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Jinguang Tong

Publications and source records attributed to Jinguang Tong.

15 recordsLinked to original sources

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

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

cs.RO

Label Shift Aware Adaptation for Online Zero-shot Learning with Contrastive Language-Image Pre-Training (CLIP)

Vision-language models like Contrastive Language-Image Pre-Training (CLIP) have been extensively studied in data-scarce scenarios. A particularly challenging and realistic task in this area is online zero-shot learning with CLIP, where unknown test samples are predicted sequentially in random order by CLIP while keeping the feature extraction and model parameters fixed during the sequential inference phase. Most existing approaches in this setting address the problem by adapting representations online using incoming test samples, while neglecting the distribution of the data on which CLIP was initially trained. This mismatch can lead to degraded performance when the label distribution in the test data differs from that of the training domain. To address this gap, we propose Label Shift Aware (LSA), which formulates the online zero-shot classification task as a domain adaptation problem. Specifically, LSA adapts the predictions computed by CLIP, which was trained on an unknown source distribution, to a target distribution using only unlabeled test data, and applies label shift correction to mitigate the mismatch between the source and target domains. The extensive experiments across multiple datasets demonstrate that the proposed LSA consistently outperforms state-of-the-art online zero-shot learning methods based on CLIP.

cs.CV

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

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

cs.RO

Structural Energy Guidance for View-Consistent Text-to-3D Generation

Text-to-3D generation based on diffusion models often suffers from the Janus problem, leading to inconsistent geometry across viewpoints. This work identifies viewpoint bias in 2D diffusion priors as the main cause and proposes Structural Energy-Guided Sampling (SEGS), a training-free and plug-and-play framework to improve multi-view consistency. SEGS constructs a structural energy in the PCA subspace of U-Net features and injects its gradient into the denoising process. It can be easily integrated into SDS/VSD pipelines without retraining. Experiments show that SEGS reduces the Janus Rate by about 10% on average and improves View-CS scores across multiple baselines, including DreamFusion, Magic3D, and LucidDreamer. This method effectively alleviates viewpoint artifacts while preserving appearance fidelity, providing a flexible solution for high-quality text-to-3D content generation.

cs.CV

3D-IDE: 3D Implicit Depth Emergent

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

cs.CV

MVHOI: Bridge Multi-view Condition to Complex Human-Object Interaction Video Reenactment via 3D Foundation Model

Human-Object Interaction (HOI) video reenactment aims to transfer the interaction dynamics of a source video to a novel target object while preserving realistic hand-object coordination. Existing methods typically rely on sparse 2D motion controls and monocular references, which are insufficient for complex out-of-plane motion and large viewpoint changes. We present MVHOI, a two-stage framework combining implicit motion extraction, 3D-aware multi-view reasoning, and video generation. In the first stage, a motion extractor encodes object dynamics into implicit motion descriptors. Conditioned on these descriptors, our Motion-Driven Object Prior (MDOP) module queries a 3D foundation model over multi-view references of the target object and autoregressively predicts coarse object anchors, a sequence of images that track the object's evolving orientation and appearance under the source motion without any explicit pose estimation. In the second stage, a DiT-based video generation model uses these anchors as structural guidance and the multi-view references as appearance guidance. We further reuse cross-view attention from MDOP as a soft attention bias to reduce reference-view confusion. For long videos, a cross-iterative inference strategy refreshes subsequent object priors using refined video outputs. Experiments demonstrate consistent improvements over state-of-the-art methods in object fidelity, motion consistency, visual quality, and interaction realism.

cs.CV

Enhancing Features in Long-tailed Data Using Large Vision Model

Language-based foundation models, such as large language models (LLMs) or large vision-language models (LVLMs), have been widely studied in long-tailed recognition. However, the need for linguistic data is not applicable to all practical tasks. In this study, we aim to explore using large vision models (LVMs) or visual foundation models (VFMs) to enhance long-tailed data features without any language information. Specifically, we extract features from the LVM and fuse them with features in the baseline network's map and latent space to obtain the augmented features. Moreover, we design several prototype-based losses in the latent space to further exploit the potential of the augmented features. In the experimental section, we validate our approach on two benchmark datasets: ImageNet-LT and iNaturalist2018.

cs.CV

Adaptive and Balanced Re-initialization for Long-timescale Continual Test-time Domain Adaptation

Continual test-time domain adaptation (CTTA) aims to adjust models so that they can perform well over time across non-stationary environments. While previous methods have made considerable efforts to optimize the adaptation process, a crucial question remains: Can the model adapt to continually changing environments over a long time? In this work, we explore facilitating better CTTA in the long run using a re-initialization (or reset) based method. First, we observe that the long-term performance is associated with the trajectory pattern in label flip. Based on this observed correlation, we propose a simple yet effective policy, Adaptive-and-Balanced Re-initialization (ABR), towards preserving the model's long-term performance. In particular, ABR performs weight re-initialization using adaptive intervals. The adaptive interval is determined based on the change in label flip. The proposed method is validated on extensive CTTA benchmarks, achieving superior performance.

cs.CV

Structural Energy-Guided Sampling for View-Consistent Text-to-3D

Text-to-3D generation often suffers from the Janus problem, where objects look correct from the front but collapse into duplicated or distorted geometry from other angles. We attribute this failure to viewpoint bias in 2D diffusion priors, which propagates into 3D optimization. To address this, we propose Structural Energy-Guided Sampling (SEGS), a training-free, plug-and-play framework that enforces multi-view consistency entirely at sampling time. SEGS defines a structural energy in a PCA subspace of intermediate U-Net features and injects its gradients into the denoising trajectory, steering geometry toward the intended viewpoint while preserving appearance fidelity. Integrated seamlessly into SDS/VSD pipelines, SEGS significantly reduces Janus artifacts, achieving improved geometric alignment and viewpoint consistency without retraining or weight modification.

cs.CV

Improving Viewpoint Consistency in 3D Generation via Structure Feature and CLIP Guidance

Despite recent advances in text-to-3D generation techniques, current methods often suffer from geometric inconsistencies, commonly referred to as the Janus Problem. This paper identifies the root cause of the Janus Problem: viewpoint generation bias in diffusion models, which creates a significant gap between the actual generated viewpoint and the expected one required for optimizing the 3D model. To address this issue, we propose a tuning-free approach called the Attention and CLIP Guidance (ACG) mechanism. ACG enhances desired viewpoints by adaptively controlling cross-attention maps, employs CLIP-based view-text similarities to filter out erroneous viewpoints, and uses a coarse-to-fine optimization strategy with staged prompts to progressively refine 3D generation. Extensive experiments demonstrate that our method significantly reduces the Janus Problem without compromising generation speed, establishing ACG as an efficient, plug-and-play component for existing text-to-3D frameworks.

cs.CV

DGNS: Deformable Gaussian Splatting and Dynamic Neural Surface for Monocular Dynamic 3D Reconstruction

Dynamic scene reconstruction from monocular video is essential for real-world applications. We introduce DGNS, a hybrid framework integrating \underline{D}eformable \underline{G}aussian Splatting and Dynamic \underline{N}eural \underline{S}urfaces, effectively addressing dynamic novel-view synthesis and 3D geometry reconstruction simultaneously. During training, depth maps generated by the deformable Gaussian splatting module guide the ray sampling for faster processing and provide depth supervision within the dynamic neural surface module to improve geometry reconstruction. Conversely, the dynamic neural surface directs the distribution of Gaussian primitives around the surface, enhancing rendering quality. In addition, we propose a depth-filtering approach to further refine depth supervision. Extensive experiments conducted on public datasets demonstrate that DGNS achieves state-of-the-art performance in 3D reconstruction, along with competitive results in novel-view synthesis.

cs.CV

GS-2DGS: Geometrically Supervised 2DGS for Reflective Object Reconstruction

3D modeling of highly reflective objects remains challenging due to strong view-dependent appearances. While previous SDF-based methods can recover high-quality meshes, they are often time-consuming and tend to produce over-smoothed surfaces. In contrast, 3D Gaussian Splatting (3DGS) offers the advantage of high speed and detailed real-time rendering, but extracting surfaces from the Gaussians can be noisy due to the lack of geometric constraints. To bridge the gap between these approaches, we propose a novel reconstruction method called GS-2DGS for reflective objects based on 2D Gaussian Splatting (2DGS). Our approach combines the rapid rendering capabilities of Gaussian Splatting with additional geometric information from foundation models. Experimental results on synthetic and real datasets demonstrate that our method significantly outperforms Gaussian-based techniques in terms of reconstruction and relighting and achieves performance comparable to SDF-based methods while being an order of magnitude faster. Code is available at https://github.com/hirotong/GS2DGS

cs.CV

Maintain Plasticity in Long-timescale Continual Test-time Adaptation

Continual test-time domain adaptation (CTTA) aims to adjust pre-trained source models to perform well over time across non-stationary target environments. While previous methods have made considerable efforts to optimize the adaptation process, a crucial question remains: can the model adapt to continually-changing environments with preserved plasticity over a long time? The plasticity refers to the model's capability to adjust predictions in response to non-stationary environments continually. In this work, we explore plasticity, this essential but often overlooked aspect of continual adaptation to facilitate more sustained adaptation in the long run. First, we observe that most CTTA methods experience a steady and consistent decline in plasticity during the long-timescale continual adaptation phase. Moreover, we find that the loss of plasticity is strongly associated with the change in label flip. Based on this correlation, we propose a simple yet effective policy, Adaptive Shrink-Restore (ASR), towards preserving the model's plasticity. In particular, ASR does the weight re-initialization by the adaptive intervals. The adaptive interval is determined based on the change in label flipping. Our method is validated on extensive CTTA benchmarks, achieving excellent performance.

cs.CV

Seeing Through the Glass: Neural 3D Reconstruction of Object Inside a Transparent Container

In this paper, we define a new problem of recovering the 3D geometry of an object confined in a transparent enclosure. We also propose a novel method for solving this challenging problem. Transparent enclosures pose challenges of multiple light reflections and refractions at the interface between different propagation media e.g. air or glass. These multiple reflections and refractions cause serious image distortions which invalidate the single viewpoint assumption. Hence the 3D geometry of such objects cannot be reliably reconstructed using existing methods, such as traditional structure from motion or modern neural reconstruction methods. We solve this problem by explicitly modeling the scene as two distinct sub-spaces, inside and outside the transparent enclosure. We use an existing neural reconstruction method (NeuS) that implicitly represents the geometry and appearance of the inner subspace. In order to account for complex light interactions, we develop a hybrid rendering strategy that combines volume rendering with ray tracing. We then recover the underlying geometry and appearance of the model by minimizing the difference between the real and hybrid rendered images. We evaluate our method on both synthetic and real data. Experiment results show that our method outperforms the state-of-the-art (SOTA) methods. Codes and data will be available at https://github.com/hirotong/ReNeuS

cs.CV

Voxelized 3D Feature Aggregation for Multiview Detection

Multi-view detection incorporates multiple camera views to alleviate occlusion in crowded scenes, where the state-of-the-art approaches adopt homography transformations to project multi-view features to the ground plane. However, we find that these 2D transformations do not take into account the object's height, and with this neglection features along the vertical direction of same object are likely not projected onto the same ground plane point, leading to impure ground-plane features. To solve this problem, we propose VFA, voxelized 3D feature aggregation, for feature transformation and aggregation in multi-view detection. Specifically, we voxelize the 3D space, project the voxels onto each camera view, and associate 2D features with these projected voxels. This allows us to identify and then aggregate 2D features along the same vertical line, alleviating projection distortions to a large extent. Additionally, because different kinds of objects (human vs. cattle) have different shapes on the ground plane, we introduce the oriented Gaussian encoding to match such shapes, leading to increased accuracy and efficiency. We perform experiments on multiview 2D detection and multiview 3D detection problems. Results on four datasets (including a newly introduced MultiviewC dataset) show that our system is very competitive compared with the state-of-the-art approaches. %Our code and data will be open-sourced.Code and MultiviewC are released at https://github.com/Robert-Mar/VFA.

cs.CV