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Chengfeng Zhao

Publications and source records attributed to Chengfeng Zhao.

At least 19 recordsLinked to original sources

Möbius: A Unified Motion-Language Model Bridging Understanding and Generation

We aim to build a truly unified motion model that can understand, generate, and edit human motion within a single framework. Existing motion UMMs remain only partially unified: motion understanding is handled by a language model, while generation is often delegated to a separate diffusion module operating over learned motion latents. We introduce Möbius, which brings the entire diffusion process into the same multimodal representation space used for motion understanding. Clean motion, noisy motion, and text jointly participate in shared attention, while role-specific parameters process understanding and generation streams. Importantly, Möbius operates directly on continuous frame-level raw motion, requiring neither discrete tokenization nor a pretrained motion VAE. This simple formulation naturally supports motion captioning, text-to-motion generation, temporal completion, and instruction-guided editing within a single model. On HumanML3D, Möbius achieves state-of-the-art performance among unified motion models. Scaling to 1.7B parameters and 1,700 hours of motion data further demonstrates that our framework is both effective and scalable.

cs.CV↗

PURE: Refining Feed-forward 3D Reconstruction with Unlabeled Post-training

Feed-forward 3D reconstruction models have achieved remarkable progress through large-scale training and strong learned priors. However, they remain fragile when applied to dynamic in-the-wild videos, where non-rigid motion, occlusions, and illumination changes are prevalent. A key limitation lies in their reliance on expensive depth and camera pose annotations, which hinders scaling to diverse real-world dynamic data and restricts generalization. To address this issue, we propose \textbf{PURE}, an unlabeled post-training refinement framework that improves depth and camera estimation without requiring ground-truth supervision. Instead of relying on annotations, PURE elegantly distills robust structural knowledge from state-of-the-art 2D priors into 4D feed-forward architectures. PURE leverages relative depth constraints, affine-invariant geometry distillation, and pose refinement based on feature correspondences to stabilize geometric predictions under challenging dynamic conditions. Extensive experiments on both synthetic and real-world dynamic benchmarks demonstrate that PURE delivers consistent improvements across multiple state-of-the-art architectures. Furthermore, our data-efficient paradigm effectively mitigates domain shifts, successfully unlocking the architectural limits of these base models in challenging, in-the-wild dynamic scenes.

cs.CV↗

Mise-en-Video: Fine-Grained 3D Control for Multi-Shot Video Generation

Recent advances in text-to-video generation have enabled high-fidelity single-shot synthesis, yet practical storytelling creation requires multi-shot videos with both strong inter-shot consistency and fine-grained controllability. Existing multi-shot video generation approaches achieve strong consistency but still fall short in controllability. In this paper, we propose Mise-en-Video (MeV), a highly controllable multi-shot video generation framework that allows video creators to conduct staging the multi-shot in the 3D space and then generate the corresponding multi-shot video. To achieve this, our framework combines a hierarchical attention mechanism for multi-level narrative consistency with 3D-aware layout guidance for precise, per-shot spatial control. To support training and evaluation, we develop standardized annotation pipelines and construct a 160K-video dataset with hierarchical multi-shot texts and oriented 3D bounding boxes. Extensive experiments demonstrate that MeV consistently outperforms strong baselines in video quality, inter-shot consistency, and subject-level controllability.

cs.CV↗

FlowHMR: Physically Plausible Motion Capture from Video

We present FlowHMR, a framework for recovering physically plausible global 3D human motion from monocular video. Previous learning-based methods typically regress human motion directly from video and train the network with geometric supervision. However, recovering human motion from monocular video is inherently ambiguous in depth, and direct regression tends to collapse toward an averaged solution. Moreover, the recovered motions are not guaranteed to be physically plausible, so physics-based tracking of them often fails. To address these challenges, we formulate video motion capture as a video-conditioned motion generation problem and first pretrain a flow matching model for this task. Given an input video, the pretrained model generates diverse motion candidates, but not all of them are faithful to the video or physically trackable. We therefore post-train the model using Group Relative Policy Optimization (GRPO) with two rewards. A fidelity reward encourages consistency with the input video. A tracking reward favors motions that a physics-based controller can track successfully. Together, these rewards shift the model's output preference, so the post-trained model stays faithful to the input video while producing more physically plausible motion. We further introduce Wild-4K, a large and diverse dataset of about 4K internet videos, for evaluating human motion recovery in the wild. Qualitative and quantitative experiments on Wild-4K show that our method outperforms state-of-the-art methods in overall motion fidelity and achieves a physical tracking success rate of 82.47%, compared with 62.82% for the strongest baseline, GVHMR.

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Atria Dawn: The Dawn of Agentic Superintelligence

As AI agents become participants in the development of their successors, they reshape both the production of intelligence and the role of human researchers. We introduce Atria Dawn Preview, a foundation agentic language model designed for scientific research and engineering workflows, with the goal of expanding the frontier of agent productivity in the real world. This model is trained via a Verifiable Experience Pipeline that connects tool-mediated interactions to executable environments and externally verified outcomes. Across 16 benchmarks spanning real-world research, engineering, and digital work, Atria Dawn Preview is competitive with frontier agents and achieves the highest reported score on five of them. Beyond standalone performance, we examine the real research-and-development process behind this model as a case study of human--AI collaboration, analyzing 769 task records from 56 participants together with agent logs. When asked to evaluate completed tasks under comparable conditions, participants rated about one-third of completed AI-assisted tasks as infeasible without AI. More strikingly, agents frequently propose methods and implement revisions, while humans retain most final decisions and guide exploration through judgment and feedback. These observations indicate a shift from task-level execution to project-level partnership, with human effort concentrating on what is worth pursuing and how evidence should guide research. Progress toward more autonomous AI research must therefore advance both the capacity for discovery and the capacity for meaningful human oversight, preserving accountable human authority over the risks and direction of continued development.

cs.AI↗

MemTools: A Unified Research Framework for Interoperable Agent Memory

While memory systems are essential for agent architectures, pervasive architectural fragmentation restricts systematic research. Existing implementations typically couple different stages of the memory lifecycle, entangle evaluation logic with specific datasets, and provide limited support for the management of heterogeneous memory types. We introduce MemTools, an interoperability research framework that decouples memory system components from their underlying deployment environments. MemTools standardizes the memory lifecycle through declarative data contracts, enabling the interchangeable assembly of components across different systems. It orthogonally separates benchmark datasets from execution protocols to facilitate controlled assessments. Furthermore, MemTools provides a unified computational interface for coordinating symbolic, neural, and multimodal memory representations within a shared runtime. Empirical evaluations on cross-system component integration, evaluation protocol reconfiguration, and heterogeneous memory coordination demonstrate that MemTools enables systematic isolation and analysis of memory design variables. These findings suggest that MemTools provides a practical and extensible infrastructure for advancing principled research on agent memory.

cs.CL↗

Neural Procedural Memory: Empowering LLM Agents with Implicit Activation Steering

While Large Language Models (LLMs) excel as static solvers, transforming them into autonomous agents remains challenging. This transition requires continuous environmental interaction, yet current agents lack the necessary persistent procedural memory. Existing approaches predominantly employ Retrieval-Augmented Generation (RAG) to inject explicit textual guidelines into model contexts. However, relying solely on symbolic instructions can introduce a text-action disconnect, frequently failing to activate the internal representations necessary for correct task execution. To address this, the paper introduces Neural Procedural Memory (NPM), a training-free framework that represents agent memory through implicit activation steering rather than explicit instructions. By distilling procedural skills from historical contrastive experiences into steering vectors in the activation space, NPM directly activates the task-relevant neural mechanisms to guide task execution. Evaluations across four agent benchmarks show that NPM performs comparably to baselines using explicit textual instructions. Furthermore, the results show that combining implicit steering with explicit workflows provides complementary advantages, leading to more robust task execution. Representational analyses indicate that these steering vectors encode consistent task logic, forming organized structures within the activation space. These findings suggest that implicit activation steering provides a promising approach for managing agent memory.

cs.CL↗

Bottom-up Policy Optimization: Your Language Model Policy Secretly Contains Internal Policies

Existing reinforcement learning (RL) approaches treat large language models (LLMs) as a unified policy, overlooking their internal mechanisms. In this paper, we decompose the LLM-based policy into Internal Layer Policies and Internal Modular Policies via the Transformer's residual stream. Our entropy analysis of internal policy reveals distinct patterns: (1) universally, internal policies evolve from high-entropy exploration in early layers to deterministic refinement in the top layers; and (2) Qwen exhibits an explicit progressive reasoning structure, contrasting with the abrupt convergence in Llama. Furthermore, we discover that optimizing internal layers induces feature refinement, forcing lower layers to capture high-level reasoning representations early. Motivated by these findings, we propose Bottom-up Policy Optimization (BuPO), a novel RL paradigm that reconstructs the LLM's reasoning foundation from the bottom up by optimizing internal layers in early stages. Extensive experiments on complex reasoning benchmarks demonstrate the effectiveness of BuPO.

cs.LG↗

Real2Sim in HOI: Toward Physically Plausible HOI Reconstruction from Monocular Videos

Recovering 4D human-object interaction (HOI) from monocular video is a key step toward scalable 3D content creation, embodied AI, and simulation-based learning. Recent methods can reconstruct temporally coherent human and object trajectories, but these trajectories often remain visual artifacts while failing to preserve stable contact, functional manipulation, or physical plausibility when used as reference motions for humanoid-object simulation. This reveals a fundamental interaction gap: HOI reconstruction should not stop at tracking a human and an object, but should recover the relation that makes their motion a coherent interaction. We introduce $\textbf{HA-HOI}$, a framework for reconstructing physically plausible 4D HOI animation from in-the-wild monocular videos. Instead of treating the human and object as independent entities in an ambiguous monocular 3D space, we propose a $\textit{human-first, object-follow}$ formulation. The human motion is recovered as the interaction anchor, and the object is reconstructed, aligned, and refined relative to the human action. The resulting kinematic trajectory is then projected into a physics-based humanoid-object simulation, where it acts as a teacher trajectory for stable physical rollout. Across benchmark and in-the-wild videos, $\textbf{HA-HOI}$ improves human-object alignment, contact consistency, temporal stability, and simulation readiness over prior monocular HOI reconstruction methods. By moving beyond visually plausible trajectory recovery toward physically grounded interaction animation, our work takes a step toward turning general monocular HOI videos into scalable demonstrations for humanoid-object behavior. Project page: https://knoxzhao.github.io/real2sim_in_HOI/

cs.CV↗

CoMoVi: Co-Generation of 3D Human Motions and Realistic Videos

In this paper, we find that the generation of 3D human motions and 2D human videos is intrinsically coupled. 3D motions provide the structural prior for plausibility and consistency in videos, while pre-trained video models offer strong generalization capabilities for motions. Based on this, we present CoMoVi, a co-generative framework that generates 3D human motions and videos synchronously within a single diffusion denoising loop. However, since the 3D human motions and the 2D human-centric videos have a modality gap between each other, we propose to project the 3D human motion into an effective 2D human motion representation that effectively aligns with the 2D videos. Then, we design a dual-branch diffusion model to couple human motion and the video generation process with mutual feature interaction and 3D-2D cross attentions. To train and evaluate our model, we curate CoMoVi-Dataset, a large-scale real-world human video dataset with text and motion annotations, covering diverse and challenging human motions. Extensive experiments demonstrate that our method generates high-quality 3D human motion with a better generalization ability and that our method can generate high-quality human-centric videos without external motion references.

cs.CV↗

UNIC: Neural Garment Deformation Field for Real-time Clothed Character Animation

Simulating physically realistic garment deformations is an essential task for virtual immersive experience, which is often achieved by physics simulation methods. However, these methods are typically time-consuming, computationally demanding, and require costly hardware, which is not suitable for real-time applications. Recent learning-based methods tried to resolve this problem by training graph neural networks to learn the garment deformation on vertices, which, however, fail to capture the intricate deformation of complex garment meshes with complex topologies. In this paper, we introduce a novel neural deformation field-based method, named UNIC, to animate the garments of an avatar in real time, given the motion sequences. Our key idea is to learn the instance-specific neural deformation field to animate the garment meshes. Such an instance-specific learning scheme does not require UNIC to generalize to new garments but only to new motion sequences, which greatly reduces the difficulty in training and improves the deformation quality. Moreover, neural deformation fields map the 3D points to their deformation offsets, which not only avoids handling topologies of the complex garments but also injects a natural smoothness constraint in the deformation learning. Extensive experiments have been conducted on various kinds of garment meshes to demonstrate the effectiveness and efficiency of UNIC over baseline methods, making it potentially practical and useful in real-world interactive applications like video games.

cs.CV↗

GO-Renderer: Generative Object Rendering with 3D-aware Controllable Video Diffusion Models

Reconstructing a renderable 3D model from images is a useful but challenging task. Recent feedforward 3D reconstruction methods have demonstrated remarkable success in efficiently recovering geometry, but still cannot accurately model the complex appearances of these 3D reconstructed models. Recent diffusion-based generative models can synthesize realistic images or videos of an object using reference images without explicitly modeling its appearance, which provides a promising direction for object rendering, but lacks accurate control over the viewpoints. In this paper, we propose GO-Renderer, a unified framework integrating the reconstructed 3D proxies to guide the video generative models to achieve high-quality object rendering on arbitrary viewpoints under arbitrary lighting conditions. Our method not only enjoys the accurate viewpoint control using the reconstructed 3D proxy but also enables high-quality rendering in different lighting environments using diffusion generative models without explicitly modeling complex materials and lighting. Extensive experiments demonstrate that GO-Renderer achieves state-of-the-art performance across the object rendering tasks, including synthesizing images on new viewpoints, rendering the objects in a novel lighting environment, and inserting an object into an existing video.

cs.CV↗

Track4World: Feedforward World-centric Dense 3D Tracking of All Pixels

Estimating the 3D trajectory of every pixel from a monocular video is crucial and promising for a comprehensive understanding of the 3D dynamics of videos. Recent monocular 3D tracking works demonstrate impressive performance, but are limited to either tracking sparse points on the first frame or a slow optimization-based framework for dense tracking. In this paper, we propose a feedforward model, called Track4World, enabling an efficient holistic 3D tracking of every pixel in the world-centric coordinate system. Built on the global 3D scene representation encoded by a VGGT-style ViT, Track4World applies a novel 3D correlation scheme to simultaneously estimate the pixel-wise 2D and 3D dense flow between arbitrary frame pairs. The estimated scene flow, along with the reconstructed 3D geometry, enables subsequent efficient 3D tracking of every pixel of this video. Extensive experiments on multiple benchmarks demonstrate that our approach consistently outperforms existing methods in 2D/3D flow estimation and 3D tracking, highlighting its robustness and scalability for real-world 4D reconstruction tasks.

cs.CV↗

UniSH: Unifying Scene and Human Reconstruction in a Feed-Forward Pass

We present UniSH, a unified, feed-forward framework for joint metric-scale 3D scene and human reconstruction. A key challenge in this domain is the scarcity of large-scale, annotated real-world data, forcing a reliance on synthetic datasets. This reliance introduces a significant sim-to-real domain gap, leading to poor generalization, low-fidelity human geometry, and poor alignment on in-the-wild videos. To address this, we propose an innovative training paradigm that effectively leverages unlabeled in-the-wild data. Our framework bridges strong, disparate priors from scene reconstruction and HMR, and is trained with two core components: (1) a robust distillation strategy to refine human surface details by distilling high-frequency details from an expert depth model, and (2) a two-stage supervision scheme, which first learns coarse localization on synthetic data, then fine-tunes on real data by directly optimizing the geometric correspondence between the SMPL mesh and the human point cloud. This approach enables our feed-forward model to jointly recover high-fidelity scene geometry, human point clouds, camera parameters, and coherent, metric-scale SMPL bodies, all in a single forward pass. Extensive experiments demonstrate that our model achieves state-of-the-art performance on human-centric scene reconstruction and delivers highly competitive results on global human motion estimation, comparing favorably against both optimization-based frameworks and HMR-only methods. Project page: https://murphylmf.github.io/UniSH/

cs.CV↗

HuPrior3R: Incorporating Human Priors for Better 3D Dynamic Reconstruction from Monocular Videos

Monocular dynamic video reconstruction faces significant challenges in dynamic human scenes due to geometric inconsistencies and resolution degradation issues. Existing methods lack 3D human structural understanding, producing geometrically inconsistent results with distorted limb proportions and unnatural human-object fusion, while memory-constrained downsampling causes human boundary drift toward background geometry. To address these limitations, we propose to incorporate hybrid geometric priors that combine SMPL human body models with monocular depth estimation. Our approach leverages structured human priors to maintain surface consistency while capturing fine-grained geometric details in human regions. We introduce HuPrior3R, featuring a hierarchical pipeline with refinement components that processes full-resolution images for overall scene geometry, then applies strategic cropping and cross-attention fusion for human-specific detail enhancement. The method integrates SMPL priors through a Feature Fusion Module to ensure geometrically plausible reconstruction while preserving fine-grained human boundaries. Extensive experiments on TUM Dynamics and GTA-IM datasets demonstrate superior performance in dynamic human reconstruction.

cs.CV↗

SyncHuman: Synchronizing 2D and 3D Generative Models for Single-view Human Reconstruction

Photorealistic 3D full-body human reconstruction from a single image is a critical yet challenging task for applications in films and video games due to inherent ambiguities and severe self-occlusions. While recent approaches leverage SMPL estimation and SMPL-conditioned image generative models to hallucinate novel views, they suffer from inaccurate 3D priors estimated from SMPL meshes and have difficulty in handling difficult human poses and reconstructing fine details. In this paper, we propose SyncHuman, a novel framework that combines 2D multiview generative model and 3D native generative model for the first time, enabling high-quality clothed human mesh reconstruction from single-view images even under challenging human poses. Multiview generative model excels at capturing fine 2D details but struggles with structural consistency, whereas 3D native generative model generates coarse yet structurally consistent 3D shapes. By integrating the complementary strengths of these two approaches, we develop a more effective generation framework. Specifically, we first jointly fine-tune the multiview generative model and the 3D native generative model with proposed pixel-aligned 2D-3D synchronization attention to produce geometrically aligned 3D shapes and 2D multiview images. To further improve details, we introduce a feature injection mechanism that lifts fine details from 2D multiview images onto the aligned 3D shapes, enabling accurate and high-fidelity reconstruction. Extensive experiments demonstrate that SyncHuman achieves robust and photo-realistic 3D human reconstruction, even for images with challenging poses. Our method outperforms baseline methods in geometric accuracy and visual fidelity, demonstrating a promising direction for future 3D generation models.

cs.CV↗

Reconstructing 4D Spatial Intelligence: A Survey

Reconstructing 4D spatial intelligence from visual observations has long been a central yet challenging task in computer vision, with broad real-world applications. These range from entertainment domains like movies, where the focus is often on reconstructing fundamental visual elements, to embodied AI, which emphasizes interaction modeling and physical realism. Fueled by rapid advances in 3D representations and deep learning architectures, the field has evolved quickly, outpacing the scope of previous surveys. Additionally, existing surveys rarely offer a comprehensive analysis of the hierarchical structure of 4D scene reconstruction. To address this gap, we present a new perspective that organizes existing methods into five progressive levels of 4D spatial intelligence: (1) Level 1 -- reconstruction of low-level 3D attributes (e.g., depth, pose, and point maps); (2) Level 2 -- reconstruction of 3D scene components (e.g., objects, humans, structures); (3) Level 3 -- reconstruction of 4D dynamic scenes; (4) Level 4 -- modeling of interactions among scene components; and (5) Level 5 -- incorporation of physical laws and constraints. We conclude the survey by discussing the key challenges at each level and highlighting promising directions for advancing toward even richer levels of 4D spatial intelligence. To track ongoing developments, we maintain an up-to-date project page: https://github.com/yukangcao/Awesome-4D-Spatial-Intelligence.

cs.CV↗

Mojito: LLM-Aided Motion Instructor with Jitter-Reduced Inertial Tokens

Human bodily movements convey critical insights into action intentions and cognitive processes, yet existing multimodal systems primarily focused on understanding human motion via language, vision, and audio, which struggle to capture the dynamic forces and torques inherent in 3D motion. Inertial measurement units (IMUs) present a promising alternative, offering lightweight, wearable, and privacy-conscious motion sensing. However, processing of streaming IMU data faces challenges such as wireless transmission instability, sensor noise, and drift, limiting their utility for long-term real-time motion capture (MoCap), and more importantly, online motion analysis. To address these challenges, we introduce Mojito, an intelligent motion agent that integrates inertial sensing with large language models (LLMs) for interactive motion capture and behavioral analysis.

cs.CV↗