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Jiahao Zhan

Publications and source records attributed to Jiahao Zhan.

11 recordsLinked to original sources

FlashVSR+: Efficient Video Super-Resolution via Hybrid Attention and Reward-Yield Distribution Matching

Recent video super-resolution (VSR) models achieve efficient one-step generation through diffusion distillation. However, high-resolution inference remains costly, and distilled models are difficult to align with human preferences. These challenges call for improvements in both model architecture and training strategy. We present \textbf{FlashVSR+} to address both limitations. On the architecture side, we introduce hybrid attention based on the strong locality observed in pretrained VSR models, while retaining sparse global interaction for long-range consistency. It achieves up to $2\times$ DiT speedup and 45\% lower peak memory, enabling spatially untiled 4K VSR on a single 24GB RTX 4090. On the training side, we propose Reward-Yield Distribution Matching Distillation (Ry-DMD) for preference-aligned one-step generation. Ry-DMD uses reward-weighted teacher rollouts to incorporate black-box rewards into distribution matching, without backpropagating through the reward model. We further show that Ry-DMD generalizes beyond VSR to T2I generation. Together, FlashVSR+ delivers stronger restoration quality and substantially improves high-resolution efficiency, with consistent gains in user preference. We release our code, models, and training data at \href{https://www.flashvsr.tech}{\textcolor{FlashBlue}{\textbf{www.flashvsr.tech}}}.

cs.CV↗

DuoMatching: Joint-Marginal Distribution Matching for Few-Step Video Generation

Streaming video generation has benefited from distribution matching distillation (DMD), which matches the joint distribution of video frames to a video teacher's approximation of the real video distribution. Although this joint matching mitigates drift during autoregressive rollouts, limitations remain in visual quality and semantic alignment. To address these limitations, we propose DuoMatching, a distribution matching framework that approximates the real video distribution through a unified joint-marginal formulation. On top of existing joint matching formulations, the additional marginal matching objective provides dedicated frame-level supervision from an image generator, transferring complementary visual and semantic priors from it. To apply this frame-level supervision in video generation, we introduce LatentBridge to resolve the latent representation mismatch between the video student and the image teacher. Latent Variation Sampling further distributes such frame-level supervision across distinct temporal segments, reducing redundancy. Experiments demonstrate that DuoMatching improves visual quality, composition, and semantic alignment while largely preserving motion dynamics. Human evaluations show overall preference rates above 80% against all evaluated baselines. The project page is available at https://johnzhan2023.github.io/DuoMatching/.

cs.CV↗

MotionInsight: Diagnosing Object Motion Deficiencies in Generated Videos

Despite rapid progress in video generation models, they still exhibit obvious motion deficiencies, often manifested as incorrect object motion. However, most existing video quality evaluations focus on aesthetic quality or text-video alignment. To address this gap, we study object-centric motion fidelity assessment, evaluating target objects along object consistency, motion continuity, and physical plausibility. To achieve this, we first introduce VidMotion, a diagnostic dataset of 6,879 videos with designated moving objects and fine-grained annotations including dimension-wise scores and failure causes. We further propose MotionInsight, a diagnostic evaluator that shifts assessment from implicit RGB-frame observation to explicit motion-space diagnosis. By constructing motion-aware representations, MotionInsight makes subtle motion deficiencies more observable. We also introduce motion-specific rewards during GRPO to transform observed motion into a diagnostic assessment. Experiments demonstrate that MotionInsight provides an effective basis for diagnosing object motion deficiencies, producing human-aligned scores along three dimensions and grounded explanations.

cs.CV↗

Agentic Visual Generation: From Generative Models to Agentic Control

Visual generation is evolving from generative models used through a single invocation into agentic control processes that can plan, select tools, inspect intermediate synthesized outputs, revise failures, and reuse prior experience. In most existing systems, the controller is an LLM or VLM, while visual generation models serve as tools or executors. However, existing work lacks a consistent criterion for determining when a generation system becomes agentic. Planning depth, tool use, multi-role collaboration, and reinforcement learning are often treated as evidence of agenticity, even though none of them necessarily determines which generation decisions the controller can make. We organize the field according to what the controller can directly control in the generation process. At L1 Conditioning Control, the controller prepares the input to a predetermined generator but does not control which visual operation is executed. At L2 Execution Control, it selects and invokes actual generation, editing, rendering, or other content-modifying operations. At L3 Outcome-Adaptive Control, it observes an intermediate outcome and uses that observation to change a subsequent operation within the current task. At L4 Experience-Adaptive Control, it retains experience from completed tasks and uses that experience to change decisions on future tasks. L0 Fixed Support separately denotes generators, editors, evaluators, reward models, benchmarks, and fixed pipelines without a deployed controller that makes generation-level decisions. These levels describe a progressively broader decision-making scope rather than model size, system complexity, output quality, tool or role count, or training method. Applying this framework across image, video, editing, 3D, world, slide, and user-interface generation reveals how controller capabilities have evolved and how their mechanisms are distributed across levels.

cs.CV↗

PerpetualWonder: Long-Horizon Action-Conditioned 4D Scene Generation

We introduce PerpetualWonder, a hybrid generative simulator that enables long-horizon, action-conditioned 4D scene generation from a single image. Current works fail at this task because their physical state is decoupled from their visual representation, which prevents generative refinements to update the underlying physics for subsequent interactions. PerpetualWonder solves this by introducing the first true closed-loop system. It features a novel unified representation that creates a bidirectional link between the physical state and visual primitives, allowing generative refinements to correct both the dynamics and appearance. It also introduces a robust update mechanism that gathers supervision from multiple viewpoints to resolve optimization ambiguity. Experiments demonstrate that from a single image, PerpetualWonder can successfully simulate complex, multi-step interactions from long-horizon actions, maintaining physical plausibility and visual consistency.

cs.CV↗

Game-RL: Synthesizing Multimodal Verifiable Game Data to Boost VLMs' General Reasoning

Vision-language reinforcement learning (RL) has primarily focused on narrow domains (e.g. geometry or chart reasoning). This leaves broader training scenarios and resources underexplored, limiting the exploration and learning of Vision Language Models (VLMs) through RL. We find video games inherently provide rich visual elements and mechanics that are easy to verify. To fully use the multimodal and verifiable reward in video games, we propose Game-RL, constructing diverse game tasks for RL training to boost VLMs general reasoning ability. To obtain training data, we propose Code2Logic, a novel approach that adapts game code to synthesize game reasoning task data, thus obtaining the GameQA dataset of 30 games and 158 tasks with controllable difficulty gradation. Unexpectedly, RL training solely on GameQA enables multiple VLMs to achieve performance improvements across 7 diverse vision-language benchmarks, demonstrating the value of Game-RL for enhancing VLMs' general reasoning. Furthermore, this suggests that video games may serve as valuable scenarios and resources to boost general reasoning abilities. Our code, dataset and models are available at the GitHub repository.

cs.CL↗

CML-Bench: A Framework for Evaluating and Enhancing LLM-Powered Movie Scripts Generation

Large Language Models (LLMs) have demonstrated remarkable proficiency in generating highly structured texts. However, while exhibiting a high degree of structural organization, movie scripts demand an additional layer of nuanced storytelling and emotional depth-the 'soul' of compelling cinema-that LLMs often fail to capture. To investigate this deficiency, we first curated CML-Dataset, a dataset comprising (summary, content) pairs for Cinematic Markup Language (CML), where 'content' consists of segments from esteemed, high-quality movie scripts and 'summary' is a concise description of the content. Through an in-depth analysis of the intrinsic multi-shot continuity and narrative structures within these authentic scripts, we identified three pivotal dimensions for quality assessment: Dialogue Coherence (DC), Character Consistency (CC), and Plot Reasonableness (PR). Informed by these findings, we propose the CML-Bench, featuring quantitative metrics across these dimensions. CML-Bench effectively assigns high scores to well-crafted, human-written scripts while concurrently pinpointing the weaknesses in screenplays generated by LLMs. To further validate our benchmark, we introduce CML-Instruction, a prompting strategy with detailed instructions on character dialogue and event logic, to guide LLMs to generate more structured and cinematically sound scripts. Extensive experiments validate the effectiveness of our benchmark and demonstrate that LLMs guided by CML-Instruction generate higher-quality screenplays, with results aligned with human preferences.

cs.CV↗

MAC: A Live Benchmark for Multimodal Large Language Models in Scientific Understanding

As multimodal large language models (MLLMs) grow increasingly capable, fixed benchmarks are gradually losing their effectiveness in evaluating high-level scientific understanding. In this paper, we introduce the Multimodal Academic Cover benchmark (MAC), a live benchmark that could continuously evolve with scientific advancement and model progress. MAC leverages over 25,000 image-text pairs sourced from issues of top-tier scientific journals such as Nature, Science, and Cell, challenging MLLMs to reason across abstract visual and textual scientific content. Experiments on our most recent yearly snapshot, MAC-2025, reveal that while MLLMs demonstrate strong perceptual abilities, their cross-modal scientific reasoning remains limited. To bridge this gap, we propose DAD, a lightweight inference-time approach that enhances MLLMs by extending MLLM visual features with language space reasoning, achieving performance improvements of up to 11%. Finally, we highlight the live nature of MAC through experiments on updating journal covers and models for curation, illustrating its potential to remain aligned with the frontier of human knowledge. We release our benchmark at https://github.com/mhjiang0408/MAC_Bench.

cs.CL↗

Fake it till You Make it: Reward Modeling as Discriminative Prediction

An effective reward model plays a pivotal role in reinforcement learning for post-training enhancement of visual generative models. However, current approaches of reward modeling suffer from implementation complexity due to their reliance on extensive human-annotated preference data or meticulously engineered quality dimensions that are often incomplete and engineering-intensive. Inspired by adversarial training in generative adversarial networks (GANs), this paper proposes GAN-RM, an efficient reward modeling framework that eliminates manual preference annotation and explicit quality dimension engineering. Our method trains the reward model through discrimination between a small set of representative, unpaired target samples(denoted as Preference Proxy Data) and model-generated ordinary outputs, requiring only a few hundred target samples. Comprehensive experiments demonstrate our GAN-RM's effectiveness across multiple key applications including test-time scaling implemented as Best-of-N sample filtering, post-training approaches like Supervised Fine-Tuning (SFT) and Direct Preference Optimization (DPO). Code and data will be released at https://github.com/Visualignment/GAN-RM.

cs.CV↗

Generalizing Motion Planners with Mixture of Experts for Autonomous Driving

Large real-world driving datasets have sparked significant research into various aspects of data-driven motion planners for autonomous driving. These include data augmentation, model architecture, reward design, training strategies, and planner pipelines. These planners promise better generalizations on complicated and few-shot cases than previous methods. However, experiment results show that many of these approaches produce limited generalization abilities in planning performance due to overly complex designs or training paradigms. In this paper, we review and benchmark previous methods focusing on generalizations. The experimental results indicate that as models are appropriately scaled, many design elements become redundant. We introduce StateTransformer-2 (STR2), a scalable, decoder-only motion planner that uses a Vision Transformer (ViT) encoder and a mixture-of-experts (MoE) causal Transformer architecture. The MoE backbone addresses modality collapse and reward balancing by expert routing during training. Extensive experiments on the NuPlan dataset show that our method generalizes better than previous approaches across different test sets and closed-loop simulations. Furthermore, we assess its scalability on billions of real-world urban driving scenarios, demonstrating consistent accuracy improvements as both data and model size grow.

cs.RO↗

Integrated Arbitrary Filter with Spiral Gratings: Design and Characterization

We report the design and characterization of a high performance integrated arbitrary filter from 1450 nm to 1640 nm. The filter's target spectrum is chosen to suppress the night-sky OH emission lines, which is critical for ground-based astronomical telescopes. This type of filter is featured by its large spectral range, high rejection ratio and narrow notch width. Traditionally it is only successfully accomplished with fiber Bragg gratings. The technique we demonstrate here is proven to be very efficient for on-chip platforms, which can bring many benefits for device footprint, performance and cost. For the design part, two inverse scattering algorithms are compared, the frequency domain discrete layer-peeling (f-DLP) and the time domain discrete layer-peeling (t-DLP). f-DLP is found to be superior for the grating reconstruction in terms of accuracy and robustness. A method is proposed to resolve the non-uniformity issue caused by the non-zero layer size in the DLP algorithm. The designed 55-notch filter is 50-mm-long and implemented on a compact Si3N4/SiO2 spiral waveguide with a total length of 63 mm. Experimentally, we demonstrate that the device has a insertion loss as low as 2.5 dB, and that the waveguide propagation loss is as low as 0.10 dB/cm. We are also able to achieve uniform notch depths and 3-dB widths of about 28 dB and 0.22 nm, respectively.

astro-ph.IM↗