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Haiwen Feng

Publications and source records attributed to Haiwen Feng.

At least 19 recordsLinked to original sources

Video DeltaNet: A Video-Native Hybrid Attention for Livestream Video Generation

Video diffusion models repeatedly process long spatiotemporal token sequences during denoising, making attention a major computational bottleneck. Linear attention offers an appealing alternative and has been widely adopted in recent large language models, but directly applying it to video models often fails to preserve the fine-grained interactions required for high-quality generation. We present Video DeltaNet (VDN), which combines local Softmax attention with bidirectional linear memory for long-range video context. Its linear branch introduces Video Delta Attention (VDA), which updates memory once per frame by jointly incorporating its spatial tokens. Separate output projections and learnable gates calibrate the two branches, while a staged teacher-alignment recipe progressively introduces the new pathway into pretrained models. We instantiate VDN on MiniMax H3, applying the hybrid to video-to-video interactions while retaining Softmax for interactions involving text or audio. With eight-step distillation and an optimized SGLang serving stack, VDN-H3 completes DiT denoising for a 14.3-second, 768p video in 6.70 seconds on eight NVIDIA B200 GPUs, corresponding to a 14.5x speedup over the 50-step dense H3 baseline on the same GPU count.

cs.LG

Tail-Likelihood Reinforcement Learning

Reinforcement learning typically optimizes average reward. For generative policies, the average can hide an important distinction: two policies can achieve the same mean reward while having very different chances of producing a rare but high-reward rollout. This matters as sampling increases during training and inference, since its benefit depends on retaining probability mass on high-reward outcomes. We propose to optimize this coverage directly. Rather than considering only expected reward, we consider all of its upper tails: for each reward threshold, how likely is the policy to exceed it? This turns a continuous reward into a family of binary success events. We introduce Tail-Likelihood Reinforcement Learning (TailRL), which maximizes the log-probability of exceeding a randomly chosen reward threshold. Its gradient gives more weight to rare, high-reward rollouts and can be interpreted as a mixture of Best-of-k gradients. TailRL requires only a simple modification to the advantage function, making it compatible with existing reinforcement learning pipelines. Across object localization, maze navigation, GUI grounding, and code optimization, TailRL leverages rare high-reward training samples to avoid suboptimal solutions and yields models that benefit more from additional samples at inference time.

cs.LG

Maximum Likelihood Reinforcement Learning

Reinforcement learning (RL) is the method of choice for training models in setups where the objective function can only be evaluated by sampling from the model. Our key observation is that when the feedback is terminal and binary, models implicitly induce a likelihood over correct rollouts. Maximum likelihood would be the natural framework in such settings, but RL is used instead as a workaround to the non-differentiability. We prove that the standard, expected-reward RL formulation is only a first-order approximation of the likelihood. To remedy this mismatch, we introduce Maximum Likelihood Reinforcement Learning (MaxRL), a compute-indexed family of sample-based objectives that interpolate between expected-reward RL and maximum likelihood as sampling compute is scaled. The resulting objective is a one-line change to standard RL implementations. MaxRL Pareto-dominates existing methods in all tested models and tasks, achieves up to $20\times$ gains in test-time scaling efficiency over GRPO, and scales more favorably with additional training data and compute.

cs.LG

T-Rex: Tactile-Reactive Dexterous Manipulation

The ability to react dynamically to tactile signals has long been considered crucial to agile human-level dexterity. Yet contemporary learning-based Vision-Language-Action (VLA) models for robotic manipulation generally either overlook the tactile modality or are limited to encoders with static cues, due in part to the scarcity of diverse training data and standardized evaluation, architectural constraints in current VLA models, and limitations of static tactile encoders. In this paper, we push the frontier of tactile-reactive manipulation by addressing all of these limitations. We propose a large-scale, 100-hour tactile-rich dataset collected via a novel, data-efficient recipe that prioritizes elementary motor primitives. To effectively exploit naturally high-frequency touch signals without sacrificing the existing capabilities of existing VLAs, we introduce a variable-rate Mixture-of-Transformers (MoT) architecture equipped with a novel temporal tactile VQ-VAE encoder. We demonstrate the effectiveness of tactile-reactive policies on 12 manipulation tasks requiring delicate force control and deformable object manipulation, achieving over 30% higher average success rate than the strongest baseline.

cs.RO

DiPOD: Diffusion Policy Optimization without Drifting Apart

RL post-training has become increasingly pivotal for improving diffusion policies, but existing diffusion policy-gradient methods are often unstable and cannot achieve reliable policy improvement. We identify the cause as the double-drift phenomenon: optimizing a variational surrogate can let the ELBO separate from the true log-likelihood, which then makes the resulting proxy policy gradient misaligned with the true policy gradient of expected return. We propose \textbf{DiPOD}, a diffusion policy optimization framework that maintains tight-bound behavior throughout training by interleaving self-distillation with policy-improving gradient updates. This leads to a simple and practical algorithm: augmenting each diffusion policy-gradient update with an on-policy ELBO regularizer. Across diffusion language model post-training and continuous-control diffusion policies, DiPOD substantially stabilizes training and reaches higher rewards than previous methods.

cs.LG

Playful Agentic Robot Learning

Current agentic robot systems can write executable Code-as-Policy programs, observe feedback, and revise behavior across multiple attempts, but they remain largely task-driven: reusable skills are acquired only after explicit instructions. We study Playful Agentic Robot Learning, where an embodied coding agent uses self-directed play as a continual skill-learning stage before downstream tasks arrive. We introduce RATs, Robotics Agent Teams designed for play-time skill acquisition. During play, RATs proposes novel yet learnable exploratory tasks, plans and executes robot-code policies, verifies intermediate progress, diagnoses failures, retries with dense, step-level feedback, and distills successful executions into a persistent code skill library. At test time, the agent reuses relevant skills from this frozen library to help solve new tasks. Experiments in LIBERO-PRO and MolmoSpaces show that play-learned skills improve held-out downstream tasks over no-play and random-play baselines, with 20.6 and 17.0 percentage-point gains over CaP-Agent0 on LIBERO-PRO and MolmoSpaces, respectively. Moreover, the learned skills can be plugged into other inference-time Code-as-Policy agents by simply retrieving them into the context, improving RoboSuite and real-world transfer by 8.9 and 8.8 points, respectively, without finetuning the underlying model.

cs.RO

Streaming Video Generation with Streaming Force Control

We introduce StreamForce, a streaming video generation framework that enables physically grounded control through continuous force inputs. Unlike prior video models that train separate models for different force types, assume fixed forces, or rely on non-causal processing, StreamForce is a causal and unified model that responds instantly and coherently to both local and global, time-varying forces. To achieve this, we design a unified force representation as a control signal and develop a distillation pipeline for force-controllable video generation. Our model combines autoregressive efficiency with force responsiveness, sustaining stable photometric and dynamic realism. StreamForce runs at up to 16.6 FPS on a single GPU, achieving state-of-the-art performance in both force adherence and motion realism. Project website: https://neu-vi.github.io/StreamForce/

cs.CV

Self-Improving 4D Perception via Self-Distillation

Large-scale multi-view reconstruction models have made remarkable progress, but most existing approaches still rely on fully supervised training with ground-truth 3D/4D annotations. Such annotations are expensive and particularly scarce for dynamic scenes, limiting scalability. We propose SelfEvo, a self-improving framework that continually improves pretrained multi-view reconstruction models using unlabeled videos. SelfEvo introduces a self-distillation scheme using spatiotemporal context asymmetry, enabling self-improvement for learning-based 4D perception without external annotations. We systematically study design choices that make self-improvement effective, including loss signals, forms of asymmetry, and other training strategies. Across eight benchmarks spanning diverse datasets and domains, SelfEvo consistently improves pretrained baselines and generalizes across base models (e.g. VGGT and $π^3$), with significant gains on dynamic scenes. Overall, SelfEvo achieves up to 36.5% relative improvement in video depth estimation and 20.1% in camera estimation, without using any labeled data. Project Page: https://self-evo.github.io/.

cs.CV

Vision-as-Inverse-Graphics Agent via Interleaved Multimodal Reasoning

Vision-as-inverse-graphics, the concept of reconstructing images into editable programs, remains challenging for Vision-Language Models (VLMs), which inherently lack fine-grained spatial grounding in one-shot settings. To address this, we introduce VIGA (Vision-as-Inverse-Graphics Agent), an interleaved multimodal reasoning framework where symbolic logic and visual perception actively cross-verify each other. VIGA operates through a tightly coupled code-render-inspect loop: synthesizing symbolic programs, projecting them into visual states, and inspecting discrepancies to guide iterative edits. Equipped with high-level semantic skills and an evolving multimodal memory, VIGA sustains evidence-based modifications over long horizons. This training-free, task-agnostic framework seamlessly supports 2D document generation, 3D reconstruction, multi-step 3D editing, and 4D physical interaction. Finally, we introduce BlenderBench, a challenging visual-to-code benchmark. Empirically, VIGA substantially improves accuracy compared with one-shot baselines in BlenderGym (35.32%), SlideBench (117.17%) and our proposed BlenderBench (124.70%).

cs.CV

Visually Prompted Benchmarks Are Surprisingly Fragile

A key challenge in evaluating VLMs is testing models' ability to analyze visual content independently from their textual priors. Recent benchmarks such as BLINK probe visual perception through visual prompting, where questions about visual content are paired with coordinates to which the question refers, with the coordinates explicitly marked in the image itself. While these benchmarks are an important part of VLM evaluation, we find that existing models are surprisingly fragile to seemingly irrelevant details of visual prompting: simply changing a visual marker from red to blue can completely change rankings among models on a leaderboard. By evaluating nine commonly-used open- and closed-source VLMs on two visually prompted tasks, we demonstrate how details in benchmark setup, including visual marker design and dataset size, have a significant influence on model performance and leaderboard rankings. These effects can even be exploited to lift weaker models above stronger ones; for instance, slightly increasing the size of the visual marker results in open-source InternVL3-8B ranking alongside or better than much larger proprietary models like Gemini 2.5 Pro. We further show that low-level inference choices that are often ignored in benchmarking, such as JPEG compression levels in API calls, can also cause model lineup changes. These details have substantially larger impacts on visually prompted benchmarks than on conventional semantic VLM evaluations. To mitigate this instability, we curate existing datasets to create VPBench, a larger visually prompted benchmark with 16 visual marker variants. We open-source VPBench and our analysis framework at: https://lisadunlap.github.io/vpbench/.

cs.CV

GenLit: Reformulating Single-Image Relighting as Video Generation

Manipulating the illumination of a 3D scene within a single image represents a fundamental challenge in computer vision and graphics. This problem has traditionally been addressed using inverse rendering techniques, which involve explicit 3D asset reconstruction and costly ray-tracing simulations. Meanwhile, recent advancements in visual foundation models suggest that a new paradigm could soon be possible -- one that replaces explicit physical models with networks that are trained on large amounts of image and video data. In this paper, we exploit the implicit scene understanding of a video diffusion model, particularly Stable Video Diffusion, to relight a single image. We introduce GenLit, a framework that distills the ability of a graphics engine to perform light manipulation into a video-generation model, enabling users to directly insert and manipulate a point light in the 3D world within a given image and generate results directly as a video sequence. We find that a model fine-tuned on only a small synthetic dataset generalizes to real-world scenes, enabling single-image relighting with plausible and convincing shadows and inter-reflections. Our results highlight the ability of video foundation models to capture rich information about lighting, material, and shape, and our findings indicate that such models, with minimal training, can be used to perform relighting without explicit asset reconstruction or ray-tracing. . Project page: https://genlit.is.tue.mpg.de/.

cs.CV

ETCH: Generalizing Body Fitting to Clothed Humans via Equivariant Tightness

Fitting a body to a 3D clothed human point cloud is a common yet challenging task. Traditional optimization-based approaches use multi-stage pipelines that are sensitive to pose initialization, while recent learning-based methods often struggle with generalization across diverse poses and garment types. We propose Equivariant Tightness Fitting for Clothed Humans, or ETCH, a novel pipeline that estimates cloth-to-body surface mapping through locally approximate SE(3) equivariance, encoding tightness as displacement vectors from the cloth surface to the underlying body. Following this mapping, pose-invariant body features regress sparse body markers, simplifying clothed human fitting into an inner-body marker fitting task. Extensive experiments on CAPE and 4D-Dress show that ETCH significantly outperforms state-of-the-art methods -- both tightness-agnostic and tightness-aware -- in body fitting accuracy on loose clothing (16.7% ~ 69.5%) and shape accuracy (average 49.9%). Our equivariant tightness design can even reduce directional errors by (67.2% ~ 89.8%) in one-shot (or out-of-distribution) settings (~ 1% data). Qualitative results demonstrate strong generalization of ETCH, regardless of challenging poses, unseen shapes, loose clothing, and non-rigid dynamics. We will release the code and models soon for research purposes at https://boqian-li.github.io/ETCH/.

cs.CV

Flow Matching Policy Gradients

Flow-based generative models, including diffusion models, excel at modeling continuous distributions in high-dimensional spaces. In this work, we introduce Flow Policy Optimization (FPO), a simple on-policy reinforcement learning algorithm that brings flow matching into the policy gradient framework. FPO casts policy optimization as maximizing an advantage-weighted ratio computed from the conditional flow matching loss, in a manner compatible with the popular PPO-clip framework. It sidesteps the need for exact likelihood computation while preserving the generative capabilities of flow-based models. Unlike prior approaches for diffusion-based reinforcement learning that bind training to a specific sampling method, FPO is agnostic to the choice of diffusion or flow integration at both training and inference time. We show that FPO can train diffusion-style policies from scratch in a variety of continuous control tasks. We find that flow-based models can capture multimodal action distributions and achieve higher performance than Gaussian policies, particularly in under-conditioned settings.

cs.LG

Can Large Language Models Understand Symbolic Graphics Programs?

Against the backdrop of enthusiasm for large language models (LLMs), there is a growing need to scientifically assess their capabilities and shortcomings. This is nontrivial in part because it is difficult to find tasks which the models have not encountered during training. Utilizing symbolic graphics programs, we propose a domain well-suited to test multiple spatial-semantic reasoning skills of LLMs. Popular in computer graphics, these programs procedurally generate visual data. While LLMs exhibit impressive skills in general program synthesis and analysis, symbolic graphics programs offer a new layer of evaluation: they allow us to test an LLM's ability to answer semantic questions about the images or 3D geometries without a vision encoder. To semantically understand the symbolic programs, LLMs would need to possess the ability to "imagine" and reason how the corresponding graphics content would look with only the symbolic description of the local curvatures and strokes. We use this task to evaluate LLMs by creating a large benchmark for the semantic visual understanding of symbolic graphics programs, built procedurally with minimal human effort. Particular emphasis is placed on transformations of images that leave the image level semantics invariant while introducing significant changes to the underlying program. We evaluate commercial and open-source LLMs on our benchmark to assess their ability to reason about visual output of programs, finding that LLMs considered stronger at reasoning generally perform better. Lastly, we introduce a novel method to improve this ability -- Symbolic Instruction Tuning (SIT), in which the LLM is finetuned with pre-collected instruction data on symbolic graphics programs. Interestingly, we find that SIT not only improves LLM's understanding on symbolic programs, but it also improves general reasoning ability on various other benchmarks.

cs.LG

St4RTrack: Simultaneous 4D Reconstruction and Tracking in the World

Dynamic 3D reconstruction and point tracking in videos are typically treated as separate tasks, despite their deep connection. We propose St4RTrack, a feed-forward framework that simultaneously reconstructs and tracks dynamic video content in a world coordinate frame from RGB inputs. This is achieved by predicting two appropriately defined pointmaps for a pair of frames captured at different moments. Specifically, we predict both pointmaps at the same moment, in the same world, capturing both static and dynamic scene geometry while maintaining 3D correspondences. Chaining these predictions through the video sequence with respect to a reference frame naturally computes long-range correspondences, effectively combining 3D reconstruction with 3D tracking. Unlike prior methods that rely heavily on 4D ground truth supervision, we employ a novel adaptation scheme based on a reprojection loss. We establish a new extensive benchmark for world-frame reconstruction and tracking, demonstrating the effectiveness and efficiency of our unified, data-driven framework. Our code, model, and benchmark will be released.

cs.CV

InterDyn: Controllable Interactive Dynamics with Video Diffusion Models

Predicting the dynamics of interacting objects is essential for both humans and intelligent systems. However, existing approaches are limited to simplified, toy settings and lack generalizability to complex, real-world environments. Recent advances in generative models have enabled the prediction of state transitions based on interventions, but focus on generating a single future state which neglects the continuous dynamics resulting from the interaction. To address this gap, we propose InterDyn, a novel framework that generates videos of interactive dynamics given an initial frame and a control signal encoding the motion of a driving object or actor. Our key insight is that large video generation models can act as both neural renderers and implicit physics ``simulators'', having learned interactive dynamics from large-scale video data. To effectively harness this capability, we introduce an interactive control mechanism that conditions the video generation process on the motion of the driving entity. Qualitative results demonstrate that InterDyn generates plausible, temporally consistent videos of complex object interactions while generalizing to unseen objects. Quantitative evaluations show that InterDyn outperforms baselines that focus on static state transitions. This work highlights the potential of leveraging video generative models as implicit physics engines. Project page: https://interdyn.is.tue.mpg.de/

cs.CV

Predicting 4D Hand Trajectory from Monocular Videos

We present HaPTIC, an approach that infers coherent 4D hand trajectories from monocular videos. Current video-based hand pose reconstruction methods primarily focus on improving frame-wise 3D pose using adjacent frames rather than studying consistent 4D hand trajectories in space. Despite the additional temporal cues, they generally underperform compared to image-based methods due to the scarcity of annotated video data. To address these issues, we repurpose a state-of-the-art image-based transformer to take in multiple frames and directly predict a coherent trajectory. We introduce two types of lightweight attention layers: cross-view self-attention to fuse temporal information, and global cross-attention to bring in larger spatial context. Our method infers 4D hand trajectories similar to the ground truth while maintaining strong 2D reprojection alignment. We apply the method to both egocentric and allocentric videos. It significantly outperforms existing methods in global trajectory accuracy while being comparable to the state-of-the-art in single-image pose estimation. Project website: https://judyye.github.io/haptic-www

cs.CV

Toward Human Understanding with Controllable Synthesis

Training methods to perform robust 3D human pose and shape (HPS) estimation requires diverse training images with accurate ground truth. While BEDLAM demonstrates the potential of traditional procedural graphics to generate such data, the training images are clearly synthetic. In contrast, generative image models produce highly realistic images but without ground truth. Putting these methods together seems straightforward: use a generative model with the body ground truth as controlling signal. However, we find that, the more realistic the generated images, the more they deviate from the ground truth, making them inappropriate for training and evaluation. Enhancements of realistic details, such as clothing and facial expressions, can lead to subtle yet significant deviations from the ground truth, potentially misleading training models. We empirically verify that this misalignment causes the accuracy of HPS networks to decline when trained with generated images. To address this, we design a controllable synthesis method that effectively balances image realism with precise ground truth. We use this to create the Generative BEDLAM (Gen-B) dataset, which improves the realism of the existing synthetic BEDLAM dataset while preserving ground truth accuracy. We perform extensive experiments, with various noise-conditioning strategies, to evaluate the tradeoff between visual realism and HPS accuracy. We show, for the first time, that generative image models can be controlled by traditional graphics methods to produce training data that increases the accuracy of HPS methods.

cs.CV