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Amir Bar

Publications and source records attributed to Amir Bar.

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PGT: Procedurally Generated Tasks for improving visual grounding in MLLMs

Despite remarkable progress in Multimodal Large Language Models (MLLMs), these models still struggle with fine-grained understanding tasks. In this work, we propose Procedurally Generated Tasks (PGT), a simple data-driven framework that serves a dual purpose: inducing fine-grained visual understanding and acting as a low-cost diagnostic tool to identify the source of perception failures. By overlaying unambiguous geometric primitives on images, PGT generate additional dense supervision that disentangles visual grounding capability from semantic priors. Extensive experiments on relational, quantitative, and 3D/depth understanding benchmarks show that PGT yields remarkable gains across diverse architectures. Instruction tuning MLLMs on LLaVA-v1.5-Instruct augmented with PGT data results in improvements of up to +20% on the What'sUp benchmark and +13.3% on CV-Bench-2D, while maintaining general perception capabilities. Moreover, finetuning state-of-the-art MLLMs on PGT data leads to boosts of up to +5.5% on What'sUp and +8.3% on CV-Bench-2D. These findings demonstrate that PGT effectively address the bottleneck of fine-grained perception, revealing that many spatial reasoning deficits stem from inadequate supervision signals rather than inherent architectural or resolution limitations.

cs.CV

Lifting Embodied World Models for Planning and Control

World models of embodied agents predict future observations conditioned on an action taken by the agent. For complex embodiments, action spaces are high-dimensional and difficult to specify: for example, precisely controlling a human agent requires specifying the motion of each joint. This makes the world model hard to control and expensive to plan with as search-based methods like CEM scale poorly with action dimensionality. To address this issue, we train a lightweight policy that maps high-level actions to sequences of low-level joint actions. Composing this policy with the frozen world model produces a lifted world model that predicts a sequence of future observations from a single high-level action. We instantiate this framework for a human-like embodiment, defining the high-level action space as a small set of 2D waypoints annotated on the current observation frame, each specifying a near-term goal position for a leaf joint (pelvis, head, hands). Waypoints are low-dimensional, visually interpretable, and easy to specify manually or to search over. We show that the lifted world model substantially outperforms searching directly in low-level joint space ($3.8\times$ lower mean joint error to the goal pose), while remaining more compute-efficient and generalizing to environments unseen by the policy.

cs.CV

Hierarchical Planning with Latent World Models

World models are a promising path to zero-shot embodied control through planning. However, existing world model planners struggle on long-horizon, multi-stage tasks: prediction errors compound and naive search is exponential in the planning horizon. Hierarchy mitigates both by decomposing tasks into shorter, tractable subproblems; yet prior hierarchical approaches either amortize control into task-specific policies (hierarchical RL) or assume low-dimensional states and known dynamics (classical hierarchical MPC). We present Hierarchical Planning with Latent World Models (HWM), an architecture and planning paradigm for hierarchical model predictive control (MPC) directly on visual world models trained solely via next-latent prediction. HWM learns world models at multiple temporal scales within a shared latent space, so predictions from the long-horizon model serve as subgoals for the short-horizon model via latent matching, without task-specific rewards, skill learning, or hierarchical policies. To keep long-horizon search tractable, HWM learns an action encoder that compresses primitive action chunks into latent macro-actions. On real-world Franka manipulation, HWM solves pick-and-place from a single goal image at 70% success vs. 0% for single-level planning. Across simulated push manipulation and maze navigation, HWM consistently improves performance on long-horizon tasks while requiring up to 3x less planning compute.

cs.LG

V-JEPA 2.1: Unlocking Dense Features in Video Self-Supervised Learning

We present V-JEPA 2.1, a family of self-supervised models that learn dense, high-quality visual representations for both images and videos while retaining strong global scene understanding. The approach combines four key components. First, a dense predictive loss uses a masking-based objective in which both visible and masked tokens contribute to the training signal, encouraging explicit spatial and temporal grounding. Second, deep self-supervision applies the self-supervised objective hierarchically across multiple intermediate encoder layers to improve representation quality. Third, multi-modal tokenizers enable unified training across images and videos. Finally, the model benefits from effective scaling in both model capacity and training data. Together, these design choices produce representations that are spatially structured, semantically coherent, and temporally consistent. Empirically, V-JEPA 2.1 achieves state-of-the-art performance on several challenging benchmarks, including 7.71 mAP on Ego4D for short-term object-interaction anticipation and 40.8 Recall@5 on EPIC-KITCHENS for high-level action anticipation, as well as a 20-point improvement in real-robot grasping success rate over V-JEPA-2 AC. The model also demonstrates strong performance in robotic navigation (5.687 ATE on TartanDrive), depth estimation (0.307 RMSE on NYUv2 with a linear probe), and global recognition (77.7 on Something-Something-V2). These results show that V-JEPA 2.1 significantly advances the state of the art in dense visual understanding and world modeling.

cs.CV

Beyond Language Modeling: An Exploration of Multimodal Pretraining

The visual world offers a critical axis for advancing foundation models beyond language. Despite growing interest in this direction, the design space for native multimodal models remains opaque. We provide empirical clarity through controlled, from-scratch pretraining experiments, isolating the factors that govern multimodal pretraining without interference from language pretraining. We adopt the Transfusion framework, using next-token prediction for language and diffusion for vision, to train on diverse data including text, video, image-text pairs, and even action-conditioned video. Our experiments yield four key insights: (i) Representation Autoencoder (RAE) provides an optimal unified visual representation by excelling at both visual understanding and generation; (ii) visual and language data are complementary and yield synergy for downstream capabilities; (iii) unified multimodal pretraining leads naturally to world modeling, with capabilities emerging from general training; and (iv) Mixture-of-Experts (MoE) enables efficient and effective multimodal scaling while naturally inducing modality specialization. Through IsoFLOP analysis, we compute scaling laws for both modalities and uncover a scaling asymmetry: vision is significantly more data-hungry than language. We demonstrate that the MoE architecture harmonizes this scaling asymmetry by providing the high model capacity required by language while accommodating the data-intensive nature of vision, paving the way for truly unified multimodal models.

cs.CV

A Lightweight Library for Energy-Based Joint-Embedding Predictive Architectures

We present EB-JEPA, an open-source library for learning representations and world models using Joint-Embedding Predictive Architectures (JEPAs). JEPAs learn to predict in representation space rather than pixel space, avoiding the pitfalls of generative modeling while capturing semantically meaningful features suitable for downstream tasks. Our library provides modular, self-contained implementations that illustrate how representation learning techniques developed for image-level self-supervised learning can transfer to video, where temporal dynamics add complexity, and ultimately to action-conditioned world models, where the model must additionally learn to predict the effects of control inputs. Each example is designed for single-GPU training within a few hours, making energy-based self-supervised learning accessible for research and education. We provide ablations of JEA components on CIFAR-10. Probing these representations yields 91% accuracy, indicating that the model learns useful features. Extending to video, we include a multi-step prediction example on Moving MNIST that demonstrates how the same principles scale to temporal modeling. Finally, we show how these representations can drive action-conditioned world models, achieving a 97% planning success rate on the Two Rooms navigation task. Comprehensive ablations reveal the critical importance of each regularization component for preventing representation collapse. Code is available at https://github.com/facebookresearch/eb_jepa.

cs.CV

Grounding Generated Videos in Feasible Plans via World Models

Large-scale video generative models have shown emerging capabilities as zero-shot visual planners, yet video-generated plans often violate temporal consistency and physical constraints, leading to failures when mapped to executable actions. To address this, we propose Grounding Video Plans with World Models (GVP-WM), a planning method that grounds video-generated plans into feasible action sequences using a learned action-conditioned world model. At test-time, GVP-WM first generates a video plan from initial and goal observations, then projects the video guidance onto the manifold of dynamically feasible latent trajectories via video-guided latent collocation. In particular, we formulate grounding as a goal-conditioned latent-space trajectory optimization problem that jointly optimizes latent states and actions under world-model dynamics, while preserving semantic alignment with the video-generated plan. Empirically, GVP-WM recovers feasible long-horizon plans from zero-shot image-to-video-generated and motion-blurred videos that violate physical constraints, across navigation and manipulation simulation tasks.

cs.LG

Parallel Stochastic Gradient-Based Planning for World Models

World models simulate environment dynamics from raw sensory inputs like video. However, using them for planning can be challenging due to the vast and unstructured search space. We propose a robust and highly parallelizable planner that leverages the differentiability of the learned world model for efficient optimization, solving long-horizon control tasks from visual input. Our method treats states as optimization variables ("virtual states") with soft dynamics constraints, enabling parallel computation and easier optimization. To facilitate exploration and avoid local optima, we introduce stochasticity into the states. To mitigate sensitive gradients through high-dimensional vision-based world models, we modify the gradient structure to descend towards valid plans while only requiring action-input gradients. Our planner, which we call GRASP (Gradient RelAxed Stochastic Planner), can be viewed as a stochastic version of a non-condensed or collocation-based optimal controller. We provide theoretical justification and experiments on video-based world models, where our resulting planner outperforms existing planning algorithms like the cross-entropy method (CEM) and vanilla gradient-based optimization (GD) on long-horizon experiments, both in success rate and time to convergence.

cs.LG

DeFM: Learning Foundation Representations from Depth for Robotics

Depth sensors are widely deployed across robotic platforms, and advances in fast, high-fidelity depth simulation have enabled robotic policies trained on depth observations to achieve robust sim-to-real transfer for a wide range of tasks. Despite this, representation learning for depth modality remains underexplored compared to RGB, where large-scale foundation models now define the state of the art. To address this gap, we present DeFM, a self-supervised foundation model trained entirely on depth images for robotic applications. Using a DINO-style self-distillation objective on a curated dataset of 60M depth images, DeFM learns geometric and semantic representations that generalize to diverse environments, tasks, and sensors. To retain metric awareness across multiple scales, we introduce a novel input normalization strategy. We further distill DeFM into compact models suitable for resource-constrained robotic systems. When evaluated on depth-based classification, segmentation, navigation, locomotion, and manipulation benchmarks, DeFM achieves state-of-the-art performance and demonstrates strong generalization from simulation to real-world environments. We release all our pretrained models, which can be adopted off-the-shelf for depth-based robotic learning without task-specific fine-tuning. Webpage: https://de-fm.github.io/

cs.RO

World Models for Learning Dexterous Hand-Object Interactions from Human Videos

Modeling dexterous hand-object interactions is challenging as it requires understanding how subtle finger motions influence the environment through contact with objects. While recent world models address interaction modeling, they typically rely on coarse action spaces that fail to capture fine-grained dexterity. We, therefore, introduce DexWM, a Dexterous Interaction World Model that predicts future latent states of the environment conditioned on past states and dexterous actions. To overcome the scarcity of finely annotated dexterous datasets, DexWM represents actions using finger keypoints extracted from egocentric videos, enabling training on over 900 hours of human and non-dexterous robot data. Further, to accurately model dexterity, we find that predicting visual features alone is insufficient; therefore, we incorporate an auxiliary hand consistency loss that enforces accurate hand configurations. DexWM outperforms prior world models conditioned on text, navigation, or full-body actions in future-state prediction and demonstrates strong zero-shot transfer to unseen skills on a Franka Panda arm with an Allegro gripper, surpassing Diffusion Policy by over 50% on average across grasping, placing, and reaching tasks.

cs.RO

From Generated Human Videos to Physically Plausible Robot Trajectories

Video generation models are rapidly improving in their ability to synthesize human actions in novel contexts, holding the potential to serve as high-level planners for contextual robot control. To realize this potential, a key research question remains open: how can a humanoid execute the human actions from generated videos in a zero-shot manner? This challenge arises because generated videos are often noisy and exhibit morphological distortions that make direct imitation difficult compared to real video. To address this, we introduce a two-stage pipeline. First, we lift video pixels into a 4D human representation and then retarget to the humanoid morphology. Second, we propose GenMimic-a physics-aware reinforcement learning policy conditioned on 3D keypoints, and trained with symmetry regularization and keypoint-weighted tracking rewards. As a result, GenMimic can mimic human actions from noisy, generated videos. We curate GenMimicBench, a synthetic human-motion dataset generated using two video generation models across a spectrum of actions and contexts, establishing a benchmark for assessing zero-shot generalization and policy robustness. Extensive experiments demonstrate improvements over strong baselines in simulation and confirm coherent, physically stable motion tracking on a Unitree G1 humanoid robot without fine-tuning. This work offers a promising path to realizing the potential of video generation models as high-level policies for robot control.

cs.RO

TV2TV: A Unified Framework for Interleaved Language and Video Generation

Video generation models are rapidly advancing, but can still struggle with complex video outputs that require significant semantic branching or repeated high-level reasoning about what should happen next. In this paper, we introduce a new class of omni video-text models that integrate ideas from recent LM reasoning advances to address this challenge. More specifically, we present TV2TV, a unified generative modeling framework which decomposes video generation into an interleaved text and video generation process. TV2TV jointly learns language modeling (next-token prediction) and video flow matching (next-frame prediction) using a Mixture-of-Transformers (MoT) architecture. At inference time, TV2TV decides when to alternate between generating text and video frames, allowing the model to "think in words" about subsequent content before ``acting in pixels'' to produce frames. This design offloads much of the responsibility for deciding what should happen next to the language modeling tower, enabling improved visual quality and prompt alignment of generated videos. It also enables fine-grained controllability, allowing users to modify the video generation trajectory through text interventions at any point in the process. In controlled experiments on video game data, TV2TV demonstrates substantial improvements in both visual quality and controllability. TV2TV also scales to natural videos, as we show by augmenting sports videos with interleaved natural language action descriptions using vision-language models (VLMs). Training TV2TV on this corpus yields strong visual quality and prompt alignment, showcasing the model's ability to reason about and generate complex real-world action sequences. Together, these results highlight TV2TV as a promising step toward video generation with open-ended textual reasoning and control.

cs.LG

OpenApps: Simulating Environment Variations to Measure UI-Agent Reliability

Reliability is key to realizing the promise of autonomous UI-Agents, multimodal agents that directly interact with apps in the same manner as humans, as users must be able to trust an agent to complete a given task. Current evaluations rely on fixed environments, often clones of existing apps, which are limited in that they can only shed light on whether or how often an agent can complete a task within a specific environment. When deployed however, agents are likely to encounter variations in app design and content that can affect an agent's ability to complete a task. To address this blind spot of measuring agent reliability across app variations, we develop OpenApps, a light-weight open-source ecosystem with six apps (messenger, calendar, maps, etc.) that are configurable in appearance and content. OpenApps requires just a single CPU to run, enabling easy generation and deployment of thousands of versions of each app. Specifically, we run more than 10,000 independent evaluations to study reliability across seven leading multimodal agents. We find that while standard reliability within a fixed app is relatively stable, reliability can vary drastically when measured across app variations. Task success rates for many agents can fluctuate by more than $50\%$ across app variations. For example, Kimi-VL-3B's average success across all tasks fluctuates from $63\%$ to just $4\%$ across app versions. We also find agent behaviors such as looping or hallucinating actions can differ drastically depending on the environment configuration. These initial findings highlight the importance of measuring reliability along this new dimension of app variations. OpenApps is available at https://facebookresearch.github.io/OpenApps/

cs.AI

Whole-Body Conditioned Egocentric Video Prediction

We train models to Predict Ego-centric Video from human Actions (PEVA), given the past video and an action represented by the relative 3D body pose. By conditioning on kinematic pose trajectories, structured by the joint hierarchy of the body, our model learns to simulate how physical human actions shape the environment from a first-person point of view. We train an auto-regressive conditional diffusion transformer on Nymeria, a large-scale dataset of real-world egocentric video and body pose capture. We further design a hierarchical evaluation protocol with increasingly challenging tasks, enabling a comprehensive analysis of the model's embodied prediction and control abilities. Our work represents an initial attempt to tackle the challenges of modeling complex real-world environments and embodied agent behaviors with video prediction from the perspective of a human.

cs.CV

Pixels Versus Priors: Controlling Knowledge Priors in Vision-Language Models through Visual Counterfacts

Multimodal Large Language Models (MLLMs) perform well on tasks such as visual question answering, but it remains unclear whether their reasoning relies more on memorized world knowledge or on the visual information present in the input image. To investigate this, we introduce Visual CounterFact, a new dataset of visually-realistic counterfactuals that put world knowledge priors (e.g, red strawberry) into direct conflict with visual input (e.g, blue strawberry). Using Visual CounterFact, we show that model predictions initially reflect memorized priors, but shift toward visual evidence in mid-to-late layers. This dynamic reveals a competition between the two modalities, with visual input ultimately overriding priors during evaluation. To control this behavior, we propose Pixels Versus Priors (PvP) steering vectors, a mechanism for controlling model outputs toward either world knowledge or visual input through activation-level interventions. On average, PvP successfully shifts 99.3% of color and 80.8% of size predictions from priors to counterfactuals. Together, these findings offer new tools for interpreting and controlling factual behavior in multimodal models.

cs.CV

Scaling Language-Free Visual Representation Learning

Visual Self-Supervised Learning (SSL) currently underperforms Contrastive Language-Image Pretraining (CLIP) in multimodal settings such as Visual Question Answering (VQA). This multimodal gap is often attributed to the semantics introduced by language supervision, even though visual SSL and CLIP models are often trained on different data. In this work, we ask the question: "Do visual self-supervised approaches lag behind CLIP due to the lack of language supervision, or differences in the training data?" We study this question by training both visual SSL and CLIP models on the same MetaCLIP data, and leveraging VQA as a diverse testbed for vision encoders. In this controlled setup, visual SSL models scale better than CLIP models in terms of data and model capacity, and visual SSL performance does not saturate even after scaling up to 7B parameters. Consequently, we observe visual SSL methods achieve CLIP-level performance on a wide range of VQA and classic vision benchmarks. These findings demonstrate that pure visual SSL can match language-supervised visual pretraining at scale, opening new opportunities for vision-centric representation learning.

cs.CV

Forgotten Polygons: Multimodal Large Language Models are Shape-Blind

Despite strong performance on vision-language tasks, Multimodal Large Language Models (MLLMs) struggle with mathematical problem-solving, with both open-source and state-of-the-art models falling short of human performance on visual-math benchmarks. To systematically examine visual-mathematical reasoning in MLLMs, we (1) evaluate their understanding of geometric primitives, (2) test multi-step reasoning, and (3) explore a potential solution to improve visual reasoning capabilities. Our findings reveal fundamental shortcomings in shape recognition, with top models achieving under 50% accuracy in identifying regular polygons. We analyze these failures through the lens of dual-process theory and show that MLLMs rely on System 1 (intuitive, memorized associations) rather than System 2 (deliberate reasoning). Consequently, MLLMs fail to count the sides of both familiar and novel shapes, suggesting they have neither learned the concept of sides nor effectively process visual inputs. Finally, we propose Visually Cued Chain-of-Thought (VC-CoT) prompting, which enhances multi-step mathematical reasoning by explicitly referencing visual annotations in diagrams, boosting GPT-4o's accuracy on an irregular polygon side-counting task from 7% to 93%. Our findings suggest that System 2 reasoning in MLLMs remains an open problem, and visually-guided prompting is essential for successfully engaging visual reasoning. Code available at: https://github.com/rsinghlab/Shape-Blind.

cs.CV

Navigation World Models

Navigation is a fundamental skill of agents with visual-motor capabilities. We introduce a Navigation World Model (NWM), a controllable video generation model that predicts future visual observations based on past observations and navigation actions. To capture complex environment dynamics, NWM employs a Conditional Diffusion Transformer (CDiT), trained on a diverse collection of egocentric videos of both human and robotic agents, and scaled up to 1 billion parameters. In familiar environments, NWM can plan navigation trajectories by simulating them and evaluating whether they achieve the desired goal. Unlike supervised navigation policies with fixed behavior, NWM can dynamically incorporate constraints during planning. Experiments demonstrate its effectiveness in planning trajectories from scratch or by ranking trajectories sampled from an external policy. Furthermore, NWM leverages its learned visual priors to imagine trajectories in unfamiliar environments from a single input image, making it a flexible and powerful tool for next-generation navigation systems.

cs.CV