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Hongdong Li

Publications and source records attributed to Hongdong Li.

At least 19 recordsLinked to original sources

XPos3R: Cross-Modal Transformer for Intraoperative 2D/3D Registration

Intraoperative 2D/3D registration, which aligns live X-ray images with preoperative volumes, is essential for image-guided interventions. Previous regression-based methods suffer from limited generalization, thus requiring time-consuming patient-specific retraining. Inspired by recent geometry foundation models such as DUSt3R, we propose XPos3R, a generalizable pose regression method that eliminates preoperative preparation. Unlike existing geometry models designed for homogeneous inputs, XPos3R extends this paradigm to multi-modal inputs, namely 2D X-rays and 3D volumes. Specifically, we introduce an asymmetric encoder-decoder architecture that improves cross-modal feature alignment while maintaining computational efficiency. To scale training under limited medical data, we adopt an anatomy-specific data curation strategy and construct million-scale synthetic datasets. Evaluated on real-world benchmarks, a single pretrained XPos3R surpasses patient-specific methods in both accuracy and robustness. With test-time optimization completed in seconds, it further reduces the 3D error to <4 mm and the reprojection error to <1 mm. The strong generalization, accuracy, and efficiency of XPos3R highlight its clinical potential, while its asymmetric framework may inspire broader cross-modal vision geometry tasks.

eess.IV

Keep the Future, Drop the Rollout: RIFT for World Action Models

World action models (WAMs) condition robot actions on predicted futures, but iterative video rollout increases deployment latency. We ask whether action generation requires the evolving rollout trajectory or only its future representation. Across four WAMs on all 40 LIBERO tasks, paired closed-loop interventions show that masking or reassigning future-cache values changes execution and reduces success, indicating sensitivity to future values and their assigned positions. For Joint and Cosmos-2, however, replaying one fixed final-clean key/value (K/V) cache nearly preserves unmodified execution, with $1.7$ to $1.9$~cm end-effector average displacement error and $97.9\%$ to $98.2\%$ success. This separates cache consumption from production: these models can reuse a fixed cache but still require iterative rollout to construct it. We therefore propose RIFT (\emph{Rollout-free Imagination via Future Tokens}), which uses learned anticipation tokens to construct a complete future K/V cache in one backbone pass while retaining the original future-read interface. On LIBERO, RIFT achieves $98.8\%$ success, close to rollout-based Joint, IDM, and LingBot-VA at $98.4\%$ to $98.6\%$, while reducing action-chunk latency by $68.2\%$ to $89.1\%$. On RoboTwin~2.0, RIFT reaches $92.9/92.6\%$ on clean/randomized scenes, the highest observed among the evaluated methods. These results support rollout-free future conditioning without iterative video generation at deployment.

cs.RO

ASTRA: Asynchronous Spatio-Temporal Reconstruction via Trajectory Alignment

Dynamic 3D scene reconstruction has made significant progress with multi-camera systems, often relying on temporally aligned observations across views. However, in real-world scenarios, temporal asynchrony among capturing devices remains a common limitation, leading to severe motion blur and geometric artifacts. Existing asynchronous reconstruction methods typically estimate temporal offsets through photometric supervision, but appearance matching provides weak temporal cues under large offsets and complex motions. We attribute this limitation to two critical issues: texture-induced collapse, where low-textured regions provide nearly vanishing alignment signals, and deformation-induced entanglement, where temporal errors are absorbed into distorted geometry or motion rather than being explicitly corrected. To address these issues, we propose ASTRA (Asynchronous Spatio-Temporal Reconstruction via Trajectory Alignment), a framework that introduces 2D motion trajectories as explicit, texture-robust supervision for asynchronous dynamic reconstruction. Instead of synchronizing cameras solely through rendered color residuals, ASTRA jointly optimizes temporal offsets and dynamic 3D representations by aligning the projected motion of reconstructed 3D points with observed 2D trajectories, while using dynamic and certainty masking to suppress unreliable trajectory constraints. Extensive experiments on different dynamic Gaussian Splatting backbones show that ASTRA preserves high-frequency spatial details and sustains strong robustness even under severe asynchrony with up to 25-frame offsets, achieving approximately 1.4 dB PSNR improvement, reducing temporal-offset MAE by 54.0%, and nearly quadrupling the synchronization success rate.

cs.CV

P2Voxel: Pyramid Pivot Voxelization for 3D Mesh Tokenization

Triangle meshes provide explicit and accurate surface geometry, yet their irregular topology connectivity makes 3D mesh tokenization a geometric sampling problem: how to sample and organize geometric evidence into compact, structured and learnable tokens. Beyond field-centric volumetric sampling and edge-intersection surface sampling, we retarget mesh tokenization as \textit{local surface evidence sampling}: identifying the minimal geometric evidence inside each active voxel that is sufficient for deterministic surface recovery. To this end, we introduce \textbf{P2Voxel}, a pyramid pivot voxelization framework for compact and reconstruction-aware mesh tokenization. P2Voxel is built on three key innovations. Under the \textit{Local Planarity} assumption, Pivot Voxelization represents each active voxel with a surface pivot and an orientation sign, providing minimal local evidence that can induce the corner values required for deterministic reconstruction. Under the \textit{Spatial Complexity} assumption, Pyramid Pivot Voxelization exploits the spatial non-uniformity of real surfaces by allocating finer pivot tokens to geometrically complex regions while keeping smooth regions coarse and compact. Under the \textit{Block Reconstructability} assumption, a Pyramid VAE learns compact multi-resolution latent codes over locally reconstructable pivot blocks, avoiding the need to model the entire high-resolution voxelized shape as a dense global field. Together, these designs convert meshes into compact, structured, and learnable pyramid pivot tokens, enabling efficient mesh reconstruction for downstream 3D tasks.

cs.CV

Probing Diffusion Denoising Dynamics for Contrastive Representation Learning

Text-to-image diffusion models exhibit unprecedented generative capability and contain rich intermediate representations that can be useful for discriminative vision tasks. Motivated by this observation, we study a focused question: how can the denoising dynamics of a pretrained diffusion model be adapted to support discriminative representation learning while preserving its generative behavior under parameter-efficient updates? We present D$^3$CL as an investigation of this question. Our key observation is that noisy latents at different diffusion timesteps can be interpreted as stochastic views of the same underlying image, enabling a contrastive objective to be coupled with the standard denoising reconstruction loss. This formulation provides a simple way to probe the interaction between generative denoising and discriminative representation learning without training from scratch. To keep the adaptation lightweight, we apply LoRA updates to a pretrained Stable Diffusion backbone while freezing the original model parameters. D$^3$CL provides strong empirical evidence that reconstruction and noise-level contrastive objectives can be complementary: on ImageNet-1K, it obtains 80.1% linear-probing accuracy and an FID of 5.56 for $256 \times 256$ unconditional generation. Additional ablations on the design space suggest that the usefulness of diffusion features depends on where and how denoising states are sampled. These results establish D$^3$CL as a parameter-efficient adaptation framework for pretrained diffusion models, showing that noise-level contrastive learning can structure denoising representations for discriminative tasks while maintaining generative performance.

cs.CV

Social Structure Matters in 3D Human-Human Interaction Generation

Although text-to-motion generation has achieved strong progress in synthesizing realistic single-person motions from language, extending it to text-driven 3D human-human interaction (HHI) remains non-trivial, as HHI requires modeling the underlying \textbf{social structure} that governs phase progression, actor roles, and inter-actor coordination. In this paper, we formulate HHI generation as a social structure modeling and grounding problem: the model must first infer how an interaction unfolds and how the two actors coordinate their roles, and then realize this structure as continuous, physically plausible, and partner-aware 3D motion. To study how such structure should be modeled, we first examine the capability boundary of large language models (LLMs) for HHI generation. Our analysis shows that LLMs can \textit{think} by recovering phase decompositions and partner-aware roles, but cannot directly \textit{move}, as they fail to generate dynamic, physically plausible, and interaction-aware motion. This motivates our planner-executor paradigm, \textbf{Think with LLM, Move with Motion Skill}. The LLM planner converts implicit interaction semantics into motion-aligned social supervision by decomposing interactions into phases, assigning partner-aware actor roles, and aligning them with motion sequence. The motion executor then grounds the planned social structure into coordinated two-person motion by adapting a pretrained solo motion model with LoRA, previous-phase self-conditioning, and ego-relative partner conditioning. Together, our Solo-to-Social framework bridges social organization and motion realization, producing 3D HHI with improved phase consistency, role alignment, and partner-aware coordination.

cs.CV

FLUX3D: High-Fidelity 3D Gaussian Generation with Diffusion-Aligned Sparse Representation

Sparse voxel representation has emerged as a scalable foundation for image-to-3D Gaussian Splatting (3DGS) generation, yet current methods struggle to preserve high-frequency visual details of input images due to two structural bottlenecks. First, they adopt discriminative 2D features optimized for semantic abstraction to construct sparse voxel latents, which suppress reconstructive cues and induce a representation bottleneck. Second, in the generation stage, standard diffusion transformers lack effective mechanisms to align dense 2D image tokens with sparse 3D voxel latents, resulting in a cross-modal correspondence bottleneck. To address these issues, we propose FLUX3D, a scalable image-to-3DGS framework that boosts both representation learning and cross-modal alignment during generation. We first revisit 2D feature selection for sparse-voxel-based 3D representation learning, propose Diffusion-Aligned Structured Latents (DA-SLAT) and couple it with a decoder-only architecture to improve 3DGS reconstruction fidelity. We also design a sparse-structure-aware diffusion framework, which integrates the Sparse-structure Multimodal Diffusion Transformer (SMDiT) and Modal-Aware Rotary Positional Embedding (MARoPE) to achieve geometry-agnostic 2D-3D alignment. Extensive benchmark experiments demonstrate that FLUX3D yields substantial improvements in appearance fidelity and significantly outperforms all state-of-the-art (SOTA) methods in generating high-quality 3DGS assets.

cs.CV

Artic-O: End-to-End Articulated Object Reconstruction via Latent Geometry Learning

Reconstructing articulated objects from sparse images requires recovering complete geometry, movable parts, and motion parameters. Recent methods typically separate geometry reconstruction, part reasoning, and articulation estimation into different stages. This separation can weaken consistency between shape, active parts, and motion, while also incurring substantial inference cost. We introduce Artic-O, an end-to-end, feed-forward framework for articulated object reconstruction via latent geometry learning. Instead of fitting geometry in image or view space, Artic-O maps sparse multi-state observations into a pretrained latent geometry space, where a frozen flow-matching decoder provides a complete-shape prior for recovering visible and occluded structures. To connect geometry with articulation, Artic-O fuses visual tokens, geometry latents, and point-wise decoder features in an image-grounded part-reasoning module for active-part segmentation and articulation prediction. We further train the model with a geometry-to-articulation curriculum and a decoupled two-pass strategy to balance reconstruction and part-level supervision. On PartNet-Mobility, Artic-O achieves strong reconstruction quality while being substantially more efficient than LARM, a strong prior method. It reduces Chamfer Distance, improves F-score, and achieves comparable or better articulation accuracy across most joint metrics, while reducing inference time from 9 minutes to about 0.3 seconds per object.

cs.CV

Fast-dLLM++: Fr\'{e}chet Profile Decoding for Faster Diffusion LLM Inference

Diffusion large language models promise parallel token generation, yet inference remains bottlenecked by deciding which masked tokens can be safely committed together. Fast-dLLM addressed this with KV caching and confidence-guided parallel decoding, but its decoding theory uses a homogeneous high-confidence assumption that effectively reduces each candidate set to its weakest selected token. We argue that this leaves speed on the table because real decoding steps exhibit heterogeneous confidence profiles. We propose \textbf{Fast-dLLM++}, a training-free extension that introduces \emph{Fr\'{e}chet profile decoding}: selecting parallel commit sets from the full sorted confidence profile rather than a single worst-case confidence. The resulting rule is a heterogeneous-confidence generalization of Fast-dLLM's factor selector and it recovers the previous rule exactly in the equal-confidence case and adds a provable \emph{heterogeneity bonus} when the selected tokens have uneven confidences. Fast-dLLM++ leaves the model, diffusion process, and cache implementation entirely unchanged, making it a drop-in replacement for existing Fast-dLLM decoding. Experiments on GSM8K, MATH, HumanEval, and MBPP with the LLaDA-8B model show that the theoretical improvement translates directly into empirical gains: profile-aware selection improves the accuracy--throughput frontier by exploiting safe parallelism that weakest-token rules miss, achieving up to 37\% higher throughput at comparable accuracy. Our code release is at https://github.com/Ringo-Star/FastdLLM_plusplus.

cs.CL

Robust Dreamer: Deviation-Aware Latent Gaussian Memory for Action-Controlled AR Video Generation

Frame-wise action-controlled image-to-video generation is a promising paradigm for interactive world simulation, where each control signal should elicit an immediate visual response. However, maintaining visual fidelity and 3D consistency over long autoregressive rollouts remains challenging. Existing 3D-aware methods often suffer from catastrophic drift due to two impediments: information loss from \textit{Latent--RGB Cycling}, where generated latents are repeatedly decoded to RGB and re-encoded for future conditioning, and the training--inference gap induced by the \textit{error-free hypothesis}, where clean training memory fails to match prediction-corrupted inference memory. To address these challenges, we present \textbf{Robust Dreamer}, a memory-augmented framework built around how to design 3D memory and how to use it robustly. First, we introduce \textbf{Latent Gaussian Memory}, which anchors diffusion latents inherited from the generation process to Gaussian primitives and recalls them via latent-space Gaussian splatting. This provides dense, geometry-aware, view-aligned conditioning while avoiding accumulated degradation from repeated VAE conversion. Second, we propose \textbf{Deviation Learning with Dynamic Deviation Archive}, which synthesizes rollout-induced latent deviations through a one-step approximation, stores them by autoregressive stage and denoising timestamp, and injects them into historical memory during training. This exposes the generator to realistic corrupted memory states and teaches internal correction before inference. Experiments on ScanNet, DL3DV, and OmniWorldGame demonstrate state-of-the-art long-horizon performance.

cs.CV

EvoScene-VLA: Evolving Scene Beliefs Inside the Action Decoder for Chunked Robot Control

Chunked vision-language-action (VLA) policies predict multi-step robot controls, conditioning each update on the current visual observation alone. Yet robot actions cause contact, occlusion, and object motion, and the geometry that later decisions depend on can change before the next visual update arrives. Spatial VLAs improve current-frame geometry. Temporal VLAs aggregate past frames. Neither maintains an action-updated scene prior across chunks. We argue for a persistent action-updated scene state across control calls, and introduce EvoScene-VLA. Its recurrent scene prefix carries a geometry-aware scene state across chunks. At each vision-language model (VLM) call, the VLM combines scene information from the current observation with the action-updated prior from the previous chunk; the action decoder outputs both the next action chunk and a compact scene update. This update becomes the next prior, which the VLM corrects against the new observation when the next call arrives. Each control call therefore starts from a scene prior that reflects both recent actions and fresh visual evidence. During training, \textbf{Scene Predictor} supplies future scene-token targets, and Geometric Anchor aligns scene slots with frozen depth and 3D teachers. We discard both modules at deployment. On 31 RoboTwin tasks, EvoScene-VLA raises average success from 87.2% to 89.1% in fixed evaluation and from 86.1% to 88.5% in randomized evaluation. On the Galaxea R1-Lite real robot, EvoScene-VLA outperforms all baselines.

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DiffNR: Diffusion-Enhanced Neural Representation Optimization for Sparse-View 3D Tomographic Reconstruction

Neural representations (NRs), such as neural fields and 3D Gaussians, effectively model volumetric data in computed tomography (CT) but suffer from severe artifacts under sparse-view settings. To address this, we propose DiffNR, a novel framework that enhances NR optimization with diffusion priors. At its core is SliceFixer, a single-step diffusion model designed to correct artifacts in degraded slices. We integrate specialized conditioning layers into the network and develop tailored data curation strategies to support model finetuning. During reconstruction, SliceFixer periodically generates pseudo-reference volumes, providing auxiliary 3D perceptual supervision to fix underconstrained regions. Compared to prior methods that embed CT solvers into time-consuming iterative denoising, our repair-and-augment strategy avoids frequent diffusion model queries, leading to better runtime performance. Extensive experiments show that DiffNR improves PSNR by 3.99 dB on average, generalizes well across domains, and maintains efficient optimization.

eess.IV

Towards Realistic and Consistent Orbital Video Generation via 3D Foundation Priors

We present a novel method for generating geometrically realistic and consistent orbital videos from a single image of an object. Existing video generation works mostly rely on pixel-wise attention to enforce view consistency across frames. However, such mechanism does not impose sufficient constraints for long-range extrapolation, e.g. rear-view synthesis, in which pixel correspondences to the input image are limited. Consequently, these works often fail to produce results with a plausible and coherent structure. To tackle this issue, we propose to leverage rich shape priors from a 3D foundational generative model as an auxiliary constraint, motivated by its capability of modeling realistic object shape distributions learned from large 3D asset corpora. Specifically, we prompt the video generation with two scales of latent features encoded by the 3D foundation model: (i) a denoised global latent vector as an overall structural guidance, and (ii) a set of latent images projected from volumetric features to provide view-dependent and fine-grained geometry details. In contrast to commonly used 2.5D representations such as depth or normal maps, these compact features can model complete object shapes, and help to improve inference efficiency by avoiding explicit mesh extraction. To achieve effective shape conditioning, we introduce a multi-scale 3D adapter to inject feature tokens to the base video model via cross-attention, which retains its capabilities from general video pretraining and enables a simple and model-agonistic fine-tuning process. Extensive experiments on multiple benchmarks show that our method achieves superior visual quality, shape realism and multi-view consistency compared to state-of-the-art methods, and robustly generalizes to complex camera trajectories and in-the-wild images.

cs.CV

StoryBlender: Inter-Shot Consistent and Editable 3D Storyboard with Spatial-temporal Dynamics

Storyboarding is a core skill in visual storytelling for film, animation, and games. However, automating this process requires a system to achieve two properties that current approaches rarely satisfy simultaneously: inter-shot consistency and explicit editability. While 2D diffusion-based generators produce vivid imagery, they often suffer from identity drift along with limited geometric control; conversely, traditional 3D animation workflows are consistent and editable but require expert-heavy, labor-intensive authoring. We present StoryBlender, a grounded 3D storyboard generation framework governed by a Story-centric Reflection Scheme. At its core, we propose the StoryBlender system, which is built on a three-stage pipeline: (1) Semantic-Spatial Grounding, to construct a continuity memory graph to decouple global assets from shot-specific variables for long-horizon consistency; (2) Canonical Asset Materialization, to instantiate entities in a unified coordinate space to maintain visual identity; and (3) Spatial-Temporal Dynamics, to achieve layout design and cinematic evolution through visual metrics. By orchestrating multiple agents in a hierarchical manner within a verification loop, StoryBlender iteratively self-corrects spatial hallucinations via engine-verified feedback. The resulting native 3D scenes support direct, precise editing of cameras and visual assets while preserving unwavering multi-shot continuity. Experiments demonstrate that StoryBlender significantly improves consistency and editability over both diffusion-based and 3D-grounded baselines. Code, data, and demonstration video will be available on https://engineeringai-lab.github.io/StoryBlender/

cs.CV

HRIR-Former: Grid-Free Time-Domain Reconstruction of Head-Related Impulse Responses with a Spatially Encoded Transformer

Individualized head-related impulse responses (HRIRs) enable binaural rendering, but dense per-listener measurements are costly. We address HRIR spatial up-sampling from sparse per-listener measurements: given a few measured HRIRs for a listener, predict HRIRs at unmeasured target directions. Prior learning methods often work in the frequency domain, rely on minimum-phase assumptions or separate timing models, and use a fixed direction grid, which can degrade temporal fidelity and spatial continuity. We propose HRIR-Former, a time-domain, grid-free binaural Transformer for reconstructing HRIRs at arbitrary directions from sparse inputs. It uses sinusoidal spatial features, a Conv1D refinement module, and auxiliary interaural time difference (ITD) and interaural level difference (ILD) heads. On SONICOM, it improves normalized mean squared error (NMSE), cosine distance, and ITD/ILD errors over prior methods; ablations validate modules and show minimum-phase preprocessing is unnecessary.

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\textit{4DSurf}: High-Fidelity Dynamic Scene Surface Reconstruction

This paper addresses the problem of dynamic scene surface reconstruction using Gaussian Splatting (GS), aiming to recover temporally consistent geometry. While existing GS-based dynamic surface reconstruction methods can yield superior reconstruction, they are typically limited to either a single object or objects with only small deformations, struggling to maintain temporally consistent surface reconstruction of large deformations over time. We propose ``\textit{4DSurf}'', a novel and unified framework for generic dynamic surface reconstruction that does not require specifying the number or types of objects in the scene, can handle large surface deformations and temporal inconsistency in reconstruction. The key innovation of our framework is the introduction of Gaussian deformations induced Signed Distance Function Flow Regularization that constrains the motion of Gaussians to align with the evolving surface. To handle large deformations, we introduce an Overlapping Segment Partitioning strategy that divides the sequence into overlapping segments with small deformations and incrementally passes geometric information across segments through the shared overlapping timestep. Experiments on two challenging dynamic scene datasets, Hi4D and CMU Panoptic, demonstrate that our method outperforms state-of-the-art surface reconstruction methods by 49\% and 19\% in Chamfer distance, respectively, and achieves superior temporal consistency under sparse-view settings.

cs.CV

3D-IDE: 3D Implicit Depth Emergent

Leveraging 3D information within Multimodal Large Language Models (MLLMs) has recently shown significant advantages for indoor scene understanding. However, existing methods, including those using explicit ground-truth 3D positional encoding and those grafting external 3D foundation models for implicit geometry, struggle with the trade-off in 2D-3D representation fusion, leading to suboptimal deployment. To this end, we propose 3D-Implicit Depth Emergence, a method that reframes 3D perception as an emergent property derived from geometric self-supervision rather than explicit encoding. Our core insight is the Implicit Geometric Emergence Principle: by strategically leveraging privileged geometric supervision through mechanisms like a fine-grained geometry validator and global representation constraints, we construct an information bottleneck. This bottleneck forces the model to maximize the mutual information between visual features and 3D structures, allowing 3D awareness to emerge naturally within a unified visual representation. Unlike existing approaches, our method enables 3D perception to emerge implicitly, disentangling features in dense regions and, crucially, eliminating depth and pose dependencies during inference with zero latency overhead. This paradigm shift from external grafting to implicit emergence represents a fundamental rethinking of 3D knowledge integration in visual-language models. Extensive experiments demonstrate that our method surpasses SOTA on multiple 3D scene understanding benchmarks. Our approach achieves a 55% reduction in inference latency while maintaining strong performance across diverse downstream tasks, underscoring the effectiveness of meticulously designed auxiliary objectives for dependency-free 3D understanding. Source code can be found at github.com/ChushanZhang/3D-IDE.

cs.CV

BiFM: Bidirectional Flow Matching for Few-Step Image Editing and Generation

Recent diffusion and flow matching models have demonstrated strong capabilities in image generation and editing by progressively removing noise through iterative sampling. While this enables flexible inversion for semantic-preserving edits, few-step sampling regimes suffer from poor forward process approximation, leading to degraded editing quality. Existing few-step inversion methods often rely on pretrained generators and auxiliary modules, limiting scalability and generalization across different architectures. To address these limitations, we propose BiFM (Bidirectional Flow Matching), a unified framework that jointly learns generation and inversion within a single model. BiFM directly estimates average velocity fields in both ``image $\to$ noise" and ``noise $\to$ image" directions, constrained by a shared instantaneous velocity field derived from either predefined schedules or pretrained multi-step diffusion models. Additionally, BiFM introduces a novel training strategy using continuous time-interval supervision, stabilized by a bidirectional consistency objective and a lightweight time-interval embedding. This bidirectional formulation also enables one-step inversion and can integrate seamlessly into popular diffusion and flow matching backbones. Across diverse image editing and generation tasks, BiFM consistently outperforms existing few-step approaches, achieving superior performance and editability.

cs.CV