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Hai Ci

Publications and source records attributed to Hai Ci.

At least 19 recordsLinked to original sources

Figures as Programs: Recursive Generation of Editable Scientific Figures

Scientific methodology figures are essential for communicating complex methods clearly, yet creating them remains labor-intensive and typically requires multiple rounds of refinement. Recent image-generation models can synthesize visually appealing raster figures, but producing a human-satisfactory result in a single generation step remains difficult. Moreover, precise edits to raster figures are challenging for both humans and models. We formulate scientific figure generation as recursive SVG program construction and propose \textsc{FigTree}, a \textit{multi-agent} system that automatically transforms a scientific paper into a structured vector figure. \textsc{FigTree} grounds figure content in the source paper, decomposes a figure into a hierarchy of local regions, generates each region as a short SVG program, and assembles the resulting fragments. A render-critic refinement loop jointly inspects the rendered figure and its underlying program, enabling visual defects to be traced to specific statements and accurately repaired. We conduct extensive evaluations of \textsc{FigTree} on figure quality and editability, showing that \textsc{FigTree} produces high-quality figures, while also enabling more effective editing than existing raster-based methods.

cs.AI

ActionMap: Robot Policy Learning via Voxel Action Heatmap

Vision-language-action (VLA) models have advanced rapidly across backbones, training recipes, and data scale, yet the action decoder, which converts the backbone's hidden state into a continuous control signal, has barely changed and remains a single-point predictor across the majority of current VLAs. Whether implemented via autoregressive token bins, L1 regression, or flow-matching denoising, the resulting decoder treats the action space as unstructured, leaving the geometric proximity of neighboring actions unexploited during training. To advance this, we introduce ActionMap, a voxel heatmap action head that drops into an existing VLA in place of its native action decoder. For each new action, the head predicts a voxel heatmap over the action space, where each voxel directly stores the probability of the corresponding action. Across LIBERO simulation and real-world Franka manipulation, our heatmap head surpasses two architecturally distinct backbones at matched training steps (e.g., +8.2% over OpenVLA-OFT's L1 regression head on the LIBERO four-suite average), converges at comparable or faster rates on both backbones, and remains markedly more data-efficient at low training data. The cross-backbone consistency indicates that action representation is a real lever for VLA performance, distinct from further backbone or recipe scaling. Project Page: https://showlab.github.io/ActionMap/.

cs.RO

Lumos-Nexus: Efficient Frequency Bridging with Homogeneous Latent Space for Video Unified Models

Connector-based video unified models have demonstrated strong capability in instruction-grounded video synthesis, but integrating a large high-fidelity generator into the unified training loop is computationally prohibitive, limiting achievable visual quality. We therefore propose Lumos-Nexus, a training-efficient unified video generation framework that facilitates the development of strong reasoning-driven generation capabilities while significantly enhancing visual fidelity. Lumos-Nexus adopts a two-stage design: 1) During training, only a lightweight generator is aligned with the understanding block to learn to take in reasoning-driven semantic control. 2) During inference, we introduce Unified Progressive Frequency Bridging (UPFB) to progressively hand off generation to a high-capacity pretrained generator in the shared latent space, enabling coarse-to-fine refinement and producing high-fidelity videos without compromising reasoning quality. To fill the gap in reasoning-driven video generation benchmarks, we introduce VR-Bench, which assesses a model's capability to translate inferred intent into coherent and semantically aligned video content. Extensive experiments demonstrate that Lumos-Nexus achieves substantial gains in visual realism and temporal coherence on VBench, while exhibiting strong reasoning-based generative performance on VR-Bench. Code and models are available at https://jiazheng-xing.github.io/nexus-lumos-home/.

cs.CV

UENR-600K: A Large-Scale Physically Grounded Dataset for Nighttime Video Deraining

Nighttime video deraining is uniquely challenging because raindrops interact with artificial lighting. Unlike daytime white rain, nighttime rain takes on various colors and appears locally illuminated. Existing small-scale synthetic datasets rely on 2D rain overlays and fail to capture these physical properties, causing models to generalize poorly to real-world night rain. Meanwhile, capturing real paired nighttime videos remains impractical because rain effects cannot be isolated from other degradations like sensor noise. To bridge this gap, we introduce UENR-600K, a large-scale, physically grounded dataset containing 600,000 1080p frame pairs. We utilize Unreal Engine to simulate rain as 3D particles within virtual environments. This approach guarantees photorealism and physically real raindrops, capturing correct details like color refractions, scene occlusions, rain curtains. Leveraging this high-quality data, we establish a new state-of-the-art baseline by adapting the Wan 2.2 video generation model. Our baseline treat deraining as a video-to-video generation task, exploiting strong generative priors to almost entirely bridge the sim-to-real gap. Extensive benchmarking demonstrates that models trained on our dataset generalize significantly better to real-world videos. Project page: https://showlab.github.io/UENR-600K/.

cs.CV

LumosX: Relate Any Identities with Their Attributes for Personalized Video Generation

Recent advances in diffusion models have significantly improved text-to-video generation, enabling personalized content creation with fine-grained control over both foreground and background elements. However, precise face-attribute alignment across subjects remains challenging, as existing methods lack explicit mechanisms to ensure intra-group consistency. Addressing this gap requires both explicit modeling strategies and face-attribute-aware data resources. We therefore propose LumosX, a framework that advances both data and model design. On the data side, a tailored collection pipeline orchestrates captions and visual cues from independent videos, while multimodal large language models (MLLMs) infer and assign subject-specific dependencies. These extracted relational priors impose a finer-grained structure that amplifies the expressive control of personalized video generation and enables the construction of a comprehensive benchmark. On the modeling side, Relational Self-Attention and Relational Cross-Attention intertwine position-aware embeddings with refined attention dynamics to inscribe explicit subject-attribute dependencies, enforcing disciplined intra-group cohesion and amplifying the separation between distinct subject clusters. Comprehensive evaluations on our benchmark demonstrate that LumosX achieves state-of-the-art performance in fine-grained, identity-consistent, and semantically aligned personalized multi-subject video generation. Code and models are available at https://jiazheng-xing.github.io/lumosx-home/.

cs.CV

Less Data, Faster Convergence: Goal-Driven Data Optimization for Multimodal Instruction Tuning

Multimodal instruction tuning is often compute-inefficient because training budgets are spread across large mixed image-video pools whose utility is highly uneven. We present Goal-Driven Data Optimization (GDO), a framework that computes six sample descriptors for each candidate and constructs optimized 1$\times$ training subsets for different goals. Under a fixed one-epoch Qwen3-VL-8B-Instruct training and evaluation recipe on 8 H20 GPUs, GDO uses far fewer training samples than the Uni-10x baseline while converging faster and achieving higher accuracy. Relative to the fixed 512k-sample Uni-10x baseline, GDO reaches the Uni-10x reference after 35.4k samples on MVBench, 26.6k on VideoMME, 27.3k on MLVU, and 34.7k on LVBench, while improving Accuracy by +1.38, +1.67, +3.08, and +0.84 percentage points, respectively. The gains are largest on MVBench and MLVU, while LVBench improves more modestly, consistent with its ultra-long-video setting and the mismatch between that benchmark and the short-video/image-dominant training pool. Across MinLoss, Diverse, Temp, and Temp+, stronger temporal emphasis yields steadily better long-video understanding behavior. Overall, GDO provides a goal-driven data optimization framework that enables faster convergence with fewer training samples under a fixed training protocol. Code is available at https://github.com/rujiewu/GDO.

cs.CV

World-VLA-Loop: Closed-Loop Learning of Video World Model and VLA Policy

Reinforcement learning (RL) can refine Vision-Language-Action (VLA) policies beyond behavior cloning, but real-world RL remains expensive due to extensive rollouts, resets, supervision, and safety risks. Action-conditioned video world models offer an option to train in virtual environments, yet they exhibit imprecise action following, particularly on subtle near-success failures. Besides, they lack native reward signals for RL. Computing rewards based on inaccurate visual predictions remain unreliable. We introduce World-VLA-Loop, structured around two foundational designs and a higher-level co-evolving paradigm. We first curate SANS, dedicatedly mixing successful and near-success trajectories to improve action-outcome alignment. Then, we train a state-aware video world model that jointly predicts future frames and binary rewards from diffusion latents. It couples reward estimation to the generator rather than a separate module, and in turn, benefits visual prediction. Since VLA behavior shifts during RL, a fixed simulator can misalign with the updated policy, World-VLA-Loop therefore closes the loop by using the refined world model for iterative VLA post-training while feeding rollouts from each improved policy back to augment and fine-tune the world model. Across simulation and real-robot experiments, World-VLA-Loop substantially improves VLA performance while reducing reliance on costly physical interaction.

cs.RO

H2R-Grounder: A Paired-Data-Free Paradigm for Translating Human Interaction Videos into Physically Grounded Robot Videos

Robots that learn manipulation skills from everyday human videos could acquire broad capabilities without tedious robot data collection. We propose a video-to-video translation framework that converts ordinary human-object interaction videos into motion-consistent robot manipulation videos with realistic, physically grounded interactions. Our approach does not require any paired human-robot videos for training only a set of unpaired robot videos, making the system easy to scale. We introduce a transferable representation that bridges the embodiment gap: by inpainting the robot arm in training videos to obtain a clean background and overlaying a simple visual cue (a marker and arrow indicating the gripper's position and orientation), we can condition a generative model to insert the robot arm back into the scene. At test time, we apply the same process to human videos (inpainting the person and overlaying human pose cues) and generate high-quality robot videos that mimic the human's actions. We fine-tune a SOTA video diffusion model (Wan 2.2) in an in-context learning manner to ensure temporal coherence and leveraging of its rich prior knowledge. Empirical results demonstrate that our approach achieves significantly more realistic and grounded robot motions compared to baselines, pointing to a promising direction for scaling up robot learning from unlabeled human videos. Project page: https://showlab.github.io/H2R-Grounder/

cs.RO

X-Humanoid: Robotize Human Videos to Generate Humanoid Videos at Scale

The advancement of embodied AI has unlocked significant potential for intelligent humanoid robots. However, progress in both Vision-Language-Action (VLA) models and world models is severely hampered by the scarcity of large-scale, diverse training data. A promising solution is to "robotize" web-scale human videos, which has been proven effective for policy training. However, these solutions mainly "overlay" robot arms to egocentric videos, which cannot handle complex full-body motions and scene occlusions in third-person videos, making them unsuitable for robotizing humans. To bridge this gap, we introduce X-Humanoid, a generative video editing approach that adapts the powerful Wan 2.2 model into a video-to-video structure and finetunes it for the human-to-humanoid translation task. This finetuning requires paired human-humanoid videos, so we designed a scalable data creation pipeline, turning community assets into 17+ hours of paired synthetic videos using Unreal Engine. We then apply our trained model to 60 hours of the Ego-Exo4D videos, generating and releasing a new large-scale dataset of over 3.6 million "robotized" humanoid video frames. Quantitative analysis and user studies confirm our method's superiority over existing baselines: 69% of users rated it best for motion consistency, and 62.1% for embodiment correctness.

cs.CV

RobotSeg: A Model and Dataset for Segmenting Robots in Image and Video

Accurate robot segmentation is a fundamental capability for robotic perception. It enables precise visual servoing for VLA systems, scalable robot-centric data augmentation, accurate real-to-sim transfer, and reliable safety monitoring in dynamic human-robot environments. Despite the strong capabilities of modern segmentation models, surprisingly it remains challenging to segment robots. This is due to robot embodiment diversity, appearance ambiguity, structural complexity, and rapid shape changes. Embracing these challenges, we introduce RobotSeg, a foundation model for robot segmentation in image and video. RobotSeg is built upon the versatile SAM 2 foundation model but addresses its three limitations for robot segmentation, namely the lack of adaptation to articulated robots, reliance on manual prompts, and the need for per-frame training mask annotations, by introducing a structure-enhanced memory associator, a robot prompt generator, and a label-efficient training strategy. These innovations collectively enable a structure-aware, automatic, and label-efficient solution. We further construct the video robot segmentation (VRS) dataset comprising over 2.8k videos (138k frames) with diverse robot embodiments and environments. Extensive experiments demonstrate that RobotSeg achieves state-of-the-art performance on both images and videos, establishing a strong foundation for future advances in robot perception.

cs.CV

DiffSeg30k: A Multi-Turn Diffusion Editing Benchmark for Localized AIGC Detection

Diffusion-based editing enables realistic modification of local image regions, making AI-generated content harder to detect. Existing AIGC detection benchmarks focus on classifying entire images, overlooking the localization of diffusion-based edits. We introduce DiffSeg30k, a publicly available dataset of 30k diffusion-edited images with pixel-level annotations, designed to support fine-grained detection. DiffSeg30k features: 1) In-the-wild images--we collect images or image prompts from COCO to reflect real-world content diversity; 2) Diverse diffusion models--local edits using eight SOTA diffusion models; 3) Multi-turn editing--each image undergoes up to three sequential edits to mimic real-world sequential editing; and 4) Realistic editing scenarios--a vision-language model (VLM)-based pipeline automatically identifies meaningful regions and generates context-aware prompts covering additions, removals, and attribute changes. DiffSeg30k shifts AIGC detection from binary classification to semantic segmentation, enabling simultaneous localization of edits and identification of the editing models. We benchmark three baseline segmentation approaches, revealing significant challenges in semantic segmentation tasks, particularly concerning robustness to image distortions. Experiments also reveal that segmentation models, despite being trained for pixel-level localization, emerge as highly reliable whole-image classifiers of diffusion edits, outperforming established forgery classifiers while showing great potential in cross-generator generalization. We believe DiffSeg30k will advance research in fine-grained localization of AI-generated content by demonstrating the promise and limitations of segmentation-based methods. DiffSeg30k is released at: https://huggingface.co/datasets/Chaos2629/Diffseg30k

cs.CV

B2N3D: Progressive Learning from Binary to N-ary Relationships for 3D Object Grounding

Localizing 3D objects using natural language is essential for robotic scene understanding. The descriptions often involve multiple spatial relationships to distinguish similar objects, making 3D-language alignment difficult. Current methods only model relationships for pairwise objects, ignoring the global perceptual significance of n-ary combinations in multi-modal relational understanding. To address this, we propose a novel progressive relational learning framework for 3D object grounding. We extend relational learning from binary to n-ary to identify visual relations that match the referential description globally. Given the absence of specific annotations for referred objects in the training data, we design a grouped supervision loss to facilitate n-ary relational learning. In the scene graph created with n-ary relationships, we use a multi-modal network with hybrid attention mechanisms to further localize the target within the n-ary combinations. Experiments and ablation studies on the ReferIt3D and ScanRefer benchmarks demonstrate that our method outperforms the state-of-the-art, and proves the advantages of the n-ary relational perception in 3D localization.

cs.CV

OptMark: Robust Multi-bit Diffusion Watermarking via Inference Time Optimization

Watermarking diffusion-generated images is crucial for copyright protection and user tracking. However, current diffusion watermarking methods face significant limitations: zero-bit watermarking systems lack the capacity for large-scale user tracking, while multi-bit methods are highly sensitive to certain image transformations or generative attacks, resulting in a lack of comprehensive robustness. In this paper, we propose OptMark, an optimization-based approach that embeds a robust multi-bit watermark into the intermediate latents of the diffusion denoising process. OptMark strategically inserts a structural watermark early to resist generative attacks and a detail watermark late to withstand image transformations, with tailored regularization terms to preserve image quality and ensure imperceptibility. To address the challenge of memory consumption growing linearly with the number of denoising steps during optimization, OptMark incorporates adjoint gradient methods, reducing memory usage from O(N) to O(1). Experimental results demonstrate that OptMark achieves invisible multi-bit watermarking while ensuring robust resilience against valuemetric transformations, geometric transformations, editing, and regeneration attacks.

cs.CR

macOSWorld: A Multilingual Interactive Benchmark for GUI Agents

Graphical User Interface (GUI) agents show promising capabilities for automating computer-use tasks and facilitating accessibility, but existing interactive benchmarks are mostly English-only, covering web-use or Windows, Linux, and Android environments, but not macOS. macOS is a major OS with distinctive GUI patterns and exclusive applications. To bridge the gaps, we present macOSWorld, the first comprehensive benchmark for evaluating GUI agents on macOS. macOSWorld features 202 multilingual interactive tasks across 30 applications (28 macOS-exclusive), with task instructions and OS interfaces offered in 5 languages (English, Chinese, Arabic, Japanese, and Russian). As GUI agents are shown to be vulnerable to deception attacks, macOSWorld also includes a dedicated safety benchmarking subset. Our evaluation on six GUI agents reveals a dramatic gap: proprietary computer-use agents lead at above 30% success rate, while open-source lightweight research models lag at below 5\%, highlighting the need for macOS domain adaptation. Multilingual benchmarks also expose common weaknesses, especially in Arabic, with a 28.8% average degradation compared to English. Results from safety benchmarking also highlight that deception attacks are more general and demand immediate attention. Project page: https://macos-world.github.io.

cs.AI

Cyc3D: Fine-grained Controllable 3D Generation via Cycle Consistency Regularization

Despite the remarkable progress of 3D generation, achieving controllability, i.e., ensuring consistency between generated 3D content and input conditions like edge and depth, remains a significant challenge. Existing methods often struggle to maintain accurate alignment, leading to noticeable discrepancies. To address this issue, we propose \name{}, a new framework that enhances controllable 3D generation by explicitly encouraging cyclic consistency between the second-order 3D content, generated based on extracted signals from the first-order generation, and its original input controls. Specifically, we employ an efficient feed-forward backbone that can generate a 3D object from an input condition and a text prompt. Given an initial viewpoint and a control signal, a novel view is rendered from the generated 3D content, from which the extracted condition is used to regenerate the 3D content. This re-generated output is then rendered back to the initial viewpoint, followed by another round of control signal extraction, forming a cyclic process with two consistency constraints. \emph{View consistency} ensures coherence between the two generated 3D objects, measured by semantic similarity to accommodate generative diversity. \emph{Condition consistency} aligns the final extracted signal with the original input control, preserving structural or geometric details throughout the process. Extensive experiments on popular benchmarks demonstrate that \name{} significantly improves controllability, especially for fine-grained details, outperforming existing methods across various conditions (e.g., +14.17\% PSNR for edge, +6.26\% PSNR for sketch).

cs.CV

Impossible Videos

Synthetic videos nowadays is widely used to complement data scarcity and diversity of real-world videos. Current synthetic datasets primarily replicate real-world scenarios, leaving impossible, counterfactual and anti-reality video concepts underexplored. This work aims to answer two questions: 1) Can today's video generation models effectively follow prompts to create impossible video content? 2) Are today's video understanding models good enough for understanding impossible videos? To this end, we introduce IPV-Bench, a novel benchmark designed to evaluate and foster progress in video understanding and generation. IPV-Bench is underpinned by a comprehensive taxonomy, encompassing 4 domains, 14 categories. It features diverse scenes that defy physical, biological, geographical, or social laws. Based on the taxonomy, a prompt suite is constructed to evaluate video generation models, challenging their prompt following and creativity capabilities. In addition, a video benchmark is curated to assess Video-LLMs on their ability of understanding impossible videos, which particularly requires reasoning on temporal dynamics and world knowledge. Comprehensive evaluations reveal limitations and insights for future directions of video models, paving the way for next-generation video models.

cs.CV

In-Context Defense in Computer Agents: An Empirical Study

Computer agents powered by vision-language models (VLMs) have significantly advanced human-computer interaction, enabling users to perform complex tasks through natural language instructions. However, these agents are vulnerable to context deception attacks, an emerging threat where adversaries embed misleading content into the agent's operational environment, such as a pop-up window containing deceptive instructions. Existing defenses, such as instructing agents to ignore deceptive elements, have proven largely ineffective. As the first systematic study on protecting computer agents, we introduce textbf{in-context defense}, leveraging in-context learning and chain-of-thought (CoT) reasoning to counter such attacks. Our approach involves augmenting the agent's context with a small set of carefully curated exemplars containing both malicious environments and corresponding defensive responses. These exemplars guide the agent to first perform explicit defensive reasoning before action planning, reducing susceptibility to deceptive attacks. Experiments demonstrate the effectiveness of our method, reducing attack success rates by 91.2% on pop-up window attacks, 74.6% on average on environment injection attacks, while achieving 100% successful defenses against distracting advertisements. Our findings highlight that (1) defensive reasoning must precede action planning for optimal performance, and (2) a minimal number of exemplars (fewer than three) is sufficient to induce an agent's defensive behavior.

cs.AI

LongViTU: Instruction Tuning for Long-Form Video Understanding

This paper introduces LongViTU, a large-scale (~121k QA pairs, ~900h videos), automatically generated dataset for long-form video understanding. We propose a systematic approach that organizes videos into a hierarchical tree structure for QA generation and incorporates self-revision mechanisms to ensure high-quality QA pairs. Each QA pair in LongViTU features: 1) long-term context (average certificate length of 4.6 minutes); 2) rich knowledge and condensed reasoning (commonsense, causality, planning, etc.)). We also offer explicit timestamp annotations of relevant events for each QA pair. We have conducted extensive human studies on LongViTU, and the results prove the quality of our dataset. To better evaluate the challenges posed by LongViTU's emphasis on long-term context and condensed reasoning, we manually curate a subset of LongViTU into a benchmark. Evaluations using a state-of-the-art open-source model (LongVU), a proprietary model (Gemini-1.5-Pro), and human annotators yield GPT-4 scores of 49.9, 52.3, and 81.0, respectively, underscoring the substantial difficulty presented by LongViTU questions. Performing supervised fine-tuning (SFT) of LongVU and LLaVA-Video on LongViTU data results in average performance gains of 2.5% and 3.7%, respectively, across a suite of long video understanding benchmarks (EgoSchema, VideoMME-Long, MLVU, LVBench).

cs.CV