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
Decades of cognitive science establish that humans navigate environments by forming cognitive maps, defined as allocentric and topology-preserving representations of 3D space. While modern Vision-Language Models (VLMs) demonstrate emergent spatial reasoning from 2D egocentric inputs, it remains unclear whether they construct an analogous 3D internal representation. In this paper, we demonstrate that current VLMs do possess a latent topological map of 3D scenes, but it is heavily overshadowed by non-geometric visual semantics, such as color and shape. By isolating this spatial subspace through cross-scene linear feature extraction, we extract a clean spatial subspace that causally controls the model's spatial outputs. We mathematically shape this latent representation and prove its correspondence to the Laplacian eigenmaps of the scene's 3D Gaussian-kernel graph, converging to the physical 3D space in the continuous limit. Motivated by this geometric identification, we further introduce a mathematically principled latent regularization method for VLMs, based on Dirichlet energy. Applying this single-term regularizer to a minimal 500-step supervised VLM fine-tuning (SFT) on simple synthetic data yields significant improvements on real-world spatial benchmarks, outperforming standard SFT and competitive baselines by up to 12.1% in spatial tasks involving scene topology understanding. Source code is available at https://github.com/pittisl/vlm-latent-shaping
Sparse-to-Complete: From Sparse Image Captures to Complete 3D Scenes
We introduce S2C-3D, a novel sparse-view 3D reconstruction framework for high-fidelity and complete scene reconstruction from as few as six to eight images. Our framework features three components: a specialized diffusion model for scene-specific image restoration, a training-free view-consistency conditioned sampling process in the diffusion model for refined Gaussian optimization, and a camera trajectory planning scheme to ensure comprehensive scene coverage. The specialized diffusion model is developed by finetuning a pretrained architecture on the input views and their corresponding degraded counterparts. The adaptation to the scene distribution allows the model to repair Gaussian renderings while effectively eliminating domain gaps. Meanwhile, the trajectory planning scheme optimizes scene coverage by connecting each newly sampled camera to its two nearest neighbors. By iteratively constructing paths and retaining only those that significantly enhance visibility, the scheme establishes a trajectory that covers the entire scene. To address multi-view conflicts, the view-consistency conditioned sampling process quantifies the consistency between neighboring repaired images. This information is injected as a condition into the sampling process of the frozen diffusion model, facilitating the generation of view-consistent images without additional training. Consequently, our approach produces high-fidelity 3D Gaussians that are robust to artifacts. Experimental results demonstrate that S2C-3D outperforms state-of-the-art methods, constructing high-quality scenes that are free from missing regions, blurring, or other artifacts with very sparse inputs. The source code and data are available at https://gapszju.github.io/S2C-3D.
HERMES++: Toward a Unified Driving World Model for 3D Scene Understanding and Generation
Driving world models serve as a pivotal technology for autonomous driving by simulating environmental dynamics. However, existing approaches predominantly focus on future scene generation, often overlooking comprehensive 3D scene understanding. Conversely, while Large Language Models (LLMs) demonstrate impressive reasoning capabilities, they lack the capacity to predict future geometric evolution, creating a significant disparity between semantic interpretation and physical simulation. To bridge this gap, we propose HERMES++, a unified driving world model that integrates 3D scene understanding and future geometry prediction within a single framework. Our approach addresses the distinct requirements of these tasks through synergistic designs. First, a BEV representation consolidates multi-view spatial information into a structure compatible with LLMs. Second, we introduce LLM-enhanced world queries to facilitate knowledge transfer from the understanding branch. Third, a Current-to-Future Link is designed to bridge the temporal gap, conditioning geometric evolution on semantic context. Finally, to enforce structural integrity, we employ a Joint Geometric Optimization strategy that integrates explicit geometric constraints with implicit latent regularization to align internal representations with geometry-aware priors. Extensive evaluations on multiple benchmarks validate the effectiveness of our method. HERMES++ achieves strong performance, outperforming specialist approaches in both future point cloud prediction and 3D scene understanding tasks. The model and code will be publicly released at https://github.com/H-EmbodVis/HERMESV2.
Learning-Based Hierarchical Scene Graph Matching for Robot Localization Leveraging Prior Maps
Accurate localization is a fundamental requirement for autonomous robots operating in indoor environments. Scene graphs encode the spatial structure of an environment as a hierarchy of semantic entities and their relationships, and can be constructed both online from robot sensor data and offline from architectural priors such as Building Information Models (BIM). Matching these two complementary representations enables drift correction in SLAM by grounding robot observations against a known structural prior. However, establishing reliable node-to-node correspondences between them remains an open challenge: existing combinatorial methods are prohibitively expensive at scale, and prior learned approaches address only flat graph matching, ignoring the multi-level semantic structure present in both representations. Here we present a learned, end-to-end differentiable pipeline that augments both graphs with semantically motivated edge types encoding intra- and inter- level relationships, explicitly exploiting this hierarchy to enable simultaneous matching from high-level room concepts down to low-level wall surfaces. Trained exclusively on floor plans, the proposed method outperforms the combinatorial baseline in F1 on real LiDAR environments while running an order of magnitude faster, demonstrating viable zero-shot generalization for BIM-assisted robot localization.
World2Minecraft: Occupancy-Driven Simulated Scenes Construction
Embodied intelligence requires high-fidelity simulation environments to support perception and decision-making, yet existing platforms often suffer from data contamination and limited flexibility. To mitigate this, we propose World2Minecraft to convert real-world scenes into structured Minecraft environments based on 3D semantic occupancy prediction. In the reconstructed scenes, we can effortlessly perform downstream tasks such as Vision-Language Navigation(VLN). However, we observe that reconstruction quality heavily depends on accurate occupancy prediction, which remains limited by data scarcity and poor generalization in existing models. We introduce a low-cost, automated, and scalable data acquisition pipeline for creating customized occupancy datasets, and demonstrate its effectiveness through MinecraftOcc, a large-scale dataset featuring 100,165 images from 156 richly detailed indoor scenes. Extensive experiments show that our dataset provides a critical complement to existing datasets and poses a significant challenge to current SOTA methods. These findings contribute to improving occupancy prediction and highlight the value of World2Minecraft in providing a customizable and editable platform for personalized embodied AI research. Project page:https://world2minecraft.github.io/.
Color-Encoded Illumination for High-Speed Volumetric Scene Reconstruction
The task of capturing and rendering 3D dynamic scenes from 2D images has become increasingly popular in recent years. However, most conventional cameras are bandwidth-limited to 30-60 FPS, restricting these methods to static or slowly evolving scenes. While overcoming bandwidth limitations is difficult for general scenes, recent years have seen a flurry of computational imaging methods that yield high-speed videos using conventional cameras for specific applications (e.g., motion capture and particle image velocimetry). However, most of these methods require modifications to a camera's optics or the addition of mechanically moving components, limiting them to a single-view high-speed capture. Consequently, these methods cannot be readily used to capture a 3D representation of rapid scene motion. In this paper, we propose a novel method to capture and reconstruct a volumetric representation of a high-speed scene using only unaugmented low-speed cameras. Instead of modifying the hardware or optics of each individual camera, we encode high-speed scene dynamics by illuminating the scene with a rapid, sequential color-coded sequence. This results in simultaneous multi-view capture of the scene, where high-speed temporal information is encoded in the spatial intensity and color variations of the captured images. To construct a high-speed volumetric representation of the dynamic scene, we develop a novel dynamic Gaussian Splatting-based approach that decodes the temporal information from the images. We evaluate our approach on simulated scenes and real-world experiments using a multi-camera imaging setup, showing first-of-a-kind high-speed volumetric scene reconstructions.
Featurising Pixels from Dynamic 3D Scenes with Linear In-Context Learners
One of the most exciting applications of vision models involve pixel-level reasoning. Despite the abundance of vision foundation models, we still lack representations that effectively embed spatio-temporal properties of visual scenes at the pixel level. Existing frameworks either train on image-based pretext tasks, which do not account for dynamic elements, or on video sequences for action-level reasoning, which does not scale to dense pixel-level prediction. We present a framework that learns pixel-accurate feature descriptors from videos, LILA. The core element of our training framework is linear in-context learning. LILA leverages spatio-temporal cue maps -- depth and motion -- estimated with off-the-shelf networks. Despite the noisy nature of those cues, LILA trains effectively on uncurated video datasets, embedding semantic and geometric properties in a temporally consistent manner. We demonstrate compelling empirical benefits of the learned representation across a diverse suite of vision tasks: video object segmentation, surface normal estimation and semantic segmentation.
Semantic Foam: Unifying Spatial and Semantic Scene Decomposition
Modern scene reconstruction methods, such as 3D Gaussian Splatting, deliver photo-realistic novel view synthesis at real-time speeds, yet their adoption in interactive graphics applications has been limited. A major bottleneck is the difficulty of interacting with these representations compared to traditional, human-authored 3D assets. While previous research has attempted to impose semantic decomposition on these models, significant challenges remain regarding segmentation quality and consistency. To address this, we introduce Semantic Foam, extending the recently proposed Radiant Foam representations to semantic decomposition tasks. Our approach integrates the natural spatial volumetric decomposition of Radiant Foam's Voronoi mesh with an explicit semantic feature field parameterized at the cell level. This explicit structure enables direct spatial regularization, which prevents artifacts caused by occlusion or inconsistent supervision across views - common pitfalls for other point-based representations. Experimental results show that our method achieves comparable or superior object-level segmentation performance compared to state-of-the-art methods like Gaussian Grouping and SAGA.
SceneSelect: Selective Learning for Trajectory Scene Classification and Expert Scheduling
Accurate trajectory prediction is fundamentally challenging due to high scene heterogeneity - the severe variance in motion velocity, spatial density, and interaction patterns across different real-world environments. However, most existing approaches typically train a single unified model, expecting a fixed-capacity architecture to generalize universally across all possible scenarios. This conventional model-centric paradigm is fundamentally flawed when confronting such extreme heterogeneity, inevitably leading to a severe generalization gap, degraded accuracy, and massive computational waste. To overcome this bottleneck, rather than refining restricted model-centric architectures, we propose selective learning, a novel scene-centric paradigm. It explicitly analyzes the characteristics of the underlying scene to dynamically route inputs to the most appropriate expert models. As a concrete implementation of this paradigm, we introduce SceneSelect. Specifically, SceneSelect utilizes unsupervised clustering on interpretable geometric and kinematic features to discover a latent scene taxonomy. A highly decoupled classification module is then trained to assign real-time inputs to these scene categories, and a highly extensible, plug-and-play scheduling policy automatically dispatches the trajectory sequence to the optimal expert predictor. Crucially, this decoupled design ensures excellent generalization capabilities, allowing seamless integration with different off-the-shelf models and robust adaptation across new datasets without requiring computationally expensive joint retraining. Extensive experiments on three public benchmarks (ETH-UCY, SDD, and NBA) demonstrate that our method consistently outperforms strong single-model and ensemble baselines, achieving an average improvement of 10.5%, showcasing the effectiveness of scene-aware selective learning.
TopoHR: Hierarchical Centerline Representation for Cyclic Topology Reasoning in Driving Scenes with Point-to-Instance Relations
Topology reasoning is crucial for autonomous driving. Current methods primarily focus on instance-level learning for centerline detection, followed by a sequential module for topology reasoning that relies on simplified MLP layers. Moreover, they often neglect the importance of \textit{point-to-instance} (P2I) relationships in topology reasoning. To address these limitations, we present TopoHR (Topological Hierarchical Representation), a novel end-to-end framework that establishes cyclic interaction between centerline detection and topology reasoning, allowing them to iteratively enhance each other. Specifically, we introduce a hierarchical centerline representation including point queries, instance queries, and semantic representations. These multi-level features are seamlessly integrated and fused within a hierarchical centerline decoder. Furthermore, we design a hierarchical topology reasoning module that captures both fine-grained P2I relationships and global instance-to-instance (I2I) connections within a unified architecture. With these novel components, TopoHR ensures accurate and robust topology reasoning. On the OpenLane-V2 benchmark, TopoHR refreshes state-of-the-art performance with significant improvements. Notably, compared with previous best results, TopoHR achieves +3.8 in , +5.4 in on \text{subset_A} and +11.0 in , +7.9 in on \text{subset_B}, validating the effectiveness of the proposed components. The code will be shared publicly at https://github.com/Yifeng-Bai/TopoHR.git.
Robust Localization for Autonomous Vehicles in Highway Scenes
Localization for autonomous vehicles on highways remains under-explored compared to urban roads, and state-of-the-art methods for urban scenes degrade when directly applied to highways. We identify key challenges including environment changes under information homogeneity, heavy occlusion, degraded GNSS signals, and stringent downstream requirements on accuracy and latency. We propose a robust localization system to address highway challenges, which uses a dual-likelihood LiDAR front end that decouples 3D geometric structures and 2D road-texture cues to handle environment changes; a Control-EKF further leverages steering and acceleration commands to reduce lag and improve closed-loop behavior. An automated offline mapping and ground-truth pipeline keep maps fresh at high cadence for optimal localization performance. To catalyze progress, we release a public dataset covering both urban roads and highways while focusing on representative challenging highway clips, totaling 163 km; benchmarking is standardized using product-oriented accuracy metrics and certified ground truth. Compared to Apollo and Autoware, our system performs similarly on urban roads but shows superior robustness on challenging highway scenarios. The system has been validated by more than one million kilometers of road testing.
You Only Gaussian Once: Controllable 3D Gaussian Splatting for Ultra-Densely Sampled Scenes
3D Gaussian Splatting (3DGS) has revolutionized neural rendering, yet existing methods remain predominantly research prototypes ill-suited for production-level deployment. We identify a critical "Industry-Academia Gap" hindering real-world application: unpredictable resource consumption from heuristic Gaussian growth, the "sparsity shield" of current benchmarks that rewards hallucination over physical fidelity, and severe multi-sensor data pollution. To bridge this gap, we propose YOGO (You Only Gaussian Once), a system-level framework that reformulates the stochastic growth process into a deterministic, budget-aware equilibrium. YOGO integrates a novel budget controller for hardware-constrained resource allocation and an availability-registration protocol for robust multi-sensor fusion. To push the boundaries of reconstruction fidelity, we introduce Immersion v1.0, the first ultra-dense indoor dataset specifically designed to break the "sparsity shield." By providing saturated viewpoint coverage, Immersion v1.0 forces algorithms to focus on extreme physical fidelity rather than viewpoint interpolation, and enables the community to focus on the upper limits of high-fidelity reconstruction. Extensive experiments demonstrate that YOGO achieves state-of-the-art visual quality while maintaining a strictly deterministic profile, establishing a new standard for production-grade 3DGS. To facilitate reproducibility, part scenes of Immersion v1.0 dataset and source code of YOGO has been publicly released. The project link is https://jjrcn.github.io/yogo-project-home/.
From Scene to Object: Text-Guided Dual-Gaze Prediction
Interpretable driver attention prediction is crucial for human-like autonomous driving. However, existing datasets provide only scene-level global gaze rather than fine-grained object-level annotations, inherently failing to support text-grounded cognitive modeling. Consequently, while Vision-Language Models (VLMs) hold great potential for semantic reasoning, this critical data limitations leads to severe text-vision decoupling and visual-bias hallucinations. To break this bottleneck and achieve precise object-level attention prediction, this paper proposes a novel dual-branch gaze prediction framework, establishing a complete paradigm from data construction to model architecture. First, we construct G-W3DA, a object-level driver attention dataset. By integrating a multimodal large language model with the Segment Anything Model 3 (SAM3), we decouple macroscopic heatmaps into object-level masks under rigorous cross-validation, fundamentally eliminating annotation hallucinations. Building upon this high-quality data foundation, we propose the DualGaze-VLM architecture. This architecture extracts the hidden states of semantic queries and dynamically modulates visual features via a Condition-Aware SE-Gate, achieving intent-driven precise spatial anchoring. Extensive experiments on the W3DA benchmark demonstrate that DualGaze-VLM consistently surpasses existing state-of-the-art (SOTA) models in spatial alignment metrics, notably achieving up to a 17.8% improvement in Similarity (SIM) under safety-critical scenarios. Furthermore, a visual Turing test reveals that the attention heatmaps generated by DualGaze-VLM are perceived as authentic by 88.22% of human evaluators, proving its capability to generate rational cognitive priors.
FurnSet: Exploiting Repeats for 3D Scene Reconstruction
Single-view 3D scene reconstruction involves inferring both object geometry and spatial layout. Existing methods typically reconstruct objects independently or rely on implicit scene context, failing to exploit the repeated instances commonly present in realworld scenes. We propose FurnSet, a framework that explicitly identifies and leverages repeated object instances to improve reconstruction. Our method introduces per-object CLS tokens and a set-aware self-attention mechanism that groups identical instances and aggregates complementary observations across them, enabling joint reconstruction. We further combine scene-level and object-level conditioning to guide object reconstruction, followed by layout optimization using object point clouds with 3D and 2D projection losses for scene alignment. Experiments on 3D-Future and 3D-Front demonstrate improved scene reconstruction quality, highlighting the effectiveness of exploiting repetition for robust 3D scene reconstruction.
PLAF: Pixel-wise Language-Aligned Feature Extraction for Efficient 3D Scene Understanding
Accurate open-vocabulary 3D scene understanding requires semantic representations that are both language-aligned and spatially precise at the pixel level, while remaining scalable when lifted to 3D space. However, existing representations struggle to jointly satisfy these requirements, and densely propagating pixel-wise semantics to 3D often results in substantial redundancy, leading to inefficient storage and querying in large-scale scenes. To address these challenges, we present \emph{PLAF}, a Pixel-wise Language-Aligned Feature extraction framework that enables dense and accurate semantic alignment in 2D without sacrificing open-vocabulary expressiveness. Building upon this representation, we further design an efficient semantic storage and querying scheme that significantly reduces redundancy across both 2D and 3D domains. Experimental results show that \emph{PLAF} provides a strong semantic foundation for accurate and efficient open-vocabulary 3D scene understanding. The codes are publicly available at https://github.com/RockWenJJ/PLAF.
E-VLA: Event-Augmented Vision-Language-Action Model for Dark and Blurred Scenes
Robotic Vision-Language-Action (VLA) models generalize well for open-ended manipulation, but their perception is fragile under sensing-stage degradations such as extreme low light, motion blur, and black clipping. We present E-VLA, an event-augmented VLA framework that improves manipulation robustness when conventional frame-based vision becomes unreliable. Instead of reconstructing images from events, E-VLA directly leverages motion and structural cues in event streams to preserve semantic perception and perception-action consistency under adverse conditions. We build an open-source teleoperation platform with a DAVIS346 event camera and collect a real-world synchronized RGB-event-action manipulation dataset across diverse tasks and illuminations. We also propose lightweight, pretrained-compatible event integration strategies and study event windowing for stable deployment. Experiments show that even a simple parameter-free fusion, i.e., overlaying accumulated event maps onto RGB images, could substantially improve robustness in dark and heavy-blur scenes: on Pick-Place at 20 lux, success increases from 0% (image-only) to 60% with overlay fusion and to 90% with our event adapter; under severe motion blur (1000 ms-exposure proxy), Pick-Place improves from 0% to 20-25%, and Sorting from 5% to 32.5%. Overall, E-VLA provides systematic evidence that event-driven perception can be effectively integrated into VLA models, pointing toward robust embodied intelligence beyond conventional frame-based imaging. Code and dataset will be available at https://github.com/JJayzee/E-VLA.
RGB-Pointmap Pretraining for Unified 3D Scene Understanding
Pretraining 3D encoders through alignment with Contrastive Language-Image Pre-training (CLIP) has emerged as a promising direction for learning generalizable representations for 3D scene understanding. In this paper, we propose UniScene3D, a transformer-based framework that learns unified 3D scene representations from multi-view RGB-Pointmap inputs by leveraging the priors of a pretrained 2D foundation model. For robust RGB-Pointmap representation learning, we introduce cross-view geometric alignment and grounded view alignment to enforce geometric and semantic consistency across views. Extensive low-shot and task-specific fine-tuning on viewpoint grounding, scene retrieval, scene classification, and 3D visual question answering demonstrates state-of-the-art performance. These results establish UniScene3D as an effective framework for unified 3D scene understanding. Project page: https://yebulabula.github.io/UniScene3D/
SceneTeract: Probing and Improving Agent-Aware Activity Reasoning in 3D Indoor Scenes
Indoor 3D scenes are ultimately meant to be used: an embodied agent should be able to navigate, reach objects, and complete diverse activities. Yet whether a given scene actually supports these activities for a specific agent profile is rarely verified. Existing evaluations of indoor 3D scenes typically focus on visual quality and semantic plausibility. In contrast, the feasibility of an activity depends on geometric, agent-specific constraints such as reach, clearance, and navigable space availability. These properties are not captured by visual plausibility metrics, and, as we show, VLMs, which are increasingly used to reason about 3D scenes, often fail to determine action feasibility in a single shot. We present SceneTeract, a verification interface that separates semantic action understanding from physical feasibility. Given a scene, an activity, and an embodied agent profile, we decompose the activity into atomic actions on scene objects. Explicit geometric checks then decide whether each step is executable and return a diagnostic trace explaining failures. In synthetic indoor scenes, SceneTeract reveals widespread functional and accessibility failures across diverse agent profiles. Moreover, when benchmarked against our verification, we find that existing VLMs systematically over-predict action feasibility, highlighting limited awareness of embodied functional constraints. In response, we post-train a lightweight VLM with verifier feedback, improving its assessment of physical feasibility. Although trained only on renders of synthetic scenes, we demonstrate that scene understanding improvements also generalize to real-world scenes. We will release our verification suite, benchmark labels, and diagnostic trace datasets.
GaussianGPT: Towards Autoregressive 3D Gaussian Scene Generation
Most recent advances in 3D generative modeling rely on diffusion or flow-matching formulations. We instead explore a fully autoregressive alternative and introduce GaussianGPT, a transformer-based model that directly generates 3D Gaussians via next-token prediction, thus facilitating full 3D scene generation. We first compress Gaussian primitives into a discrete latent grid using a sparse 3D convolutional autoencoder with vector quantization. The resulting tokens are serialized and modeled using a causal transformer with 3D rotary positional embedding, enabling sequential generation of spatial structure and appearance. Unlike diffusion-based methods that refine scenes holistically, our formulation constructs scenes step-by-step, naturally supporting completion, outpainting, controllable sampling via temperature, and flexible generation horizons. This formulation leverages the compositional inductive biases and scalability of autoregressive modeling while operating on explicit representations compatible with modern neural rendering pipelines, positioning autoregressive transformers as a complementary paradigm for controllable and context-aware 3D generation.
LaMP: Learning Vision-Language-Action Policy with 3D Scene Flow as Latent Motion Prior
We introduce \textbf{LaMP}, a dual-expert Vision-Language-Action framework that embeds dense 3D scene flow as a latent motion prior for robotic manipulation.Existing VLA models regress actions directly from 2D semantic visual features, forcing them to learn complex 3D physical interactions implicitly.This implicit learning strategy degrades under unfamiliar spatial dynamics.LaMP addresses this limitation by aligning a flow-matching \emph{Motion Expert} with a policy-predicting \emph{Action Expert} through gated cross-attention.Specifically, the Motion Expert generates a one-step partially denoised 3D scene flow, and its hidden states condition the Action Expert without full multi-step reconstruction.We evaluate LaMP on the LIBERO, LIBERO-Plus, and SimplerEnv-WidowX simulation benchmarks as well as real-world experiments.LaMP consistently outperforms evaluated VLA baselines across LIBERO, LIBERO-Plus, and SimplerEnv-WidowX benchmarks, achieving the highest reported average success rates under the same training budgets. On LIBERO-Plus OOD perturbations, LaMP shows improved robustness with an average 9.7% gain over the strongest prior baseline.Our project page is available at https://summerwxk.github.io/lamp-project-page/.
ET-SAM: Efficient Point Prompt Prediction in SAM for Unified Scene Text Detection and Layout Analysis
Previous works based on Segment Anything Model (SAM) have achieved promising performance in unified scene text detection and layout analysis. However, the typical reliance on pixel-level text segmentation for sampling thousands of foreground points as prompts leads to unsatisfied inference latency and limited data utilization. To address above issues, we propose ET-SAM, an Efficient framework with two decoders for unified scene Text detection and layout analysis based on SAM. Technically, we customize a lightweight point decoder that produces word heatmaps for achieving a few foreground points, thereby eliminating excessive point prompts and accelerating inference. Without the dependence on pixel-level segmentation, we further design a joint training strategy to leverage existing data with heterogeneous text-level annotations. Specifically, the datasets with multi-level, word-level only, and line-level only annotations are combined in parallel as a unified training set. For these datasets, we introduce three corresponding sets of learnable task prompts in both the point decoder and hierarchical mask decoder to mitigate discrepancies across datasets.Extensive experiments demonstrate that, compared to the previous SAM-based architecture, ET-SAM achieves about 3 inference acceleration while obtaining competitive performance on HierText, and improves an average of 11.0% F-score on Total-Text, CTW1500, and ICDAR15.
EXPLORE-Bench: Egocentric Scene Prediction with Long-Horizon Reasoning
Multimodal large language models (MLLMs) are increasingly considered as a foundation for embodied agents, yet it remains unclear whether they can reliably reason about the long-term physical consequences of actions from an egocentric viewpoint. We study this gap through a new task, Egocentric Scene Prediction with LOng-horizon REasoning: given an initial-scene image and a sequence of atomic action descriptions, a model is asked to predict the final scene after all actions are executed. To enable systematic evaluation, we introduce EXPLORE-Bench, a benchmark curated from real first-person videos spanning diverse scenarios. Each instance pairs long action sequences with structured final-scene annotations, including object categories, visual attributes, and inter-object relations, which supports fine-grained, quantitative assessment. Experiments on a range of proprietary and open-source MLLMs reveal a significant performance gap to humans, indicating that long-horizon egocentric reasoning remains a major challenge. We further analyze test-time scaling via stepwise reasoning and show that decomposing long action sequences can improve performance to some extent, while incurring non-trivial computational overhead. Overall, EXPLORE-Bench provides a principled testbed for measuring and advancing long-horizon reasoning for egocentric embodied perception.
Rheos: Modelling Continuous Motion Dynamics in Hierarchical 3D Scene Graphs
3D Scene Graphs (3DSGs) provide hierarchical, multi-resolution abstractions that encode the geometric and semantic structure of an environment, yet their treatment of dynamics remains limited to tracking individual agents. Maps of Dynamics (MoDs) complement this by modeling aggregate motion patterns, but rely on uniform grid discretizations that lack semantic grounding and scale poorly. We present Rheos, a framework that explicitly embeds continuous directional motion models into an additional dynamics layer of a hierarchical 3DSG that enhances the navigational properties of the graph. Each dynamics node maintains a semi-wrapped Gaussian mixture model that captures multimodal directional flow as a principled probability distribution with explicit uncertainty, replacing the discrete histograms used in prior work. To enable online operation, Rheos employs reservoir sampling for bounded-memory observation buffers, parallel per-cell model updates and a principled Bayesian Information Criterion (BIC) sweep that selects the optimal number of mixture components, reducing per-update initialization cost from quadratic to linear in the number of samples. Evaluated across four spatial resolutions in a simulated pedestrian environment, Rheos consistently outperforms the discrete baseline under continuous as well as unfavorable discrete metrics. We release our implementation as open source.
Hybrid Feedback-Guided Optimal Learning for Wireless Interactive Panoramic Scene Delivery
Immersive applications such as virtual and augmented reality impose stringent requirements on frame rate, latency, and synchronization between physical and virtual environments. To meet these requirements, an edge server must render panoramic content, predict user head motion, and transmit a portion of the scene that is large enough to cover the user viewport while remaining within wireless bandwidth constraints. Each portion produces two feedback signals: prediction feedback, indicating whether the selected portion covers the actual viewport, and transmission feedback, indicating whether the corresponding packets are successfully delivered. Prior work models this problem as a multi-armed bandit with two-level bandit feedback, but fails to exploit the fact that prediction feedback can be retrospectively computed for all candidate portions once the user head pose is observed. As a result, prediction feedback constitutes full-information feedback rather than bandit feedback. Motivated by this observation, we introduce a two-level hybrid feedback model that combines full-information and bandit feedback, and formulate the portion selection problem as an online learning task under this setting. We derive an instance-dependent regret lower bound for the hybrid feedback model and propose AdaPort, a hybrid learning algorithm that leverages both feedback types to improve learning efficiency. We further establish an instance-dependent regret upper bound that matches the lower bound asymptotically, and demonstrate through measurements on an end-to-end testbed that AdaPort outperforms state-of-the-art learning-based baselines as well as the heuristic minimum scene delivery scheme.
RL-AWB: Deep Reinforcement Learning for Auto White Balance Correction in Low-Light Night-time Scenes
Nighttime color constancy still remains a challenging problem in computational photography due to low-light noise and complex illumination conditions. We present RL-AWB, a novel framework combining statistical methods with deep reinforcement learning for nighttime white balance. Our method begins with a statistical algorithm tailored for nighttime scenes, integrating salient gray pixel detection with novel illuminant estimation. Building on this foundation, we develop the first deep reinforcement learning approach for color constancy that leverages the statistical algorithm as its core, mimicking professional AWB tuning experts by dynamically determining image-specific parameters at inference time, without requiring ground-truth illuminants or reference images. To further facilitate cross-sensor evaluation, we introduce the first multi-sensor nighttime dataset. Experiment results demonstrate that our method achieves strong generalization capability across low-light and well-illuminated images. Project page: https://ntuneillee.github.io/research/rl-awb/
Event-based Scene Synthesis via Inter-Frame Residual Alignment
Event-based scene synthesis reconstructs target RGB frames from sparse image observations and asynchronous event streams, encompassing both video frame prediction and interpolation. Existing event-based synthesis methods commonly estimate optical flow to warp the observed frames toward the target time, but are vulnerable to inaccurate flow under large motion and occlusion and often rely on flow supervision or pretrained estimators. In this work, we propose EvFRA, an Event-based scene synthesis framework based on inter-Frame Residual Alignment. We identify a structural correspondence between event measurements and frame-to-frame scene changes, and exploit this correspondence for target frame synthesis. Our training pipeline consists of two stages: 1) an Event-to-Residual Alignment Variational Autoencoder (ER-VAE) aligns the event frame captured between the anchor and target frames with the corresponding inter-frame residual, and 2) a ControlNet-conditioned diffusion model is fine-tuned to denoise the residual latent using event data. Our method outperforms state-of-the-art methods by up to 2.61 dB and 1.85 dB in PSNR for frame prediction and interpolation, respectively, with consistent SSIM improvements. Code is available at https://github.com/jiyun-kong/EvFRA.
ISS Policy : Scalable Diffusion Policy with Implicit Scene Supervision
Vision-based imitation learning has enabled impressive robotic manipulation skills, but action imitation alone provides limited supervision of the geometric consequences of robot behavior. To address this limitation, we introduce Implicit Scene Supervision (ISS) Policy, a 3D visuomotor diffusion policy with a DiT backbone that predicts continuous action sequences from point-cloud observations. ISS augments action diffusion with a supervised robot motion predictor that maps generated actions and robot-state context to end-effector motion, and then uses the predicted motion together with gripper intent to forecast future point-cloud representations. By explicitly modeling the intermediate transition from action to robot motion, ISS encourages the policy to capture how its actions affect the surrounding 3D scene. We further introduce asymmetric gradient routing to separate direct motion regression from scene-level policy supervision, together with a change-balanced objective that accounts for variations in scene-change magnitude. These auxiliary objectives provide dynamics-aware geometric supervision using only expert demonstrations, without requiring additional annotations or auxiliary modules at inference time. ISS Policy achieves state-of-the-art performance on single-arm manipulation tasks in MetaWorld and dexterous manipulation tasks in Adroit, while real-world dual-arm experiments further demonstrate its effectiveness on physical robotic manipulation. The resulting framework preserves the scalable DiT backbone and standard diffusion-policy control interface. Code and videos will be released.
CoSPlan: Corrective Sequential Planning via Scene Graph Incremental Updates
Vision Language Models (VLMs) have shown promising planning capabilities, yet their success remains confined to the text domain, leaving visual decision-making relatively underexplored. Addressing this gap, we introduce Corrective Sequence Planning (CoSPlan) benchmark, where VLMs must plan a sequence of visual actions from an initial scene to a target scene. CoSPlan evaluates models on their ability to imagine and execute a coherent set of visual steps required to reach the goal (Step Completion). To prevent any shortcuts that simply describe the final scene, we introduce an erroneous action in decision-making, which must be detected (Error Detection) and corrected to reach the goal, enabling a deeper understanding of the task. CoSPlan spans across 4 tasks: maze navigation, block re-arrangement, image reconstruction, and object re-organization. Despite using advanced reasoning strategies such as Chain-of-Thought and Scene Graphs, VLMs struggle on CoSPlan, while still showing promising performance in the text domain. Addressing this, we propose Scene Graph Incremental updates (SGI), a novel training-free method to transform images into `textual' scene graphs, enabling step-by-step reasoning through iterative scene graph refinement. SGI yields an average of ~4.4% improvement on CoSPlan w/ generalization on PlanBench and VQA. Link for solving puzzles on the project page.
TabletopGen: Tabletop Scene Generation and Interactive Simulation for Robotic Manipulation
Simulation provides a low-cost, scalable pathway to large-scale robotic manipulation data collection. However, existing 3D scene generation methods can rarely be applied directly to manipulation data synthesis, as their generated scenes often lack instance-level interactivity and physical plausibility. Focusing on tabletop manipulation, we propose TabletopGen, a training-free and automated tabletop scene generation and interactive simulation engine. Starting from text or a single image, we first obtain independent 3D object models via generative instance extraction. Second, we introduce a novel pose and scale alignment approach that recovers a collision-free scene layout using a Differentiable Rotation Optimizer and a Top-View Spatial Alignment mechanism. Finally, we assemble the generated scene in a physics simulator with collision geometry, yielding a stable, interactable environment for synthesizing multimodal manipulation data. Extensive experiments and user studies demonstrate that TabletopGen achieves state-of-the-art performance in visual fidelity, layout accuracy, and physical plausibility. Furthermore, we validate the executability of the collected trajectories on a real robotic arm via zero-shot real-to-sim-to-real policy transfer, indicating that TabletopGen can serve as a reliable data engine for robotic manipulation data synthesis.
LaGen: Towards Autoregressive LiDAR Scene Generation
Generative world models for autonomous driving (AD) are of great value in applications such as data augmentation, closed-loop simulation, and safety-critical scenario evaluation. Unlike the widely studied image modality, in this work we explore generative world models for LiDAR data. Existing generation methods for LiDAR predominantly focus on single frame generation or lack the capacity for interactive simulation, while existing prediction approaches require multiple frames of historical input and can only deterministically predict multiple frames at once. Both paradigms fail to support long-horizon interactive generation. To this end, we introduce \textbf{LaGen}, which, to the best of our knowledge is the first autoregressive framework capable of generating long-horizon LiDAR scenes in a frame-by-frame, interactive manner. LaGen is able to take a single-frame input as a starting point and effectively utilize bounding box information as conditions to generate high-fidelity 4D scene. In addition, we introduce a scene decoupling estimation module to enhance the model's interactive generation capability for object-level content, as well as a noise modulation module to mitigate error accumulation during long-horizon generation. We extensively evaluate LaGen's performance in controlled data generation and long-horizon scene generation on the nuScenes dataset. The experimental results demonstrate that LaGen achieves state-of-the-art performance, especially on later frames. The code is publicly available at: https://github.com/szzhou88/LaGen.
SCLARO: A Dataset for Grounded Scenario-Level Scene Understanding and ScenarioCLIP for Benchmarking
In the paradigm of computer vision-based precise real-world scene understanding, joint reasoning in terms of contextual understanding about the objects present in a scene, their inter-object relations, and the action being performed is an essential prerequisite. However, prior works have not addressed all three jointly, and no large-scale dataset provides grounded annotations at all three levels across diverse visual scenarios. Hence, this work introduces the SCLARO (Scene-Contextual Localisation of Actions, Relations & Objects) dataset, consisting of 615,805 images spanning indoor, outdoor, and driving scenarios, annotated with global action captions, object bounding boxes, and relation triplets that supply structured scene context beyond a free-text caption. To benchmark the dataset, we propose ScenarioCLIP, a tri-level reference model that jointly encodes global scene context, objects, and inter-object relations using disentangled encoders and EMA-based knowledge distillation. We benchmark across a comprehensive suite of tasks on the SCLARO Dataset, namely zero-shot retrieval, linear probe, object detection, predicate classification, scene-graph classification, and out-of-domain generalisation. ScenarioCLIP's disentangled encoders improve over the previous works, such as PyramidCLIP's shared encoder, most notably at the object and relation levels and on out-of-domain generalisation. Code for the data generation pipeline and ScenarioCLIP is available at https://github.com/scenario-clip/SCLARO-ScenarioCLIP
GraphPilot: Grounded Scene Graph Conditioning for Language-Based Autonomous Driving
Vision-language models have recently emerged as promising planners for autonomous driving, where success hinges on topology-aware reasoning over spatial structure and dynamic interactions from multimodal input. However, existing models are typically trained without supervision that explicitly encodes these relational dependencies, limiting their ability to infer how agents and other traffic entities influence one another from raw sensor data. In this work, we bridge this gap with a novel model-agnostic method that conditions language-based driving models on structured relational context in the form of traffic scene graphs. We serialize scene graphs at various abstraction levels and formats, and incorporate them into models via structured prompt templates, enabling systematic analysis of when and how relational supervision is most beneficial and computationally efficient. Extensive evaluations on the LangAuto and Bench2Drive benchmarks show that scene graph conditioning yields large and persistent improvements. We observe a substantial performance increase in the Driving Score of our proposed approach versus competitive LMDrive, BEVDriver, and SimLingo baselines. These results indicate that diverse architectures can effectively internalize and ground relational priors through scene graph-conditioned training, even without requiring scene graph input at test-time. Code, fine-tuned models, and our scene graph dataset are publicly available at https://github.com/iis-esslingen/GraphPilot.
SpatialThinker: Reinforcing Scene Graph-Grounded Spatial Reasoning via Dense Rewards
Multimodal large language models (MLLMs) have achieved remarkable progress in vision-language tasks, but continue to struggle with spatial reasoning. Existing spatial MLLMs rely on large-scale datasets, explicit 3D inputs, architecture-specific modifications, or sparse Reinforcement Learning (RL) methods that provide insufficient guidance for spatially-grounded reasoning. We introduce SpatialThinker. To our knowledge, it is the first MLLM unifying Scene Graph Generation (SGG) and visual reasoning in a single pass via online RL. The model simulates human-like spatial perception by constructing a mental scene graph of task-relevant objects and relations, and reasoning toward an answer via dense spatial rewards. Our contributions are threefold: (1) SGG-grounded reasoning: integrating SGG directly within the reasoning chain rather than as a disjoint preprocessing step; (2) STVQA-7K: a high-quality spatial VQA training dataset via a scalable synthesis pipeline; and (3) a dense spatial reward design that enforces structured grounding during RL and generalizes to improve broad visual perception. SpatialThinker-7B achieves 3.6 larger gains over SFT and better in- and out-of-distribution generalization than sparse RL. Trained on only 7K samples, SpatialThinker-7B matches GPT-5 and outperforms GPT-4o, while SpatialThinker-30B surpasses both GPT-5 and Claude 4 Sonnet on average across 14 spatial and real-world benchmarks, demonstrating that structured spatial grounding with reward-aligned reasoning enables robust spatial understanding with limited data.
Effective Gaussian Management for High-fidelity Scene Reconstruction
This paper proposes an effective Gaussian management framework for high-fidelity scene reconstruction of both appearance and geometry. Unlike recent Gaussian Splatting (GS) pipelines that treat all primitives uniformly during optimization, our framework explicitly manages the attribute activation, representation and pruning of Gaussian. Specifically, our framework first introduces GauSep, a novel densification strategy that selectively activates Gaussian color or normal attributes to alleviate destructive gradient conflicts arising from dual supervision. We further propose GauRep, an adaptive Gaussian representation that dynamically adjusts spherical harmonics (SHs) orders and performs task-decoupled pruning to reduce redundancy at both the individual and global levels. To provide reliable geometric supervision for above mangement process, we additionally introduce CoRe, an regularized surface reconstruction module that distills robust normal fields from an SDF branch to the Gaussian representation through a confidence mechanism. Notably, the proposed Gaussian management is compatible with various reconstruction architectures and can be seamlessly integrated to improve performance while reducing size of the model. Extensive experiments demonstrate that our approach achieves superior or comparable performance in appearance and geometry reconstruction compared with state-of-the-art methods, while using significantly fewer parameters.
Scensory: Real-Time Robotic Olfactory Perception for Joint Identification and Source Localization
Olfaction offers robots access to chemical information that is largely inaccessible to vision, touch, and audition, yet using airborne chemical signals for spatial perception remains challenging because local volatile organic compound (VOC) measurements are shaped by complex chemical transport and sensor dynamics. We introduce Scensory, a robotic olfaction framework that learns to jointly infer biological source identity and relative location from short temporal VOC measurements. Using a robot-automated data collection platform, we pair VOC dynamics from cross-sensitive gas sensor arrays with spatial supervision and train models to predict fungal identity, source direction, and distance. We show that a single sensor array can extract all three quantities from only 3 s of local measurements under ambient environmental conditions, achieving species classification accuracy of up to 80.13%, directional accuracy of up to 68.65%, and mean absolute distance errors of 0.110-0.131 m. Incorporating measurements from multiple spatial locations further reduces ambiguity, improving peak species and directional accuracies by 9.72 and 18.66 percentage points, respectively. We then embody this learned olfactory perception on a mobile robot, where successive local predictions acquired during motion are transformed into a world-frame evidence map, allowing observations from different positions and headings to reinforce persistent source hypotheses and guide closed-loop localization. Across eight selected indoor runs, the robot achieves a planar endpoint error of 0.606 +/- 0.294 m. Our results establish airborne chemical dynamics as a viable perceptual signal for robots to recognize biological sources, reason about their spatial origin, and autonomously navigate toward them under ambient environments.
Imaginative World Modeling with Scene Graphs for Embodied Agent Navigation
Semantic navigation requires an agent to navigate toward a specified target in an unseen environment. Employing an imaginative navigation strategy that predicts future scenes before taking action, can empower the agent to find target faster. Inspired by this idea, we propose SGImagineNav, a novel imaginative navigation framework that leverages symbolic world modeling to proactively build a global environmental representation. SGImagineNav maintains an evolving hierarchical scene graph and uses large vision language models to predict and explore unseen parts of the environment. While existing methods solely relying on past observations, this imaginative scene graph provides richer semantic context, enabling the agent to proactively estimate target locations. Building upon this, SGImagineNav adopts an adaptive navigation strategy that exploits semantic shortcuts when promising and explores unknown areas otherwise to gather additional context. This strategy continuously expands the known environment and accumulates valuable semantic contexts, ultimately guiding the agent toward the target. SGImagineNav is evaluated in both real-world scenarios and simulation benchmarks. SGImagineNav consistently outperforms previous methods, improving the success rate to 65.4% and 66.8% on HM3D and HSSD, and demonstrating cross-floor and cross-room navigation in real-world environments. All source code is open-sourced at https://github.com/UMich-CURLY/SGImagineNav.
3D Software Synthesis Driven by Constraint-Expressive Intermediate Representation
Graphical user interface (UI) software has undergone a fundamental transformation from traditional two-dimensional (2D) desktop/web/mobile interfaces to spatial three-dimensional (3D) environments. While existing work has made remarkable success in automated 2D software generation, such as HTML/CSS and mobile app interface code synthesis, the generation of 3D software still remains under-explored. Current methods for 3D software generation usually generate the 3D environments as a whole and cannot modify or control specific elements in the software. Furthermore, these methods struggle to handle the complex spatial and semantic constraints inherent in the real world. To address the challenges, we present Scenethesis, a novel requirement-sensitive 3D software synthesis approach that maintains formal traceability between user specifications and generated 3D software. Scenethesis is built upon ScenethesisLang, a domain-specific language that serves as a granular constraint-aware intermediate representation (IR) to bridge natural language requirements and executable 3D software. It serves both as a comprehensive scene description language enabling fine-grained modification of 3D software elements and as a formal constraint-expressive specification language capable of expressing complex spatial constraints. By decomposing 3D software synthesis into stages operating on ScenethesisLang, Scenethesis enables independent verification, targeted modification, and systematic constraint satisfaction. Our evaluation demonstrates that Scenethesis accurately captures over 80% of user requirements and satisfies more than 90% of hard constraints while handling over 100 constraints simultaneously. Furthermore, Scenethesis achieves a 42.8% improvement in BLIP-2 visual evaluation scores compared to the state-of-the-art method.
MetricHMSR:Metric Human Mesh and Scene Recovery from Monocular Images
We introduce MetricHMSR, a novel framework for recovering metric human meshes and 3D scenes from a single monocular image. Existing methods struggle to recover metric scale due to monocular scale ambiguity and weak-perspective camera assumptions. Moreover, their fully coupled feature representations make it difficult to disentangle local pose from global translation, often requiring multi-stage pipelines that introduce accumulated errors. To address these challenges, we propose MetricHMR (Metric Human Mesh Recovery), which incorporates a bounding camera ray map representation to provide explicit metric cues for human reconstruction,together with a Human Mixture-of-Experts (HumanMoE) that dynamically routes image features to specialized experts, enabling the disentangled perception of local human pose and global metric position. Leveraging the recovered metric human as a geometric anchor, we further refine monocular metric depth estimation to achieve more accurate 3D alignment between humans and scenes.Comprehensive experiments demonstrate that our method achieves state-of-the-art performance on both human mesh recovery and metric human-scene reconstruction. Project Page: https://Metaverse-AI-Lab-THU.github.io/MetricHMSR.
What Moves? Localized Motion Representations for Compositional Scene Control
Real-world dynamics are inherently compositional: multiple entities move simultaneously within a shared scene, each exhibiting distinct motion patterns. Yet current motion representation models entangle the dynamics of different entities, without explicitly capturing localized motion for each individually. Crucially, motion is defined relative to a global reference frame, including camera motion and scene layout. However, localized embeddings are often computed from cropped images or obtained by masking features after encoding, discarding the context needed to interpret motion. To address this, we introduce a promptable localized motion representation that produces persistent embeddings for user-specified regions defined by spatial masks. Rather than cropping the input or masking features, our model processes the full video and conditions motion encoding directly on the queried region. This yields temporally consistent, region-addressable embeddings that isolate local dynamics while retaining the global context required for disambiguation. We demonstrate object-level motion transfer, enabling controlled composition of dynamic scenes. Beyond generative control, our embeddings support localized action classification in multi-actor videos. Across both tasks, our approach improves controllability and outperforms global representations localized through cropping or post-hoc masking.
Dense Dynamic Scene Reconstruction and Camera Pose Estimation from Multi-View Videos
We address the challenging problem of dense dynamic scene reconstruction and camera pose estimation from multiple freely moving cameras -- a setting that arises naturally when multiple observers capture a shared event. Prior approaches either handle only single-camera input or require rigidly mounted, pre-calibrated camera rigs, limiting their practical applicability. We propose a two-stage optimization framework that decouples the task into robust camera tracking and dense depth refinement. In the first stage, we extend single-camera visual SLAM to the multi-camera setting by constructing a spatiotemporal connection graph that exploits both intra-camera temporal continuity and inter-camera spatial overlap, enabling consistent scale and robust tracking. To ensure robustness under limited overlap, we introduce a wide-baseline initialization strategy using feed-forward reconstruction models. In the second stage, we refine depth and camera poses by optimizing dense inter- and intra-camera consistency using wide-baseline optical flow. Additionally, we introduce MultiCamRobolab, a new real-world dataset with ground-truth poses from a motion capture system. Finally, we demonstrate that our method significantly outperforms state-of-the-art feed-forward models on both synthetic and real-world benchmarks, while requiring less memory.