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Feng Zheng

Publications and source records attributed to Feng Zheng.

At least 55 records · Page 3Linked to original sources

ArtiWorld: LLM-Driven Articulation of 3D Objects in Scenes

Building interactive simulators and scalable robot-learning environments requires a large number of articulated assets. However, most existing 3D assets in simulation are rigid, and manually converting them into articulated objects is extremely labor- and cost-intensive. This raises a natural question: can we automatically identify articulable objects in a scene and convert them into articulated assets directly? In this paper, we present ArtiWorld, a scene-aware pipeline that localizes candidate articulable objects from textual scene descriptions and reconstructs executable URDF models that preserve the original geometry. At the core of this pipeline is Arti4URDF, which leverages 3D point cloud, prior knowledge of a large language model (LLM), and a URDF-oriented prompt design to rapidly convert rigid objects into interactive URDF-based articulated objects while maintaining their 3D shape. We evaluate ArtiWorld at three levels: 3D simulated objects, full 3D simulated scenes, and real-world scan scenes. Across all three settings, our method consistently outperforms existing approaches and achieves state-of-the-art performance, while preserving object geometry and correctly capturing object interactivity to produce usable URDF-based articulated models. This provides a practical path toward building interactive, robot-ready simulation environments directly from existing 3D assets. Code and data will be released.

cs.CV↗

InternVLA-M1: A Spatially Guided Vision-Language-Action Framework for Generalist Robot Policy

We introduce InternVLA-M1, a unified framework for spatial grounding and robot control that advances instruction-following robots toward scalable, general-purpose intelligence. Its core idea is spatially guided vision-language-action training, where spatial grounding serves as the critical link between instructions and robot actions. InternVLA-M1 employs a two-stage pipeline: (i) spatial grounding pre-training on over 2.3M spatial reasoning data to determine ``where to act'' by aligning instructions with visual, embodiment-agnostic positions, and (ii) spatially guided action post-training to decide ``how to act'' by generating embodiment-aware actions through plug-and-play spatial prompting. This spatially guided training recipe yields consistent gains: InternVLA-M1 outperforms its variant without spatial guidance by +14.6% on SimplerEnv Google Robot, +17% on WidowX, and +4.3% on LIBERO Franka, while demonstrating stronger spatial reasoning capability in box, point, and trace prediction. To further scale instruction following, we built a simulation engine to collect 244K generalizable pick-and-place episodes, enabling a 6.2% average improvement across 200 tasks and 3K+ objects. In real-world clustered pick-and-place, InternVLA-M1 improved by 7.3%, and with synthetic co-training, achieved +20.6% on unseen objects and novel configurations. Moreover, in long-horizon reasoning-intensive scenarios, it surpassed existing works by over 10%. These results highlight spatially guided training as a unifying principle for scalable and resilient generalist robots. Code and models are available at https://github.com/InternRobotics/InternVLA-M1.

cs.RO↗

Multi-modal Segment Assemblage Network for Ad Video Editing with Importance-Coherence Reward

Advertisement video editing aims to automatically edit advertising videos into shorter videos while retaining coherent content and crucial information conveyed by advertisers. It mainly contains two stages: video segmentation and segment assemblage. The existing method performs well at video segmentation stages but suffers from the problems of dependencies on extra cumbersome models and poor performance at the segment assemblage stage. To address these problems, we propose M-SAN (Multi-modal Segment Assemblage Network) which can perform efficient and coherent segment assemblage task end-to-end. It utilizes multi-modal representation extracted from the segments and follows the Encoder-Decoder Ptr-Net framework with the Attention mechanism. Importance-coherence reward is designed for training M-SAN. We experiment on the Ads-1k dataset with 1000+ videos under rich ad scenarios collected from advertisers. To evaluate the methods, we propose a unified metric, Imp-Coh@Time, which comprehensively assesses the importance, coherence, and duration of the outputs at the same time. Experimental results show that our method achieves better performance than random selection and the previous method on the metric. Ablation experiments further verify that multi-modal representation and importance-coherence reward significantly improve the performance. Ads-1k dataset is available at: https://github.com/yunlong10/Ads-1k

cs.CV↗

LLMVA-GEBC: Large Language Model with Video Adapter for Generic Event Boundary Captioning

Our winning entry for the CVPR 2023 Generic Event Boundary Captioning (GEBC) competition is detailed in this paper. Unlike conventional video captioning tasks, GEBC demands that the captioning model possess an understanding of immediate changes in status around the designated video boundary, making it a difficult task. This paper proposes an effective model LLMVA-GEBC (Large Language Model with Video Adapter for Generic Event Boundary Captioning): (1) We utilize a pretrained LLM for generating human-like captions with high quality. (2) To adapt the model to the GEBC task, we take the video Q-former as an adapter and train it with the frozen visual feature extractors and LLM. Our proposed method achieved a 76.14 score on the test set and won the first place in the challenge. Our code is available at https://github.com/zjr2000/LLMVA-GEBC .

cs.CV↗

LaunchpadGPT: Language Model as Music Visualization Designer on Launchpad

Launchpad is a musical instrument that allows users to create and perform music by pressing illuminated buttons. To assist and inspire the design of the Launchpad light effect, and provide a more accessible approach for beginners to create music visualization with this instrument, we proposed the LaunchpadGPT model to generate music visualization designs on Launchpad automatically. Based on the language model with excellent generation ability, our proposed LaunchpadGPT takes an audio piece of music as input and outputs the lighting effects of Launchpad-playing in the form of a video (Launchpad-playing video). We collect Launchpad-playing videos and process them to obtain music and corresponding video frame of Launchpad-playing as prompt-completion pairs, to train the language model. The experiment result shows the proposed method can create better music visualization than random generation methods and hold the potential for a broader range of music visualization applications. Our code is available at https://github.com/yunlong10/LaunchpadGPT/.

cs.SD↗

PinPoint3D: Fine-Grained 3D Part Segmentation from a Few Clicks

Fine-grained 3D part segmentation is crucial for enabling embodied AI systems to perform complex manipulation tasks, such as interacting with specific functional components of an object. However, existing interactive segmentation methods are largely confined to coarse, instance-level targets, while non-interactive approaches struggle with sparse, real-world scans and suffer from a severe lack of annotated data. To address these limitations, we introduce PinPoint3D, a novel interactive framework for fine-grained, multi-granularity 3D segmentation, capable of generating precise part-level masks from only a few user point clicks. A key component of our work is a new 3D data synthesis pipeline that we developed to create a large-scale, scene-level dataset with dense part annotations, overcoming a critical bottleneck that has hindered progress in this field. Through comprehensive experiments and user studies, we demonstrate that our method significantly outperforms existing approaches, achieving an average IoU of around 55.8% on each object part under first-click settings and surpassing 71.3% IoU with only a few additional clicks. Compared to current state-of-the-art baselines, PinPoint3D yields up to a 16% improvement in IoU and precision, highlighting its effectiveness on challenging, sparse point clouds with high efficiency. Our work represents a significant step towards more nuanced and precise machine perception and interaction in complex 3D environments.

cs.CV↗

MesaTask: Towards Task-Driven Tabletop Scene Generation via 3D Spatial Reasoning

The ability of robots to interpret human instructions and execute manipulation tasks necessitates the availability of task-relevant tabletop scenes for training. However, traditional methods for creating these scenes rely on time-consuming manual layout design or purely randomized layouts, which are limited in terms of plausibility or alignment with the tasks. In this paper, we formulate a novel task, namely task-oriented tabletop scene generation, which poses significant challenges due to the substantial gap between high-level task instructions and the tabletop scenes. To support research on such a challenging task, we introduce MesaTask-10K, a large-scale dataset comprising approximately 10,700 synthetic tabletop scenes with manually crafted layouts that ensure realistic layouts and intricate inter-object relations. To bridge the gap between tasks and scenes, we propose a Spatial Reasoning Chain that decomposes the generation process into object inference, spatial interrelation reasoning, and scene graph construction for the final 3D layout. We present MesaTask, an LLM-based framework that utilizes this reasoning chain and is further enhanced with DPO algorithms to generate physically plausible tabletop scenes that align well with given task descriptions. Exhaustive experiments demonstrate the superior performance of MesaTask compared to baselines in generating task-conforming tabletop scenes with realistic layouts. Project page is at https://mesatask.github.io/

cs.CV↗

SCORP: Scene-Consistent Object Refinement via Proxy Generation and Tuning

Viewpoint missing of objects is common in scene reconstruction, as camera paths typically prioritize capturing the overall scene structure rather than individual objects. This makes it highly challenging to achieve high-fidelity object-level modeling while maintaining accurate scene-level representation. Addressing this issue is critical for advancing downstream tasks requiring high-fidelity object reconstruction. In this paper, we introduce Scene-Consistent Object Refinement via Proxy Generation and Tuning (SCORP), a novel 3D enhancement framework that leverages 3D generative priors to recover fine-grained object geometry and appearance under missing views. Starting with proxy generation by substituting degraded objects using a 3D generation model, SCORP then progressively refines geometry and texture by aligning each proxy to its degraded counterpart in 7-DoF pose, followed by correcting spatial and appearance inconsistencies through registration-constrained enhancement. This two-stage proxy tuning ensures the high-fidelity geometry and appearance of the original object in unseen views while maintaining consistency in spatial positioning, observed geometry, and appearance. Across challenging benchmarks, SCORP achieves consistent gains over recent state-of-the-art baselines on both novel view synthesis and geometry completion tasks. SCORP is available at https://github.com/PolySummit/SCORP.

cs.CV↗

OptiScene: LLM-driven Indoor Scene Layout Generation via Scaled Human-aligned Data Synthesis and Multi-Stage Preference Optimization

Automatic indoor layout generation has attracted increasing attention due to its potential in interior design, virtual environment construction, and embodied AI. Existing methods fall into two categories: prompt-driven approaches that leverage proprietary LLM services (e.g., GPT APIs) and learning-based methods trained on layout data upon diffusion-based models. Prompt-driven methods often suffer from spatial inconsistency and high computational costs, while learning-based methods are typically constrained by coarse relational graphs and limited datasets, restricting their generalization to diverse room categories. In this paper, we revisit LLM-based indoor layout generation and present 3D-SynthPlace, a large-scale dataset that combines synthetic layouts generated via a 'GPT synthesize, Human inspect' pipeline, upgraded from the 3D-Front dataset. 3D-SynthPlace contains nearly 17,000 scenes, covering four common room types -- bedroom, living room, kitchen, and bathroom -- enriched with diverse objects and high-level spatial annotations. We further introduce OptiScene, a strong open-source LLM optimized for indoor layout generation, fine-tuned based on our 3D-SynthPlace dataset through our two-stage training. For the warum-up stage I, we adopt supervised fine-tuning (SFT), which is taught to first generate high-level spatial descriptions then conditionally predict concrete object placements. For the reinforcing stage II, to better align the generated layouts with human design preferences, we apply multi-turn direct preference optimization (DPO), which significantly improving layout quality and generation success rates. Extensive experiments demonstrate that OptiScene outperforms traditional prompt-driven and learning-based baselines. Moreover, OptiScene shows promising potential in interactive tasks such as scene editing and robot navigation.

cs.CV↗

Leveraging Geometric Priors for Unaligned Scene Change Detection

Unaligned Scene Change Detection aims to detect scene changes between image pairs captured at different times without assuming viewpoint alignment. To handle viewpoint variations, current methods rely solely on 2D visual cues to establish cross-image correspondence to assist change detection. However, large viewpoint changes can alter visual observations, causing appearance-based matching to drift or fail. Additionally, supervision limited to 2D change masks from small-scale SCD datasets restricts the learning of generalizable multi-view knowledge, making it difficult to reliably identify visual overlaps and handle occlusions. This lack of explicit geometric reasoning represents a critical yet overlooked limitation. In this work, we introduce geometric priors for the first time to address the core challenges of unaligned SCD, for reliable identification of visual overlaps, robust correspondence establishment, and explicit occlusion detection. Building on these priors, we propose a training-free framework that integrates them with the powerful representations of a visual foundation model to enable reliable change detection under viewpoint misalignment. Through extensive evaluation on the PSCD, ChangeSim, and PASLCD datasets, we demonstrate that our approach achieves superior and robust performance. Our code will be released at https://github.com/ZilingLiu/GeoSCD.

cs.CV↗

ActiveVLN: Towards Active Exploration via Multi-Turn RL in Vision-and-Language Navigation

The Vision-and-Language Navigation (VLN) task requires an agent to follow natural language instructions and navigate through complex environments. Existing MLLM-based VLN methods primarily rely on imitation learning (IL) and often use DAgger for post-training to mitigate covariate shift. While effective, these approaches incur substantial data collection and training costs. Reinforcement learning (RL) offers a promising alternative. However, prior VLN RL methods lack dynamic interaction with the environment and depend on expert trajectories for reward shaping, rather than engaging in open-ended active exploration. This restricts the agent's ability to discover diverse and plausible navigation routes. To address these limitations, we propose ActiveVLN, a VLN framework that explicitly enables active exploration through multi-turn RL. In the first stage, a small fraction of expert trajectories is used for IL to bootstrap the agent. In the second stage, the agent iteratively predicts and executes actions, automatically collects diverse trajectories, and optimizes multiple rollouts via the GRPO objective. To further improve RL efficiency, we introduce a dynamic early-stopping strategy to prune long-tail or likely failed trajectories, along with additional engineering optimizations. Experiments show that ActiveVLN achieves the largest performance gains over IL baselines compared to both DAgger-based and prior RL-based post-training methods, while reaching competitive performance with state-of-the-art approaches despite using a smaller model. Code and data will be released soon.

cs.RO↗

Seeing More, Saying More: Lightweight Language Experts are Dynamic Video Token Compressors

Recent advancements in large video-language models have revolutionized video understanding tasks. However, their efficiency is significantly constrained by processing high volumes of visual tokens. Existing token compression strategies apply a fixed compression ratio, ignoring the variability in semantic density among different video clips. Consequently, this lead to inadequate representation of information-rich clips due to insufficient tokens and unnecessary computation on static or content-poor ones. To address this, we propose LangDC, a Language-aware Dynamic Token Compressor. LangDC leverages a lightweight language model to describe video clips, converting them into soft caption tokens as visual representations. Trained with our proposed semantic density-aware supervision, LangDC aims to 1) cover key visual cues necessary for downstream task reasoning and 2) dynamically adjust compression ratios based on scene richness, reflected by descriptions length. Our design mimics how humans dynamically express what they see: complex scenes (seeing more) elicit more detailed language to convey nuances (saying more), whereas simpler scenes are described with fewer words. Experimental results show that our method reduces FLOPs by 49% compared to VideoGPT+ while maintaining competitive performance. Furthermore, qualitative results demonstrate our approach adaptively adjusts the token compression ratio based on video segment richness.

cs.CV↗

Learn 3D VQA Better with Active Selection and Reannotation

3D Visual Question Answering (3D VQA) is crucial for enabling models to perceive the physical world and perform spatial reasoning. In 3D VQA, the free-form nature of answers often leads to improper annotations that can confuse or mislead models when training on the entire dataset. While other text generation tasks can mitigate this issue by learning on large-scale datasets, the scarcity of 3D scene data enlarges the negative effect of misleading annotations. Although active learning strategies can select valuable instances for training, they fail to identify and resolve misleading labels, which the oracle inevitably provides in practice. To address this issue, we propose a multi-turn interactive active learning strategy. This strategy selects data based on models' semantic uncertainty to form a solid knowledge foundation more effectively and actively requests reannotation from an oracle to resolve potentially misleading labels. For uncertainty assessment, we utilize a variance-based metric that takes semantic relationships between terms into consideration, thus avoiding the uniform inter-class similarity assumption of previous assessment metrics. Extensive experiments exhibit better model performance and a substantial reduction in training costs, with a halving of training costs for achieving relatively high accuracy. The code is available at https://github.com/fz-zsl/AQuA.

cs.CV↗

Effect of Doping on the phase stability and Superconductivity in LaH10

We present a computational investigation into the effects of chemical doping with 15 different elements on phase stability and superconductivity in the LaH10 structure. Most doping elements were found to induce softening of phonon modes, enhancing electron-phonon coupling and improving critical superconducting temperature while weakening dynamical stability. Unlike these dopants, Ce was found to extend the range of dynamical stability for LaH10 by eliminating the van Hove singularity near the Fermi level. The doped compound, La0.75Ce0.25H10, maintains high-temperature superconductivity. We also demonstrate that different Ce doping configurations in the LaH10 structure have a minimal effect on energetic stability and electron-phonon coupling strength. Our findings suggest that Ce is a promising dopant to stabilize LaH10 at lower pressures while preserving its high-temperature superconductivity.

cond-mat.supr-con↗

HCNQA: Enhancing 3D VQA with Hierarchical Concentration Narrowing Supervision

3D Visual Question-Answering (3D VQA) is pivotal for models to perceive the physical world and perform spatial reasoning. Answer-centric supervision is a commonly used training method for 3D VQA models. Many models that utilize this strategy have achieved promising results in 3D VQA tasks. However, the answer-centric approach only supervises the final output of models and allows models to develop reasoning pathways freely. The absence of supervision on the reasoning pathway enables the potential for developing superficial shortcuts through common patterns in question-answer pairs. Moreover, although slow-thinking methods advance large language models, they suffer from underthinking. To address these issues, we propose \textbf{HCNQA}, a 3D VQA model leveraging a hierarchical concentration narrowing supervision method. By mimicking the human process of gradually focusing from a broad area to specific objects while searching for answers, our method guides the model to perform three phases of concentration narrowing through hierarchical supervision. By supervising key checkpoints on a general reasoning pathway, our method can ensure the development of a rational and effective reasoning pathway. Extensive experimental results demonstrate that our method can effectively ensure that the model develops a rational reasoning pathway and performs better. The code is available at https://github.com/JianuoZhu/HCNQA.

cs.CV↗

Sample then Identify: A General Framework for Risk Control and Assessment in Multimodal Large Language Models

Multimodal Large Language Models (MLLMs) exhibit promising advancements across various tasks, yet they still encounter significant trustworthiness issues. Prior studies apply Split Conformal Prediction (SCP) in language modeling to construct prediction sets with statistical guarantees. However, these methods typically rely on internal model logits or are restricted to multiple-choice settings, which hampers their generalizability and adaptability in dynamic, open-ended environments. In this paper, we introduce TRON, a two-step framework for risk control and assessment, applicable to any MLLM that supports sampling in both open-ended and closed-ended scenarios. TRON comprises two main components: (1) a novel conformal score to sample response sets of minimum size, and (2) a nonconformity score to identify high-quality responses based on self-consistency theory, controlling the error rates by two specific risk levels. Furthermore, we investigate semantic redundancy in prediction sets within open-ended contexts for the first time, leading to a promising evaluation metric for MLLMs based on average set size. Our comprehensive experiments across four Video Question-Answering (VideoQA) datasets utilizing eight MLLMs show that TRON achieves desired error rates bounded by two user-specified risk levels. Additionally, deduplicated prediction sets maintain adaptiveness while being more efficient and stable for risk assessment under different risk levels.

cs.CL↗

Few-Shot Referring Video Single- and Multi-Object Segmentation via Cross-Modal Affinity with Instance Sequence Matching

Referring video object segmentation (RVOS) aims to segment objects in videos guided by natural language descriptions. We propose FS-RVOS, a Transformer-based model with two key components: a cross-modal affinity module and an instance sequence matching strategy, which extends FS-RVOS to multi-object segmentation (FS-RVMOS). Experiments show FS-RVOS and FS-RVMOS outperform state-of-the-art methods across diverse benchmarks, demonstrating superior robustness and accuracy.

cs.CV↗

RefComp: A Reference-guided Unified Framework for Unpaired Point Cloud Completion

The unpaired point cloud completion task aims to complete a partial point cloud by using models trained with no ground truth. Existing unpaired point cloud completion methods are class-aware, i.e., a separate model is needed for each object class. Since they have limited generalization capabilities, these methods perform poorly in real-world scenarios when confronted with a wide range of point clouds of generic 3D objects. In this paper, we propose a novel unpaired point cloud completion framework, namely the Reference-guided Completion (RefComp) framework, which attains strong performance in both the class-aware and class-agnostic training settings. The RefComp framework transforms the unpaired completion problem into a shape translation problem, which is solved in the latent feature space of the partial point clouds. To this end, we introduce the use of partial-complete point cloud pairs, which are retrieved by using the partial point cloud to be completed as a template. These point cloud pairs are used as reference data to guide the completion process. Our RefComp framework uses a reference branch and a target branch with shared parameters for shape fusion and shape translation via a Latent Shape Fusion Module (LSFM) to enhance the structural features along the completion pipeline. Extensive experiments demonstrate that the RefComp framework achieves not only state-of-the-art performance in the class-aware training setting but also competitive results in the class-agnostic training setting on both virtual scans and real-world datasets.

cs.CV↗