SearcharxivSearch

arXiv subjects

Georgia Gkioxari

Publications and source records attributed to Georgia Gkioxari.

At least 19 recordsLinked to original sources

HANDOFF: Humanoid Agentic Task-Space Whole-Body Control via Distilled Complementary Teachers

For a humanoid robot to be deployed in the real world, the choice of command space (i.e., the interface between task planning and whole-body control) is crucial. Existing whole-body controllers typically demand dense kinematic or spatial references that planners struggle to synthesize from task semantics. We instead propose a compact, explicit interface that is intuitive, general, modular, and expressive enough for diverse loco-manipulation skills. To this end, we introduce HANDOFF, a single humanoid whole-body controller that follows this interface and is distilled via multi-teacher KL distillation under a context-conditioned gating scheme into a mixture-of-experts student from three complementary specialists: whole-body motion tracking with safety-filtered data, locomotion, and fall-recovery. On the Unitree G1, HANDOFF matches state-of-the-art velocity tracking and offers one of the largest robust manipulation workspaces. We further demonstrate hardware feasibility through multiple natural-language-driven task roll-outs, powered by a VLM-driven agentic planner with no task-specific data or controller fine-tuning.

cs.RO

Out of Sight, Out of Mind? Evaluating State Evolution in Video World Models

Evolutions in the world, such as water pouring or ice melting, happen regardless of being observed. Video world models generate "worlds" via 2D frame observations. Can these generated "worlds" evolve regardless of observation? To probe this question, we design a benchmark to evaluate whether video world models can decouple state evolution from observation. Our benchmark, STEVO-Bench, applies observation control to evolving processes via instructions of occluder insertion, turning off the light, or specifying camera "lookaway" trajectories. By evaluating video models with and without camera control for a diverse set of naturally-occurring evolutions, we expose their limitations in decoupling state evolution from observation. STEVO-Bench proposes an evaluation protocol to automatically detect and disentangle failure modes of video world models across key aspects of natural state evolution. Analysis of STEVO-Bench results provide new insight into potential data and architecture bias of present-day video world models. Project website: https://glab-caltech.github.io/STEVOBench/. Blog: https://ziqi-ma.github.io/blog/2026/outofsight/

cs.CV

Conversational Image Segmentation: Grounding Abstract Concepts with Scalable Supervision

Conversational image segmentation grounds abstract, intent-driven concepts into pixel-accurate masks. Prior work on referring image grounding focuses on categorical and spatial queries (e.g., "left-most apple") and overlooks functional and physical reasoning (e.g., "where can I safely store the knife?"). We address this gap and introduce Conversational Image Segmentation (CIS) and ConverSeg, a benchmark spanning entities, spatial relations, intent, affordances, functions, safety, and physical reasoning. We also present ConverSeg-Net, which fuses strong segmentation priors with language understanding, and an AI-powered data engine that generates prompt-mask pairs without human supervision. We show that current language-guided segmentation models are inadequate for CIS, while ConverSeg-Net trained on our data engine achieves significant gains on ConverSeg and maintains strong performance on existing language-guided segmentation benchmarks. Project webpage: https://glab-caltech.github.io/converseg/

cs.CV

Linear Mechanisms for Spatiotemporal Reasoning in Vision Language Models

Spatio-temporal reasoning is a remarkable capability of Vision Language Models (VLMs), but the underlying mechanisms of such abilities remain largely opaque. We postulate that visual/geometrical and textual representations of spatial structure must be combined at some point in VLM computations. We search for such confluence, and ask whether the identified representation can causally explain aspects of input-output model behavior through a linear model. We show empirically that VLMs encode object locations by linearly binding \textit{spatial IDs} to textual activations, then perform reasoning via language tokens. Through rigorous causal interventions we demonstrate that these IDs, which are ubiquitous across the model, can systematically mediate model beliefs at intermediate VLM layers. Additionally, we find that spatial IDs serve as a diagnostic tool for identifying limitations in existing VLMs, and as a valuable learning signal. We extend our analysis to video VLMs and identify an analogous linear temporal ID mechanism. By characterizing our proposed spatiotemporal ID mechanism, we elucidate a previously underexplored internal reasoning process in VLMs, toward improved interpretability and the principled design of more aligned and capable models. We release our code for reproducibility: https://github.com/Raphoo/linear-mech-vlms.

cs.CV

NitroGen: An Open Foundation Model for Generalist Gaming Agents

We introduce NitroGen, a vision-action foundation model for generalist gaming agents that is trained on 40,000 hours of gameplay videos across more than 1,000 games. We incorporate three key ingredients: 1) an internet-scale video-action dataset constructed by automatically extracting player actions from publicly available gameplay videos, 2) a multi-game benchmark environment that can measure cross-game generalization, and 3) a unified vision-action model trained with large-scale behavior cloning. NitroGen exhibits strong competence across diverse domains, including combat encounters in 3D action games, high-precision control in 2D platformers, and exploration in procedurally generated worlds. It transfers effectively to unseen games, achieving up to 52% relative improvement in task success rates over models trained from scratch. We release the dataset, evaluation suite, and model weights to advance research on generalist embodied agents.

cs.CV

Same or Not? Enhancing Visual Perception in Vision-Language Models

Vision-language models (VLMs) excel at broad visual understanding but remain coarse-grained, exhibit visual biases, and miss subtle visual details. Existing training corpora reinforce this limitation by emphasizing general recognition ("Is it a cat or a dog?") over fine-grained perception. To address this, we introduce a new training corpus and task designed to enhance the perceptual abilities of VLMs. TWIN is a large-scale dataset of 561,000 image-pair queries that task models to determine whether two visually similar images depict the same object, encouraging attention to nuanced visual cues. The dataset spans a diverse range of everyday objects across contexts, viewpoints, and appearances. Fine-tuning VLMs on TWIN yields notable gains in fine-grained recognition, even on unseen domains such as art, animals, plants, and landmarks. To quantify these gains, we introduce FGVQA, a benchmark suite of 12,000 queries that repurposes fine-grained recognition and retrieval datasets from multiple domains. While existing VLMs struggle on FGVQA, when fine-tuned on TWIN they improve by up to 19.3%, without compromising performance on general VQA benchmarks. Finally, our TWIN dataset scales favorably with object annotations, and our analysis shows that scale is key to performance. We envision TWIN as a drop-in addition to open-source VLM training corpora, advancing perceptual precision of future models. Project webpage: https://glab-caltech.github.io/twin/

cs.CV

Feedforward 3D Editing via Text-Steerable Image-to-3D

Recent progress in image-to-3D has opened up immense possibilities for design, AR/VR, and robotics. However, to use AI-generated 3D assets in real applications, a critical requirement is the capability to edit them easily. We present a feedforward method, Steer3D, to add text steerability to image-to-3D models, which enables editing of generated 3D assets with language. Our approach is inspired by ControlNet, which we adapt to image-to-3D generation to enable text steering directly in a forward pass. We build a scalable data engine for automatic data generation, and develop a two-stage training recipe based on flow-matching training and Direct Preference Optimization (DPO). Compared to competing methods, Steer3D more faithfully follows the language instruction and maintains better consistency with the original 3D asset, while being 2.4x to 28.5x faster. Steer3D demonstrates that it is possible to add a new modality (text) to steer the generation of pretrained image-to-3D generative models with 100k data. Project website: https://glab-caltech.github.io/steer3d/

cs.CV

No Labels, No Problem: Training Visual Reasoners with Multimodal Verifiers

Visual reasoning is challenging, requiring both precise object grounding and understanding complex spatial relationships. Existing methods fall into two camps: language-only chain-of-thought approaches, which demand large-scale (image, query, answer) supervision, and program-synthesis approaches which use pre-trained models and avoid training, but suffer from flawed logic and erroneous grounding. We propose an annotation-free training framework that improves both reasoning and grounding. Our framework uses AI-powered verifiers: an LLM verifier refines LLM reasoning via reinforcement learning, while a VLM verifier strengthens visual grounding through automated hard-negative mining, eliminating the need for ground truth labels. This design combines the strengths of modern AI systems: advanced language-only reasoning models for decomposing spatial queries into simpler subtasks, and strong vision specialist models improved via performant VLM critics. We evaluate our approach across diverse spatial reasoning tasks, and show that our method improves visual reasoning and surpasses open-source and proprietary models, while with our improved visual grounding model we further outperform recent text-only visual reasoning methods. Project webpage: https://glab-caltech.github.io/valor/

cs.CV

SAM 3D: 3Dfy Anything in Images

We present SAM 3D, a generative model for visually grounded 3D object reconstruction, predicting geometry, texture, and layout from a single image. SAM 3D excels in natural images, where occlusion and scene clutter are common and visual recognition cues from context play a larger role. We achieve this with a human- and model-in-the-loop pipeline for annotating object shape, texture, and pose, providing visually grounded 3D reconstruction data at unprecedented scale. We learn from this data in a modern, multi-stage training framework that combines synthetic pretraining with real-world alignment, breaking the 3D "data barrier". We obtain significant gains over recent work, with at least a 5:1 win rate in human preference tests on real-world objects and scenes. We will release our code and model weights, an online demo, and a new challenging benchmark for in-the-wild 3D object reconstruction.

cs.CV

Is This Tracker On? A Benchmark Protocol for Dynamic Tracking

We introduce ITTO, a challenging new benchmark suite for evaluating and diagnosing the capabilities and limitations of point tracking methods. Our videos are sourced from existing datasets and egocentric real-world recordings, with high-quality human annotations collected through a multi-stage pipeline. ITTO captures the motion complexity, occlusion patterns, and object diversity characteristic of real-world scenes -- factors that are largely absent in current benchmarks. We conduct a rigorous analysis of state-of-the-art tracking methods on ITTO, breaking down performance along key axes of motion complexity. Our findings reveal that existing trackers struggle with these challenges, particularly in re-identifying points after occlusion, highlighting critical failure modes. These results point to the need for new modeling approaches tailored to real-world dynamics. We envision ITTO as a foundation testbed for advancing point tracking and guiding the development of more robust tracking algorithms.

cs.CV

NeurIPS 2025 E2LM Competition : Early Training Evaluation of Language Models

Existing benchmarks have proven effective for assessing the performance of fully trained large language models. However, we find striking differences in the early training stages of small models, where benchmarks often fail to provide meaningful or discriminative signals. To explore how these differences arise, this competition tackles the challenge of designing scientific knowledge evaluation tasks specifically tailored for measuring early training progress of language models. Participants are invited to develop novel evaluation methodologies or adapt existing benchmarks to better capture performance differences among language models. To support this effort, we provide three pre-trained small models (0.5B, 1B, and 3B parameters), along with intermediate checkpoints sampled during training up to 200B tokens. All experiments and development work can be run on widely available free cloud-based GPU platforms, making participation accessible to researchers with limited computational resources. Submissions will be evaluated based on three criteria: the quality of the performance signal they produce, the consistency of model rankings at 1 trillion tokens of training, and their relevance to the scientific knowledge domain. By promoting the design of tailored evaluation strategies for early training, this competition aims to attract a broad range of participants from various disciplines, including those who may not be machine learning experts or have access to dedicated GPU resources. Ultimately, this initiative seeks to make foundational LLM research more systematic and benchmark-informed from the earliest phases of model development.

cs.AI

Aligning Text, Images, and 3D Structure Token-by-Token

Creating machines capable of understanding the world in 3D is essential in assisting designers that build and edit 3D environments and robots navigating and interacting within a three-dimensional space. Inspired by advances in language and image modeling, we investigate the potential of autoregressive models for a new modality: structured 3D scenes. To this end, we propose a unified LLM framework that aligns language, images, and 3D scenes and provide a detailed ''cookbook'' outlining critical design choices for achieving optimal training and performance addressing key questions related to data representation, modality-specific objectives, and more. We show how to tokenize complex 3D objects to incorporate into our structured 3D scene modality. We evaluate performance across four core 3D tasks -- rendering, recognition, instruction-following, and question-answering -- and four 3D datasets, synthetic and real-world. We show our model's effectiveness on reconstructing complete 3D scenes consisting of complex objects from a single image and on real-world 3D object recognition tasks. Project webpage: https://glab-caltech.github.io/kyvo/

cs.CV

MonoTher-Depth: Enhancing Thermal Depth Estimation via Confidence-Aware Distillation

Monocular depth estimation (MDE) from thermal images is a crucial technology for robotic systems operating in challenging conditions such as fog, smoke, and low light. The limited availability of labeled thermal data constrains the generalization capabilities of thermal MDE models compared to foundational RGB MDE models, which benefit from datasets of millions of images across diverse scenarios. To address this challenge, we introduce a novel pipeline that enhances thermal MDE through knowledge distillation from a versatile RGB MDE model. Our approach features a confidence-aware distillation method that utilizes the predicted confidence of the RGB MDE to selectively strengthen the thermal MDE model, capitalizing on the strengths of the RGB model while mitigating its weaknesses. Our method significantly improves the accuracy of the thermal MDE, independent of the availability of labeled depth supervision, and greatly expands its applicability to new scenarios. In our experiments on new scenarios without labeled depth, the proposed confidence-aware distillation method reduces the absolute relative error of thermal MDE by 22.88\% compared to the baseline without distillation.

cs.CV

Is CLIP ideal? No. Can we fix it? Yes!

Contrastive Language-Image Pre-Training (CLIP) is a popular method for learning multimodal latent spaces with well-organized semantics. Despite its wide range of applications, CLIP's latent space is known to fail at handling complex visual-textual interactions. Recent works attempt to address its shortcomings with data-centric or algorithmic approaches. But what if the problem is more fundamental, and lies in the geometry of CLIP? Toward this end, we rigorously analyze CLIP's latent space properties, and prove that no CLIP-like joint embedding space exists which can correctly do any two of the following at the same time: 1. represent basic descriptions and image content, 2. represent attribute binding, 3. represent spatial location and relationships, 4. represent negation. Informed by this analysis, we propose Dense Cosine Similarity Maps (DCSMs) as a principled and interpretable scoring method for CLIP-like models, which solves the fundamental limitations of CLIP by retaining the semantic topology of the image patches and text tokens. This method improves upon the performance of classical CLIP-like joint encoder models on a wide array of benchmarks. We share our code and data here for reproducibility: https://github.com/Raphoo/DCSM_Ideal_CLIP

cs.LG

Visual Agentic AI for Spatial Reasoning with a Dynamic API

Visual reasoning -- the ability to interpret the visual world -- is crucial for embodied agents that operate within three-dimensional scenes. Progress in AI has led to vision and language models capable of answering questions from images. However, their performance declines when tasked with 3D spatial reasoning. To tackle the complexity of such reasoning problems, we introduce an agentic program synthesis approach where LLM agents collaboratively generate a Pythonic API with new functions to solve common subproblems. Our method overcomes limitations of prior approaches that rely on a static, human-defined API, allowing it to handle a wider range of queries. To assess AI capabilities for 3D understanding, we introduce a new benchmark of queries involving multiple steps of grounding and inference. We show that our method outperforms prior zero-shot models for visual reasoning in 3D and empirically validate the effectiveness of our agentic framework for 3D spatial reasoning tasks. Project website: https://glab-caltech.github.io/vadar/

cs.CV

Find Any Part in 3D

Why don't we have foundation models in 3D yet? A key limitation is data scarcity. For 3D object part segmentation, existing datasets are small in size and lack diversity. We show that it is possible to break this data barrier by building a data engine powered by 2D foundation models. Our data engine automatically annotates any number of object parts: 1755x more unique part types than existing datasets combined. By training on our annotated data with a simple contrastive objective, we obtain an open-world model that generalizes to any part in any object based on any text query. Even when evaluated zero-shot, we outperform existing methods on the datasets they train on. We achieve 260% improvement in mIoU and boost speed by 6x to 300x. Our scaling analysis confirms that this generalization stems from the data scale, which underscores the impact of our data engine. Finally, to advance general-category open-world 3D part segmentation, we release a benchmark covering a wide range of objects and parts. Project website: https://ziqi-ma.github.io/find3dsite/

cs.CV

Reconstructing Hand-Held Objects in 3D from Images and Videos

Objects manipulated by the hand (i.e., manipulanda) are particularly challenging to reconstruct from Internet videos. Not only does the hand occlude much of the object, but also the object is often only visible in a small number of image pixels. At the same time, two strong anchors emerge in this setting: (1) estimated 3D hands help disambiguate the location and scale of the object, and (2) the set of manipulanda is small relative to all possible objects. With these insights in mind, we present a scalable paradigm for hand-held object reconstruction that builds on recent breakthroughs in large language/vision models and 3D object datasets. Given a monocular RGB video, we aim to reconstruct hand-held object geometry in 3D, over time. In order to obtain the best performing single frame model, we first present MCC-Hand-Object (MCC-HO), which jointly reconstructs hand and object geometry given a single RGB image and inferred 3D hand as inputs. Subsequently, we prompt a text-to-3D generative model using GPT-4(V) to retrieve a 3D object model that matches the object in the image(s); we call this alignment Retrieval-Augmented Reconstruction (RAR). RAR provides unified object geometry across all frames, and the result is rigidly aligned with both the input images and 3D MCC-HO observations in a temporally consistent manner. Experiments demonstrate that our approach achieves state-of-the-art performance on lab and Internet image/video datasets. We make our code and models available on the project website: https://janehwu.github.io/mcc-ho

cs.CV

Caltech Aerial RGB-Thermal Dataset in the Wild

We present the first publicly-available RGB-thermal dataset designed for aerial robotics operating in natural environments. Our dataset captures a variety of terrain across the United States, including rivers, lakes, coastlines, deserts, and forests, and consists of synchronized RGB, thermal, global positioning, and inertial data. We provide semantic segmentation annotations for 10 classes commonly encountered in natural settings in order to drive the development of perception algorithms robust to adverse weather and nighttime conditions. Using this dataset, we propose new and challenging benchmarks for thermal and RGB-thermal (RGB-T) semantic segmentation, RGB-T image translation, and motion tracking. We present extensive results using state-of-the-art methods and highlight the challenges posed by temporal and geographical domain shifts in our data. The dataset and accompanying code is available at https://github.com/aerorobotics/caltech-aerial-rgbt-dataset.

cs.CV