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Igor Gilitschenski

Publications and source records attributed to Igor Gilitschenski.

At least 19 recordsLinked to original sources

Towards Unified Dynamic Face Landmark Detection

Although advancements in face landmark detection (FLD) methods continue to push performance boundaries, they overlook two major functional limitations: (1) different network parameters need to be trained independently for each ``$N$-point'' benchmark dataset, and (2) a model trained on an ``$N$-point'' dataset reliably outputs only the $N$ landmarks. In our work, we first conceptualize Face Part-Anchored Landmark Positions (FPALPs), wherein each landmark is treated as a progression value between zero (start) and one (end) along a face part's contour. Every landmark can be expressed in the FPALP format, irrespective of its source dataset, hence unlocking the ability to unify all ``$N$-point'' datasets into a single dataset. Secondly, we represent each landmark with an FPALP-based query, refine it progressively with a cross-modality decoder, and predict its coordinates based on the final representation. Our approach, called Unified Dynamic FLD, embodies these two design choices and streamlines the landmark detection pipeline by enabling (1) a single model to learn on any number of ``$N$-point'' datasets, and (2) yield any number of specific landmark predictions by loading the designated landmark queries at runtime. Extensive experiments on multiple benchmark datasets show that our method delivers these benefits while remaining competitive with, and in several cases outperforming existing state-of-the-art methods.

cs.CV

SeededGrasp: Language-Guided Grasping in Complex Scenes with Multiple Embodiments

Practical robotic grasping in complex scenes requires both 3D spatial reasoning and alignment with task-specific requirements. Vision-language models (VLMs) offer a natural way to specify these requirements using language, but existing approaches either use a VLM to predict the grasp directly with limited spatial awareness, or train the VLM together with the grasping model, which requires significantly more data and compute. These limitations impede performance and have prevented scaling to multiple embodiments in complex scenes. We address this by proposing SeededGrasp, a novel data-efficient framework that enables a VLM to predict a seed point to be used as conditioning for a subsequent lightweight grasp-generation model. Our architecture decouples high-level semantic reasoning from low-level geometric execution, enabling multi-embodiment support while bypassing the need for expensive end-to-end training. To enable training such models, we release the first multi-embodiment tabletop grasping dataset comprising over 2.5M grasps in cluttered scenes. Experimental results demonstrate that our approach outperforms existing baselines, achieving 72% success in simulation and 78% in real-world grasping experiments. See our project site for data and code: https://uoft-isl.github.io/seeded-grasp/

cs.RO

Why Low-Light Cameras Go Color Blind: Removing Color Bias in Raw Denoising

Raw images inherently suffer from noise due to the stochastic nature of light and sensor hardware imperfections. As real photon counts fall, the ratio of this noise to the signal degrades; consequently, for low-light conditions, robust denoising is especially vital for high-quality results. While recent data-driven methods achieve strong performance, they typically rely on large-scale noisy-clean image pairs that are costly and difficult to collect. Alternatively, parametric noise models can generate synthetic training data, but this necessitates precise camera calibration, which is often impractical for unknown devices. In this work, we propose a camera-agnostic, calibration-free paradigm for low-light raw denoising. We identify that color bias from black-level error is a primary source of performance degradation and causes severe color shifts. To mitigate this, we introduce a bias estimator network that predicts the black-level error as a global feature of the noisy input. We evaluate our approach across the ELD, SID, and LRID datasets, demonstrating superior performance among blind denoisers, particularly in terms of color correction. In many cases, we are competitive with-or can even surpass-methods with stronger supervision. Furthermore, we reveal that the widely used SIDD dataset contains significant color bias in its ground-truth images, which yields unrealistic color reproduction in trained models. We introduce a new ground-truth extraction framework to resolve this issue and provide a benchmark of existing methods on the corrected dataset.

cs.CV

Modification-Considering Value Learning for Reward Hacking Mitigation in RL

Reinforcement learning agents can exploit misspecified reward signals to achieve high apparent returns while failing on the intended objective, a failure mode known as reward hacking. Existing practical defenses typically constrain policy updates to stay near a known safe reference, creating a tension between suppressing hacking and permitting legitimate improvement. We propose Modification-Considering Value Learning (MCVL), which operationalizes the theoretical idea of current utility optimization for standard value-based RL. MCVL wraps an off-policy learner and treats each incoming transition as a candidate modification: it forecasts two training paths, one that includes the transition and one that does not, and scores both with a frozen bootstrapped-return estimator derived from a learned reward model and value function. The transition is admitted only if inclusion does not decrease the score. We formalize conditions under which this filtering is both safe and permissive, and instantiate MCVL with DDQN and TD3. Across four safety-relevant gridworlds and three modified MuJoCo continuous-control tasks with diverse hacking mechanisms, MCVL mitigates reward hacking while continuing to improve the intended objective. Project website: ktolnos.github.io/mcvl/.

cs.LG

QPILOTS: Efficient Test-Time Q-Steering for Flow Policies

Flow-matching and diffusion policies are expressive action generators, but optimizing them with temporal-difference reinforcement learning (RL) remains difficult. Effective policy extraction requires exploiting the critic's action gradient, yet directly backpropagating this signal through a multi-step denoising process can be numerically unstable. Existing methods work around this either by discarding gradient information, distilling the policy into a simpler one-step actor, or repeatedly fine-tuning the denoising policy as the critic improves. We propose QPILOTS, a method that leaves the original policy unmodified and steers the denoising process at inference time. At each denoising step, instead of evaluating the critic on the noisy intermediate action where critic predictions are unreliable, we first project that intermediate state to an estimate of the final clean action and compute the critic gradient there. We introduce two variants: QPILOTS-U uses a fast single-point approximation, while QPILOTS-M draws differentiable posterior samples via a learned auxiliary network. On a standard offline-to-online RL benchmark, QPILOTS achieves the best aggregate performance, reaching an average success rate of 90% across 50 tasks. We also apply QPILOTS to steer a large, frozen, pretrained Vision-Language Action (VLA) foundation model, outperforming or matching prior inference-time approaches across six manipulation tasks in simulation.

cs.LG

Gamma-World: Generative Multi-Agent World Modeling Beyond Two Players

World models for interactive video generation have largely focused on single-agent settings, where future observations are generated from a single control signal. However, many generated environments require multi-agent interaction: multiple players, robots, or embodied agents act simultaneously within a shared space. Scaling world models to such settings requires a principled multi-agent design: agents should remain independently controllable, permutation-symmetric, and support efficient inference while maintaining consistency across time and perspectives. In this paper, we present our generative multi-agent world model for interactive simulation. It introduces Simplex Rotary Agent Encoding, a parameter-free extension of 3D RoPE that represents agents as vertices of a regular simplex in rotary angle space. This gives each agent a distinct phase while making all agents permutation-equivalent, enabling scalable agent identity without learned per-slot identities or a fixed agent ordering. To avoid dense all-to-all attention across agents, we further propose Sparse Hub Attention, where learnable hub tokens mediate token interaction across agents, reducing cross-agent attention cost from quadratic to linear in the number of agents. For real-time rollout, we distill a full-context diffusion teacher into a causal student that generates temporal blocks sequentially with KV caching, enabling action-responsive generation at 24 FPS. Experiments in multiplayer virtual environments show that our model improves video fidelity, action controllability, and inter-agent consistency over slot-based and dense-attention baselines, while generalizing from two to four players without additional training.

cs.CV

Squeezing Capacity from Multimodal Large Language Models for Subject-driven Generation

Subject-driven image generation aims to synthesize new images that preserve the identity of the given subject while following textual instructions. Existing approaches often encode text and reference images separately. This limits cross-modal reasoning abilities and causes copy-paste artifacts. Recent frameworks that connect multimodal models and diffusion models improve instruction following, but largely overlook identity preservation. To address these limitations, we condition diffusion models on Multimodal Large Language Models (MLLMs) that jointly encode text and reference images, and augment it with VAE-based identity conditioning. A novel Dual Layer Aggregation (DLA) module is designed to aggregate multi-level MLLM features for optimal conditioning, and a multi-stage denoising strategy is applied to progressively balance the semantic information from MLLM and fine-detail identity from VAE during inference. Extensive experiments demonstrate that our approach harmonizes multimodal understanding with identity preservation, mitigates copy-paste issues, and achieves superior performance regarding human preference on subject-driven image generation. Our project website is available at https://zsh2000.github.io/squeeze-mllm-subject-gen/.

cs.CV

Good Token Hunting: A Hitchhiker's Guide to Token Selection for Visual Geometry Transformers

Visual geometry transformers have become powerful architectures for multi-view 3D reconstruction, enabling joint prediction of multiple 3D attributes in a feed-forward manner. However, their computational cost grows quadratically with the input sequence length due to the global attention layers inside these models. This limits both their scalability and efficiency. In this work, we address this challenge with a simple yet general strategy: restricting the number of key/value tokens that each query interacts with during global attention. To achieve effective token selection, we introduce a two-stage framework. First, an inter-frame selection step operates at the frame level to identify frames that should be preserved. Second, an intra-frame selection step further discards more redundant tokens within the selected frames. Our analysis highlights the advantage of a diversity-based strategy for inter-frame selection, which ensures broad coverage of the scene. For intra-frame selection, we show that layer-aware sparsification is necessary, with the selection process guided by the entropy of the global attention pattern. Our approach offers a superior speed-accuracy trade-off compared to existing solutions. Extensive experiments show that it accelerates visual geometry transformers by over 85% for scenes with 500 images while maintaining, or even improving, baseline performance, which hints that how our token selection strategy can play a crucial role in future applications of visual geometry transformers. Our project website is available at https://zsh2000.github.io/good-token-hunting.github.io.

cs.CV

Dynamics Distillation for Efficient and Transferable Control Learning

Robust control policy learning for autonomous driving requires training environments to be both physically realistic and computationally scalable, properties that existing simulators provide only in isolation. We introduce Sim2Sim2Sim, a framework that bridges high-fidelity vehicle simulation and scalable reinforcement learning by distilling simulator dynamics into a highly parallelizable learned dynamics model. By training control policies purely within this distilled environment and deploying them back into the high-fidelity source simulator, we demonstrate more efficient policy optimization and reliable transfer under challenging dynamics. We further show that predictive accuracy alone does not fully characterize a learned dynamics model's suitability as a reinforcement learning training environment, which should also be assessed by the quality of the policies it enables.

cs.RO

ActionParty: Multi-Subject Action Binding in Generative Video Games

Recent advances in video diffusion have enabled the development of "world models" capable of simulating interactive environments. However, these models are largely restricted to single-agent settings, failing to control multiple agents simultaneously in a scene. In this work, we tackle a fundamental issue of action binding in existing video diffusion models, which struggle to associate specific actions with their corresponding subjects. For this purpose, we propose ActionParty, an action controllable multi-subject world model for generative video games. It introduces subject state tokens, i.e. latent variables that persistently capture the state of each subject in the scene. By jointly modeling state tokens and video latents with a spatial biasing mechanism, we disentangle global video frame rendering from individual action-controlled subject updates. We evaluate ActionParty on the Melting Pot benchmark, demonstrating the first video world model capable of controlling up to seven players simultaneously across 46 diverse environments. Our results show significant improvements in action-following accuracy and identity consistency, while enabling robust autoregressive tracking of subjects through complex interactions.

cs.CV

Reasoning models do not yet follow their reasoning in autonomous driving: The KITScenes LongTail Dataset

Handling rare events is the central open challenge in autonomous driving. Reasoning models, which generate explicit chains of reasoning before acting, promise to generalize to such events. Here we show that these models frequently do not follow their own reasoning: the actions they state in their reasoning often diverge from the actions they ultimately execute. We introduce KITScenes LongTail, a curated dataset of rare driving scenarios to quantify this divergence through a measure of semantic reasoning-action coherence. We find that incoherence is widespread across current general-purpose and domain-specific models. Strikingly, when reasoned actions and executed actions disagree, the reasoning is usually right: extracting actions from the reasoning trace and executing them through a kinematic model enforces coherence and typically improves motion planning. These results suggest that the reasoning capabilities of current models exceed what their actions reveal, and that coherently acting on stated reasoning is a prerequisite for trustworthy autonomous driving. Our dataset and evaluation space are available at: https://hf.co/datasets/kit-mrt/kitscenes-longtail

cs.CV

Material Magic Wand: Material-Aware Grouping of 3D Parts in Untextured Meshes

We introduce the problem of material-aware part grouping in untextured meshes. Many real-world shapes, such as scales of pinecones or windows of buildings, contain repeated structures that share the same material but exhibit geometric variations. When assigning materials to such meshes, these repeated parts often require piece-by-piece manual identification and selection, which is tedious and time-consuming. To address this, we propose Material Magic Wand, a tool that allows artists to select part groups based on their estimated material properties -- when one part is selected, our algorithm automatically retrieves all other parts likely to share the same material. The key component of our approach is a part encoder that generates a material-aware embedding for each 3D part, accounting for both local geometry and global context. We train our model with a supervised contrastive loss that brings embeddings of material-consistent parts closer while separating those of different materials; therefore, part grouping can be achieved by retrieving embeddings that are close to the embedding of the selected part. To benchmark this task, we introduce a curated dataset of 100 shapes with 241 part-level queries. We verify the effectiveness of our method through extensive experiments and demonstrate its practical value in an interactive material assignment application.

cs.CV

Update-Free On-Policy Steering via Verifiers

In recent years, Behavior Cloning (BC) has become one of the most prevalent methods for learning manipulation from human demonstrations. Despite their successes, BC policies are often brittle and struggle with precise manipulation. To overcome these issues, we propose UF-OPS, an Update-Free On-Policy Steering method that enables the robot to predict the success likelihood of its actions and adapt its strategy at execution time. We accomplish this by training verifier functions using policy rollout data obtained during an initial evaluation of the policy. These verifiers are subsequently used to steer the base policy toward actions with a higher likelihood of success. Our method improves the performance of black-box diffusion policies, without changing the base parameters, making it lightweight and flexible. We present results from both simulation and real-world data and achieve an average 49% improvement in success rate over the base policy across 5 real tasks.

cs.RO

The Impact of Class Uncertainty Propagation in Perception-Based Motion Planning

Autonomous vehicles (AVs) are being increasingly deployed in urban environments. In order to operate safely and reliably, AVs need to account for the inherent uncertainty associated with perceiving the world through sensor data and incorporate that into their decision-making process. Uncertainty-aware planners have recently been developed to account for upstream perception and prediction uncertainty. However, such planners may be sensitive to prediction uncertainty miscalibration, the magnitude of which has not yet been characterized. Towards this end, we perform a detailed analysis on the impact that perceptual uncertainty propagation and calibration has on perception-based motion planning. We do so by comparing two novel prediction-planning pipelines with varying levels of uncertainty propagation on the recently-released nuPlan planning benchmark. We study the impact of upstream uncertainty calibration using closed-loop evaluation on the nuPlan challenge scenarios. We find that the method incorporating upstream uncertainty propagation demonstrates superior generalization to complex closed-loop scenarios.

cs.RO

SAFE: Multitask Failure Detection for Vision-Language-Action Models

While vision-language-action models (VLAs) have shown promising robotic behaviors across a diverse set of manipulation tasks, they achieve limited success rates when deployed on novel tasks out of the box. To allow these policies to safely interact with their environments, we need a failure detector that gives a timely alert such that the robot can stop, backtrack, or ask for help. However, existing failure detectors are trained and tested only on one or a few specific tasks, while generalist VLAs require the detector to generalize and detect failures also in unseen tasks and novel environments. In this paper, we introduce the multitask failure detection problem and propose SAFE, a failure detector for generalist robot policies such as VLAs. We analyze the VLA feature space and find that VLAs have sufficient high-level knowledge about task success and failure, which is generic across different tasks. Based on this insight, we design SAFE to learn from VLA internal features and predict a single scalar indicating the likelihood of task failure. SAFE is trained on both successful and failed rollouts and is evaluated on unseen tasks. SAFE is compatible with different policy architectures. We test it on OpenVLA, $π_0$, and $π_0$-FAST in both simulated and real-world environments extensively. We compare SAFE with diverse baselines and show that SAFE achieves state-of-the-art failure detection performance and the best trade-off between accuracy and detection time using conformal prediction. More qualitative results and code can be found at the project webpage: https://vla-safe.github.io/

cs.RO

Track, Inpaint, Resplat: Subject-driven 3D and 4D Generation with Progressive Texture Infilling

Current 3D/4D generation methods are usually optimized for photorealism, efficiency, and aesthetics. However, they often fail to preserve the semantic identity of the subject across different viewpoints. Adapting generation methods with one or few images of a specific subject (also known as Personalization or Subject-driven generation) allows generating visual content that align with the identity of the subject. However, personalized 3D/4D generation is still largely underexplored. In this work, we introduce TIRE (Track, Inpaint, REsplat), a novel method for subject-driven 3D/4D generation. It takes an initial 3D asset produced by an existing 3D generative model as input and uses video tracking to identify the regions that need to be modified. Then, we adopt a subject-driven 2D inpainting model for progressively infilling the identified regions. Finally, we resplat the modified 2D multi-view observations back to 3D while still maintaining consistency. Extensive experiments demonstrate that our approach significantly improves identity preservation in 3D/4D generation compared to state-of-the-art methods. Our project website is available at https://zsh2000.github.io/track-inpaint-resplat.github.io/.

cs.CV

DenseDPO: Fine-Grained Temporal Preference Optimization for Video Diffusion Models

Direct Preference Optimization (DPO) has recently been applied as a post-training technique for text-to-video diffusion models. To obtain training data, annotators are asked to provide preferences between two videos generated from independent noise. However, this approach prohibits fine-grained comparisons, and we point out that it biases the annotators towards low-motion clips as they often contain fewer visual artifacts. In this work, we introduce DenseDPO, a method that addresses these shortcomings by making three contributions. First, we create each video pair for DPO by denoising corrupted copies of a ground truth video. This results in aligned pairs with similar motion structures while differing in local details, effectively neutralizing the motion bias. Second, we leverage the resulting temporal alignment to label preferences on short segments rather than entire clips, yielding a denser and more precise learning signal. With only one-third of the labeled data, DenseDPO greatly improves motion generation over vanilla DPO, while matching it in text alignment, visual quality, and temporal consistency. Finally, we show that DenseDPO unlocks automatic preference annotation using off-the-shelf Vision Language Models (VLMs): GPT accurately predicts segment-level preferences similar to task-specifically fine-tuned video reward models, and DenseDPO trained on these labels achieves performance close to using human labels.

cs.CV

Test-Time Graph Search for Goal-Conditioned Reinforcement Learning

Offline goal-conditioned reinforcement learning (GCRL) often struggles with long-horizon tasks, where errors in value estimation accumulate and produce unreliable policies. It is typically assumed that effective long-term planning is infeasible without specialized training. In contrast, our work demonstrates that existing GCRL policies can complete long-horizon tasks when combined with a lightweight, training-free planning wrapper. We find that standard goal-conditioned value functions encode locally consistent geometric structure sufficient for planning. Our approach, Test-Time Graph Search (TTGS), constructs a graph over the offline dataset and employs an adaptive subgoal selection strategy. To address unreliable value estimates during shortest-path search, we propose a novel mechanism that softly penalizes long-distance transitions. Our method incurs negligible computational overhead and requires no additional supervision or parameter updates. On the OGBench benchmark, TTGS significantly boosts success rates across multiple base learners and tasks, with primary gains on challenging long-horizon locomotion tasks where some success rates are improved from near-zero to over 90\%, often matching or outperforming methods that require complex auxiliary training. Code and videos can be found at https://ktolnos.github.io/ttgs.

cs.LG