenes with 135 instructions indicate that CapFrame produces viewpoints better aligned with texts than heuristic viewpoint search and adapted trajectory generation baselines, validated by VLM metrics, MLLM judges, and user studies. Code is available at: https://github.com/jirongli/CapFrame
ScenePilot: Grow-and-Repair Policy for Text-Driven 3D Indoor Scene Generation
Text-driven 3D indoor scene generation has advanced from dataset-bound layout modeling to open-vocabulary synthesis with large language and vision-language models. Yet existing methods remain limited: one-pass generators often yield geometrically invalid layouts, heavy post-hoc optimization is costly and unstable, and prompt-only planners lack reusable layout priors for functional grouping and object relations. We propose \textbf{ScenePilot}, a retrieval-augmented \textbf{Grow-and-Repair} framework that formulates scene generation as prior-guided incremental growth with learned rectification. Given a prompt, the Hierarchical Retrieval-Augmented Planning (HRAP) module retrieves room-, group-, and anchor-level layout priors to support functional group planning. A text-driven base generator then inserts object groups sequentially, while the Reinforcement Multimodal Repair (RMR) module performs lightweight local correction after each insertion and a final global repair after completion. To train this policy, we construct \textbf{SceneReverse-17k}, a repair-trajectory dataset built by perturbing high-quality 3D scenes in position, rotation, and scale, then using inverse operations as executable rectification targets. The policy predicts structured \emph{move--rotate--scale} actions from rendered views, scene state, retrieved priors, and edit history. By combining HRAP with RMR, ScenePilot offers an efficient alternative to one-shot generation and heavy full-scene optimization, improving physical plausibility, functional coherence, and controllability while preserving diversity.
FuncRoom-Agent: Sequential Feed-Forward 3D Functional Indoor Scene Generation
We introduce Function-Room Generation, a new indoor 3D scene generation setting that creates rooms supporting explicit functional goals rather than merely visually plausible layouts. Existing agentic and executable methods improve controllability, but often depend on costly test-time generate--evaluate--revise loops, making functional room generation slow and computationally expensive. We address this challenge with three technical contributions. First, we design a recursive domain-specific language to effectively organize the hierarchical object compositions required by functional rooms, from room structure and major furniture to dense support-surface and nested small objects. It represents rooms as staged executable programs with explicit geometric and functional relations. Second, we propose a sequential feed-forward scene construction framework that distills recursive construction traces into a scene construction expert. At inference time, the expert writes executable DSL code stage by stage, and a deterministic executor directly instantiates each stage without teacher agents, online critics, or iterative repair. Third, we introduce ScenePRM, an execution-grounded process reward framework that improves the expert through reinforcement learning with functional, geometric, relational, and future-constructability feedback. We further establish a function-oriented benchmark and show state-of-the-art performance on both general indoor scene generation and function-room generation, achieving stronger functional completeness, relation correctness, geometric executability, and generation efficiency.
MiDashengLM-Gen: Unified Audio Scene Generation via LLM-Driven Autoregressive Flow Matching
Generating coherent audio scenes that simultaneously blend speech, music, and sound effects remains a significant challenge. Current approaches typically rely on a disjointed pipeline where a frozen, decoupled text encoder feeds a separate audio decoder, limiting cross-modal optimization and leading to poor speech intelligibility. To overcome these limitations, we introduce MiDashengLM-Gen, an end-to-end framework that couples a pre-trained Large Language Model (LLM) with per-token conditional flow matching for autoregressive, variable-length mixed-audio scene generation. MiDashengLM-Gen represents a first approach for general text-to-audio generation with one end-to-end trained model. Empirical evaluations demonstrate that MiDashengLM-Gen drastically improves speech intelligibility over existing unified models. On the Seed-TTS benchmark, English Word Error Rate (WER) drops from 12.15% to 2.79%, approaching the performance of dedicated Text-to-Speech (TTS) systems (1.24%). Furthermore, the framework extends effectively to multilingual settings, yielding highly competitive multilingual WERs compared to existing baselines. Lastly, the model maintains competitive mixed-audio generation quality on the MECAT benchmark. Code and checkpoints are available at https://github.com/xiaomi-research/midashenglm-gen and https://huggingface.co/mispeech/midashenglm-gen, and the demo page is available at https://xingws.github.io/midashenglm-gen-demo/.
STAR: A Spatial-Topology Aware Routing Framework for Generalizable 3D Scene Understanding
Constructing a unified 3D scene understanding model has long been hindered by the topological discrepancies across sensor modalities. While applying the Mixture-of-Experts (MoE) architecture is a flexible approach for multi-domain 3D understanding, we observe that conventional feature-only MoE routers may underrepresent local sampling topology under semantic supervision, making expert allocation difficult when semantic consistency coexists with geometric heterogeneity. To overcome this challenge, we propose STAR (Spatial-Topology Aware Routing Framework). Specifically, we introduce a multi-attribute self-supervised pre-training branch, covering topological and textural variations, to anchor cross-domain structural priors. Building upon this, we design a domain-aware expert branch with two mechanisms: Domain-Spatial-Guided Routing (DSR), which captures local topological variations from spatial context, and Entropy-controlled Dynamic Allocation (EDA), which adjusts the number of activated experts according to routing uncertainty. Together, these branches combine stable cross-domain representation learning with adaptive expert allocation. Extensive experiments across various tasks, encompassing both indoor and outdoor scenes, demonstrate the effectiveness of STAR. It achieves 80.1% mIoU on the ScanNet validation set and 77.2% mIoU on S3DIS, consistently improving over strong baselines. Code is available at our project page (https://xmw666.github.io/STAR/).
InterPruner: Interactive Structured Pruning via Taylor-Implicit Criterion and Language-Prior Modulator for Multimodal Object Detection
Multimodal object detection proves effective in remote sensing, especially the RGB-Infrared paradigm. The parallel feature extractors provide rich multimodal information for robust detection, yet introduce substantial channel redundancy and computational overhead. Existing pruning methods can reduce channel redundancy, but they are designed for unimodal backbones, overlooking cross-modal interactions and dynamic scene-wise redundancy. In this paper, we propose InterPruner, the first interactive structured channel pruning framework for RGB-infrared object detectors. Specifically, we first derive a Taylor-Implicit Criterion(TIC) to quantify channel importance via high-order Taylor expansion and the implicit function theorem. Then, a Modality Interaction Redundancy Analyzer (MIRA) identifies redundant channels via mutual compensability assessment. Finally, a Scene-Prior Channel Anchor (SPCA) uses language priors as semantic anchors to measure channel-scene relevance for dynamic channel importance estimation. Cross-modality channel pruning for RGB-Infrared detection is yet unexplored. Extensive experiments on RGB-infrared object detection dataset demonstrate that InterPruner maintains high performance with negligible degradation. Specifically, it even achieves a 0.6% mAP increase on the FLIR dataset when pruning 50% of the channels. Code will be available on GitHub to facilitate future work.
Rethinking Data Efficiency in Industrial Dense Prediction: Pretraining Coherence, Not Inductive Bias, Determines ViTs Low-Data Advantage
Vision Transformers (ViTs) are widely believed to require more labeled data than CNNs for industrial dense prediction. Through controlled experiments on four industrial datasets, we show that the data-efficiency gap stems from pretraining incoherence, which refers to the statistical mismatch between ImageNet-pretrained ViT backbones and COCO-pretrained CNN necks, rather than from inherent self-attention deficits. We characterize the cross-architecture feature gap and propose a lightweight AlignBlock family for pyramid-level feature recalibration. Our core finding empirically identifies a data-efficiency frontier: for domain-proximal scenes with >= 200 samples, Swin-Graft surpasses YOLOv11x (terminal 703-shot: 0.973 vs 0.956 mAP@50); for domain-distant scenes, CNNs retain advantage (hook 141-shot: 0.900 vs 0.600 mAP@50). Grafted neck weights yield up to 2.5x the mAP of a randomly initialized neck.
Diffuse the object, keep its label: curating detector training data from a few unlabeled photographs via VLM-built 3D vegetation scenes
Labeled images of small objects hidden in vegetation are scarce, and detectors trained on them generalize poorly across sites. Rather than reusing labels collected at another site, we synthesize labeled training images from a handful of unlabeled photographs of the deployment site itself. A vision--language model generates a coarse 3D vegetation scene from one photograph; placing 3D object meshes in the scene yields bounding boxes, segmentation masks, and per-instance occlusion directly from the scene geometry, without manual annotation. A lightweight adapter fine-tuned on the photographs conditions a diffusion pass that re-textures the renders, and a graded mask-lock sets how much diffusion may touch the object itself. In our runs this grade was the most influential curation choice: lightly diffusing the object improves minority-class recall over fully protecting its pixels, while unrestricted diffusion dissolves it. Trained on these images, a standard detector matched or exceeded its counterpart trained on a larger labeled dataset of real images from a different site, consistently across seeds on a humanitarian-demining benchmark; the comparison is thus unsupervised site adaptation from a handful of photographs against conventional cross-site label reuse. In our ablations the gains were largely insensitive to the photograph and crop budgets, and in-domain accuracy did not predict cross-site performance.
SonicWeave: Chunk-Routed Mixture-of-Experts for Unified Audio Scene Generation
Text-conditioned general audio generation is moving beyond isolated speech, music, and sound-effect synthesis toward a single model that can compose them into controllable, coherent audio scenes. This unified setting is particularly challenging: heterogeneous components impose conflicting structural requirements on a shared backbone, while a complex mixed scene may contain locally distinct or overlapping content that demands fine-grained adaptation within the same clip. Existing audio mixture-of-experts (MoEs) mainly route at the domain level, while token-wise routing overlooks the local continuity inherent to acoustic signals. We propose SonicWeave, a flow-matching model for unified audio scene generation. At its core is a chunk-routed MoE with a conflict-gated prior-evidence routing mechanism (CPE-MoE). CPE-MoE routes contiguous acoustic chunks by combining a global prior that encodes the structured text condition and diffusion phase with local evidence from the evolving acoustic state. A learned conflict gate favors the prior when local states are unreliable, while allowing local evidence to influence routing when a region departs from the global scene context. SonicWeave supports speech, music, sound effects, singing, and their fine-grained mixtures with a single set of weights. Across TTS, TTA, and TTM benchmarks, SonicWeave consistently improves over controlled Dense and Base-MoE baselines. Complex-scene evaluation further demonstrates improved compositional quality, while routing analyses reveal content-dependent expert specialization across diffusion phases. These results suggest that temporally coherent, prior-evidence routing is an effective conditional-computation strategy for unified audio generation. Project page: https://caiyunrui.github.io/SonicWeave.
SeqLoc: Beyond the Single Frame for Cross-View Geo-Localization in Feature-Sparse Scenes
Cross-View Geo-Localization (CVGL) with OpenStreetMap (OSM) performs well in structure-rich urban environments but collapses in feature-sparse scenes such as rural roads. To study this failure mode, in this work, we introduce CV-FSS, a benchmark that pairs sequential panoramas from five rural regions with aligned OSM maps, on which single-frame methods degrade drastically. We then propose SeqLoc, an online test-time sequence aggregation mechanism that recursively maintains a log-belief volume with three key components: (1) Entropy-Tempered Uncertainty (ETU) tempers each incoming pose likelihood volume by its normalized entropy; (2) Map-Guided Relocalization (MGR) mixes a map-shaped recovery distribution into the belief so that a suppressed true pose can recover; (3) Peak-Anchored Smoothing (PAS) derives the final pose at sub-grid precision. Extensive experiments on CV-FSS and CV-RHO demonstrate that SeqLoc outperforms single-frame localization by a large margin, improving both position and orientation recall by over 50%. The benchmark and source code are publicly available at https://zhengjunwei.com/publications/SeqLoc/SeqLoc.html.
Scenix: Sparse-View 3D Scene Reconstruction via Executable Scene Programs
Synthesizing a structured and editable 3D indoor scene from a few uncalibrated RGB views requires more than generating high-quality individual assets: a system must infer the room structure, associate objects across incomplete observations, and recover a globally consistent spatial configuration. Previous methods mainly focus on 3D scene generation with text input or require continuous visual inputs with additional priors, \ e.g., human-annotated masks or accurate 3D layouts, which makes these methods labor demanding and hard to apply in general cases. We present \textsc{Scenix}, a sparse-view 3D scene reconstruction framework via executable scene programs, a structured representation that can be directly instantiated into editable 3D scenes. Given sparse views, \textsc{Scenix} predicts executable scene programs through perception-grounded asset instantiation and closed-loop spatial refinement. % We present \method, a framework that predicts an executable scene representation from sparse views and realizes it through perception-grounded asset instantiation and closed-loop spatial refinement. To support this task, we construct \dataset, a dataset of approximately 110,000 synthetic and real indoor scenes with multiview imagery, room structures, object-centric descriptions, and metric spatial annotations. We further introduce observation-consistent supervision that aligns each target scene with the visual evidence available in its input views. Experiments on held-out \textsc{XScene} scenes, real indoor images, and out-of-distribution SpatialGen cases evaluate structured scene prediction, object grounding, and spatial refinement.
UQ-Loc: Uncertainty-Aware LiDAR Scene Coordinate Regression
LiDAR-based Scene Coordinate Regression (SCR) maps point clouds directly to 3D scene coordinates, enabling precise 6-DoF localisation without explicit map retrieval. However, existing methods produce deterministic predictions, discarding aleatoric uncertainty that could improve robustness and downstream decision-making. We present UQ-Loc, which extends the LightLoc architecture with an anisotropic Gaussian covariance head that predicts a full 3x3 positive-definite covariance matrix per voxel. Training uses a Negative Log-Likelihood (NLL) loss augmented with a kNN-based spatial smoothness regulariser, while inference employs a modified SC2-PCR solver with uncertainty-weighted seed scoring and a Mahalanobis-distance inlier test. We adopt Expected Calibration Error (ECE) as a principled metric for evaluating the quality of the predicted uncertainty. Experiments demonstrate that UQ-Loc achieves consistent improvement in 6-DoF localization accuracy while producing well-calibrated covariances.
iARCS: Iterative Agentic RL for Controllable 3D Scene Generation
Synthetic 3D scene generation is increasingly used as a data source for computer vision and embodied AI, but existing generators often optimize perceptual realism without reliably satisfying task-critical functional constraints. This mismatch limits the usefulness of synthetic data for downstream training, where accessibility, traversability, and spatial rule compliance are often essential. We present iARCS, an iterative agentic reinforcement learning framework that adapts a pretrained scene generator to naturallanguage task requirements. iARCS uses a two-phase strategy: universal-reward pretraining to improve physical plausibility and layout quality, followed by task-specific finetuning with LLM-generated reward programs that are iteratively refined from training feedback. Experiments show improved constraint fidelity on walkability, reachability, and clearance-focused tasks, effective task-specific constraint optimization, and competitive scene diversity. We further show that data generated by iARCS improves a base generator, supporting its value as a practical synthetic data generation tool rather than only a controllable scene editing method.
SR-JEPA: Learning Predictive Latent State in 3D Scenes
Joint-embedding predictive architectures learn by predicting latent representations of missing observations, yet many masked JEPAs are evaluated primarily through the encoders they produce. We ask what a trained predictive pathway itself infers when an entire entity is absent from a native 3D scene. We introduce SR-JEPA, a point-native JEPA for scene-scale point clouds whose original frozen predictive pathway can be queried at a supplied location. At evaluation, every point of one object is removed before encoding and replaced by the same shape-free 32-point query at its centroid. Training uses only self-contained 3D EMA targets: no reconstruction, semantic labels, language, or lifted 2D features. On 5,953 held-out ARKitScenes objects, the imputed latent reaches 43.13% semantic-identity macro accuracy, 22.18 points above the strongest floor. Randomizing the prediction path removes 9.78 points, while substituting matched donor context removes 21.98 points. On 8,570 Sr3D support pairs, the full latent reaches 41.15 AP; identity decoded from the missing-object latent, combined with anchor identity and geometry, reaches 39.37 AP, leaving an unresolved 1.78-point residual. These results reveal a queryable, compositional 3D predictive state: the model completes context-dependent entity content, which downstream computation combines with metric geometry.
DynaPix: Can Vision-Language Models Identify the Exact Future?
Acting in a physical scene requires knowing its real later state, not a plausible one. Current evaluations often accept words or a realistic-looking image, so the predicted state is never checked against the true one. We introduce DynaPix (Dynamic Pixels), a benchmark that makes prediction checkable. Given a video clip that stops before a key event and a question about a later moment, a model must pick the true future image from close candidates or a large gallery. The scenes come from a physics simulator, so the correct image and its time are known exactly and the wrong options are deliberately similar. Models often succeed when a visible event marks the target moment, but are near chance when only elapsed time marks it. Gallery search is harder still, as the true image rarely ranks first. People handle the elapsed-time items well, so the difficulty lies with the models, not the questions. Training on scene accounts drawn from the simulator's true record, not a teacher's guess, repairs much of this but not the longer elapsed time case. DynaPix thus exposes a temporal-anchoring gap: models attach a prediction to an event far better than to time itself.
Geospatial-Prior Guidance for 3D Semantic Scene Completion
Inferring complete 3D geometry and semantics from onboard images remains challenging because occlusions and restricted fields of view leave large scene regions underconstrained. Although satellite imagery provides wide-area context, appearance cues alone offer limited structural guidance and may be unreliable because of spatial or temporal discrepancies. We present GeoScene, a geospatially guided framework that jointly uses satellite imagery and structured OpenStreetMap cues as soft priors for 3D semantic scene completion. GeoScene learns complementary voxel-wise reliability weights for onboard observations and geospatial guidance, and uses them to control feature refinement in observed and unobserved regions. This design preserves local visual evidence while exploiting large-scale road and building structure beyond onboard visibility. Experiments on SemanticKITTI and SSCBench-KITTI-360 demonstrate that GeoScene consistently improves both geometric and semantic completion under the geospatial-prior-assisted setting, with the most pronounced benefits for large-scale static and geospatially structured classes.