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Haoning Wu

Publications and source records attributed to Haoning Wu.

At least 19 recordsLinked to original sources

ST-WAM: Semantic-Temporal World Action Model for Robust Manipulation under Visual Distribution Shifts

World Action Models (WAMs) have emerged as a promising paradigm by jointly modeling robot actions and future visual dynamics. However, their reliance on pixel-generative future supervision can entangle action-relevant state transitions with task-irrelevant visual content, limiting robustness under visual distribution shifts. We identify Training-Distribution Hallucination, a recurring phenomenon in which futures conditioned on visually shifted observations hallucinate training-domain content rather than remain faithful to the current scene. A controlled frame-triplet diagnosis further shows that DINOv3 features remain more stable across visual shifts while better preserving task-state distinctions than Wan-VAE latents. Rather than correcting the predicted futures, we propose Semantic-Temporal WAM (ST-WAM) to improve action robustness by using DINOv3 as a shared semantic representation for future prediction and history retrieval while retaining fine-grained VAE dynamics. Its Dual-Space Future Experts (DSFE) jointly predict future VAE latents and DINO features, while Current-Anchored Intent Retrieval (CAIR) retrieves task-relevant evidence from recent DINO history under the current visual-language context. ST-WAM is trained end-to-end without additional embodied pretraining or task-specific annotations, and requires no explicit future generation at inference. It achieves 98.7% on LIBERO and 92.8% on RoboTwin 2.0; more importantly, compared with Fast-WAM, it improves zero-shot LIBERO-Plus performance by 21.3 percentage points and more than doubles real-world success under visual shifts from 25.8% to 61.5%. These results demonstrate that semantic-temporal modeling effectively complements pixel-generative dynamics for robust manipulation.

cs.RO

PerceptionBench: Evaluating Atomic Visual Perception in Multimodal Large Language Models

We introduce PerceptionBench, a benchmark specifically designed to evaluate the atomic visual perception capabilities of Multimodal Large Language Models (MLLMs). Existing benchmarks often fail to isolate perception: holistic evaluations conflate perceptual errors with failures in reasoning or domain knowledge, while application-driven benchmarks only cover narrow, fragmented domains shaped by heuristic designs. To address these limitations, PerceptionBench adopts a bottom-up approach: by diagnosing the earliest failure points in the responses of frontier MLLMs across 42 existing benchmarks, we construct an error taxonomy whose perception branch defines ten atomic perceptual capabilities. Guided by this taxonomy, we construct 3,000 verified questions with short, unambiguous answers, each isolating a single capability, with difficulty stemming from perception rather than reasoning or knowledge. Benchmark results across sixteen frontier MLLMs reveal that atomic perception remains largely unsolved---no model reaches 60\% accuracy, perception-related hallucination is the weakest capability on average, and similar overall scores conceal sharply divergent capability profiles. PerceptionBench thus provides a capability-level standard for measuring and diagnosing the visual perception boundaries of MLLMs.

cs.CV

BasketEvent: Understanding Who Did What and When in Basketball Videos

Comprehensive basketball video understanding requires resolving not only what event occurs, but also who is responsible and when the key evidence appears. However, exist- ing methods typically treat spatial perception and semantic recognition as isolated tasks, failing to ground events to individual players or pinpoint their temporal boundaries within complex collective dynamics. To bridge this gap, we introduce BasketEvent, a player- centric basketball event understanding dataset curated from real NBA broadcasts. In BasketEvent, event labels are grounded to the responsible players, and a manually an- notated subset of 1,000 samples with precise event intervals is provided to evaluate tem- poral evidence localization. Based on this data, we propose PlayNet, a player-centric reasoning framework that maps basketball videos to player-level event predictions with temporal evidence. Concretely, PlayNet tracks key entities, associates player identities, and reasons about events by modeling player-player, player-ball, and global court inter- actions, while aggregating sparse temporal evidence via gated pooling. Extensive experi- ments demonstrate that PlayNet significantly outperforms representative video-level and crop-based baselines, proving the superiority of player-centric modeling for fine-grained sports video understanding. Our data, code, and models will be made publicly available.

cs.AI

VideoChat3: Fully Open Video MLLM for Efficient and Generalist Video Understanding

Recent advances in video understanding have spanned motion, long video, and streaming interaction, driving this field toward real-world applications. Despite this progress, current open-source models remain limited in several ways. They often struggle to generalize across diverse video types, making them effective only in specific domains. High computational demands further restrict their efficiency and scalability. Moreover, most models are only partially open, with key components such as training code, strategy, or datasets unavailable, which hinders reproducibility and slows community-driven development. To address these issues, we introduce VideoChat3, a fully open, efficient, and generalist video-centric MLLM. VideoChat3 advances video understanding through two complementary designs. For efficiency, we introduce Inflated 3D Vision Transformer (I3D-ViT) and Adaptive Frame Resolution for Streaming Video Perception, which enables efficient spatiotemporal representation and reduces the cost of processing video inputs during training and inference. For effectiveness, we develop a scalable video data synthesis pipeline that curates three diverse, high-quality training datasets: VideoChat3-Academic2M, VideoChat3-LV116K, and VideoChat3-OL617K, covering general, long-form, and streaming video scenarios, improving the model's generalization across domains. By integrating these designs, VideoChat3 achieves a rare balance of broad generalization and computational efficiency. Experiments across general, long-form, and streaming benchmarks demonstrate that VideoChat3 surpasses prior open-source models with equal or larger parameter counts with only 4B parameters and higher efficiency.

cs.CV

ABot-M0.5: Unified Mobility-and-Manipulation World Action Model

Mobile manipulation is a key capability for general-purpose robots, yet remains challenging for current embodied learning methods. VLA policies are typically reactive and lack explicit world modeling, while existing World Action Models (WAMs) are still poorly aligned with the structure of mobile manipulation: they operate on coarse video chunks, model entangled navigation-manipulation actions, and train inverse dynamics under supervision that does not match autoregressive inference. As a result, they often miss fine-grained contact dynamics, suffer from action-distribution conflicts, and accumulate errors over long-horizon rollouts. We propose ABot-M0.5, a new WAM built on the insight that mobile manipulation requires alignment at three levels: temporal granularity, action space, and train-test consistency. To align temporal granularity, we introduce intermediate latent actions that capture local visual state transitions and serve as an bridging action space between video latents and embodiment-specific controls. To align action space, we design a dual-level Mixture-of-Transformers architecture that disentangles both modality representations and heterogeneous action subspaces such as base movement and arm manipulation. To align inference conditions, we propose the dream-forcing training strategy that progressively trains inverse dynamics on model-predicted videos, improving train-test alignment and robustness during autoregressive prediction. Experiments on challenging mobile and fine-grained manipulation benchmarks demonstrate that ABot-M0.5 achieves state-of-the-art performance in both long-horizon task success and finegrained control accuracy. These results highlight the critical importance of granularity-aligned, action-disentangled, and inference-consistent world-action modeling.

cs.CV

PhysEditWorld: A Large-Scale Dataset Toward Physics-Editable World Models

Recent game world models can synthesize visually plausible, action-conditioned rollouts. However, their interaction behaviors often remain limited to exploratory or wandering trajectories, and physical dynamics are typically learned as implicit correlations from data rather than as controllable variables. This limitation hinders their applicability to authored game environments, where physical rules are deliberately designed and require explicit manipulation. We introduce PhysEditWorld, a multimodal dataset with physical parameters, with a primary focus on gravity in this initial version. At its core, PhysEditWorld is built upon a replay paradigm implemented with a UE5 replay-and-rendering pipeline. Each scenario records a normalized action trace and replays the same initial state, character controller, action sequence, and camera policy under multiple gravity configurations, enabling controlled and attributable physical variation. PhysEditWorld contains 12 cinematic UE5 scenes, over 100 hours of gameplay interactions, and more than 60 million rendered rollout frames. Each sample provides synchronized multimodal signals, including RGB, depth, normals, audio, action traces, camera trajectory, engine states, semantic annotations, and explicit gravity labels. We further conduct initial utility studies on both generative video models and world understanding models, demonstrating that PhysEditWorld enables improved gravity-faithful dynamics modeling, enhances consistency under physical edits, and provides a scalable foundation for controllable world modeling research.

cs.CV

Improving Human Image Animation via Semantic Representation Alignment

The field of image-to-video generation has made remarkable progress. However, challenges such as human limb twisting and facial distortion persist, especially when generating long videos or modeling intensive motions. Existing human image animation works address these issues by incorporating human-specific semantic representations, e.g., dense poses or ID embeddings, as additional conditions. However, conditioning on these representations could decrease the generation flexibility. Moreover, their reliance on RGB pixel supervision also lacks emphasis on learning necessary 3D geometric relationships and temporal coherence. In contrast, we introduce a novel approach named SemanticREPA that leverages these semantic representations as supervision signals through representation alignment. Specifically, we begin by training a structure alignment module that aligns the structure representations obtained from video latents with video depth estimation features. We then fix the pretrained module, and utilize it to provide additional supervision on the structure representations of the diffusion models, achieving structure rectification to generate coherent and stable human structures. Simultaneously, we develop an ID alignment module to align the ID representations of the generated videos to face recognition features. We further propose to use the predicted structure representations to refine identity restoration in relevant regions. With structure and ID alignment, our method demonstrates superior quality on extended character motions and enhanced character consistency.

cs.CV

Count Anything at Any Granularity

Open-world object counting remains brittle: despite rapid advances in vision-language models (VLMs), reliably counting the objects a user intends is far from solved. We argue that a central reason is that counting granularity is left implicit; users may refer to a specific identity, an attribute, an instance type, a category, or an abstract concept, yet most methods treat "what to count" as a single, category-level matching problem. In this work, we redefine open-world counting as multi-grained counting, where visual exemplars specify target appearance and fine-grained text, with optional negative prompts, specifies the intended semantic granularity across five explicit levels. Making granularity explicit, however, exposes a critical data bottleneck: existing counting datasets lack the multi-category scenes, controlled distractors, and instance-level annotations needed to verify fine-grained prompt semantics. To address this, we propose the first fully automatic data-scaling pipeline that integrates controllable 3D synthesis with consistent image editing and VLM-based filtering, and use it to construct KubriCount, the largest and most comprehensively annotated counting dataset to date, supporting both training and multi-grained evaluation. Systematic benchmarking reveals that both multimodal large language models and specialist counting models exhibit severe prompt-following failures under fine-grained distinctions. Motivated by these findings, we train HieraCount, a multi-grained counting model that jointly leverages text and visual exemplars as complementary target specifications. HieraCount substantially improves multi-grained counting accuracy and generalizes robustly to challenging real-world scenarios. The project page is available here: https://verg-avesta.github.io/KubriCount/.

cs.CV

GenTac: Generative Modeling and Forecasting of Soccer Tactics

Modeling open-play soccer tactics is a formidable challenge due to the stochastic, multi-agent nature of the game. Existing computational approaches typically produce single, deterministic trajectory forecasts or focus on highly structured set-pieces, fundamentally failing to capture the inherent variance and branching possibilities of real-world match evolution. Here, we introduce GenTac, a diffusion-based generative framework that conceptualizes soccer tactics as a stochastic process over continuous multi-player trajectories and discrete semantic events. By learning the underlying distribution of player movements from historical tracking data, GenTac samples diverse, plausible, long-horizon future trajectories. The framework supports rich contextual conditioning, including opponent behavior, specific team or league playing styles, and strategic objectives, while grounding continuous spatial dynamics into a 15-class tactical event space. Extensive evaluations on our proposed benchmark, TacBench, demonstrate four key capabilities: (1) GenTac achieves high geometric accuracy while strictly preserving the collective structural consistency of the team; (2) it accurately simulates stylistic nuances, distinguishing between specific teams (e.g., Auckland FC) and leagues (e.g., A-League versus German leagues); (3) it enables controllable counterfactual simulations, demonstrably altering spatial control and expected threat metrics based on offensive or defensive guidance; and (4) it reliably anticipates future tactical outcomes directly from generated rollouts. Finally, we demonstrate that GenTac can be successfully trained to generalize to other dynamic team sports, including basketball, American football, and ice hockey.

cs.AI

PerceptionComp: A Video Benchmark for Complex Perception-Centric Reasoning

We introduce PerceptionComp, a manually annotated benchmark for complex, long-horizon, perception-centric video reasoning. PerceptionComp is designed so that no single moment is sufficient: answering each question requires multiple temporally separated pieces of visual evidence and compositional constraints under conjunctive and sequential logic, spanning perceptual subtasks such as objects, attributes, relations, locations, actions, and events, and requiring skills including semantic recognition, visual correspondence, temporal reasoning, and spatial reasoning. The benchmark contains 1,114 highly complex questions on 279 videos from diverse domains including city walk tours, indoor villa tours, video games, and extreme outdoor sports, with 100% manual annotation. Human studies show that PerceptionComp requires substantial test-time thinking and repeated perception steps: participants take much longer than on prior benchmarks, and accuracy drops to near chance (18.97%) when rewatching is disallowed. State-of-the-art MLLMs also perform substantially worse on PerceptionComp than on existing benchmarks: the best model in our evaluation, Gemini-3-Flash, reaches only 45.96% accuracy in the five-choice setting, while open-source models remain below 40%. These results suggest that perception-centric long-horizon video reasoning remains a major bottleneck, and we hope PerceptionComp will help drive progress in perceptual reasoning.

cs.CV

OmniStream: Mastering Perception, Reconstruction and Action in Continuous Streams

Modern visual agents require representations that are general, causal, and physically structured to operate in real-time streaming environments. However, current vision foundation models remain fragmented, specializing narrowly in image semantic perception, offline temporal modeling, or spatial geometry. This paper introduces OmniStream, a unified streaming visual backbone that effectively perceives, reconstructs, and acts from diverse visual inputs. By incorporating causal spatiotemporal attention and 3D rotary positional embeddings (3D-RoPE), our model supports efficient, frame-by-frame online processing of video streams via a persistent KV-cache. We pre-train OmniStream using a synergistic multi-task framework coupling static and temporal representation learning, streaming geometric reconstruction, and vision-language alignment on 29 datasets. Extensive evaluations show that, even with a strictly frozen backbone, OmniStream achieves consistently competitive performance with specialized experts across image and video probing, streaming geometric reconstruction, complex video and spatial reasoning, as well as robotic manipulation (unseen at training). Rather than pursuing benchmark-specific dominance, our work demonstrates the viability of training a single, versatile vision backbone that generalizes across semantic, spatial, and temporal reasoning, i.e., a more meaningful step toward general-purpose visual understanding for interactive and embodied agents.

cs.CV

WorldVQA: Measuring Atomic World Knowledge in Multimodal Large Language Models

We introduce WorldVQA, a benchmark designed to evaluate the atomic visual world knowledge of Multimodal Large Language Models (MLLMs). Unlike current evaluations, which often conflate visual knowledge retrieval with reasoning, WorldVQA decouples these capabilities to strictly measure "what the model memorizes." The benchmark assesses the atomic capability of grounding and naming visual entities across a stratified taxonomy, spanning from common head-class objects to long-tail rarities. We expect WorldVQA to serve as a rigorous test for visual factuality, thereby establishing a standard for assessing the encyclopedic breadth and hallucination rates of current and next-generation frontier models.

cs.CV

Towards Pixel-Level VLM Perception via Simple Points Prediction

We present SimpleSeg, a strikingly simple yet highly effective approach to endow Multimodal Large Language Models (MLLMs) with native pixel-level perception. Our method reframes segmentation as a simple sequence generation problem: the model directly predicts sequences of points (textual coordinates) delineating object boundaries, entirely within its language space. To achieve high fidelity, we introduce a two-stage SF$\to$RL training pipeline, where Reinforcement Learning with an IoU-based reward refines the point sequences to accurately match ground-truth contours. We find that the standard MLLM architecture possesses a strong, inherent capacity for low-level perception that can be unlocked without any specialized architecture. On segmentation benchmarks, SimpleSeg achieves performance that is comparable to, and often surpasses, methods relying on complex, task-specific designs. This work lays out that precise spatial understanding can emerge from simple point prediction, challenging the prevailing need for auxiliary components and paving the way for more unified and capable VLMs. Homepage: https://simpleseg.github.io/

cs.CV

BabyVision: Visual Reasoning Beyond Language

While humans develop core visual skills long before acquiring language, contemporary Multimodal LLMs (MLLMs) still rely heavily on linguistic priors to compensate for their fragile visual understanding. We uncovered a crucial fact: state-of-the-art MLLMs consistently fail on basic visual tasks that humans, even 3-year-olds, can solve effortlessly. To systematically investigate this gap, we introduce BabyVision, a benchmark designed to assess core visual abilities independent of linguistic knowledge for MLLMs. BabyVision spans a wide range of tasks, with 388 items divided into 22 subclasses across four key categories. Empirical results and human evaluation reveal that leading MLLMs perform significantly below human baselines. Gemini3-Pro-Preview scores 49.7, lagging behind 6-year-old humans and falling well behind the average adult score of 94.1. These results show despite excelling in knowledge-heavy evaluations, current MLLMs still lack fundamental visual primitives. Progress in BabyVision represents a step toward human-level visual perception and reasoning capabilities. We also explore solving visual reasoning with generation models by proposing BabyVision-Gen and automatic evaluation toolkit. Our code and benchmark data are released at https://github.com/UniPat-AI/BabyVision for reproduction.

cs.CV

SoccerMaster: A Vision Foundation Model for Soccer Understanding

Soccer understanding has recently garnered growing research interest due to its domain-specific complexity and unique challenges. Unlike prior works that typically rely on isolated, task-specific expert models, this work aims to propose a unified model to handle diverse soccer visual understanding tasks, ranging from fine-grained perception (e.g., athlete detection and identification) to high-level semantic reasoning (e.g., event classification). Concretely, our contributions are threefold: (i) we present SoccerMaster, the first soccer-specific vision foundation model that unifies diverse tasks within a single framework via supervised multi-task pretraining; (ii) we develop an automated data curation pipeline, SoccerFactory, to generate scalable spatial annotations, and integrate multiple existing soccer video datasets as a comprehensive pretraining data resource for multi-task pretraining; and (iii) we conduct extensive evaluations demonstrating that SoccerMaster consistently outperforms task-specific expert models across diverse downstream tasks, highlighting its breadth and superiority. The data, code, and model will be publicly available.

cs.CV

VQualA 2025 Challenge on Visual Quality Comparison for Large Multimodal Models: Methods and Results

This paper presents a summary of the VQualA 2025 Challenge on Visual Quality Comparison for Large Multimodal Models (LMMs), hosted as part of the ICCV 2025 Workshop on Visual Quality Assessment. The challenge aims to evaluate and enhance the ability of state-of-the-art LMMs to perform open-ended and detailed reasoning about visual quality differences across multiple images. To this end, the competition introduces a novel benchmark comprising thousands of coarse-to-fine grained visual quality comparison tasks, spanning single images, pairs, and multi-image groups. Each task requires models to provide accurate quality judgments. The competition emphasizes holistic evaluation protocols, including 2AFC-based binary preference and multi-choice questions (MCQs). Around 100 participants submitted entries, with five models demonstrating the emerging capabilities of instruction-tuned LMMs on quality assessment. This challenge marks a significant step toward open-domain visual quality reasoning and comparison and serves as a catalyst for future research on interpretable and human-aligned quality evaluation systems.

cs.CV

A Survey on the Techniques and Tools for Automated Requirements Elicitation and Analysis of Mobile Apps

[Background:] Research on automated requirements elicitation and analysis of mobile apps employed lots of techniques and tools proposed by RE researchers and practitioners. However, little is known about the characteristics of these techniques and tools as well as the RE tasks in requirements elicitation and analysis that got supported with the help of respective techniques and tools. [Aims:] The goal of this paper is to investigate the state-of-the-art of the techniques and tools used in automated requirements elicitation and analysis of mobile apps. [Method:] We carried out a systematic mapping study by following the guidelines of Kitchenham et al. [Results:] Based on 73 selected papers, we found the most frequently used techniques - semi-automatic techniques, and the main characteristics of the tools - open-sourced and non-self-developed tools for requirements analysis and text pre-processing. Plus, the most three investigated RE tasks are requirements analysis, mining and classification. [Conclusions:] Our most important conclusions are: (1) there is a growth in the use of techniques and tools in automated requirements elicitation and analysis of mobile apps, (2) semi-automatic techniques are mainly used in the publications on this research topic, (3) requirements analysis, mining and classification are the top three RE tasks with the support of automatic techniques and tools, and (4) the most popular tools are open-sourced and non-self-developed, and they are mainly used in requirements analysis and text processing.

cs.SE

Towards the Datasets Used in Requirements Engineering of Mobile Apps: Preliminary Findings from a Systematic Mapping Study

[Background] Research on requirements engineering (RE) for mobile apps employs datasets formed by app users, developers or vendors. However, little is known about the sources of these datasets in terms of platforms and the RE activities that were researched with the help of the respective datasets. [Aims] The goal of this paper is to investigate the state-of-the-art of the datasets of mobile apps used in existing RE research. [Method] We carried out a systematic mapping study by following the guidelines of Kitchenham et al. [Results] Based on 43 selected papers, we found that Google Play and Apple App Store provide the datasets for more than 90% of published research in RE for mobile apps. We also found that the most investigated RE activities - based on datasets, are requirements elicitation and requirements analysis. [Conclusions] Our most important conclusions are: (1) there is a growth in the use of datasets for RE research of mobile apps since 2012, (2) the RE knowledge for mobile apps might be skewed due to the overuse of Google Play and Apple App Store, (3) there are attempts to supplement reviews of apps from repositories with other data sources, (4) there is a need to expand the alternative sources and experiments with complimentary use of multiple sources, if the community wants more generalizable results. Plus, it is expected to expand the research on other RE activities, beyond elicitation and analysis.

cs.SE