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Jiajun Wu

Publications and source records attributed to Jiajun Wu.

At least 91 records · Page 5Linked to original sources

IMPASTO: Integrating Model-Based Planning with Learned Dynamics Models for Robotic Oil Painting Reproduction

Robotic reproduction of oil paintings using soft brushes and pigments requires force-sensitive control of deformable tools, prediction of brushstroke effects, and multi-step stroke planning, often without human step-by-step demonstrations or faithful simulators. Given only a sequence of target oil painting images, can a robot infer and execute the stroke trajectories, forces, and colors needed to reproduce it? We present IMPASTO, a robotic oil-painting system that integrates learned pixel dynamics models with model-based planning. The dynamics models predict canvas updates from image observations and parameterized stroke actions; a receding-horizon model predictive control optimizer then plans trajectories and forces, while a force-sensitive controller executes strokes on a 7-DoF robot arm. IMPASTO integrates low-level force control, learned dynamics models, and high-level closed-loop planning, learns solely from robot self-play, and approximates human artists' single-stroke datasets and multi-stroke artworks, outperforming baselines in reproduction accuracy. Project website: https://impasto-robopainting.github.io/

cs.RO↗

GenFusion: Feed-forward Human Performance Capture via Progressive Canonical Space Updates

We present a feed-forward human performance capture method that renders novel views of a performer from a monocular RGB stream. A key challenge in this setting is the lack of sufficient observations, especially for unseen regions. Assuming the subject moves continuously over time, we take advantage of the fact that more body parts become observable by maintaining a canonical space that is progressively updated with each incoming frame. This canonical space accumulates appearance information over time and serves as a context bank when direct observations are missing in the current live frame. To effectively utilize this context while respecting the deformation of the live state, we formulate the rendering process as probabilistic regression. This resolves conflicts between past and current observations, producing sharper reconstructions than deterministic regression approaches. Furthermore, it enables plausible synthesis even in regions with no prior observations. Experiments on in-domain (4D-Dress) and out-of-distribution (MVHumanNet) datasets demonstrate the effectiveness of our approach.

cs.CV↗

Physion-Eval: Evaluating Physical Realism in Generated Video via Human Reasoning

Video generation models are increasingly used as world simulators for storytelling, simulation, and embodied AI. As these models advance, a key question arises: do generated videos obey the physical laws of the real world? Existing evaluations largely rely on automated metrics or coarse human judgments such as preferences or rubric-based checks. While useful for assessing perceptual quality, these methods provide limited insight into when and why generated dynamics violate real-world physical constraints. We introduce Physion-Eval, a large-scale benchmark of expert human reasoning for diagnosing physical realism failures in videos generated by five state-of-the-art models across egocentric and exocentric views, containing 10,990 expert reasoning traces spanning 22 fine-grained physical categories. Each generated video is derived from a corresponding real-world reference video depicting a clear physical process, and annotated with temporally localized glitches, structured failure categories, and natural-language explanations of the violated physical behavior. Using this dataset, we reveal a striking limitation of current video generation models: in physics-critical scenarios, 83.3% of exocentric and 93.5% of egocentric generated videos exhibit at least one human-identifiable physical glitch. We hope Physion-Eval will set a new standard for physical realism evaluation and guide the development of physics-grounded video generation. The benchmark is publicly available at https://huggingface.co/datasets/PhysionLabs/Physion-Eval.

cs.CV↗

IQuest-Coder-V1 Technical Report

In this report, we introduce the IQuest-Coder-V1 series-(7B/14B/40B/40B-Loop), a new family of code large language models (LLMs). Moving beyond static code representations, we propose the code-flow multi-stage training paradigm, which captures the dynamic evolution of software logic through different phases of the pipeline. Our models are developed through the evolutionary pipeline, starting with the initial pre-training consisting of code facts, repository, and completion data. Following that, we implement a specialized mid-training stage that integrates reasoning and agentic trajectories in 32k-context and repository-scale in 128k-context to forge deep logical foundations. The models are then finalized with post-training of specialized coding capabilities, which is bifurcated into two specialized paths: the thinking path (utilizing reasoning-driven RL) and the instruct path (optimized for general assistance). IQuest-Coder-V1 achieves state-of-the-art performance among competitive models across critical dimensions of code intelligence: agentic software engineering, competitive programming, and complex tool use. To address deployment constraints, the IQuest-Coder-V1-Loop variant introduces a recurrent mechanism designed to optimize the trade-off between model capacity and deployment footprint, offering an architecturally enhanced path for efficacy-efficiency trade-off. We believe the release of the IQuest-Coder-V1 series, including the complete white-box chain of checkpoints from pre-training bases to the final thinking and instruction models, will advance research in autonomous code intelligence and real-world agentic systems.

cs.AI↗

Phys2Real: Fusing VLM Priors with Interactive Online Adaptation for Uncertainty-Aware Sim-to-Real Manipulation

Learning robotic manipulation policies directly in the real world can be expensive and time-consuming. While reinforcement learning (RL) policies trained in simulation present a scalable alternative, effective sim-to-real transfer remains challenging, particularly for tasks that require precise dynamics. To address this, we propose Phys2Real, a real-to-sim-to-real RL pipeline that combines vision-language model (VLM)-inferred physical parameter estimates with interactive adaptation through uncertainty-aware fusion. Our approach consists of three core components: (1) high-fidelity geometric reconstruction with 3D Gaussian splatting, (2) VLM-inferred prior distributions over physical parameters, and (3) online physical parameter estimation from interaction data. Phys2Real conditions policies on interpretable physical parameters, refining VLM predictions with online estimates via ensemble-based uncertainty quantification. On planar pushing tasks of a T-block with varying center of mass (CoM) and a hammer with an off-center mass distribution, Phys2Real achieves substantial improvements over a domain randomization baseline: 100% vs 79% success rate for the bottom-weighted T-block, 57% vs 23% in the challenging top-weighted T-block, and 15% faster average task completion for hammer pushing. Ablation studies indicate that the combination of VLM and interaction information is essential for success. Project website: https://phys2real.github.io/.

cs.RO↗

RealWonder: Real-Time Physical Action-Conditioned Video Generation

Current video generation models cannot simulate physical consequences of 3D actions like forces and robotic manipulations, as they lack structural understanding of how actions affect 3D scenes. We present RealWonder, the first real-time system for action-conditioned video generation from a single image. Our key insight is using physics simulation as an intermediate bridge: instead of directly encoding continuous actions, we translate them through physics simulation into visual representations (optical flow and RGB) that video models can process. RealWonder integrates three components: 3D reconstruction from single images, physics simulation, and a distilled video generator requiring only 4 diffusion steps. Our system achieves 13.2 FPS at 480x832 resolution, enabling interactive exploration of forces, robot actions, and camera controls on rigid objects, deformable bodies, fluids, and granular materials. We envision RealWonder opens new opportunities to apply video models in immersive experiences, AR/VR, and robot learning. Our code and model weights are publicly available in our project website: https://liuwei283.github.io/RealWonder/

cs.CV↗

Thinking with Spatial Code for Physical-World Video Reasoning

We introduce Thinking with Spatial Code, a framework that transforms RGB video into explicit, temporally coherent 3D representations for physical-world visual question answering. We highlight the empirical finding that our proposed spatial encoder can parse videos into structured spatial code with explicit 3D oriented bounding boxes and semantic labels, enabling large language models (LLMs) to reason directly over explicit spatial variables. Specifically, we propose the spatial encoder that encodes image and geometric features by unifying 6D object parsing and tracking backbones with geometric prediction, and we further finetuning LLMs with reinforcement learning using a spatial rubric reward that encourages perspective-aware, geometrically grounded inference. As a result, our model outperforms proprietary vision-language models on VSI-Bench, setting a new state-of-the-art. Code is available at https://github.com/Beckschen/spatialcode.

cs.CV↗

MoMaGen: Generating Demonstrations under Soft and Hard Constraints for Multi-Step Bimanual Mobile Manipulation

Imitation learning from large-scale, diverse human demonstrations has been shown to be effective for training robots, but collecting such data is costly and time-consuming. This challenge intensifies for multi-step bimanual mobile manipulation, where humans must teleoperate both the mobile base and two high-DoF arms. Prior X-Gen works have developed automated data generation frameworks for static (bimanual) manipulation tasks, augmenting a few human demos in simulation with novel scene configurations to synthesize large-scale datasets. However, prior works fall short for bimanual mobile manipulation tasks for two major reasons: 1) a mobile base introduces the problem of how to place the robot base to enable downstream manipulation (reachability) and 2) an active camera introduces the problem of how to position the camera to generate data for a visuomotor policy (visibility). To address these challenges, MoMaGen formulates data generation as a constrained optimization problem that satisfies hard constraints (e.g., reachability) while balancing soft constraints (e.g., visibility while navigation). This formulation generalizes across most existing automated data generation approaches and offers a principled foundation for developing future methods. We evaluate on four multi-step bimanual mobile manipulation tasks and find that MoMaGen enables the generation of much more diverse datasets than previous methods. As a result of the dataset diversity, we also show that the data generated by MoMaGen can be used to train successful imitation learning policies using a single source demo. Furthermore, the trained policy can be fine-tuned with a very small amount of real-world data (40 demos) to be succesfully deployed on real robotic hardware. More details are on our project page: momagen.github.io.

cs.RO↗

Neuro-Symbolic Decoding of Neural Activity

We propose NEURONA, a neuro-symbolic framework for fMRI decoding and concept grounding in neural activity. Leveraging image- and video-based fMRI question-answering datasets, NEURONA learns to decode interacting concepts from visual stimuli based on patterns of fMRI responses, integrating symbolic reasoning and compositional execution with fMRI grounding across brain regions. We demonstrate that incorporating structural priors (e.g., compositional predicate-argument dependencies between concepts) into the decoding process significantly improves both decoding accuracy over precise queries, and notably, generalization to unseen queries at test time. With NEURONA, we highlight neuro-symbolic frameworks as promising tools for understanding neural activity.

q-bio.NC↗

SurfPhase: 3D Interfacial Dynamics in Two-Phase Flows from Sparse Videos

Interfacial dynamics in two-phase flows govern momentum, heat, and mass transfer, yet remain difficult to measure experimentally. Classical techniques face intrinsic limitations near moving interfaces, while existing neural rendering methods target single-phase flows with diffuse boundaries and cannot handle sharp, deformable liquid-vapor interfaces. We propose SurfPhase, a novel model for reconstructing 3D interfacial dynamics from sparse camera views. Our approach integrates dynamic Gaussian surfels with a signed distance function formulation for geometric consistency, and leverages a video diffusion model to synthesize novel-view videos to refine reconstruction from sparse observations. We evaluate on a new dataset of high-speed pool boiling videos, demonstrating high-quality view synthesis and velocity estimation from only two camera views. Project website: https://yuegao.me/SurfPhase.

cs.CV↗

Human Identification at a Distance: Challenges, Methods and Results on the Competition HID 2025

Human identification at a distance (HID) is challenging because traditional biometric modalities such as face and fingerprints are often difficult to acquire in real-world scenarios. Gait recognition provides a practical alternative, as it can be captured reliably at a distance. To promote progress in gait recognition and provide a fair evaluation platform, the International Competition on Human Identification at a Distance (HID) has been organized annually since 2020. Since 2023, the competition has adopted the challenging SUSTech-Competition dataset, which features substantial variations in clothing, carried objects, and view angles. No dedicated training data are provided, requiring participants to train their models using external datasets. Each year, the competition applies a different random seed to generate distinct evaluation splits, which reduces the risk of overfitting and supports a fair assessment of cross-domain generalization. While HID 2023 and HID 2024 already used this dataset, HID 2025 explicitly examined whether algorithmic advances could surpass the accuracy limits observed previously. Despite the heightened difficulty, participants achieved further improvements, and the best-performing method reached 94.2% accuracy, setting a new benchmark on this dataset. We also analyze key technical trends and outline potential directions for future research in gait recognition.

cs.CV↗

Theory of Space: Can Foundation Models Construct Spatial Beliefs through Active Exploration?

Spatial embodied intelligence requires agents to act to acquire information under partial observability. While multimodal foundation models excel at passive perception, their capacity for active, self-directed exploration remains understudied. We propose Theory of Space, defined as an agent's ability to actively acquire information through self-directed, active exploration and to construct, revise, and exploit a spatial belief from sequential, partial observations. We evaluate this through a benchmark where the goal is curiosity-driven exploration to build an accurate cognitive map. A key innovation is spatial belief probing, which prompts models to reveal their internal spatial representations at each step. Our evaluation of state-of-the-art models reveals several critical bottlenecks. First, we identify an Active-Passive Gap, where performance drops significantly when agents must autonomously gather information. Second, we find high inefficiency, as models explore unsystematically compared to program-based proxies. Through belief probing, we diagnose that while perception is an initial bottleneck, global beliefs suffer from instability that causes spatial knowledge to degrade over time. Finally, using a false belief paradigm, we uncover Belief Inertia, where agents fail to update obsolete priors with new evidence. This issue is present in text-based agents but is particularly severe in vision-based models. Our findings suggest that current foundation models struggle to maintain coherent, revisable spatial beliefs during active exploration.

cs.AI↗

Deep Sketch-Based 3D Modeling: A Survey

In the past decade, advances in artificial intelligence have revolutionized sketch-based 3D modeling, leading to a new paradigm known as Deep Sketch-Based 3D Modeling (DS-3DM). DS-3DM offers data-driven methods that address the long-standing challenges of sketch abstraction and ambiguity. DS-3DM keeps humans at the center of the creative process by enhancing the flexibility, usability, faithfulness, and adaptability of sketch-based 3D modeling interfaces. This paper contributes a comprehensive survey of the latest DS-3DM within a novel design space: MORPHEUS. Built upon the Input-Model-Output (IMO) framework, MORPHEUS categorizes Models outputting Options of 3D Representations and Parts, derived from Human inputs (varying in quantity and modality), and Evaluated across diverse User-views and Styles. Throughout MORPHEUS we highlight limitations and identify opportunities for interdisciplinary research in Computer Vision, Computer Graphics, and Human-Computer Interaction, revealing a need for controllability and information-rich outputs. These opportunities align design processes more closely with user' intent, responding to the growing importance of user-centered approaches.

cs.GR↗

Talk2Move: Reinforcement Learning for Text-Instructed Object-Level Geometric Transformation in Scenes

We introduce Talk2Move, a reinforcement learning (RL) based diffusion framework for text-instructed spatial transformation of objects within scenes. Spatially manipulating objects in a scene through natural language poses a challenge for multimodal generation systems. While existing text-based manipulation methods can adjust appearance or style, they struggle to perform object-level geometric transformations-such as translating, rotating, or resizing objects-due to scarce paired supervision and pixel-level optimization limits. Talk2Move employs Group Relative Policy Optimization (GRPO) to explore geometric actions through diverse rollouts generated from input images and lightweight textual variations, removing the need for costly paired data. A spatial reward guided model aligns geometric transformations with linguistic description, while off-policy step evaluation and active step sampling improve learning efficiency by focusing on informative transformation stages. Furthermore, we design object-centric spatial rewards that evaluate displacement, rotation, and scaling behaviors directly, enabling interpretable and coherent transformations. Experiments on curated benchmarks demonstrate that Talk2Move achieves precise, consistent, and semantically faithful object transformations, outperforming existing text-guided editing approaches in both spatial accuracy and scene coherence.

cs.CV↗

Choreographing a World of Dynamic Objects

Dynamic objects in our physical 4D (3D + time) world are constantly evolving, deforming, and interacting with other objects, leading to diverse 4D scene dynamics. In this paper, we present a universal generative pipeline, CHORD, for CHOReographing Dynamic objects and scenes and synthesizing this type of phenomena. Traditional rule-based graphics pipelines to create these dynamics are based on category-specific heuristics, yet are labor-intensive and not scalable. Recent learning-based methods typically demand large-scale datasets, which may not cover all object categories in interest. Our approach instead inherits the universality from the video generative models by proposing a distillation-based pipeline to extract the rich Lagrangian motion information hidden in the Eulerian representations of 2D videos. Our method is universal, versatile, and category-agnostic. We demonstrate its effectiveness by conducting experiments to generate a diverse range of multi-body 4D dynamics, show its advantage compared to existing methods, and demonstrate its applicability in generating robotics manipulation policies. Project page: https://yanzhelyu.github.io/chord

cs.CV↗

Dream2Flow: Bridging Video Generation and Open-World Manipulation with 3D Object Flow

Generative video modeling has emerged as a compelling tool to zero-shot reason about plausible physical interactions for open-world manipulation. Yet, it remains a challenge to translate such human-led motions into the low-level actions demanded by robotic systems. We observe that given an initial image and task instruction, these models excel at synthesizing sensible object motions. Thus, we introduce Dream2Flow, a framework that bridges video generation and robotic control through 3D object flow as an intermediate representation. Our method reconstructs 3D object motions from generated videos and formulates manipulation as object trajectory tracking. By separating the state changes from the actuators that realize those changes, Dream2Flow overcomes the embodiment gap and enables zero-shot guidance from pre-trained video models to manipulate objects of diverse categories-including rigid, articulated, deformable, and granular. Through trajectory optimization or reinforcement learning, Dream2Flow converts reconstructed 3D object flow into executable low-level commands without task-specific demonstrations. Simulation and real-world experiments highlight 3D object flow as a general and scalable interface for adapting video generation models to open-world robotic manipulation. Videos and visualizations are available at https://dream2flow.github.io/.

cs.RO↗

Close the Loop: Synthesizing Infinite Tool-Use Data via Multi-Agent Role-Playing

Enabling Large Language Models (LLMs) to reliably invoke external tools remains a critical bottleneck for autonomous agents. Existing approaches suffer from three fundamental challenges: expensive human annotation for high-quality trajectories, poor generalization to unseen tools, and quality ceilings inherent in single-model synthesis that perpetuate biases and coverage gaps. We introduce InfTool, a fully autonomous framework that breaks these barriers through self-evolving multi-agent synthesis. Given only raw API specifications, InfTool orchestrates three collaborative agents (User Simulator, Tool-Calling Assistant, and MCP Server) to generate diverse, verified trajectories spanning single-turn calls to complex multi-step workflows. The framework establishes a closed loop: synthesized data trains the model via Group Relative Policy Optimization (GRPO) with gated rewards, the improved model generates higher-quality data targeting capability gaps, and this cycle iterates without human intervention. Experiments on the Berkeley Function-Calling Leaderboard (BFCL) demonstrate that InfTool transforms a base 32B model from 19.8% to 70.9% accuracy (+258%), surpassing models 10x larger and rivaling Claude-Opus, and entirely from synthetic data without human annotation.

cs.CL↗

Autoregressive Flow Matching for Motion Prediction

Motion prediction has been studied in different contexts with models trained on narrow distributions and applied to downstream tasks in human motion prediction and robotics. Simultaneously, recent efforts in scaling video prediction have demonstrated impressive visual realism, yet they struggle to accurately model complex motions despite massive scale. Inspired by the scaling of video generation, we develop autoregressive flow matching (ARFM), a new method for probabilistic modeling of sequential continuous data and train it on diverse video datasets to generate future point track locations over long horizons. To evaluate our model, we develop benchmarks for evaluating the ability of motion prediction models to predict human and robot motion. Our model is able to predict complex motions, and we demonstrate that conditioning robot action prediction and human motion prediction on predicted future tracks can significantly improve downstream task performance. Code and models publicly available at: https://github.com/Johnathan-Xie/arfm-motion-prediction.

cs.CV↗