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Gaoang Wang

Publications and source records attributed to Gaoang Wang.

At least 19 recordsLinked to original sources

LightFuse: Relightable Interactive Gaussian Scene Reconstruction via Multi-Scan Fusion and 2D Gaussian Ray Tracing

Relightable interactive scene reconstruction aims to build an editable 3D model from scans of different object arrangements and render new layouts under novel illumination. Existing methods either bake lighting into appearance or recover material and illumination only for fixed scenes, leaving edited layouts with inconsistent shadows and indirect lighting. We present LightFuse, a 2D Gaussian framework that extends interactive scene reconstruction with explicit material-illumination decomposition and physically based relighting. LightFuse first fuses observations across states to reconstruct a shared background and movable objects. It then conducts ray-tracing-oriented geometry refinement to produce more complete and consistent surfaces. On the refined geometry, staged training with differentiable one-bounce ray tracing separates shared metallic--roughness material from state-specific environment lighting. The resulting scene supports object rearrangement, material editing, and relighting, while ray tracing recomputes appearance after each interaction. Experiments across synthetic scenes demonstrate state-of-the-art relighting quality, outperforming the strongest baseline by +9.74\,dB PSNR and +0.121 SSIM on average. Project page: https://zhn202.github.io/LightFuse/

cs.CV

SportsGrounder: Proposal-Aided Interleaved Grounding for Dense Sports Video Reasoning

Sports video analysis is crucial for athletic analytics and broadcasting enhancement. Dense sports video reasoning, however, demands a fine-grained understanding of numerous small-scale, highly interactive, and visually homogeneous entities (e.g., players sharing identical uniforms, the ball) across long temporal contexts. Current Large Multimodal Models (LMMs) inherently struggle with such dense visual complexities. Due to the lack of fine-grained visual details, these models often over-rely on textual priors to guess answers, especially when distinguishing visually similar actions and players. To address this, we propose SportsGrounder, a framework that leverages an open-vocabulary visual expert to aid interleaved grounding specifically for dense sports video reasoning. To achieve precise spatial localization, we extract domain-guided object proposals and introduce an Interleaved Grounding Fusion (IGF) mechanism. The IGF frame-by-frame integrates explicit bounding box coordinates and implicit visual semantics with global grid features. This design preserves strict temporal alignment and prevents sequence length explosion. Furthermore, we design an Action-Aware Supervision (AAS) module that directly regularizes the model's hidden states, forcing the network to learn accurate motion representations rather than relying on language bias. Optimized with Mixed Preference Optimization (MPO) to better distinguish deceptive distractors, our extensive experiments on newly curated dense sports VQA datasets (derived from SoccerNet and FineSports) demonstrate that SportsGrounder significantly improves fine-grained reasoning and achieves state-of-the-art accuracy.

cs.CV

Scalable Visual Pretraining for Language Intelligence

The rapid progress of large foundation models has been driven predominantly by pretraining on large-scale text corpora. However, many forms of knowledge are conveyed through visual representations, where figures, typeset equations, and page layouts carry rich information that cannot be faithfully or completely captured by text alone. Yet current pretraining approaches discard these visual cues by converting visually rich sources, such as documents and web pages, into plain text for learning language intelligence. This paper challenges the default assumption that language models must be trained on text-only representations and shows that Visual Pretraining is a scalable learner for foundation model intelligence. To this end, we conduct a systematic study of unsupervised visual pretraining paradigms that directly leverage visual documents without text extraction. Across multiple backbones and benchmarks, visual pretraining on the same underlying corpora consistently outperforms text-only pretraining, offering an efficient pathway to scalable language intelligence.

cs.CV

SAD-GS: Learning Reliable 3D Semantic Gaussian Fields via Dynamic Geo-Semantic Anchoring

Open-vocabulary 3D semantic Gaussian field learning relies on multi-view 2D supervision, whose semantic targets and spatial assignments are often unreliable. Across varying viewpoints, view-dependent features cause semantic identity drift, while propagated tracker masks introduce boundary leakage and identity switches. Directly optimizing against these unreliable 2D targets forces the 3D representation to absorb multi-view contradictions, leading to severe error accumulation. To resolve this limitation, we propose SAD-GS, a framework for learning reliable 3D semantic Gaussian fields via dynamic geo-semantic anchoring. Specifically, Semantic Anchor Distillation (SAD) distills per-view visual embeddings into consensus text anchors to establish a viewpoint-invariant semantic identity. Concurrently, the Geo-Semantic Feedback Loop (GSFL) leverages the evolving 3D field to actively filter tracker anomalies and refine spatial mask assignments via a conservative three-gate update rule. Extensive evaluations on LERF-OVS, 3D-OVS, and Mip-NeRF360 show that SAD-GS consistently achieves the best overall performance in both open-vocabulary localization and semantic segmentation. These comprehensive improvements validate the effectiveness and robustness of dynamic geo-semantic anchoring for reliable 3D semantic Gaussian field learning.

cs.CV

ManiSplat: Manipulation Trajectory Synthesis from Monocular Video via Decoupled 3D Gaussian Splatting

Reconstructing dynamic and interactive 3D scenes from real-world observations remains a fundamental challenge in computer vision and robotics. While recent advances in 3D Gaussian Splatting have enabled high-fidelity static reconstruction, extending it to interactive environments with articulated robots and manipulable objects remains difficult due to complex contact interactions and abrupt pose changes. To address these challenges, we introduce ManiSplat, a unified framework that reconstructs controllable and decoupled Gaussian digital twins directly from monocular ego-view robotic videos. Our method introduces a Graph-Structured Disentangled Representation that separates the robot, objects, and background into independently optimizable Gaussian subfields organized within a scene graph. To ensure stability, we propose a Task-Oriented Spatio-Temporal Alignment module that leverages the inherent logic of manipulation tasks-alternating between Motion and Skill phases-to construct accurate pseudo-ground-truth trajectories. Finally, a joint photometric-geometric optimization ensures the reconstructed scenes are temporally coherent, physically consistent, and simulation-ready. Extensive experiments demonstrate that our approach reconstructs interaction-driven dynamic scenes with high fidelity and controllability, effectively supporting downstream robotic tasks and policy learning.

cs.CV

$M^3-Verse$: A "Spot the Difference" Challenge for Large Multimodal Models

Modern Large Multimodal Models (LMMs) have demonstrated extraordinary ability in static image and single-state spatial-temporal understanding. However, their capacity to comprehend the dynamic changes of objects within a shared spatial context between two distinct video observations, remains largely unexplored. This ability to reason about transformations within a consistent environment is particularly crucial for advancements in the field of spatial intelligence. In this paper, we introduce $M^3-Verse$, a Multi-Modal, Multi-State, Multi-Dimensional benchmark, to formally evaluate this capability. It is built upon paired videos that provide multi-perspective observations of an indoor scene before and after a state change. The benchmark contains a total of 270 scenes and 2,932 questions, which are categorized into over 50 subtasks that probe 4 core capabilities. We evaluate 16 state-of-the-art LMMs and observe their limitations in tracking state transitions. To address these challenges, we further propose a simple yet effective baseline that achieves significant performance improvements in multi-state perception. $M^3-Verse$ thus provides a challenging new testbed to catalyze the development of next-generation models with a more holistic understanding of our dynamic visual world. You can get the construction pipeline from https://github.com/Wal-K-aWay/M3-Verse_pipeline and full benchmark data from https://www.modelscope.cn/datasets/WalKaWay/M3-Verse.

cs.CV

Verifier-Free RL for LLMs via Intrinsic Gradient-Norm Reward

While Reinforcement Learning with Verifiable Rewards (RLVR) has recently emerged as a promising post-training paradigm for Large Language Models (LLMs), its dependency on the gold label or domain-specific verifiers limits its scalability to new tasks and domains. In this work, we propose Verifier-free Intrinsic Gradient-Norm Reward (VIGOR), a simple reward that uses only the policy model itself. Given a prompt, VIGOR samples a group of completions and assigns higher within-group rewards to outputs that induce smaller $\ell_2$ norms of the teacher-forced negative log-likelihood gradients under the current parameters. Intuitively, lower gradient norms suggest the completion aligns better with the current policy, serving as an intrinsic preference signal for policy optimization. To make this intrinsic signal practical for RL, we correct the systematic length bias of averaged token-level gradients with a $\sqrt{T}$ scaling, and apply group-wise rank shaping to stabilize reward scales across prompts. Across mathematical reasoning benchmarks, VIGOR outperforms the state-of-the-art Reinforcement Learning from Internal Feedback (RLIF) baseline, and it also exhibits cross-domain transfer to code benchmarks when trained only on math data. For instance, on Qwen2.5-7B-Base post-trained on MATH, VIGOR improves the average math accuracy by +3.31% and the average code accuracy by +1.91% over this baseline, while exhibiting more stable training dynamics. The code is available at https://github.com/ZJUSCL/VIGOR.

cs.LG

PianoFlow: Music-Aware Streaming Piano Motion Generation with Bimanual Coordination

Audio-driven bimanual piano motion generation requires precise modeling of complex musical structures and dynamic cross-hand coordination. However, existing methods often rely on acoustic-only representations lacking symbolic priors, employ inflexible interaction mechanisms, and are limited to computationally expensive short-sequence generation. To address these limitations, we propose PianoFlow, a flow-matching framework for precise and coordinated bimanual piano motion synthesis. Our approach strategically leverages MIDI as a privileged modality during training, distilling these structured musical priors to achieve deep semantic understanding while maintaining audio-only inference. Furthermore, we introduce an asymmetric role-gated interaction module to explicitly capture dynamic cross-hand coordination through role-aware attention and temporal gating. To enable real-time streaming generation for arbitrarily long sequences, we design an autoregressive flow continuation scheme that ensures seamless cross-chunk temporal coherence. Extensive experiments on the PianoMotion10M dataset demonstrate that PianoFlow achieves superior quantitative and qualitative performance, while accelerating inference by over 9\times compared to previous methods.

cs.CV

MovieTeller: Tool-augmented Movie Synopsis with ID Consistent Progressive Abstraction

With the explosive growth of digital entertainment, automated video summarization has become indispensable for applications such as content indexing, personalized recommendation, and efficient media archiving. Automatic synopsis generation for long-form videos, such as movies and TV series, presents a significant challenge for existing Vision-Language Models (VLMs). While proficient at single-image captioning, these general-purpose models often exhibit critical failures in long-duration contexts, primarily a lack of ID-consistent character identification and a fractured narrative coherence. To overcome these limitations, we propose MovieTeller, a novel framework for generating movie synopses via tool-augmented progressive abstraction. Our core contribution is a training-free, tool-augmented, fact-grounded generation process. Instead of requiring costly model fine-tuning, our framework directly leverages off-the-shelf models in a plug-and-play manner. We first invoke a specialized face recognition model as an external "tool" to establish Factual Groundings--precise character identities and their corresponding bounding boxes. These groundings are then injected into the prompt to steer the VLM's reasoning, ensuring the generated scene descriptions are anchored to verifiable facts. Furthermore, our progressive abstraction pipeline decomposes the summarization of a full-length movie into a multi-stage process, effectively mitigating the context length limitations of current VLMs. Experiments demonstrate that our approach yields significant improvements in factual accuracy, character consistency, and overall narrative coherence compared to end-to-end baselines.

cs.CV

See, Act, Adapt: Active Perception for Unsupervised Cross-Domain Visual Adaptation via Personalized VLM-Guided Agent

Pre-trained perception models excel in generic image domains but degrade significantly in novel environments like indoor scenes. The conventional remedy is fine-tuning on downstream data which incurs catastrophic forgetting of prior knowledge and demands costly, scene-specific annotations. We propose a paradigm shift through Sea$^2$ (See, Act, Adapt): rather than adapting the perception modules themselves, we adapt how they are deployed through an intelligent pose-control agent. Sea$^2$ keeps all perception modules frozen, requiring no downstream labels during training, and uses only scalar perceptual feedback to navigate the agent toward informative viewpoints. Specially, we transform a vision-language model (VLM) into a low-level pose controller through a two-stage training pipeline: first fine-tuning it on rule-based exploration trajectories that systematically probe indoor scenes, and then refining the policy via unsupervised reinforcement learning that constructs rewards from the perception module's outputs and confidence. Unlike prior active perception methods that couple exploration with specific models or collect data for retraining them, Sea$^2$ directly leverages off-the-shelf perception models for various tasks without the need for retraining. We conducted experiments on three visual perception tasks, including visual grounding, segmentation and 3D box estimation, with performance improvements of 13.54%, 15.92% and 27.68% respectively on dataset ReplicaCAD.

cs.CV

DynaHOI: Benchmarking Hand-Object Interaction for Dynamic Target

Most existing hand motion generation benchmarks for hand-object interaction (HOI) focus on static objects, leaving dynamic scenarios with moving targets and time-critical coordination largely untested. To address this gap, we introduce the DynaHOI-Gym, a unified online closed-loop platform with parameterized motion generators and rollout-based metrics for dynamic capture evaluation. Built on DynaHOI-Gym, we release DynaHOI-10M, a large-scale benchmark with 10M frames and 180K hand capture trajectories, whose target motions are organized into 8 major categories and 22 fine-grained subcategories. We also provide a simple observe-before-act baseline (ObAct) that integrates short-term observations with the current frame via spatiotemporal attention to predict actions, achieving an 8.1% improvement in location success rate.

cs.CV

GRIT: Graph-Regularized Logit Refinement for Zero-shot Cell Type Annotation

Cell type annotation is a fundamental step in the analysis of single-cell RNA sequencing (scRNA-seq) data. In practice, human experts often rely on the structure revealed by principal component analysis (PCA) followed by $k$-nearest neighbor ($k$-NN) graph construction to guide annotation. While effective, this process is labor-intensive and does not scale to large datasets. Recent advances in CLIP-style models offer a promising path toward automating cell type annotation. By aligning scRNA-seq profiles with natural language descriptions, models like LangCell enable zero-shot annotation. While LangCell demonstrates decent zero-shot performance, its predictions remain suboptimal. In this paper, we propose a principled inference-time paradigm for zero-shot cell type annotation (GRIT) which bridges the scalability of pre-trained foundation models with the structural robustness relied upon in human expert annotation workflows. Specifically, we enforce local consistency of the zero-shot CLIP logits over the task-specific PCA-based $k$-NN graph. We evaluate our approach on 14 annotated human scRNA-seq datasets from 4 distinct studies, spanning 11 organs and over 200,000 single cells. Our method consistently improves zero-shot annotation accuracy, achieving accuracy gains of up to 10\%. Further analysis showcase the mechanism by which GRIT effectively propagates correct signals through the graph, pulling back mislabeled cells toward more accurate predictions. The method is training-free, model-agnostic, and serves as a simple yet effective plug-in for enhancing zero-shot cell type annotation.

q-bio.GN

Hand3R: Online 4D Hand-Scene Reconstruction in the Wild

For Embodied AI, jointly reconstructing dynamic hands and the dense scene context is crucial for understanding physical interaction. However, most existing methods recover isolated hands in local coordinates, overlooking the surrounding 3D environment. To address this, we present Hand3R, the first online framework for joint 4D hand-scene reconstruction from monocular video. Hand3R synergizes a pre-trained hand expert with a 4D scene foundation model via a scene-aware visual prompting mechanism. By injecting high-fidelity hand priors into a persistent scene memory, our approach enables simultaneous reconstruction of accurate hand meshes and dense metric-scale scene geometry in a single forward pass. Experiments demonstrate that Hand3R bypasses the reliance on offline optimization and delivers competitive performance in both local hand reconstruction and global positioning.

cs.CV

RecurGS: Interactive Scene Modeling via Discrete-State Recurrent Gaussian Fusion

Recent advances in 3D scene representations have enabled high-fidelity novel view synthesis, yet adapting to discrete scene changes and constructing interactive 3D environments remain open challenges in vision and robotics. Existing approaches focus solely on updating a single scene without supporting novel-state synthesis. Others rely on diffusion-based object-background decoupling that works on one state at a time and cannot fuse information across multiple observations. To address these limitations, we introduce RecurGS, a recurrent fusion framework that incrementally integrates discrete Gaussian scene states into a single evolving representation capable of interaction. RecurGS detects object-level changes across consecutive states, aligns their geometric motion using semantic correspondence and Lie-algebra based SE(3) refinement, and performs recurrent updates that preserve historical structures through replay supervision. A voxelized, visibility-aware fusion module selectively incorporates newly observed regions while keeping stable areas fixed, mitigating catastrophic forgetting and enabling efficient long-horizon updates. RecurGS supports object-level manipulation, synthesizes novel scene states without requiring additional scans, and maintains photorealistic fidelity across evolving environments. Extensive experiments across synthetic and real-world datasets demonstrate that our framework delivers high-quality reconstructions with substantially improved update efficiency, providing a scalable step toward continuously interactive Gaussian worlds.

cs.CV

CORE: Compact Object-centric REpresentations as a New Paradigm for Token Merging in LVLMs

Large Vision-Language Models (LVLMs) usually suffer from prohibitive computational and memory costs due to the quadratic growth of visual tokens with image resolution. Existing token compression methods, while varied, often lack a high-level semantic understanding, leading to suboptimal merges, information redundancy, or context loss. To address these limitations, we introduce CORE (Compact Object-centric REpresentations), a new paradigm for visual token compression. CORE leverages an efficient segmentation decoder to generate object masks, which serve as a high-level semantic prior to guide the merging of visual tokens into a compact set of object-centric representations. Furthermore, a novel centroid-guided sorting mechanism restores a coherent spatial order to the merged tokens, preserving vital positional information. Extensive experiments show that CORE not only establishes a new state-of-the-art on six authoritative benchmarks for fixed-rate compression, but also achieves dramatic efficiency gains in adaptive-rate settings. Even under extreme compression, after aggressively retaining with only 2.2% of all visual tokens, CORE still maintains 97.4% of baseline performance. Our work demonstrates the superiority of object-centric representations for efficient and effective LVLM processing.

cs.CV

Understanding Dynamic Scenes in Ego Centric 4D Point Clouds

Understanding dynamic 4D scenes from an egocentric perspective-modeling changes in 3D spatial structure over time-is crucial for human-machine interaction, autonomous navigation, and embodied intelligence. While existing egocentric datasets contain dynamic scenes, they lack unified 4D annotations and task-driven evaluation protocols for fine-grained spatio-temporal reasoning, especially on motion of objects and human, together with their interactions. To address this gap, we introduce EgoDynamic4D, a novel QA benchmark on highly dynamic scenes, comprising RGB-D video, camera poses, globally unique instance masks, and 4D bounding boxes. We construct 927K QA pairs accompanied by explicit Chain-of-Thought (CoT), enabling verifiable, step-by-step spatio-temporal reasoning. We design 12 dynamic QA tasks covering agent motion, human-object interaction, trajectory prediction, relation understanding, and temporal-causal reasoning, with fine-grained, multidimensional metrics. To tackle these tasks, we propose an end-to-end spatio-temporal reasoning framework that unifies dynamic and static scene information, using instance-aware feature encoding, time and camera encoding, and spatially adaptive down-sampling to compress large 4D scenes into token sequences manageable by LLMs. Experiments on EgoDynamic4D show that our method consistently outperforms baselines, validating the effectiveness of multimodal temporal modeling for egocentric dynamic scene understanding.

cs.CV

X-MoGen: Unified Motion Generation across Humans and Animals

Text-driven motion generation has attracted increasing attention due to its broad applications in virtual reality, animation, and robotics. While existing methods typically model human and animal motion separately, a joint cross-species approach offers key advantages, such as a unified representation and improved generalization. However, morphological differences across species remain a key challenge, often compromising motion plausibility. To address this, we propose X-MoGen, the first unified framework for cross-species text-driven motion generation covering both humans and animals. X-MoGen adopts a two-stage architecture. First, a conditional graph variational autoencoder learns canonical T-pose priors, while an autoencoder encodes motion into a shared latent space regularized by morphological loss. In the second stage, we perform masked motion modeling to generate motion embeddings conditioned on textual descriptions. During training, a morphological consistency module is employed to promote skeletal plausibility across species. To support unified modeling, we construct UniMo4D, a large-scale dataset of 115 species and 119k motion sequences, which integrates human and animal motions under a shared skeletal topology for joint training. Extensive experiments on UniMo4D demonstrate that X-MoGen outperforms state-of-the-art methods on both seen and unseen species.

cs.CV

IGFuse: Interactive 3D Gaussian Scene Reconstruction via Multi-Scans Fusion

Reconstructing complete and interactive 3D scenes remains a fundamental challenge in computer vision and robotics, particularly due to persistent object occlusions and limited sensor coverage. Multiview observations from a single scene scan often fail to capture the full structural details. Existing approaches typically rely on multi stage pipelines, such as segmentation, background completion, and inpainting or require per-object dense scanning, both of which are error-prone, and not easily scalable. We propose IGFuse, a novel framework that reconstructs interactive Gaussian scene by fusing observations from multiple scans, where natural object rearrangement between captures reveal previously occluded regions. Our method constructs segmentation aware Gaussian fields and enforces bi-directional photometric and semantic consistency across scans. To handle spatial misalignments, we introduce a pseudo-intermediate scene state for unified alignment, alongside collaborative co-pruning strategies to refine geometry. IGFuse enables high fidelity rendering and object level scene manipulation without dense observations or complex pipelines. Extensive experiments validate the framework's strong generalization to novel scene configurations, demonstrating its effectiveness for real world 3D reconstruction and real-to-simulation transfer. Our project page is available online.

cs.CV