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Alan Yuille

Publications and source records attributed to Alan Yuille.

At least 73 records · Page 4Linked to original sources

Baking Gaussian Splatting into Diffusion Denoiser for Fast and Scalable Single-stage Image-to-3D Generation and Reconstruction

Existing feedforward image-to-3D methods mainly rely on 2D multi-view diffusion models that cannot guarantee 3D consistency. These methods easily collapse when changing the prompt view direction and mainly handle object-centric cases. In this paper, we propose a novel single-stage 3D diffusion model, DiffusionGS, for object generation and scene reconstruction from a single view. DiffusionGS directly outputs 3D Gaussian point clouds at each timestep to enforce view consistency and allow the model to generate robustly given prompt views of any directions, beyond object-centric inputs. Plus, to improve the capability and generality of DiffusionGS, we scale up 3D training data by developing a scene-object mixed training strategy. Experiments show that DiffusionGS yields improvements of 2.20 dB/23.25 and 1.34 dB/19.16 in PSNR/FID for objects and scenes than the state-of-the-art methods, without depth estimator. Plus, our method enjoys over 5$\times$ faster speed ($\sim$6s on an A100 GPU). Our Project page at https://caiyuanhao1998.github.io/project/DiffusionGS/ shows the video and interactive results. The code and models are publicly available at https://github.com/caiyuanhao1998/Open-DiffusionGS

cs.CV

Gaussian Scenes: Pose-Free Sparse-View Scene Reconstruction using Depth-Enhanced Diffusion Priors

In this work, we introduce a generative approach for pose-free (without camera parameters) reconstruction of 360 scenes from a sparse set of 2D images. Pose-free scene reconstruction from incomplete, pose-free observations is usually regularized with depth estimation or 3D foundational priors. While recent advances have enabled sparse-view reconstruction of large complex scenes (with high degree of foreground and background detail) with known camera poses using view-conditioned generative priors, these methods cannot be directly adapted for the pose-free setting when ground-truth poses are not available during evaluation. To address this, we propose an image-to-image generative model designed to inpaint missing details and remove artifacts in novel view renders and depth maps of a 3D scene. We introduce context and geometry conditioning using Feature-wise Linear Modulation (FiLM) modulation layers as a lightweight alternative to cross-attention and also propose a novel confidence measure for 3D Gaussian splat representations to allow for better detection of these artifacts. By progressively integrating these novel views in a Gaussian-SLAM-inspired process, we achieve a multi-view-consistent 3D representation. Evaluations on the MipNeRF360 and DL3DV-10K benchmark dataset demonstrate that our method surpasses existing pose-free techniques and performs competitively with state-of-the-art posed (precomputed camera parameters are given) reconstruction methods in complex 360 scenes. Our project page provides additional results, videos, and code.

cs.CV

Play to Generalize: Learning to Reason Through Game Play

Developing reasoning capabilities in multimodal large language models (MLLMs) remains challenging. Motivated by literature suggesting that gameplay promotes transferable reasoning skills, we propose a novel post-training method, Visual Game Learning (ViGaL), where MLLMs develop generalizable reasoning skills through playing arcade-like games. Specifically, we show that training a 7B-parameter MLLM via reinforcement learning (RL) on simple games like Snake significantly enhances the downstream performance on multimodal math benchmarks like MathVista, on multi-discipline questions like MMMU and on 3D spatial reasoning benchmarks like VSI-Bench, without seeing any worked solutions, equations, or diagrams during RL. Remarkably, our model outperforms specialist models post-trained on benchmark-oriented multimodal reasoning data, while preserving the model's performance on general visual benchmarks, a challenge where specialist models often fall short. Our findings suggest that multimodal reasoning can emerge from gameplay, pointing to a promising strategy of designing surrogate tasks for RL post-training.

cs.CV

EvoWorld: Evolving Panoramic World Generation with Explicit 3D Memory

Humans possess a remarkable ability to mentally explore and replay 3D environments they have previously experienced. Inspired by this mental process, we present EvoWorld: a world model that bridges panoramic video generation with evolving 3D memory to enable spatially consistent long-horizon exploration. Given a single panoramic image as input, EvoWorld first generates future video frames by leveraging a video generator with fine-grained view control, then evolves the scene's 3D reconstruction using a feedforward plug-and-play transformer, and finally synthesizes futures by conditioning on geometric reprojections from this evolving explicit 3D memory. Unlike prior state-of-the-arts that synthesize videos only, our key insight lies in exploiting this evolving 3D reconstruction as explicit spatial guidance for the video generation process, projecting the reconstructed geometry onto target viewpoints to provide rich spatial cues that significantly enhance both visual realism and geometric consistency. To evaluate long-range exploration capabilities, we introduce the first comprehensive benchmark spanning synthetic outdoor environments, Habitat indoor scenes, and challenging real-world scenarios, with particular emphasis on loop-closure detection and spatial coherence over extended trajectories. Extensive experiments demonstrate that our evolving 3D memory substantially improves visual fidelity and maintains spatial scene coherence compared to existing approaches, representing a significant advance toward long-horizon spatially consistent world modeling.

cs.CV

Autoregressive Video Generation beyond Next Frames Prediction

Autoregressive models for video generation typically operate frame-by-frame, extending next-token prediction from language to video's temporal dimension. We question that unlike word as token is universally agreed in language if frame is a appropriate prediction unit? To address this, we present VideoAR, a unified framework that supports a spectrum of prediction units including full frames, key-detail frames, multiscale refinements, and spatiotemporal cubes. Among these designs, we find model video generation using \textit{spatiotemporal} cubes as prediction units, which allows autoregressive models to operate across both spatial and temporal dimensions simultaneously. This approach eliminates the assumption that frames are the natural atomic units for video autoregression. We evaluate VideoAR across diverse prediction strategies, finding that cube-based prediction consistently delivers superior quality, speed, and temporal coherence. By removing the frame-by-frame constraint, our video generator surpasses state-of-the-art baselines on VBench while achieving faster inference and enabling seamless scaling to minute-long sequences. We hope this work will motivate rethinking sequence decomposition in video and other spatiotemporal domains.

cs.CV

3DSRBench: A Comprehensive 3D Spatial Reasoning Benchmark

3D spatial reasoning is the ability to analyze and interpret the positions, orientations, and spatial relationships of objects within the 3D space. This allows models to develop a comprehensive understanding of the 3D scene, enabling their applicability to a broader range of areas, such as autonomous navigation, robotics, and AR/VR. While large multi-modal models (LMMs) have achieved remarkable progress in a wide range of image and video understanding tasks, their capabilities to perform 3D spatial reasoning on diverse natural images are less studied. In this work we present the first comprehensive 3D spatial reasoning benchmark, 3DSRBench, with 2,772 manually annotated visual question-answer pairs across 12 question types. We conduct robust and thorough evaluation of 3D spatial reasoning abilities by balancing data distribution and adopting a novel FlipEval strategy. To further study the robustness of 3D spatial reasoning w.r.t. camera 3D viewpoints, our 3DSRBench includes two subsets with 3D spatial reasoning questions on paired images with common and uncommon viewpoints. We benchmark a wide range of open-sourced and proprietary LMMs, uncovering their limitations in various aspects of 3D awareness, such as height, orientation, location, and multi-object reasoning, as well as their degraded performance on images from uncommon 6D viewpoints. Our 3DSRBench provide valuable findings and insights about future development of LMMs with strong spatial reasoning abilities. Our project page is available at https://3dsrbench.github.io/.

cs.CV

Generative World Explorer

Planning with partial observation is a central challenge in embodied AI. A majority of prior works have tackled this challenge by developing agents that physically explore their environment to update their beliefs about the world state. In contrast, humans can $\textit{imagine}$ unseen parts of the world through a mental exploration and $\textit{revise}$ their beliefs with imagined observations. Such updated beliefs can allow them to make more informed decisions, without necessitating the physical exploration of the world at all times. To achieve this human-like ability, we introduce the $\textit{Generative World Explorer (Genex)}$, an egocentric world exploration framework that allows an agent to mentally explore a large-scale 3D world (e.g., urban scenes) and acquire imagined observations to update its belief. This updated belief will then help the agent to make a more informed decision at the current step. To train $\textit{Genex}$, we create a synthetic urban scene dataset, Genex-DB. Our experimental results demonstrate that (1) $\textit{Genex}$ can generate high-quality and consistent observations during long-horizon exploration of a large virtual physical world and (2) the beliefs updated with the generated observations can inform an existing decision-making model (e.g., an LLM agent) to make better plans.

cs.CV

RadGPT: Constructing 3D Image-Text Tumor Datasets

Cancers identified in CT scans are usually accompanied by detailed radiology reports, but publicly available CT datasets often lack these essential reports. This absence limits their usefulness for developing accurate report generation AI. To address this gap, we present AbdomenAtlas 3.0, the first public, high-quality abdominal CT dataset with detailed, expert-reviewed radiology reports. All reports are paired with per-voxel masks and they describe liver, kidney and pancreatic tumors. AbdomenAtlas 3.0 has 9,262 triplets of CT, mask and report--3,955 with tumors. These CT scans come from 17 public datasets. Besides creating the reports for these datasets, we expanded their number of tumor masks by 4.2x, identifying 3,011 new tumor cases. Notably, the reports in AbdomenAtlas 3.0 are more standardized, and generated faster than traditional human-made reports. They provide details like tumor size, location, attenuation and surgical resectability. These reports were created by 12 board-certified radiologists using our proposed RadGPT, a novel framework that converted radiologist-revised tumor segmentation masks into structured and narrative reports. Besides being a dataset creation tool, RadGPT can also become a fully-automatic, segmentation-assisted report generation method. We benchmarked this method and 5 state-of-the-art report generation vision-language models. Our results show that segmentation strongly improves tumor detection in AI-made reports.

eess.IV

Prompt-Based Exemplar Super-Compression and Regeneration for Class-Incremental Learning

Replay-based methods in class-incremental learning (CIL) have attained remarkable success. Despite their effectiveness, the inherent memory restriction results in saving a limited number of exemplars with poor diversity. In this paper, we introduce PESCR, a novel approach that substantially increases the quantity and enhances the diversity of exemplars based on a pre-trained general-purpose diffusion model, without fine-tuning it on target datasets or storing it in the memory buffer. Images are compressed into visual and textual prompts, which are saved instead of the original images, decreasing memory consumption by a factor of 24. In subsequent phases, diverse exemplars are regenerated by the diffusion model. We further propose partial compression and diffusion-based data augmentation to minimize the domain gap between generated exemplars and real images. PESCR significantly improves CIL performance across multiple benchmarks, e.g., 3.2% above the previous state-of-the-art on ImageNet-100.

cs.CV

Captain Cinema: Towards Short Movie Generation

We present Captain Cinema, a generation framework for short movie generation. Given a detailed textual description of a movie storyline, our approach firstly generates a sequence of keyframes that outline the entire narrative, which ensures long-range coherence in both the storyline and visual appearance (e.g., scenes and characters). We refer to this step as top-down keyframe planning. These keyframes then serve as conditioning signals for a video synthesis model, which supports long context learning, to produce the spatio-temporal dynamics between them. This step is referred to as bottom-up video synthesis. To support stable and efficient generation of multi-scene long narrative cinematic works, we introduce an interleaved training strategy for Multimodal Diffusion Transformers (MM-DiT), specifically adapted for long-context video data. Our model is trained on a specially curated cinematic dataset consisting of interleaved data pairs. Our experiments demonstrate that Captain Cinema performs favorably in the automated creation of visually coherent and narrative consistent short movies in high quality and efficiency. Project page: https://thecinema.ai

cs.CV

Understanding Pan-Sharpening via Generalized Inverse

Pan-sharpening algorithms utilize a panchromatic image and a multispectral image to generate a high spatial and high spectral image. However, the optimizations of the algorithms are designed with different standards. We employ a simple matrix equation to describe the Pan-sharpening problem. The conditions for the existence of a solution and the acquisition of spectral and spatial resolution are discussed. A down-sampling enhancement method is introduced to improve the estimation of spatial and spectral down-sample matrices. Using generalized inverse theory, we discovered two kinds of solution spaces of generalized inverse matrix formulations, which correspond to the two prominent classes of Pan-sharpening methods: component substitution and multi-resolution analysis. Specifically, the Gram-Schmidt adaptive method is demonstrated to align with the generalized inverse matrix formulation of component substitution. A model prior of the generalized inverse matrix of the spectral function is rendered. Theoretical errors are analyzed. The diffusion prior is naturally embedded with the help of general solution spaces of the generalized inverse form, enabling the acquisition of refined Pan-sharpening results. Extensive experiments, including comparative, synthetic, real-data ablation and diffusion-related tests are conducted. The proposed methods produce qualitatively sharper and superior results in both synthetic and real experiments. The down-sampling enhancement method demonstrates quantitatively and qualitatively better outcomes in real-data experiments. The diffusion prior can significantly improve the performance of our methods across almost all evaluation measures. The generalized inverse matrix theory helps deepen the understanding of Pan-sharpening mechanisms.

cs.LG

4D-Animal: Freely Reconstructing Animatable 3D Animals from Videos

Existing methods for reconstructing animatable 3D animals from videos typically rely on sparse semantic keypoints to fit parametric models. However, obtaining such keypoints is labor-intensive, and keypoint detectors trained on limited animal data are often unreliable. To address this, we propose 4D-Animal, a novel framework that reconstructs animatable 3D animals from videos without requiring sparse keypoint annotations. Our approach introduces a dense feature network that maps 2D representations to SMAL parameters, enhancing both the efficiency and stability of the fitting process. Furthermore, we develop a hierarchical alignment strategy that integrates silhouette, part-level, pixel-level, and temporal cues from pre-trained 2D visual models to produce accurate and temporally coherent reconstructions across frames. Extensive experiments demonstrate that 4D-Animal outperforms both model-based and model-free baselines. Moreover, the high-quality 3D assets generated by our method can benefit other 3D tasks, underscoring its potential for large-scale applications. The code is released at https://github.com/zhongshsh/4D-Animal.

cs.CV

Pushing the Limits of Safety: A Technical Report on the ATLAS Challenge 2025

Multimodal Large Language Models (MLLMs) have enabled transformative advancements across diverse applications but remain susceptible to safety threats, especially jailbreak attacks that induce harmful outputs. To systematically evaluate and improve their safety, we organized the Adversarial Testing & Large-model Alignment Safety Grand Challenge (ATLAS) 2025}. This technical report presents findings from the competition, which involved 86 teams testing MLLM vulnerabilities via adversarial image-text attacks in two phases: white-box and black-box evaluations. The competition results highlight ongoing challenges in securing MLLMs and provide valuable guidance for developing stronger defense mechanisms. The challenge establishes new benchmarks for MLLM safety evaluation and lays groundwork for advancing safer multimodal AI systems. The code and data for this challenge are openly available at https://github.com/NY1024/ATLAS_Challenge_2025.

cs.CR

Vision-Language-Vision Auto-Encoder: Scalable Knowledge Distillation from Diffusion Models

Building state-of-the-art Vision-Language Models (VLMs) with strong captioning capabilities typically necessitates training on billions of high-quality image-text pairs, requiring millions of GPU hours. This paper introduces the Vision-Language-Vision (VLV) auto-encoder framework, which strategically leverages key pretrained components: a vision encoder, the decoder of a Text-to-Image (T2I) diffusion model, and subsequently, a Large Language Model (LLM). Specifically, we establish an information bottleneck by regularizing the language representation space, achieved through freezing the pretrained T2I diffusion decoder. Our VLV pipeline effectively distills knowledge from the text-conditioned diffusion model using continuous embeddings, demonstrating comprehensive semantic understanding via high-quality reconstructions. Furthermore, by fine-tuning a pretrained LLM to decode the intermediate language representations into detailed descriptions, we construct a state-of-the-art (SoTA) captioner comparable to leading models like GPT-4o and Gemini 2.0 Flash. Our method demonstrates exceptional cost-efficiency and significantly reduces data requirements; by primarily utilizing single-modal images for training and maximizing the utility of existing pretrained models (image encoder, T2I diffusion model, and LLM), it circumvents the need for massive paired image-text datasets, keeping the total training expenditure under $1,000 USD.

cs.CV

AbdomenAtlas-8K: Annotating 8,000 CT Volumes for Multi-Organ Segmentation in Three Weeks

Annotating medical images, particularly for organ segmentation, is laborious and time-consuming. For example, annotating an abdominal organ requires an estimated rate of 30-60 minutes per CT volume based on the expertise of an annotator and the size, visibility, and complexity of the organ. Therefore, publicly available datasets for multi-organ segmentation are often limited in data size and organ diversity. This paper proposes an active learning method to expedite the annotation process for organ segmentation and creates the largest multi-organ dataset (by far) with the spleen, liver, kidneys, stomach, gallbladder, pancreas, aorta, and IVC annotated in 8,448 CT volumes, equating to 3.2 million slices. The conventional annotation methods would take an experienced annotator up to 1,600 weeks (or roughly 30.8 years) to complete this task. In contrast, our annotation method has accomplished this task in three weeks (based on an 8-hour workday, five days a week) while maintaining a similar or even better annotation quality. This achievement is attributed to three unique properties of our method: (1) label bias reduction using multiple pre-trained segmentation models, (2) effective error detection in the model predictions, and (3) attention guidance for annotators to make corrections on the most salient errors. Furthermore, we summarize the taxonomy of common errors made by AI algorithms and annotators. This allows for continuous revision of both AI and annotations and significantly reduces the annotation costs required to create large-scale datasets for a wider variety of medical imaging tasks.

eess.IV

AbdomenAtlas: A Large-Scale, Detailed-Annotated, & Multi-Center Dataset for Efficient Transfer Learning and Open Algorithmic Benchmarking

We introduce the largest abdominal CT dataset (termed AbdomenAtlas) of 20,460 three-dimensional CT volumes sourced from 112 hospitals across diverse populations, geographies, and facilities. AbdomenAtlas provides 673K high-quality masks of anatomical structures in the abdominal region annotated by a team of 10 radiologists with the help of AI algorithms. We start by having expert radiologists manually annotate 22 anatomical structures in 5,246 CT volumes. Following this, a semi-automatic annotation procedure is performed for the remaining CT volumes, where radiologists revise the annotations predicted by AI, and in turn, AI improves its predictions by learning from revised annotations. Such a large-scale, detailed-annotated, and multi-center dataset is needed for two reasons. Firstly, AbdomenAtlas provides important resources for AI development at scale, branded as large pre-trained models, which can alleviate the annotation workload of expert radiologists to transfer to broader clinical applications. Secondly, AbdomenAtlas establishes a large-scale benchmark for evaluating AI algorithms -- the more data we use to test the algorithms, the better we can guarantee reliable performance in complex clinical scenarios. An ISBI & MICCAI challenge named BodyMaps: Towards 3D Atlas of Human Body was launched using a subset of our AbdomenAtlas, aiming to stimulate AI innovation and to benchmark segmentation accuracy, inference efficiency, and domain generalizability. We hope our AbdomenAtlas can set the stage for larger-scale clinical trials and offer exceptional opportunities to practitioners in the medical imaging community. Codes, models, and datasets are available at https://www.zongweiz.com/dataset

cs.CV

Fake it till You Make it: Reward Modeling as Discriminative Prediction

An effective reward model plays a pivotal role in reinforcement learning for post-training enhancement of visual generative models. However, current approaches of reward modeling suffer from implementation complexity due to their reliance on extensive human-annotated preference data or meticulously engineered quality dimensions that are often incomplete and engineering-intensive. Inspired by adversarial training in generative adversarial networks (GANs), this paper proposes GAN-RM, an efficient reward modeling framework that eliminates manual preference annotation and explicit quality dimension engineering. Our method trains the reward model through discrimination between a small set of representative, unpaired target samples(denoted as Preference Proxy Data) and model-generated ordinary outputs, requiring only a few hundred target samples. Comprehensive experiments demonstrate our GAN-RM's effectiveness across multiple key applications including test-time scaling implemented as Best-of-N sample filtering, post-training approaches like Supervised Fine-Tuning (SFT) and Direct Preference Optimization (DPO). Code and data will be released at https://github.com/Visualignment/GAN-RM.

cs.CV

PartInstruct: Part-level Instruction Following for Fine-grained Robot Manipulation

Fine-grained robot manipulation, such as lifting and rotating a bottle to display the label on the cap, requires robust reasoning about object parts and their relationships with intended tasks. Despite recent advances in training general-purpose robot manipulation policies guided by language instructions, there is a notable lack of large-scale datasets for fine-grained manipulation tasks with part-level instructions and diverse 3D object instances annotated with part-level labels. In this work, we introduce PartInstruct, the first large-scale benchmark for training and evaluating fine-grained robot manipulation models using part-level instructions. PartInstruct comprises 513 object instances across 14 categories, each annotated with part-level information, and 1302 fine-grained manipulation tasks organized into 16 task classes. Our training set consists of over 10,000 expert demonstrations synthesized in a 3D simulator, where each demonstration is paired with a high-level task instruction, a chain of base part-based skill instructions, and ground-truth 3D information about the object and its parts. Additionally, we designed a comprehensive test suite to evaluate the generalizability of learned policies across new states, objects, and tasks. We evaluated several state-of-the-art robot manipulation approaches, including end-to-end vision-language policy learning and bi-level planning models for robot manipulation on our benchmark. The experimental results reveal that current models struggle to robustly ground part concepts and predict actions in 3D space, and face challenges when manipulating object parts in long-horizon tasks.

cs.RO