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Bingyi Kang

Publications and source records attributed to Bingyi Kang.

At least 19 recordsLinked to original sources

HumanScale: Egocentric Human Video Can Outperform Real-Robot Data for Embodied Pretraining

Embodied foundation models are expected to benefit from data scaling like large language models, but face a much tighter data bottleneck. Teleoperated real-robot trajectories remain the dominant pretraining source due to their precise action supervision and embodiment alignment, yet their scalability is limited by high collection cost, acquisition difficulty, and low behavioral and environmental diversity. These limitations have sparked interest in egocentric human video as a scalable, substantially lower-cost, and more diverse alternative for embodied model pretraining. However, its effectiveness compared to teleoperated real-robot data remains underexplored. To address this question, we conduct a systematic study comparing egocentric human video and teleoperated real-robot trajectories as pretraining data sources for embodied foundation models, under fixed post-training and validation protocols. Surprisingly, we find that egocentric data, when processed through a carefully designed filtering and labeling pipeline, is not merely a viable substitute for model pretraining but can lead to superior performance. With the same amount of pretraining data, models pretrained on egocentric data achieve a 24% lower validation loss on real-robot action prediction, as well as 52.5% and 90% higher success rates on in-distribution and out-of-distribution real-robot task execution, respectively. This finding verifies a scalable paradigm for embodied foundation models: pretrain on egocentric human video to learn diverse world representations, then adapt with a small amount of labeled real-robot data for action-space alignment. We hope this study encourages broader exploration of egocentric data and offers guidance for data quality assessment before costly robot data collection.

cs.CV

Cambrian-P: Pose-Grounded Video Understanding

Camera pose matters. The position and orientation of each viewpoint define a shared spatial coordinate frame that relates observations across video frames. Yet this signal is largely absent from multimodal LLMs (MLLMs) for video understanding, which process frames as isolated 2D snapshots, instead of the persistent scene humans perceive. We revisit pose as a lightweight supervisory signal and introduce Cambrian-P, a video MLLM augmented with per-frame learnable camera tokens and a pose regression head. With a carefully designed sampling scheme, the model achieves substantial gains of 4.5-6.5% on spatial reasoning benchmarks such as VSI-Bench, generalizes across eight additional spatial and general video QA benchmarks, and, as a byproduct, achieves state of the art streaming pose estimation on ScanNet. Surprisingly, training on pseudo-annotated poses from in-the-wild video further improves general video QA benchmarks, showing pose helps beyond spatial reasoning. Together, these results position camera pose as a fundamental signal for video models that reason about the physical world.

cs.CV

VideoWorld 2: Learning Transferable Knowledge from Real-world Videos

Learning transferable knowledge from unlabeled video data and applying it in new environments is a fundamental capability of intelligent agents. This work presents VideoWorld 2, which extends VideoWorld and offers the first investigation into learning transferable knowledge directly from raw real-world videos. At its core, VideoWorld 2 introduces a dynamic-enhanced Latent Dynamics Model (dLDM) that decouples action dynamics from visual appearance: a pretrained video diffusion model handles visual appearance modeling, enabling the dLDM to learn latent codes that focus on compact and meaningful task-related dynamics. These latent codes are then modeled autoregressively to learn task policies and support long-horizon reasoning. We evaluate VideoWorld 2 on challenging real-world handcraft making tasks, where prior video generation and latent-dynamics models struggle to operate reliably. Remarkably, VideoWorld 2 achieves up to 70% improvement in task success rate and produces coherent long execution videos. In robotics, we show that VideoWorld 2 can acquire effective manipulation knowledge from the Open-X dataset, which substantially improves task performance on CALVIN. This study reveals the potential of learning transferable world knowledge directly from raw videos, with all code, data, and models to be open-sourced for further research.

cs.CV

SpatialTree: How Spatial Abilities Branch Out in MLLMs

Cognitive science suggests that spatial ability develops progressively-from perception to reasoning and interaction. Yet in multimodal LLMs (MLLMs), this hierarchy remains poorly understood, as most studies focus on a narrow set of tasks. We introduce SpatialTree, a cognitive-science-inspired hierarchy that organizes spatial abilities into four levels: low-level perception (L1), mental mapping (L2), simulation (L3), and agentic competence (L4). Based on this taxonomy, we construct the first capability-centric hierarchical benchmark, thoroughly evaluating mainstream MLLMs across 27 sub-abilities. The evaluation results reveal a clear structure: L1 skills are largely orthogonal, whereas higher-level skills are strongly correlated, indicating increasing interdependency. Through targeted supervised fine-tuning, we uncover a surprising transfer dynamic-negative transfer within L1, but strong cross-level transfer from low- to high-level abilities with notable synergy. Finally, we explore how to improve the entire hierarchy. We find that naive RL that encourages extensive "thinking" is unreliable: it helps complex reasoning but hurts intuitive perception. We propose a simple auto-think strategy that suppresses unnecessary deliberation, enabling RL to consistently improve performance across all levels. By building SpatialTree, we provide a proof-of-concept framework for understanding and systematically scaling spatial abilities in MLLMs.

cs.CV

Depth Anything 3: Recovering the Visual Space from Any Views

We present Depth Anything 3 (DA3), a model that predicts spatially consistent geometry from an arbitrary number of visual inputs, with or without known camera poses. In pursuit of minimal modeling, DA3 yields two key insights: a single plain transformer (e.g., vanilla DINO encoder) is sufficient as a backbone without architectural specialization, and a singular depth-ray prediction target obviates the need for complex multi-task learning. Through our teacher-student training paradigm, the model achieves a level of detail and generalization on par with Depth Anything 2 (DA2). We establish a new visual geometry benchmark covering camera pose estimation, any-view geometry and visual rendering. On this benchmark, DA3 sets a new state-of-the-art across all tasks, surpassing prior SOTA VGGT by an average of 44.3% in camera pose accuracy and 25.1% in geometric accuracy. Moreover, it outperforms DA2 in monocular depth estimation. All models are trained exclusively on public academic datasets.

cs.CV

Trace Anything: Representing Any Video in 4D via Trajectory Fields

Effective spatio-temporal representation is fundamental to modeling, understanding, and predicting dynamics in videos. The atomic unit of a video, the pixel, traces a continuous 3D trajectory over time, serving as the primitive element of dynamics. Based on this principle, we propose representing any video as a Trajectory Field: a dense mapping that assigns a continuous 3D trajectory function of time to each pixel in every frame. With this representation, we introduce Trace Anything, a neural network that predicts the entire trajectory field in a single feed-forward pass. Specifically, for each pixel in each frame, our model predicts a set of control points that parameterizes a trajectory (i.e., a B-spline), yielding its 3D position at arbitrary query time instants. We trained the Trace Anything model on large-scale 4D data, including data from our new platform, and our experiments demonstrate that: (i) Trace Anything achieves state-of-the-art performance on our new benchmark for trajectory field estimation and performs competitively on established point-tracking benchmarks; (ii) it offers significant efficiency gains thanks to its one-pass paradigm, without requiring iterative optimization or auxiliary estimators; and (iii) it exhibits emergent abilities, including goal-conditioned manipulation, motion forecasting, and spatio-temporal fusion. Project page: https://trace-anything.github.io/.

cs.CV

Manipulation as in Simulation: Enabling Accurate Geometry Perception in Robots

Modern robotic manipulation primarily relies on visual observations in a 2D color space for skill learning but suffers from poor generalization. In contrast, humans, living in a 3D world, depend more on physical properties-such as distance, size, and shape-than on texture when interacting with objects. Since such 3D geometric information can be acquired from widely available depth cameras, it appears feasible to endow robots with similar perceptual capabilities. Our pilot study found that using depth cameras for manipulation is challenging, primarily due to their limited accuracy and susceptibility to various types of noise. In this work, we propose Camera Depth Models (CDMs) as a simple plugin on daily-use depth cameras, which take RGB images and raw depth signals as input and output denoised, accurate metric depth. To achieve this, we develop a neural data engine that generates high-quality paired data from simulation by modeling a depth camera's noise pattern. Our results show that CDMs achieve nearly simulation-level accuracy in depth prediction, effectively bridging the sim-to-real gap for manipulation tasks. Notably, our experiments demonstrate, for the first time, that a policy trained on raw simulated depth, without the need for adding noise or real-world fine-tuning, generalizes seamlessly to real-world robots on two challenging long-horizon tasks involving articulated, reflective, and slender objects, with little to no performance degradation. We hope our findings will inspire future research in utilizing simulation data and 3D information in general robot policies.

cs.RO

BenchDepth: Are We on the Right Way to Evaluate Depth Foundation Models?

Depth estimation is a fundamental task in computer vision with diverse applications. Recent advancements in deep learning have led to powerful depth foundation models (DFMs), yet their evaluation remains challenging due to inconsistencies in existing protocols. Traditional benchmarks rely on alignment-based metrics that introduce biases, favor certain depth representations, and complicate fair comparisons. In this work, we propose BenchDepth, a new benchmark that evaluates DFMs through five carefully selected downstream proxy tasks: depth completion, stereo matching, monocular feed-forward 3D scene reconstruction, SLAM, and vision-language spatial understanding. Unlike conventional evaluation protocols, our approach assesses DFMs based on their practical utility in real-world applications, bypassing problematic alignment procedures. We benchmark eight state-of-the-art DFMs and provide an in-depth analysis of key findings and observations. We hope our work sparks further discussion in the community on best practices for depth model evaluation and paves the way for future research and advancements in depth estimation.

cs.CV

SpatialTrackerV2: 3D Point Tracking Made Easy

We present SpatialTrackerV2, a feed-forward 3D point tracking method for monocular videos. Going beyond modular pipelines built on off-the-shelf components for 3D tracking, our approach unifies the intrinsic connections between point tracking, monocular depth, and camera pose estimation into a high-performing and feedforward 3D point tracker. It decomposes world-space 3D motion into scene geometry, camera ego-motion, and pixel-wise object motion, with a fully differentiable and end-to-end architecture, allowing scalable training across a wide range of datasets, including synthetic sequences, posed RGB-D videos, and unlabeled in-the-wild footage. By learning geometry and motion jointly from such heterogeneous data, SpatialTrackerV2 outperforms existing 3D tracking methods by 30%, and matches the accuracy of leading dynamic 3D reconstruction approaches while running 50$\times$ faster.

cs.CV

Simulus: Combining Improvements in Sample-Efficient World Model Agents

World models (WMs) represent the frontier of sample-efficient reinforcement learning, but their complexity leaves many promising improvements unrealized due to the significant expertise and effort required to identify and integrate them. Inspired by Rainbow, which showed that individually known improvements to DQN complement each other and can be effectively combined, we take on this challenge and ask whether the same principle applies to world model agents. We introduce Simulus, a modular token-based WM agent that integrates: (1) a flexible tokenization framework supporting arbitrary combinations of observation and action modalities; (2) intrinsic motivation for epistemic uncertainty reduction; (3) prioritized world model replay; and (4) regression-as-classification for reward and return prediction. Simulus achieves state-of-the-art sample efficiency for planning-free WMs across three diverse benchmarks: visual Atari 100K, continuous-control DMC Proprioception 500K, and symbolic Craftax-1M. Notably, intrinsic motivation proves beneficial even under the tight interaction budgets of sample-efficient RL, despite the risk of wasting scarce interactions on task-irrelevant experience. Ablation studies reveal that each component contributes individually, and their combination yields synergistic gains. Our code and model weights are publicly available at https://github.com/leor-c/Simulus.

cs.LG

Video Depth Anything: Consistent Depth Estimation for Super-Long Videos

Depth Anything has achieved remarkable success in monocular depth estimation with strong generalization ability. However, it suffers from temporal inconsistency in videos, hindering its practical applications. Various methods have been proposed to alleviate this issue by leveraging video generation models or introducing priors from optical flow and camera poses. Nonetheless, these methods are only applicable to short videos (< 10 seconds) and require a trade-off between quality and computational efficiency. We propose Video Depth Anything for high-quality, consistent depth estimation in super-long videos (over several minutes) without sacrificing efficiency. We base our model on Depth Anything V2 and replace its head with an efficient spatial-temporal head. We design a straightforward yet effective temporal consistency loss by constraining the temporal depth gradient, eliminating the need for additional geometric priors. The model is trained on a joint dataset of video depth and unlabeled images, similar to Depth Anything V2. Moreover, a novel key-frame-based strategy is developed for long video inference. Experiments show that our model can be applied to arbitrarily long videos without compromising quality, consistency, or generalization ability. Comprehensive evaluations on multiple video benchmarks demonstrate that our approach sets a new state-of-the-art in zero-shot video depth estimation. We offer models of different scales to support a range of scenarios, with our smallest model capable of real-time performance at 30 FPS.

cs.CV

VideoWorld: Exploring Knowledge Learning from Unlabeled Videos

This work explores whether a deep generative model can learn complex knowledge solely from visual input, in contrast to the prevalent focus on text-based models like large language models (LLMs). We develop VideoWorld, an auto-regressive video generation model trained on unlabeled video data, and test its knowledge acquisition abilities in video-based Go and robotic control tasks. Our experiments reveal two key findings: (1) video-only training provides sufficient information for learning knowledge, including rules, reasoning and planning capabilities, and (2) the representation of visual change is crucial for knowledge acquisition. To improve both the efficiency and efficacy of this process, we introduce the Latent Dynamics Model (LDM) as a key component of VideoWorld. Remarkably, VideoWorld reaches a 5-dan professional level in the Video-GoBench with just a 300-million-parameter model, without relying on search algorithms or reward mechanisms typical in reinforcement learning. In robotic tasks, VideoWorld effectively learns diverse control operations and generalizes across environments, approaching the performance of oracle models in CALVIN and RLBench. This study opens new avenues for knowledge acquisition from visual data, with all code, data, and models open-sourced for further research.

cs.CV

Prompting Depth Anything for 4K Resolution Accurate Metric Depth Estimation

Prompts play a critical role in unleashing the power of language and vision foundation models for specific tasks. For the first time, we introduce prompting into depth foundation models, creating a new paradigm for metric depth estimation termed Prompt Depth Anything. Specifically, we use a low-cost LiDAR as the prompt to guide the Depth Anything model for accurate metric depth output, achieving up to 4K resolution. Our approach centers on a concise prompt fusion design that integrates the LiDAR at multiple scales within the depth decoder. To address training challenges posed by limited datasets containin both LiDAR depth and precise GT depth, we propose a scalable data pipeline that includes synthetic data LiDAR simulation and real data pseudo GT depth generation. Our approach sets new state-of-the-arts on the ARKitScenes and ScanNet++ datasets and benefits downstream applications, including 3D reconstruction and generalized robotic grasping.

cs.CV

What Matters in Building Vision-Language-Action Models for Generalist Robots

To utilize Foundation Vision Language Models (VLMs) for robotic tasks and motion planning, the community has proposed different methods for injecting action components into VLMs and building the Vision-Language-Action models (VLAs). In this work, we disclose the key factors that significantly influence the performance of VLA on robot manipulation problems and focus on answering three essential design choices: which backbone to select, how to formulate the VLA architectures, and when to add cross-embodiment data. The obtained results convince us firmly to explain why we prefer VLA and develop a new family of VLAs, RoboVLMs, which require very few manual designs and achieve a new state-of-the-art performance in three simulation tasks and real-world experiments. Through our extensive experiments, which include over 8 VLM backbones, 4 policy architectures, and over 600 distinct designed experiments, we provide a detailed guidebook for the future design of VLAs. In addition to the study, the highly flexible RoboVLMs framework, which supports easy integrations of new VLMs and free combinations of various design choices, is made public to facilitate future research. We open-source all details, including codes, models, datasets, and toolkits, along with detailed training and evaluation recipes at: robovlms.github.io.

cs.RO

Image Understanding Makes for A Good Tokenizer for Image Generation

Abstract Modern image generation (IG) models have been shown to capture rich semantics valuable for image understanding (IU) tasks. However, the potential of IU models to improve IG performance remains uncharted. We address this issue using a token-based IG framework, which relies on effective tokenizers to project images into token sequences. Currently, pixel reconstruction (e.g., VQGAN) dominates the training objective for image tokenizers. In contrast, our approach adopts the feature reconstruction objective, where tokenizers are trained by distilling knowledge from pretrained IU encoders. Comprehensive comparisons indicate that tokenizers with strong IU capabilities achieve superior IG performance across a variety of metrics, datasets, tasks, and proposal networks. Notably, VQ-KD CLIP achieves $4.10$ FID on ImageNet-1k (IN-1k). Visualization suggests that the superiority of VQ-KD can be partly attributed to the rich semantics within the VQ-KD codebook. We further introduce a straightforward pipeline to directly transform IU encoders into tokenizers, demonstrating exceptional effectiveness for IG tasks. These discoveries may energize further exploration into image tokenizer research and inspire the community to reassess the relationship between IU and IG. The code is released at https://github.com/magic-research/vector_quantization.

cs.CV

Classification Done Right for Vision-Language Pre-Training

We introduce SuperClass, a super simple classification method for vision-language pre-training on image-text data. Unlike its contrastive counterpart CLIP who contrast with a text encoder, SuperClass directly utilizes tokenized raw text as supervised classification labels, without the need for additional text filtering or selection. Due to the absence of the text encoding as contrastive target, SuperClass does not require a text encoder and does not need to maintain a large batch size as CLIP does. SuperClass demonstrated superior performance on various downstream tasks, including classic computer vision benchmarks and vision language downstream tasks. We further explored the scaling behavior of SuperClass on model size, training length, or data size, and reported encouraging results and comparisons to CLIP. https://github.com/x-cls/superclass

cs.CV

DeeR-VLA: Dynamic Inference of Multimodal Large Language Models for Efficient Robot Execution

MLLMs have demonstrated remarkable comprehension and reasoning capabilities with complex language and visual data. These advances have spurred the vision of establishing a generalist robotic MLLM proficient in understanding complex human instructions and accomplishing various embodied tasks. However, developing MLLMs for real-world robots is challenging due to the typically limited computation and memory capacities available on robotic platforms. In contrast, the inference of MLLMs involves storing billions of parameters and performing tremendous computation, imposing significant hardware demands. In our paper, we propose a Dynamic Early-Exit Framework for Robotic Vision-Language-Action Model (DeeR-VLA, or simply DeeR) that automatically adjusts the size of the activated MLLM based on each situation at hand. The approach leverages a multi-exit architecture in MLLMs, which allows the model to terminate processing once a proper size of the model has been activated for a specific situation, thus avoiding further redundant computation. Additionally, we develop novel algorithms that establish early-termination criteria for DeeR, conditioned on predefined demands such as average computational cost (i.e., power consumption), as well as peak computational consumption (i.e., latency) and GPU memory usage. These enhancements ensure that DeeR operates efficiently under varying resource constraints while maintaining competitive performance. On the CALVIN robot manipulation benchmark, DeeR demonstrates significant reductions in computational costs of LLM by 5.2-6.5x and GPU memory of LLM by 2-6x without compromising performance. Code and checkpoints are available at https://github.com/yueyang130/DeeR-VLA.

cs.RO

How Far is Video Generation from World Model: A Physical Law Perspective

OpenAI's Sora highlights the potential of video generation for developing world models that adhere to fundamental physical laws. However, the ability of video generation models to discover such laws purely from visual data without human priors can be questioned. A world model learning the true law should give predictions robust to nuances and correctly extrapolate on unseen scenarios. In this work, we evaluate across three key scenarios: in-distribution, out-of-distribution, and combinatorial generalization. We developed a 2D simulation testbed for object movement and collisions to generate videos deterministically governed by one or more classical mechanics laws. This provides an unlimited supply of data for large-scale experimentation and enables quantitative evaluation of whether the generated videos adhere to physical laws. We trained diffusion-based video generation models to predict object movements based on initial frames. Our scaling experiments show perfect generalization within the distribution, measurable scaling behavior for combinatorial generalization, but failure in out-of-distribution scenarios. Further experiments reveal two key insights about the generalization mechanisms of these models: (1) the models fail to abstract general physical rules and instead exhibit "case-based" generalization behavior, i.e., mimicking the closest training example; (2) when generalizing to new cases, models are observed to prioritize different factors when referencing training data: color > size > velocity > shape. Our study suggests that scaling alone is insufficient for video generation models to uncover fundamental physical laws, despite its role in Sora's broader success. See our project page at https://phyworld.github.io

cs.CV