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Jan Kautz

Publications and source records attributed to Jan Kautz.

At least 19 recordsLinked to original sources

Molt: A Scalable PyTorch-Native Training Framework for Agentic Reinforcement Learning

Agentic reinforcement learning research is constant algorithm modification, new estimators, new pipeline stages, new rollout schemes, and in mainstream frameworks each change threads through layers of trainer, distributed backend, and rollout glue: the cost lands on the researcher at every iteration. Molt is a PyTorch-native training framework built to keep that cost small: a codebase compact and clean enough for a researcher to hold in their head, and for an AI coding assistant to read and reason about in its entirety, so the algorithm flow can be traced and changed end to end. The agent is an ordinary program, and one asynchronous loop trains multimodal and mixture-of-experts policies while never training on a token it did not generate, consistent in tokens, policy versions, and model semantics. Leanness does not cost performance: under a matched, fully asynchronous protocol, Molt is statistically comparable to a state-of-the-art Megatron-based stack. Molt is open source and provides recipes and containers at https://github.com/NVIDIA-NeMo/labs-molt.

cs.LG

Nemotron-Labs-Diffusion: A Tri-Mode Language Model Unifying Autoregressive, Diffusion, and Self-Speculation Decoding

We introduce Nemotron-Labs-Diffusion, a tri-mode language model (LM) that unifies AR, diffusion, and self-speculation decoding within a single architecture. Trained with a joint AR-diffusion objective, Nemotron-Labs-Diffusion can switch modes to sustain high throughput across deployment settings and concurrency levels. Our study shows that (1) AR and diffusion objectives are complementary: diffusion improves lookahead planning, while AR provides left-to-right linguistic priors. (2) In self-speculation mode, diffusion drafts while AR verifies, outperforming multi-token prediction (MTP) methods in both acceptance rate and real-device efficiency. (3) A speed-of-light analysis further demonstrates diffusion's long-term potential, with up to 76.5% more tokens per forward pass than self-speculation under an optimal sampler. Scaling to 3B, 8B, and 14B parameters, our Nemotron-Labs-Diffusion family, including base, instruct, and vision-language models, consistently outperforms state-of-the-art open-source AR and diffusion LMs in both accuracy and speed. For example, Nemotron-Labs-Diffusion-8B decodes 6x more tokens per forward than Qwen3-8B with comparable accuracy, translating to 4x higher throughput on SPEED-Bench with SGLang on a GB200 GPU.

cs.CL

RADIO1D: Elastic Representations for Condensed Vision Modeling

This paper challenges the assumption that vision-language models (VLMs) require fixed patch-based 2D vision features. Analyzing fine-tuned vision encoders, we find that representations become increasingly abstract and less spatially coherent during VLM training. Notably, models trained with image-text alignment (such as SigLIP2) develop a small number of specialized tokens that effectively summarize global image content. Building on this, we introduce RADIO1D, which compresses images into a compact, variable-length 1D token sequence using multi-teacher knowledge distillation and an autoencoder design. The resulting representations exhibit strong hierarchical summarization, enabling accurate scene understanding - even with a single token - and support improved composition-aware image retrieval. In VLMs, RADIO1D provides flexible accuracy-efficiency tradeoffs through adjustable token counts, delivering competitive performance on diverse multimodal benchmarks with lower computational overhead and better accuracy.

cs.CV

Nemotron-Labs-Diffusion-Image: Advancing Masked Discrete Diffusion for High-Resolution Image Synthesis

We propose Nemotron-Labs-Diffusion-Image, a state-of-the-art masked discrete diffusion model (MDM) for high-resolution text-to-image synthesis. Compared with prior work on masked image generation, Nemotron-Labs-Diffusion-Image addresses two key challenges. First, unlike continuous diffusion models which progressively refine latent representations across the entire image, standard MDMs lack self-correcting capability because discrete tokens cannot be modified once they are unmasked. Second, although increasing the vocabulary size of discrete image tokenizers improves reconstruction fidelity, it introduces optimization difficulties for generative modeling as the per-token training signal becomes increasingly sparse. To address the first challenge, Nemotron-Labs-Diffusion-Image incorporates a token-editing mechanism that enables the model to dynamically revise already-unmasked tokens during inference, similar to how a sculptor iteratively refines their work. To tackle the second challenge, we propose a Grouped Cross-Entropy (GCE) objective that assigns positive learning signals to tokens neighboring the ground truth in embedding space, thereby alleviating signal sparsity. To further improve training efficiency, we implement a custom fused operator for GCE that significantly reduces VRAM usage in large-vocabulary settings. Experimental results demonstrate that these innovations substantially improve both training efficiency and image fidelity of masked discrete image generators, achieving a score of 0.90 on GenEval, 86.9 on DPG and 10.76 of HPSv3.

cs.CV

PRESTO: Prefix-Aligned Tree Drafting for Diffusion Speculative Decoding

Diffusion Large Language Models (dLLMs) have emerged as a promising alternative to autoregressive (AR) LLMs, generating tokens in parallel. This makes them effective draft models for speculative decoding (SD), producing an entire block of draft tokens in a single forward pass. Yet existing diffusion-based drafting methods rely on linear drafting, even though dLLMs emit multiple candidate tokens across positions, inducing a large combinatorial space of decoding paths. Consequently, they limit acceptance length and decoding efficiency. To exploit this multi-candidate structure, we apply tree-based drafting to diffusion drafters, enabling exploration of diverse candidate paths. However, we find that naive tree drafting is suboptimal: diffusion marginals are prefix-blind, mismatching the prefix-based AR verification and yielding unreliable path ranking. We propose PRESTO, a principled framework that extends tree-based drafting to diffusion drafters while resolving the fundamental mismatch between diffusion draft confidence and prefix-based AR verification through PREfix-aligned Scoring and priority-based Tree search for diffusion speculative decOding. The key principles behind PRESTO are that (1) candidate ranking should align with the prefix-based nature of AR verification, and (2) tree construction should prioritize candidate paths with high verification potential to maximize acceptance length. Extensive experiments show that PRESTO achieves up to an average of $1.5\times$ end-to-end throughput speedup on the state-of-the-art dedicated diffusion drafter SD and an average of $1.12\times$ on self-speculative diffusion LLMs across diverse benchmarks.

cs.AI

Vesta: A Generalist Embodied Reasoning Model

Robots operating in open-world environments must seamlessly integrate localization, spatial reasoning, navigation, and long-horizon planning. While specialist models excel at individual tasks, deploying a multi-model stack is computationally expensive and prone to cascading errors. We present Vesta, a unified embodied generalist that consolidates these capabilities into a single foundation model. Our approach combines a diverse and massive curated corpus designed to induce spatial grounding and a simple multimodal memory harness that enables reasoning over extended time horizons. Across diverse benchmarks, Vesta on average beats individual SOTA baselines by >$20\%$ and beats an ensemble of per-category-best baselines by $>10\%$ -- thus demonstrating that a generalist model can match or exceed specialists. On real-world robotic tasks requiring memory and reasoning, Vesta improves task success by >35\%. Our work thus demonstrates that a single generalist is a feasible, scalable, and arguably preferable alternative to combining specialists.

cs.RO

Reinforcing Dual-Path Reasoning in Spatial Vision Language Models

Spatial VLMs have made substantial progress in geometric perception, yet complex spatial reasoning requiring multi-step inference over depth, distance, and scene relations remains challenging. Moreover, different spatial queries call for fundamentally different strategies: some are best addressed through purely linguistic, step-by-step deduction, while others require explicit 3D grounding before quantitative inference. We present Dual-Path Spatial Reasoning via Reinforcement Learning for Spatial VLMs (SR-REAL), a unified framework that equips a spatial VLM with two complementary reasoning paths: Language-Only Reasoning (LOR), which performs step-by-step linguistic deduction, and Detect-Then-Reason (DTR), which detects 3D geometric cues (e.g., centers or bounding boxes) via region tokens before explicit geometric inference. SR-REAL begins with a cold-start supervised fine-tuning stage that constructs LOR and DTR chain-of-thought supervision and exposes a region-to-3D interface, followed by RL that optimizes the policy model with accuracy and format rewards; for DTR, a discrete center-based detection reward further refines geometric alignment. Across diverse spatial benchmarks, SR-REAL significantly outperforms spatial VLM baselines: (i) a single RL-trained model supports both reasoning paths, with DTR excelling in region-aware tasks through precise 3D localization and LOR enhancing general spatial reasoning; (ii) jointly training both paths fosters mutual reinforcement; (iii) high-quality, blended cold-start data is crucial for stable RL optimization; and (iv) the model generalizes across datasets and domains without per-task tuning, demonstrating positive transfer between LOR and DTR.

cs.CV

ProCUA-SFT Technical Report

Training computer-use agents (CUAs) -- models that interact with graphical desktops through screenshots and keyboard/mouse actions -- requires large-scale, diverse trajectory data collected in full desktop environments. The largest public resource, AgentNet (22.5K human trajectories), leads to negative transfer when used for supervised fine-tuning (SFT): continuing training UI-TARS 7B on AgentNet causes OSWorld success rate to fall from 26.3% to 8-10%. We present ProCUA-SFT, a dataset of 3.1M step-level SFT samples distilled from 93K synthetic trajectories across 2,484 application combinations. The dataset is produced by a fully automated pipeline that (i) synthesizes grounded tasks on live desktops seeded with real-world content -- 912 spreadsheets from SpreadsheetBench, approximately 10K permissively-licensed presentations from Zenodo10K, and multi-application OSWorld configs -- and (ii) verifies each task's feasibility through binary precondition checking before rollout. A single VLM (Kimi-K2.5) serves as goal generator, precondition judge, and trajectory executor, eliminating planner-actor capability gaps. Each trajectory is expanded into step-prefix samples that exactly reproduce the context layout seen at inference time. Fine-tuning UI-TARS 7B on ProCUA-SFT for one epoch yields 45.0% on OSWorld -- an 18.7 percentage-point improvement over the base model and over 35% above AgentNet-trained counterparts. A subset of ProCUA was incorporated into the training data for the Nemotron 3 Nano Omni model, contributing to its computer-use capabilities.

cs.LG

GRAIL: Generating Humanoid Loco-Manipulation from 3D Assets and Video Priors

Scaling humanoid loco-manipulation requires robot-compatible demonstrations across diverse objects, whole-body motions, and scene geometries, but teleoperation and motion capture are difficult to scale because each collection depends on physical setups, instrumented actors, and robot operation. We present GRAIL, a digital generation pipeline that remains fully virtual until deployment: it composes 3D assets, simulator-ready scenes, and priors from video foundation models (VFMs) to synthesize interactions without rebuilding physical environments or teleoperating the robot. Rather than reconstructing unconstrained in-the-wild videos, GRAIL starts from fully specified 3D configurations in which object geometry, camera parameters, metric scale, environment depth, and a robot-proportioned character are known before video generation and reused during reconstruction. This privileged setup better conditions 4D recovery, allowing model-based object tracking, human motion estimation, and interaction-aware optimization to reconstruct metric 4D human-object interaction (HOI) trajectories with reduced depth ambiguity and morphology mismatch. We retarget the recovered motions to a humanoid robot and train complementary task-general trackers: an object-aware latent adaptor for manipulation and a scene-aware tracker for terrain traversal. GRAIL produces over 20,000 sequences spanning pick-up, object manipulation, sitting, and terrain traversal. Using only GRAIL-generated data, we train egocentric visual policies through a sim-to-real pipeline and deploy them on a Unitree G1 humanoid, achieving 84\% real-world success on diverse object pick-up and 90\% success on stair-climbing.

cs.RO

Scaling Parallel Sequence Models to Foundation-Scale Vision Encoders

Vision foundation models are bottlenecked by the quadratic cost of self-attention, which limits usable resolution and increases the cost of large-scale pretraining. Subquadratic alternatives such as linear attention and state-space models reduce this cost, but often serialize images into 1D token streams and weaken the 2D spatial structure important for vision. Generalized Spatial Propagation Networks (GSPN) instead propagate context directly on the 2D grid through line-scan recurrences, achieving near-linear complexity without positional embeddings, but have seen little use as foundation-scale encoders. We present C-GSPN, a foundation-scale vision encoder based on 2D spatial propagation. C-GSPN makes the operator practical through three improvements: (1) a fast GSPN CUDA kernel that fuses per-step launches into a single warp-specialized implementation with shared-memory tiling, coalesced access, and a compact multi-channel propagation, reaching over 90% of peak memory bandwidth and running up to 40--52x faster than the original GSPN implementation; (2) a compressed latent-space propagation block with fused normalization, which turns kernel-level speed into block- and model-level efficiency; and (3) a two-stage cross-operator distillation recipe that trains the new architecture from an attention teacher without the cost of from-scratch foundation-scale training. Distilled with 600M image-text pairs, C-GSPN matches an isomorphic ViT baseline with 15% fewer parameters, improves ADE20K segmentation by +2.1%, transfers to high resolution with a fraction of the data needed from scratch, and delivers a 4x end-to-end block speedup at 2K with single-pass, tiling-free inference.

cs.CV

Grounded 3D-Aware Spatial Vision-Language Modeling

We present GR3D, a spatial vision language model equipped with three complementary grounding capabilities--explicit 2D grounding, implicit 2D grounding, and monocular 3D grounding--within a single framework. GR3D introduces an implicit grounding mechanism that identifies entity mentions during generation and inserts the corresponding region tokens into the text stream, allowing the model to reference visual evidence on the fly when producing spatial chain-of-thought responses. In parallel, a region-prompted monocular 3D grounding design predicts 3D bounding boxes in the camera view from grounded region queries, supported by intrinsic-aware normalization and dense geometric supervision. Together, these grounding capabilities enable GR3D to decompose complex spatial understanding problems into grounded 2D perception followed by 3D inference. GR3D achieves consistent improvements across grounded and non-grounded spatial benchmarks, demonstrating grounding as an effective inductive bias for strengthening spatial understanding in VLMs. These grounding capabilities collectively enhance general spatial understanding beyond the grounding task itself.

cs.CV

LocateAnything: Fast and High-Quality Vision-Language Grounding with Parallel Box Decoding

Vision-language models (VLMs) commonly formulate visual grounding and detection as a coordinate-token generation problem, serializing each 2D box into multiple 1D tokens that are learned and decoded largely independently. This token-by-token decoding mismatches the coupled structure of box geometry and creates a practical inference bottleneck due to strictly sequential generation. We introduce LocateAnything, a unified generative grounding and detection framework based on Parallel Box Decoding (PBD). By decoding geometric elements such as bounding boxes and points as atomic units in a single step, LocateAnything preserves intra-box geometric coherence and unlocks substantial parallelism. We show that PBD improves both decoding throughput and localization accuracy. We further develop a scalable data engine and curate LocateAnything-Data, a large-scale dataset with more than 138 million training samples, substantially increasing data diversity for high-precision localization. Extensive evaluations show that LocateAnything advances the speed-accuracy frontier, achieving significantly higher decoding throughput while improving high-IoU localization quality across diverse benchmarks. The results highlight the complementary benefits of Parallel Box Decoding and large-scale training data in enabling efficient and precise unified visual grounding and detection.

cs.CV

Polar: Agentic RL on Any Harness at Scale

Reinforcement learning for language agents increasingly depends on custom harnesses that manage long-running context, multi-turn tool use and multi-agent orchestration. However, porting these harnesses into RL environment interfaces remains difficult and often loses important training signals. We bridge this gap with polar, a rollout framework for scalable asynchronous RL over arbitrary agent harnesses. Polar treats the agent harness as a black box: it proxies LLM API calls, records token-level model interactions, and reconstructs token-faithful trajectories for training. Each rollout node efficiently manages runtime prewarming, agent execution, trajectory reconstruction, and evaluation in parallel, exposing asynchronous service endpoints that can be consumed by independent trainers at scale. This decoupled design makes Polar agnostic to agent harnesses, training infrastructure, and RL algorithms while improving compute utilization for long-running agent workloads. We validate polar by training agents on software-engineering tasks with popular coding harnesses. Using simple GRPO, polar improves Qwen3.5-4B by 22.6, 4.8, 0.6 and 6.2 points on SWE-Bench Verified with the Codex, Claude Code, Qwen Code and Pi harnesses, respectively. We further demonstrate Polar for offline data generation over custom harnesses and ablate trajectory reconstruction strategies. Polar rewrites its preceding work, Prorl Agent, and has been registered as one of NeMo Gym environments.

cs.DC

Gated DeltaNet-2: Decoupling Erase and Write in Linear Attention

Linear attention replaces the unbounded cache of softmax attention with a fixed-size recurrent state, reducing sequence mixing to linear time and decoding to constant memory. The hard part is not just what to forget, but how to edit this compressed memory without scrambling existing associations. Delta-rule models subtract the current read before writing a new value, and Kimi Delta Attention (KDA) sharpens forgetting with channel-wise decay. But the active edit still uses a single scalar gate to control two different things: how much old content to erase on the key side and how much new content to commit on the value side. We introduce Gated DeltaNet-2, which generalizes both Gated DeltaNet and KDA by inheriting adaptive forgetting and channel-wise decay while addressing their shared limitation, the scalar tie between erasing and writing. Gated Delta Rule-2 separates these roles with a channel-wise erase gate b_t and a channel-wise write gate w_t, reducing to KDA when both gates collapse to the same scalar and to Gated DeltaNet when the decay also collapses. We derive a fast-weight update view, a chunkwise WY algorithm with channel-wise decay absorbed into asymmetric erase factors, and a gate-aware backward pass that preserves efficient parallel training. At 1.3B parameters trained on 100B FineWeb-Edu tokens, Gated DeltaNet-2 achieves the strongest overall results among Mamba-2, Gated DeltaNet, KDA, and Mamba-3 variants across language modeling, commonsense reasoning, and retrieval. Its advantage is most pronounced on long-context RULER needle-in-a-haystack benchmarks, where it improves the evaluated multi-key retrieval setting and remains strong in both recurrent and hybrid settings. Code is available at https://github.com/NVlabs/GatedDeltaNet-2.

cs.AI

D-Rex : Diffusion Rendering for Relightable Expressive Avatars

We present D-Rex, a person-specific framework for photorealistic, relightable, expressive, and animatable full-body human avatars with free-viewpoint rendering. Existing methods for relightable full-body avatars rely on explicit 3D intrinsic decomposition with analytic reflectance models, which require accurate geometry registration and careful optimization to capture realistic light transport effects. This tight coupling of relighting with avatar modeling has hindered expressiveness: to our knowledge, no existing method demonstrates strong facial animation alongside relighting, limiting applicability in telepresence, gaming, and virtual production. We propose to decouple relighting entirely from avatar modeling by treating it as an image-space post-process: a learned translation from flat-lit, albedo-like renderings to a target HDR illumination. To this end, we leverage the strong generative prior of a pre-trained video diffusion relighting model, fine-tuned via LoRA on paired flat-lit and relit frames captured in a light stage. The flat-lit driving frames are produced by an independent expressive full-body avatar framework trained under white-light conditions, requiring no modification to support relighting, making D-Rex directly applicable to any white-light avatar system. We demonstrate that D-Rex enables view- and temporally consistent relighting while faithfully preserving expressive motion and fine-grained facial detail, outperforming physically-based relightable avatar baselines. Project page is https://vcai.mpi-inf.mpg.de/projects/DRex/

cs.GR

SpaCeFormer: Fast Proposal-Free Open-Vocabulary 3D Instance Segmentation

Open-vocabulary 3D instance segmentation is a core capability for robotics and AR/VR, but prior methods trade one bottleneck for another: multi-stage 2D+3D pipelines aggregate foundation-model outputs at hundreds of seconds per scene, while pseudo-labeled end-to-end approaches rely on fragmented masks and external region proposals. We present SpaCeFormer, a proposal-free space-curve transformer that runs in 0.12--0.30 seconds per scene across standard benchmarks, 2--3 orders of magnitude faster than multi-stage 2D+3D pipelines. We pair it with SpaCeFormer-3M, the largest open-vocabulary 3D instance segmentation dataset (3.0M multi-view-consistent captions over 604K instances from 7.4K scenes) built through multi-view mask clustering and multi-view VLM captioning; it reaches 21$\times$ higher mask recall than prior single-view pipelines (54.3% vs 2.5% at IoU$>$0.5). SpaCeFormer combines spatial window attention with Morton-curve serialization for spatially coherent features, and uses a RoPE-enhanced decoder to predict instance masks directly from learned queries without external proposals. On ScanNet200 we achieve 11.1 zero-shot mAP, a 2.8$\times$ improvement over the prior best proposal-free method; on ScanNet++ and Replica, we reach 22.9 and 24.1 mAP, surpassing all prior methods including those using multi-view 2D inputs.

cs.CV

ProRL Agent: Rollout-as-a-Service for RL Training of Multi-Turn LLM Agents

Multi-turn LLM agents are increasingly important for solving complex, interactive tasks, and reinforcement learning (RL) is a key ingredient for improving their long-horizon behavior. However, RL training requires generating large numbers of sandboxed rollout trajectories, and existing infrastructures often couple rollout orchestration with the training loop, making systems hard to migrate and maintain. Under the rollout-as-a-service philosophy, we present ProRL Agent , a scalable infrastructure that serves the full agentic rollout lifecycle through an API service. ProRL Agent also provides standardized and extensible sandbox environments that support diverse agentic tasks in rootless HPC settings. We validate ProRL Agent through RL training on software engineering, math, STEM, and coding tasks. ProRL Agent is open-sourced and integrated as part of NVIDIA NeMo Gym.

cs.AI

SOMA: Unifying Parametric Human Body Models

Parametric human body models are foundational to human reconstruction, animation, and simulation, yet they remain mutually incompatible: SMPL, SMPL-X, MHR, Anny, and related models each diverge in mesh topology, skeletal structure, shape parameterization, and unit convention, making it impractical to exploit their complementary strengths within a single pipeline. We present SOMA, a unified body layer that bridges these heterogeneous representations through three abstraction layers. Mesh topology abstraction maps any source model's identity to a shared canonical mesh in constant time per vertex. Skeletal abstraction recovers a full set of identity-adapted joint transforms from any body shape, whether in rest pose or an arbitrary posed configuration, in a single closed-form pass, with no iterative optimization or per-model training. Pose abstraction inverts the skinning pipeline to recover unified skeleton rotations directly from posed vertices of any supported model, enabling heterogeneous motion datasets to be consumed without custom retargeting. Together, these layers reduce the $O(M^2)$ per-pair adapter problem to $O(M)$ single-backend connectors, letting practitioners freely mix identity sources and pose data at inference time. The entire pipeline is fully differentiable end-to-end and GPU-accelerated via NVIDIA-Warp.

cs.CV