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Guangtao Zhai

Publications and source records attributed to Guangtao Zhai.

At least 163 records · Page 9Linked to original sources

VQualA 2025 Challenge on Face Image Quality Assessment: Methods and Results

Face images play a crucial role in numerous applications; however, real-world conditions frequently introduce degradations such as noise, blur, and compression artifacts, affecting overall image quality and hindering subsequent tasks. To address this challenge, we organized the VQualA 2025 Challenge on Face Image Quality Assessment (FIQA) as part of the ICCV 2025 Workshops. Participants created lightweight and efficient models (limited to 0.5 GFLOPs and 5 million parameters) for the prediction of Mean Opinion Scores (MOS) on face images with arbitrary resolutions and realistic degradations. Submissions underwent comprehensive evaluations through correlation metrics on a dataset of in-the-wild face images. This challenge attracted 127 participants, with 1519 final submissions. This report summarizes the methodologies and findings for advancing the development of practical FIQA approaches.

cs.CV↗

MedOmni-45°: A Safety-Performance Benchmark for Reasoning-Oriented LLMs in Medicine

With the increasing use of large language models (LLMs) in medical decision-support, it is essential to evaluate not only their final answers but also the reliability of their reasoning. Two key risks are Chain-of-Thought (CoT) faithfulness -- whether reasoning aligns with responses and medical facts -- and sycophancy, where models follow misleading cues over correctness. Existing benchmarks often collapse such vulnerabilities into single accuracy scores. To address this, we introduce MedOmni-45 Degrees, a benchmark and workflow designed to quantify safety-performance trade-offs under manipulative hint conditions. It contains 1,804 reasoning-focused medical questions across six specialties and three task types, including 500 from MedMCQA. Each question is paired with seven manipulative hint types and a no-hint baseline, producing about 27K inputs. We evaluate seven LLMs spanning open- vs. closed-source, general-purpose vs. medical, and base vs. reasoning-enhanced models, totaling over 189K inferences. Three metrics -- Accuracy, CoT-Faithfulness, and Anti-Sycophancy -- are combined into a composite score visualized with a 45 Degrees plot. Results show a consistent safety-performance trade-off, with no model surpassing the diagonal. The open-source QwQ-32B performs closest (43.81 Degrees), balancing safety and accuracy but not leading in both. MedOmni-45 Degrees thus provides a focused benchmark for exposing reasoning vulnerabilities in medical LLMs and guiding safer model development.

cs.CV↗

Omni$^2$: Unifying Omnidirectional Image Generation and Editing in an Omni Model

$360^{\circ}$ omnidirectional images (ODIs) have gained considerable attention recently, and are widely used in various virtual reality (VR) and augmented reality (AR) applications. However, capturing such images is expensive and requires specialized equipment, making ODI synthesis increasingly important. While common 2D image generation and editing methods are rapidly advancing, these models struggle to deliver satisfactory results when generating or editing ODIs due to the unique format and broad 360$^{\circ}$ Field-of-View (FoV) of ODIs. To bridge this gap, we construct \textbf{\textit{Any2Omni}}, the first comprehensive ODI generation-editing dataset comprises 60,000+ training data covering diverse input conditions and up to 9 ODI generation and editing tasks. Built upon Any2Omni, we propose an \textbf{\underline{Omni}} model for \textbf{\underline{Omni}}-directional image generation and editing (\textbf{\textit{Omni$^2$}}), with the capability of handling various ODI generation and editing tasks under diverse input conditions using one model. Extensive experiments demonstrate the superiority and effectiveness of the proposed Omni$^2$ model for both the ODI generation and editing tasks. Both the Any2Omni dataset and the Omni$^2$ model are publicly available at: https://github.com/IntMeGroup/Omni2.

cs.CV↗

Sycophancy under Pressure: Evaluating and Mitigating Sycophantic Bias via Adversarial Dialogues in Scientific QA

Large language models (LLMs), while increasingly used in domains requiring factual rigor, often display a troubling behavior: sycophancy, the tendency to align with user beliefs regardless of correctness. This tendency is reinforced by preference-based alignment techniques that optimize for user satisfaction but can undermine truthfulness. While relatively benign in casual dialogue, sycophancy poses serious risks in high-stakes settings such as scientific question answering (QA), where model outputs may shape collaborative reasoning, decision-making, and knowledge formation. Despite its importance, this phenomenon remains underexamined in factual QA contexts. We address this gap by introducing a unified evaluation framework to quantify the impact of sycophantic context on model behavior in scientific QA, measuring how much user-imposed social pressure distorts model outputs. The framework incorporates adversarial prompting setups and targeted metrics, such as misleading resistance and sycophancy resistance, that capture a model's ability to maintain factual consistency under misleading cues. Systematic evaluations across open-source and proprietary models reveal pervasive sycophantic tendencies, driven more by alignment strategy than by model size. To mitigate this issue, we propose Pressure-Tune, a lightweight post-training method that fine-tunes models on synthetic adversarial dialogues paired with chain-of-thought rationales. These rationales reject user misinformation while reinforcing factual commitments. Experiments on challenging scientific QA benchmarks show that Pressure-Tune significantly enhances sycophancy resistance without compromising accuracy or responsiveness to valid feedback, offering a practical pathway toward more truthful and principled model behavior.

cs.CL↗

Embodied Image Quality Assessment for Robotic Intelligence

Image Quality Assessment (IQA) of User-Generated Content (UGC) is a critical technique for human Quality of Experience (QoE). However, does the the image quality of Robot-Generated Content (RGC) demonstrate traits consistent with the Moravec paradox, potentially conflicting with human perceptual norms? Human subjective scoring is more based on the attractiveness of the image. Embodied agent are required to interact and perceive in the environment, and finally perform specific tasks. Visual images as inputs directly influence downstream tasks. In this paper, we explore the perception mechanism of embodied robots for image quality. We propose the first Embodied Preference Database (EPD), which contains 12,500 distorted image annotations. We establish assessment metrics based on the downstream tasks of robot. In addition, there is a gap between UGC and RGC. To address this, we propose a novel Multi-scale Attention Embodied Image Quality Assessment called MA-EIQA. For the proposed EPD dataset, this is the first no-reference IQA model designed for embodied robot. Finally, the performance of mainstream IQA algorithms on EPD dataset is verified. The experiments demonstrate that quality assessment of embodied images is different from that of humans. We sincerely hope that the EPD can contribute to the development of embodied AI by focusing on image quality assessment. The benchmark is available at https://github.com/Jianbo-maker/EPD_benchmark.

cs.CV↗

User-centric Subjective Leaderboard by Customizable Reward Modeling

Existing benchmarks for large language models (LLMs) predominantely focus on assessing their capabilities through verifiable tasks. Such objective and static benchmarks offer limited utility for practical LLM selection, making it difficult for users to find suitable models for their individual needs. To bridge this gap, we present the first User-Centric Subjective Leaderboard (USL), which provides a preference-driven, dynamic ranking of LLMs across diverse real-world scenarios. Our work is built upon a thorough investigation of real human preference data, involving more than 10K subjective queries. Our investigation reveals significant diversity and contradictions in human preferences, which limit the effectiveness of state-of-the-art reward models. To address this, we introduce Customizable Reward Models (CRMs). With only 4B parameters, our CRM surpasses the performance of leading models such as GPT-4.1 and Gemini-2.5-pro, showing exceptional generalization capabilities across new topics and criteria. The USL, powered by CRMs, exhibits strong negative correlations to contradictory preferences.

cs.CL↗

AU-IQA: A Benchmark Dataset for Perceptual Quality Assessment of AI-Enhanced User-Generated Content

AI-based image enhancement techniques have been widely adopted in various visual applications, significantly improving the perceptual quality of user-generated content (UGC). However, the lack of specialized quality assessment models has become a significant limiting factor in this field, limiting user experience and hindering the advancement of enhancement methods. While perceptual quality assessment methods have shown strong performance on UGC and AIGC individually, their effectiveness on AI-enhanced UGC (AI-UGC) which blends features from both, remains largely unexplored. To address this gap, we construct AU-IQA, a benchmark dataset comprising 4,800 AI-UGC images produced by three representative enhancement types which include super-resolution, low-light enhancement, and denoising. On this dataset, we further evaluate a range of existing quality assessment models, including traditional IQA methods and large multimodal models. Finally, we provide a comprehensive analysis of how well current approaches perform in assessing the perceptual quality of AI-UGC. The access link to the AU-IQA is https://github.com/WNNGGU/AU-IQA-Dataset.

cs.CV↗

Efficient Face Image Quality Assessment via Self-training and Knowledge Distillation

Face image quality assessment (FIQA) is essential for various face-related applications. Although FIQA has been extensively studied and achieved significant progress, the computational complexity of FIQA algorithms remains a key concern for ensuring scalability and practical deployment in real-world systems. In this paper, we aim to develop a computationally efficient FIQA method that can be easily deployed in real-world applications. Specifically, our method consists of two stages: training a powerful teacher model and distilling a lightweight student model from it. To build a strong teacher model, we adopt a self-training strategy to improve its capacity. We first train the teacher model using labeled face images, then use it to generate pseudo-labels for a set of unlabeled images. These pseudo-labeled samples are used in two ways: (1) to distill knowledge into the student model, and (2) to combine with the original labeled images to further enhance the teacher model through self-training. The enhanced teacher model is used to further pseudo-label another set of unlabeled images for distilling the student models. The student model is trained using a combination of labeled images, pseudo-labeled images from the original teacher model, and pseudo-labeled images from the enhanced teacher model. Experimental results demonstrate that our student model achieves comparable performance to the teacher model with an extremely low computational overhead. Moreover, our method achieved first place in the ICCV 2025 VQualA FIQA Challenge. The code is available at https://github.com/sunwei925/Efficient-FIQA.git.

cs.CV↗

Engagement Prediction of Short Videos with Large Multimodal Models

The rapid proliferation of user-generated content (UGC) on short-form video platforms has made video engagement prediction increasingly important for optimizing recommendation systems and guiding content creation. However, this task remains challenging due to the complex interplay of factors such as semantic content, visual quality, audio characteristics, and user background. Prior studies have leveraged various types of features from different modalities, such as visual quality, semantic content, background sound, etc., but often struggle to effectively model their cross-feature and cross-modality interactions. In this work, we empirically investigate the potential of large multimodal models (LMMs) for video engagement prediction. We adopt two representative LMMs: VideoLLaMA2, which integrates audio, visual, and language modalities, and Qwen2.5-VL, which models only visual and language modalities. Specifically, VideoLLaMA2 jointly processes key video frames, text-based metadata, and background sound, while Qwen2.5-VL utilizes only key video frames and text-based metadata. Trained on the SnapUGC dataset, both models demonstrate competitive performance against state-of-the-art baselines, showcasing the effectiveness of LMMs in engagement prediction. Notably, VideoLLaMA2 consistently outperforms Qwen2.5-VL, highlighting the importance of audio features in engagement prediction. By ensembling two types of models, our method achieves first place in the ICCV VQualA 2025 EVQA-SnapUGC Challenge on short-form video engagement prediction. The code is available at https://github.com/sunwei925/LMM-EVQA.git.

cs.CV↗

3DGS-IEval-15K: A Large-scale Image Quality Evaluation Database for 3D Gaussian-Splatting

3D Gaussian Splatting (3DGS) has emerged as a promising approach for novel view synthesis, offering real-time rendering with high visual fidelity. However, its substantial storage requirements present significant challenges for practical applications. While recent state-of-the-art (SOTA) 3DGS methods increasingly incorporate dedicated compression modules, there is a lack of a comprehensive framework to evaluate their perceptual impact. Therefore we present 3DGS-IEval-15K, the first large-scale image quality assessment (IQA) dataset specifically designed for compressed 3DGS representations. Our dataset encompasses 15,200 images rendered from 10 real-world scenes through 6 representative 3DGS algorithms at 20 strategically selected viewpoints, with different compression levels leading to various distortion effects. Through controlled subjective experiments, we collect human perception data from 60 viewers. We validate dataset quality through scene diversity and MOS distribution analysis, and establish a comprehensive benchmark with 30 representative IQA metrics covering diverse types. As the largest-scale 3DGS quality assessment dataset to date, our work provides a foundation for developing 3DGS specialized IQA metrics, and offers essential data for investigating view-dependent quality distribution patterns unique to 3DGS. The database is publicly available at https://github.com/YukeXing/3DGS-IEval-15K.

cs.CV↗

Can Large Models Fool the Eye? A New Turing Test for Biological Animation

Evaluating the abilities of large models and manifesting their gaps are challenging. Current benchmarks adopt either ground-truth-based score-form evaluation on static datasets or indistinct textual chatbot-style human preferences collection, which may not provide users with immediate, intuitive, and perceptible feedback on performance differences. In this paper, we introduce BioMotion Arena, a novel framework for evaluating large language models (LLMs) and multimodal large language models (MLLMs) via visual animation. Our methodology draws inspiration from the inherent visual perception of motion patterns characteristic of living organisms that utilizes point-light source imaging to amplify the performance discrepancies between models. Specifically, we employ a pairwise comparison evaluation and collect more than 45k votes for 53 mainstream LLMs and MLLMs on 90 biological motion variants. Data analyses show that the crowd-sourced human votes are in good agreement with those of expert raters, demonstrating the superiority of our BioMotion Arena in offering discriminative feedback. We also find that over 90\% of evaluated models, including the cutting-edge open-source InternVL3 and proprietary Claude-4 series, fail to produce fundamental humanoid point-light groups, much less smooth and biologically plausible motions. This enables BioMotion Arena to serve as a challenging benchmark for performance visualization and a flexible evaluation framework without restrictions on ground-truth.

cs.CV↗

ESVQA: Perceptual Quality Assessment of Egocentric Spatial Videos

With the rapid development of eXtended Reality (XR), egocentric spatial shooting and display technologies have further enhanced immersion and engagement for users, delivering more captivating and interactive experiences. Assessing the quality of experience (QoE) of egocentric spatial videos is crucial to ensure a high-quality viewing experience. However, the corresponding research is still lacking. In this paper, we use the concept of embodied experience to highlight this more immersive experience and study the new problem, i.e., embodied perceptual quality assessment for egocentric spatial videos. Specifically, we introduce the first Egocentric Spatial Video Quality Assessment Database (ESVQAD), which comprises 600 egocentric spatial videos captured using the Apple Vision Pro and their corresponding mean opinion scores (MOSs). Furthermore, we propose a novel multi-dimensional binocular feature fusion model, termed ESVQAnet, which integrates binocular spatial, motion, and semantic features to predict the overall perceptual quality. Experimental results demonstrate the ESVQAnet significantly outperforms 16 state-of-the-art VQA models on the embodied perceptual quality assessment task, and exhibits strong generalization capability on traditional VQA tasks. The database and code are available at https://github.com/iamazxl/ESVQA.

cs.CV↗

Static and Plugged: Make Embodied Evaluation Simple

Embodied intelligence is advancing rapidly, driving the need for efficient evaluation. Current benchmarks typically rely on interactive simulated environments or real-world setups, which are costly, fragmented, and hard to scale. To address this, we introduce StaticEmbodiedBench, a plug-and-play benchmark that enables unified evaluation using static scene representations. Covering 42 diverse scenarios and 8 core dimensions, it supports scalable and comprehensive assessment through a simple interface. Furthermore, we evaluate 19 Vision-Language Models (VLMs) and 11 Vision-Language-Action models (VLAs), establishing the first unified static leaderboard for Embodied intelligence. Moreover, we release a subset of 200 samples from our benchmark to accelerate the development of embodied intelligence.

cs.CV↗

GOBench: Benchmarking Geometric Optics Generation and Understanding of MLLMs

The rapid evolution of Multi-modality Large Language Models (MLLMs) is driving significant advancements in visual understanding and generation. Nevertheless, a comprehensive assessment of their capabilities, concerning the fine-grained physical principles especially in geometric optics, remains underexplored. To address this gap, we introduce GOBench, the first benchmark to systematically evaluate MLLMs' ability across two tasks: 1) Generating Optically Authentic Imagery and 2) Understanding Underlying Optical Phenomena. We curates high-quality prompts of geometric optical scenarios and use MLLMs to construct GOBench-Gen-1k dataset.We then organize subjective experiments to assess the generated imagery based on Optical Authenticity, Aesthetic Quality, and Instruction Fidelity, revealing MLLMs' generation flaws that violate optical principles. For the understanding task, we apply crafted evaluation instructions to test optical understanding ability of eleven prominent MLLMs. The experimental results demonstrate that current models face significant challenges in both optical generation and understanding. The top-performing generative model, GPT-4o-Image, cannot perfectly complete all generation tasks, and the best-performing MLLM model, Gemini-2.5Pro, attains a mere 37.35\% accuracy in optical understanding. Database and codes are publicly available at https://github.com/aiben-ch/GOBench.

cs.CV↗

Who is a Better Player: LLM against LLM

Adversarial board games, as a paradigmatic domain of strategic reasoning and intelligence, have long served as both a popular competitive activity and a benchmark for evaluating artificial intelligence (AI) systems. Building on this foundation, we propose an adversarial benchmarking framework to assess the comprehensive performance of Large Language Models (LLMs) through board games competition, compensating the limitation of data dependency of the mainstream Question-and-Answer (Q&A) based benchmark method. We introduce Qi Town, a specialized evaluation platform that supports 5 widely played games and involves 20 LLM-driven players. The platform employs both the Elo rating system and a novel Performance Loop Graph (PLG) to quantitatively evaluate the technical capabilities of LLMs, while also capturing Positive Sentiment Score (PSS) throughout gameplay to assess mental fitness. The evaluation is structured as a round-robin tournament, enabling systematic comparison across players. Experimental results indicate that, despite technical differences, most LLMs remain optimistic about winning and losing, demonstrating greater adaptability to high-stress adversarial environments than humans. On the other hand, the complex relationship between cyclic wins and losses in PLGs exposes the instability of LLMs' skill play during games, warranting further explanation and exploration.

cs.AI↗

LMME3DHF: Benchmarking and Evaluating Multimodal 3D Human Face Generation with LMMs

The rapid advancement in generative artificial intelligence have enabled the creation of 3D human faces (HFs) for applications including media production, virtual reality, security, healthcare, and game development, etc. However, assessing the quality and realism of these AI-generated 3D human faces remains a significant challenge due to the subjective nature of human perception and innate perceptual sensitivity to facial features. To this end, we conduct a comprehensive study on the quality assessment of AI-generated 3D human faces. We first introduce Gen3DHF, a large-scale benchmark comprising 2,000 videos of AI-Generated 3D Human Faces along with 4,000 Mean Opinion Scores (MOS) collected across two dimensions, i.e., quality and authenticity, 2,000 distortion-aware saliency maps and distortion descriptions. Based on Gen3DHF, we propose LMME3DHF, a Large Multimodal Model (LMM)-based metric for Evaluating 3DHF capable of quality and authenticity score prediction, distortion-aware visual question answering, and distortion-aware saliency prediction. Experimental results show that LMME3DHF achieves state-of-the-art performance, surpassing existing methods in both accurately predicting quality scores for AI-generated 3D human faces and effectively identifying distortion-aware salient regions and distortion types, while maintaining strong alignment with human perceptual judgments. Both the Gen3DHF database and the LMME3DHF will be released upon the publication.

cs.CV↗

Affordance Benchmark for MLLMs

Affordance theory suggests that environments inherently provide action possibilities shaping perception and behavior. While Multimodal Large Language Models (MLLMs) achieve strong performance in vision-language tasks, their ability to perceive affordance, which is crucial for intuitive and safe interactions, remains underexplored. To address this, we introduce **A4Bench**, a novel benchmark designed to evaluate the affordance perception abilities of MLLMs across two dimensions: 1) Constitutive Affordance, assessing understanding of inherent object properties through 1,282 questionanswer pairs spanning nine sub-disciplines, and 2) Transformative Affordance, probing dynamic and contextual nuances (e.g., misleading, time-dependent, cultural, or individual-specific affordance) with 718 challenging question-answer pairs. We evaluate 17 MLLMs (nine proprietary and eight open-source) and compare them to human performance. Results show that proprietary models generally outperform open-source ones, yet all models perform far below humans, especially in transformative affordance. Furthermore, even top-performing models, such as Gemini-2.0-Pro (18.05% overall exact match accuracy), significantly lag behind human performance (best: 85.34%, worst: 81.25%). These findings highlight critical gaps in environmental understanding of MLLMs and provide a foundation for advancing AI systems toward more robust, context-aware interactions.

cs.CL↗

Who is a Better Talker: Subjective and Objective Quality Assessment for AI-Generated Talking Heads

Speech-driven methods for portraits are figuratively known as "Talkers" because of their capability to synthesize speaking mouth shapes and facial movements. Especially with the rapid development of the Text-to-Image (T2I) models, AI-Generated Talking Heads (AGTHs) have gradually become an emerging digital human media. However, challenges persist regarding the quality of these talkers and AGTHs they generate, and comprehensive studies addressing these issues remain limited. To address this gap, this paper presents the largest AGTH quality assessment dataset THQA-10K to date, which selects 12 prominent T2I models and 14 advanced talkers to generate AGTHs for 14 prompts. After excluding instances where AGTH generation is unsuccessful, the THQA-10K dataset contains 10,457 AGTHs. Then, volunteers are recruited to subjectively rate the AGTHs and give the corresponding distortion categories. In our analysis for subjective experimental results, we evaluate the performance of talkers in terms of generalizability and quality, and also expose the distortions of existing AGTHs. Finally, an objective quality assessment method based on the first frame, Y-T slice and tone-lip consistency is proposed. Experimental results show that this method can achieve state-of-the-art (SOTA) performance in AGTH quality assessment. The work is released at https://github.com/zyj-2000/Talker.

cs.CV↗