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Boxin Shi

Publications and source records attributed to Boxin Shi.

At least 19 recordsLinked to original sources

LLaCO: Continuous Diffusion for Large Language Models with Competition-Aware Semantic Scheduling

Continuous diffusion models have emerged as a promising non-autoregressive paradigm for text generation over continuous embedding spaces. Along the continuous trajectory, the residual token identity directly shapes the denoising objective. However, the geometric trajectory misaligns with temporal progression, triggering severe temporal compression. In this paper, we show that embedding norm decay causes Euclidean distance to yield spurious overtaking, indicating that token competition must be evaluated directionally. In this space, a candidate overtakes the source token only when the effective noise magnitude surpasses their semantic separation. We formalize these pairwise dynamics as the Competition Threshold Theory (CTT). Crucially, high-dimensional overtaking requires extreme noise levels, causing standard trajectories to concentrate identity decay into a narrow window near the noisy endpoint. To resolve this, we propose Semantic Retention Scheduling (SRS) to align time allocation with the progression of identity decay, and demonstrate that existing token identity metrics are fundamentally statistical aggregations of these pairwise crossings. Building on these theoretical insights, we introduce LLaCO, a generative framework powered by competition-aware semantic scheduling. LLaCO adapts a pretrained backbone to continuous representations via an embedding directional adapter and timestep-conditioned modulation. To operate within the directional space, LLaCO employs a spherical noising process formulated as a geodesic interpolation toward a mask-biased endpoint, eliminating norm decay while preserving accurate token competition. Guided by SRS, LLaCO reallocates the denoising trajectory proportionally to the logarithmic rank decay. Instantiated as an 8B model, LLaCO outperforms previous continuous diffusion baselines and rivals discrete diffusion models of comparable scale.

cs.AI↗

CineEvolve: An Agentic Self-Evolution Framework for Cinematic Multi-Shot Video Generation

Cinematic multi-shot video generation requires both narrative planning and iterative refinement. Existing methods either lack narrative reasoning or rely on feed-forward workflows without policy updates. In this paper, we propose CineEvolve, an agentic self-evolution framework for cinematic multi-shot video generation that unifies a Director and a Critic within a single vision-language policy. Emulating real-world filmmaking that couples iterative direction with critical feedback, we train CineEvolve via alternating reinforcement learning, where the Director surfaces flaws to sharpen the Critic, and the updated Critic guides the Director's targeted revisions. To stabilize co-evolution, we introduce Evolutionary GRPO (E-GRPO), leveraging historical anchoring and revision safeguarding to mitigate advantage inflation. Additionally, we contribute CineTraj, a 40K cinematic trajectory dataset spanning creation, critique, and revision. Extensive experiments demonstrate that CineEvolve outperforms existing approaches. Our code will be available at https://github.com/JingZhe-8/CineEvolve.

cs.CV↗

PAWA: Panoramic Action-conditioned World Modeling for Multiple Agents

A multiplayer world model must predict how the independent actions of several players change a shared environment, including changes outside a player's current field of view. A point-of-view (POV) video captures such changes only after they enter its field of view, whereas panoramic video records the surroundings in every viewing direction and has served as an intermediate representation of the world state in recent world models. Learning this task therefore requires synchronized POV and panoramic videos of interacting players together with their actions, yet no existing dataset provides this combination in Minecraft, an established testbed in which players act independently in a shared, modifiable 3D world. We present PAWA, a dataset and framework for action-conditioned panoramic multiplayer world modeling. The dataset pairs each player's POV video with world-stabilized panoramic video and aligned actions. Its distributed pipeline decouples CPU gameplay capture from GPU rendering, scales beyond 64 simultaneous players, and re-renders each recorded session under new observation configurations without replaying the gameplay. On this dataset, we develop a dual-tower model that jointly predicts POV and panoramic video and couples the two streams through cross-attention that aligns tokens observing the same direction in a shared world frame. We further introduce a quadratic-phase player encoding that provides many more player codes than existing rotary codes at the same embedding dimension. Experiments show that PAWA outperforms state-of-the-art multiplayer world models in POV prediction quality while also producing high-fidelity panoramic predictions. The dataset and collection pipeline are open source to support further research on multiplayer world models.

cs.CV↗

DeTac: Dual-branch Decoupling of Texture and Force Signals in Vision-Based Tactile Sensors

Vision-based tactile sensors enable fine-grained perception for dexterous robotic manipulation, but current marker-based designs tightly couple surface texture and contact force signals within a single observation. Existing data-driven decoupling methods rely on serial mask-based inpainting, which suffers from mask-sizing dilemmas caused by physical indentation effects, error retention, and lack of real paired data for supervision. To address these challenges, we propose DeTac, a novel dual-branch generative framework that concurrently extracts clean shading and marker images from a single mixed tactile image. DeTac leverages full-image synthesis to naturally bypass mask dependency and introduces a cross-branch synergistic optimization that enables mutual supervision, effectively preventing error retention. Furthermore, we construct a strictly aligned, real-world paired tactile dataset using custom hardware to provide high-quality supervision. Extensive experiments demonstrate that DeTac achieves state-of-the-art decoupling accuracy, significantly facilitating downstream surface reconstruction and force estimation tasks while exhibiting cross-sensor generalization.

cs.RO↗

RFPO: Rectified Flow Policy Optimization for Embodied Control

Flow-based policies provide an expressive framework for continuous robot control, but their iterative ODE integration incurs substantial inference cost. Naively reducing the integration budget can severely degrade control, since policies optimized under full-step execution are not explicitly constrained to remain reliable under coarse numerical integration. We refer to this mismatch as the few-step discretization gap. To address this problem, we introduce RFPO, a flow-policy optimization framework for reliable few-step execution. Reward-aware online Reflow rectifies student-induced transport paths during on-policy learning, making the resulting policy more robust to coarse integration. A frozen Gaussian PPO controller supplies complementary action-space supervision at full and intermediate integration budgets, while the deployed policy remains a single flow student executed with one Euler step. Across Unitree Go2, Boston Dynamics Spot, Unitree H1, and Unitree G1, RFPO consistently preserves full-step control performance under one-step execution, with one-step returns remaining within 2.4% of their corresponding 64-step values across both zero and random initialization. On Unitree Go2, one-step execution retains 98.5% of the 64-step reward while reducing onboard mean inference latency from 4.39 ms to 0.08 ms, yielding a 54.9x speedup. Real-robot experiments further validate stable one-step locomotion. Code: https://github.com/AIGeeksGroup/RFPO. Website: https://aigeeksgroup.github.io/RFPO.

cs.RO↗

SPW-Nav: A Streaming Panoramic World Model for Language-Guided Navigation

Language-guided panoramic video generation benefits various downstream applications, such as interactive 3D scene exploration, virtual reality experiences, and embodied agent training. Existing panoramic generators follow predefined trajectories, and interactive world models act through low-level actions in perspective views. We propose SPW-Nav, a streaming panoramic world model that understands movement instructions and streams one minute of 2K 360-degree video in real time from a single panorama. SPW-Nav interprets each instruction in the previously generated panorama as camera motion. Spherical rotation decoupling applies rotation exactly on the sphere, pose-aligned conditioning keeps translation inputs bounded over long streams, and a multi-term memory with a few-step generator continues the scene as instructions change. We also build SPW-NavSet, panoramic videos with camera trajectories and verified instructions. Driven by language, SPW-Nav outperforms prior panoramic generators in camera-following accuracy and video quality, and supports on-the-fly instruction switching.

cs.CV↗

DexPolicy: Scheduled Exploration for Trajectory-Guided Dexterous Manipulation

Reinforcement learning (RL) for dexterous manipulation must discover finger-object contacts and then control the object precisely; the action noise that serves the first goal can interfere with the second. In trajectory-guided settings such as ViViDex, where RL refine hand-object trajectories from human video, our baseline PPO runs end near their initial action noise after 5M steps, motivating explicit control of exploration scale. DexPolicy makes that scale an explicit function of training steps, annealing from broad to narrow exploration while holding loss, architecture, reward, and optimizer settings fixed. We study three policy-optimization settings: PPO, critic-free GRPO continuation, and a flow-parameterized PPO variant (FPO). Across five YCB objects and three training seeds, mean deterministic Target success rises from 49.4% to 68.1% (FPO), 14.1% to 45.4% (GRPO), and 32.0% to 35.7% (PPO). On a RealMan RM75 arm with an Inspire/RH56 hand, 360 trials over three objects raise mean Target success from 25.0% to 85.0% (FPO), 10.0% to 63.3% (GRPO), and 8.3% to 43.3% (PPO), with one trained model per object-method condition. PPO component screening favors noise control over the tested optimizer contraction; the selected PPO schedule yields higher mean Target success than linear decay with the same endpoints on three tested objects. Training return, deterministic Target success, and tolerance to execution noise dissociate; schedules should therefore be judged by terminal task success under the intended execution conditions, per task and policy-optimization setting. Code: https://github.com/AIGeeksGroup/DexPolicy. Website: https://aigeeksgroup.github.io/DexPolicy.

cs.RO↗

SEE Challenge 2026: Event-Guided Brightness Adjustment Across a Broad Illumination Range

Event cameras provide a high dynamic range and preserve brightness-change cues in lighting conditions where conventional RGB frames may be noisy or saturated. To benchmark event-guided restoration across a broad illumination range, we organized the SEE Challenge 2026 with the Event-Based Multimodal Vision Workshop at ECCV 2026. The task conditions restoration on one or more RGB frames, synchronized events, and a scalar target-brightness statistic provided by the organizers. It uses SEE-600K, which contains 610,126 image-event observations from 202 real-world scenes spanning low-light, normal-light, and high-light conditions with illumination variations of up to 1,000$\times$. The challenge follows an open-system protocol: participants may use different temporal contexts, architectures, pretrained weights, test-time augmentation, and post-processing strategies. PSNR determines the ranking, and SSIM is reported as a secondary metric. Around 70 teams registered interest and 15 valid CodaBench submissions were received. Six distinct teams completed organizer-side identity and technical verification, provided method descriptions, checkpoints, inference code, and instructions, and are included in the verified open-system ranking reported here. Beyond the ranking, this report analyzes exposure subsets, semantically distinct test cases, a shared failure pattern, system design choices, and inference strategies. The top systems obtain closely spaced average scores, while the best-performing method varies across cases and metrics; under severe underexposure, all verified systems retain visible local errors.

cs.CV↗

DeltaWAM: Delta World Action Models for Bimanual Manipulation

World-action models (WAMs) transfer visual and motion priors from pretrained video generators to robot control by jointly modeling visual dynamics and actions. Existing WAMs, however, predict dense future frames during training, repeatedly modeling largely unchanged content and coupling action-conditioned dynamics to nuisance appearance variations. At inference, processing each complete observation with the heavy video expert bottlenecks few-step action generation. Accordingly, we propose DeltaWAM, which jointly predicts visual deltas and actions using dense-anchor, sparse-delta, and action streams, with three architectures that differ in representation and computation sharing. We further develop Streaming Delta Memory (SDM), which updates cached anchor context with compact observed deltas, reducing heavy video-expert processing. On RoboTwin, DeltaWAM with SDM improves average success over Fast-WAM from 81.3% to 85.4% in the clean setting and from 75.8% to 83.9% under visual randomization. The three architectures reduce training FLOPs by 17.78-23.77%, while SDM reduces one-step inference latency and FLOPs by 36.57% and 31.55%, respectively; real-world evaluations further show the highest overall success rate and normalized progress among the evaluated policies. Code: https://github.com/AIGeeksGroup/DeltaWAM. Website: https://aigeeksgroup.github.io/DeltaWAM.

cs.CV↗

TACO: TActile World Model as a Self-COrrector for Scalable Robot Policy Post-Training

Vision-Language-Action models and World Action Models have shown promising generalization in robotic manipulation but remain fragile in contact-rich tasks, where contact perturbations can cause failures that are difficult to detect from vision alone. Corrective post-training with tactile feedback can improve recovery, but scaling such supervision through human intervention is costly. World models can synthesize additional training data, yet vision-only generation may produce visually plausible but contact-inconsistent trajectories. We therefore introduce TACO, a scalable robot policy post-training framework built on a compositional tactile world model. Given real rollouts, TACO follows a Recognize--Imagine--Label loop: an inverse dynamics and value model identifies failure-adjacent states using progress estimates, a visuo-tactile generation model imagines local corrections by jointly generating video and tactile sequences, and the inverse dynamics and value model labels them with corrective actions and progress scores. Candidates are filtered for kinematic feasibility and tactile plausibility, then selected by predicted progress gain. TACO aggregates demonstrations, real rollouts, and selected corrections for iterative post-training. It combines knowledge-insulated tactile adaptation with CFG-RL using binary advantage labels while keeping the pretrained VLM backbone fixed. Experiments on real-world tasks show that TACO improves the average task score from 0.375 to 0.825 after two post-training iterations.

cs.RO↗

StreamAV-Bench: A Comprehensive Benchmark for Streaming Audio-Video Generation

Recent advancements in generative models are pushing video generation toward unbounded streaming audio-video generation for real-time interactive worlds. However, existing benchmarks primarily evaluate completed sequences and struggle to capture streaming properties. To bridge this gap, we introduce StreamAV-Bench, the first comprehensive benchmark tailored for streaming audio-video generation. StreamAV-Bench establishes a unified evaluation framework, including the progressive track for instruction adherence and long-horizon stability, and the interactive track for interactive response and state retention and reuse. With expert-verified evaluation cases across 32 fine-grained dimensions, we conduct an extensive evaluation of 13 representative systems. Our analysis reveals that current models suffer from temporal drift in progressive generation and responsiveness bottlenecks during interactive control. Based on a comprehensive failure analysis, we share insights to advance the development of native joint audio-video streaming models.

cs.SD↗

MASS: Multiplayer World Models with Authoritative Shared State

Current video world models struggle in multiplayer environments because they entangle world state with view-dependent visual latents, leading to redundant compute, view inconsistencies, and poor scalability. We propose MASS (Multiplayer world models with Authoritative Shared State) to resolve this limitation. Inspired by multiplayer game architectures, MASS disentangles world dynamics and view rendering. A learned Logic Engine advances a global, authoritative typed state from joint actions without any hand-written transition function, acting as the sole recurrent memory and synchronization reference. From this shared state, a learned Rendering Engine generates independent and consistent views for any requested camera on demand. This explicit disentangling allows MASS to achieve superior state accuracy and lower cross-view inconsistency compared to state-of-the-art multi-view baselines on a matched multiplayer Snake benchmark. It advances predicted worlds with 1,024 concurrent players for 10,000 recurrent steps. Our results show that explicit, authoritative state modeling provides a practical foundation for scalable and consistent multi-agent world simulation.

cs.CV↗

Stokes-Informed Diffusion for Robust Linear Polarization Estimation

Polarization cues benefit applications such as material detection and de-reflection, yet acquiring them typically requires dedicated hardware. This motivates us to estimate the linear polarization from a single RGB image. However, the task is inherently ill-posed, with the Angle of Polarization (AoP) becoming particularly unstable in weak polarization regions, where the polarimetric signal is overwhelmed by noise, leading to erratic angle estimates. To address these limitations, we propose GenPolar, a Stokes-informed diffusion framework grounded in the Mueller formalism from an intensity observation. Specifically, GenPolar predicts channel-wise linear Stokes components (S1,S2) from intensity S0, from which degree of linear polarization (DoLP) and AoP are analytically derived; AoP is further supervised with an observability-aware loss. In addition, to enable efficient and high-fidelity inference, we adopt a two-stage training strategy. Firstly, a multi-step conditional diffusion model is trained with a physics-based loss. Subsequently, we distill it into a one-step generator, which further supports stable Low-Rank Adaptation (LoRA) of the VAE encoder to mitigate domain-specific autoencoding bias. Extensive experiments across rotating-polarizer, division-of-focal-plane, and hybrid datasets demonstrate that GenPolar achieves state-of-the-art performance in both DoLP fidelity and AoP stability. Crucially, these improvements translate to significant and consistent gains in downstream applications, including material detection and de-reflection.

cs.CV↗

MAVIN: Multi-Shot Audio-Visual Generation with Customized Narrative Control

While recent generative models produce high-fidelity videos, they struggle with the complex narrative control required for coherent multi-shot audio-visual generation. Existing methods suffer from temporal misalignment, limited controllability, and incomplete scripting. In this paper, we propose MAVIN, the first framework for multi-shot audio-visual generation with customized narrative control. To resolve temporal misalignment, we propose boundary-aware attention, which leverages hierarchical captions and boundary-aware token routing to render audio-visual elements within their respective temporal boundaries. To improve the controllability for multi-subject scenarios, we propose ID-aware propagation, utilizing identity embeddings and an identity-aware mask to bind specific identities to consistent visual appearances and vocal timbres. To provide comprehensive audio-visual narratives, we present a multi-agent scripting pipeline to transform free-form user inputs into hierarchical captions. Furthermore, we construct MAVINSet, a multi-shot audio-visual dataset for robust training and evaluation. Extensive experiments demonstrate that MAVIN achieves state-of-the-art performance, opening up a new avenue for integrating generative models into professional filmmaking workflows.

cs.CV↗

Lift3D-VLA: Lifting VLA Models to 3D Geometry and Dynamics-Aware Manipulation

Recently, Vision-Language-Action (VLA) models have demonstrated strong generalization across diverse tasks. However, effective robotic manipulation in physical environments fundamentally requires geometric understanding and spatial reasoning. While some VLA approaches attempt to incorporate 3D information, they are constrained by limited data availability and geometric information loss in current 3D encoding pipelines, and fail to jointly capture 3D geometry and temporally structured actions in dynamic environments. To address these limitations, we introduce Lift3D-VLA, a unified VLA framework that equips models with explicit 3D point cloud reasoning and enables temporally coherent action generation. First, building upon our previous work Lift3D, an enhanced 2D model-lifting strategy is proposed to geometrically align 3D points with pretrained 2D positional embeddings. This design enables direct point-cloud encoding within the VLA vision encoder while minimizing spatial information loss. Based on explicit 3D inputs, we propose Geometry-Centric Masked Autoencoding (GC-MAE), a dual-objective self-supervised framework that reconstructs the current point cloud while predicting its future geometric evolution. This formulation allows the 2D vision encoder to internalize both 3D structure and physical dynamics. To fully exploit 3D representations, we further design layer-wise temporal action modeling, which leverages multiple layers of the LLM to collaboratively predict action chunks, enabling temporally consistent predictions. Across 22 simulated tasks and 8 real-world manipulation tasks, Lift3D-VLA achieves 10.8% and 11.1% higher mean success rates on MetaWorld and RLBench than the best-performing prior VLA methods, and outperforms the strongest real-world baseline by 4 percentage points, while exhibiting stronger generalization to out-of-distribution perturbations.

cs.RO↗

Video Generation Models Are Inherent Lighting Estimators

Recovering dynamic environment maps from a single in-the-wild video is crucial for photorealistic rendering, yet remains a challenge. Recent video generation models can produce photorealistic scenes with complex lighting, possessing an inherent understanding of lighting. In this paper, we introduce V-LITE (Video generation models are inherent lighting estimators), a framework that unlocks this internal knowledge by reframing lighting estimation as a guided video inpainting task. Inspired by VFX industry practices, we insert a synthetic chrome ball into the scene to compel the model to generate physically plausible reflections from the surrounding spatio-temporal context. To bridge the gap from LDR-native models to the HDR domain, we design an HDR-aware VAE and employ an efficient LoRA-based fine-tuning strategy. We then construct a mixed dataset comprising high-fidelity HDR images to provide realistic HDR priors, and in-the-wild HDR videos to provide dynamic spatio-temporal context. Extensive experiments demonstrate that V-LITE produces temporally coherent HDR environment maps, revealing that modern video diffusion models are not merely synthesizers but also powerful, inherently capable estimators of physical scene lighting.

cs.CV↗

PolarAPP: Beyond Polarization Demosaicking for Polarimetric Applications

Polarimetric imaging enables advanced vision applications such as normal estimation and de-reflection by capturing unique surface-material interactions. However, existing applications (alternatively called downstream tasks) rely on datasets constructed by naively regrouping raw measurements from division-of-focal-plane sensors, where pixels of the same polarization angle are extracted and aligned into sparse images without proper demosaicking. This reconstruction strategy results in suboptimal, incomplete targets that limit downstream performance. Moreover, current demosaicking methods are task-agnostic, optimizing only for photometric fidelity rather than utility in downstream tasks. Towards this end, we propose PolarAPP, the first framework to jointly optimize demosaicking and its downstream tasks. PolarAPP introduces a feature alignment mechanism that semantically aligns the representations of demosaicking and downstream networks via meta-learning, guiding the reconstruction to be task-aware. It further employs an equivalent imaging constraint for demosaicking training, enabling direct regression to physically meaningful outputs without relying on rearranged data. Finally, a task-refinement stage fine-tunes the task network using the stable demosaicking front-end to further enhance accuracy. Extensive experimental results demonstrate that PolarAPP outperforms existing methods in both demosaicking quality and downstream performance. Code is available upon acceptance.

cs.CV↗

GeneralVLA-2: Geometry-Aware Reconstruction and Governed Memory for Robot Planning

Generalist vision-language-action systems need object-centric 3D evidence and reusable manipulation experience to plan reliable robot trajectories. GeneralVLA provides a hierarchical interface for converting language and RGB-D observations into 3D end-effector paths, but two bottlenecks remain. First, monocular SAM3D-style object reconstruction can hallucinate pose and unseen geometry, while manipulation benefits from stable object shape when calibrated multi-view observations are available. Second, the original KnowledgeBank mainly retrieves semantically similar snippets and appends new knowledge, which makes it difficult to control memory quality, conflicts, confidence, and geometric relevance. To address the first challenge, we introduce GeoFuse-MV3D, a geometry-prior-guided MV-SAM3D reconstruction branch that verifies external geometry cues with input-view masks, applies soft visual-hull support, performs axis-wise refinement, and fuses only geometry while preserving appearance. To address the second challenge, we upgrade KnowledgeBank into a governed long-term memory system with explicit quality, confidence, lifecycle, verifier, and conflict metadata, together with precision-oriented retrieval. Finally, we evaluate the reconstruction branch on GSO-30 and the memory module on Terminal-Bench 2.0 and SWE-Bench Verified; GeoFuse-MV3D improves over the MV-SAM3D baseline by reducing CD and LPIPS by 2.20% and 2.02% while increasing PSNR and SSIM by 2.36% and 1.03%, and KnowledgeBank improves over ReasoningBank by 4.53% on Terminal-Bench SR and 3.73% on SWE-Bench resolve rate, while reducing AS by 4.95% and 5.65%, respectively. Code: https://github.com/AIGeeksGroup/GeneralVLA-2. Website: https://aigeeksgroup.github.io/GeneralVLA-2.

cs.CV↗