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Junsong Yuan

Publications and source records attributed to Junsong Yuan.

At least 19 recordsLinked to original sources

RubricRL: Simple Generalizable Rewards for Text-to-Image Generation

Reinforcement learning (RL) has recently emerged as a promising approach for aligning text-to-image generative models with human preferences. A key challenge, however, lies in designing effective and interpretable rewards. Existing methods often rely on either composite metrics (e.g., CLIP, OCR, and realism scores) with fixed weights or a single scalar reward distilled from human preference models, which can limit interpretability and flexibility. We propose RubricRL, a simple and general framework for rubric-based reward design that offers greater interpretability, composability, and user control. Instead of using a black-box scalar signal, RubricRL dynamically constructs a structured rubric for each prompt--a decomposable checklist of fine-grained visual criteria such as object correctness, attribute accuracy, OCR fidelity, and realism--tailored to the input text. Each criterion is independently evaluated by a multimodal judge (e.g., o4-mini), and a prompt-adaptive weighting mechanism emphasizes the most relevant dimensions. This design not only produces interpretable and modular supervision signals for policy optimization (e.g., GRPO or PPO), but also enables users to directly adjust which aspects to reward or penalize. Experiments with an autoregressive text-to-image model demonstrate that RubricRL improves prompt faithfulness, visual detail, and generalizability, while offering a flexible and extensible foundation for interpretable RL alignment across text-to-image architectures.

cs.CV

STAR: Skeletal Token Alignment and Rearrangement for Interaction Recognition

Understanding physical human-robot and human-human interactions is a challenging yet emerging topic in 3D vision. While most existing methods rely on skeleton sequences--effective in low-light and privacy-sensitive environment--they face two major challenges: 1) learning and effectively exploiting interaction cues from skeletal data, and 2) compensating for the lack of visual information absent in skeletons alone. To address these challenges, we propose skeletal token alignment and rearrangement (STAR) for human-robot and human-human interaction recognition. It learns interaction-specific skeleton features and enriches them using visual cues by aligning skeleton and RGB video representations in a shared latent space. Specifically, STAR consists of three key components. First, we design a skeleton encoder that captures fine-grained interdependencies using Entity Rearrangement (ER) and Interactive Spatiotemporal Tokens (ISTs). Second, we present Visual Interaction Encoding that introduces a Focus on Interactions (FoI) strategy to attend to spatiotemporal regions relevant to interactions in RGB videos. Finally, these representations are aligned via a contrastive learning objective, with a refinement head further refines predictions. During training, STAR leverages both skeleton and RGB video data to learn robust, discriminative interaction representations. At inference time, it operates on skeletons alone, retaining visual-informed benefits while preserving skeleton-only efficiency. Extensive experiments on Chico, HARPER, NTU Mutual 11 and 26 datasets consistently validate our approach by demonstrating superior performance over state-of-the-art methods. Our code is publicly available at https://github.com/Necolizer/STAR.

cs.CV

Language-Guided Transformer Tokenizer for Human Motion Generation

In this paper, we focus on motion discrete tokenization, which converts raw motion into compact discrete tokens--a process proven crucial for efficient motion generation. In this paradigm, increasing the number of tokens is a common approach to improving motion reconstruction quality, but more tokens make it more difficult for generative models to learn. To maintain high reconstruction quality while reducing generation complexity, we propose leveraging language to achieve efficient motion tokenization, which we term Language-Guided Tokenization (LG-Tok). LG-Tok aligns natural language with motion at the tokenization stage, yielding compact, high-level semantic representations. This approach not only strengthens both tokenization and detokenization but also simplifies the learning of generative models. Furthermore, existing tokenizers predominantly adopt convolutional architectures, whose local receptive fields struggle to support global language guidance. To this end, we propose a Transformer-based Tokenizer that leverages attention mechanisms to enable effective alignment between language and motion. Additionally, we design a language-drop scheme, in which language conditions are randomly removed during training, enabling the detokenizer to support language-free guidance during generation. On the HumanML3D and Motion-X generation benchmarks, LG-Tok achieves Top-1 scores of 0.542 and 0.582, outperforming state-of-the-art methods (MARDM: 0.500 and 0.528), and with FID scores of 0.057 and 0.088, respectively, versus 0.114 and 0.147. LG-Tok-mini uses only half the tokens while maintaining competitive performance (Top-1: 0.521/0.588, FID: 0.085/0.071), validating the efficiency of our semantic representations. Code and checkpoints are available at https://eanson023.github.io/LG-Tok/

cs.CV

Latent Visual Diffusion Reasoning with Monte Carlo Tree Search

Analyzing fine-grained skill activities (e.g., sports, surgery) requires not only recognizing visual patterns but also performing step-by-step visual reasoning that leads to the final judgment. While recent advances in action quality assessment have achieved remarkable progress in evaluating performance, existing models remain black boxes, where they lack the ability to explicitly reveal the reasoning processes underlying their judgments. To address this limitation, we propose Latent Visual Diffusion Reasoning (LVDR), a novel framework that integrates keypoint-guided Monte Carlo Tree Search (MCTS) to model and visualize the latent visual reasoning process. LVDR not only produces more accurate skill assessments but also uncovers the critical visual reasoning sequences that contribute to the final evaluation. Extensive experiments across four datasets spanning diverse sports and surgical domains demonstrate that LVDR achieves competitive quantitative performance while providing interpretable visual reasoning trajectories leading to the final predictions. Source codes and models can be found through the following link: https://github.com/XiruiTeng/LVDR_Official.git.

cs.CV

Leveraging Text-to-Image Diffusion Models for Unsupervised Visual Object Tracking

Unsupervised visual object tracking is a challenging task that requires following arbitrary targets in videos without training on ground-truth annotations. Despite considerable progress, existing state-of-the-art unsupervised trackers often struggle in scenarios that demand fine-grained understanding of semantic and visual structural information within video frames. Text-to-image diffusion models are well known for their ability to generate images that accurately reflect the semantics and structures described in the input prompt, demonstrating a strong grasp of visual semantics and structures. Building on this capability, we approach the unsupervised tracking from a new perspective by exploiting the rich semantic knowledge encoded in pretrained text-to-image diffusion models. To adapt the diffusion models, which are originally developed for image generation, to the tracking task, we reinterpret the models as a bridge between text and image modalities. This connection is realized through the cross-attention mechanism: when both text and an image are input into the models, they highlight the regions of the image that are semantically aligned with the text in the cross-attention maps. We therefore learn a prompt that represents the tracking target and activates its corresponding region in the cross-attention map for each frame, which enables object tracking with the diffusion model. Specifically, our method Diff-Tracking is composed of two main components: an initial prompt learner and an online prompt updater. The initial prompt learner generates a prompt that captures the target object in the first frame, allowing the diffusion model to identify the target. The online prompt updater refines the prompt based on motion information, enabling consistent tracking across video frames. We evaluate our approach on six challenging tracking datasets demonstrate the effectiveness of our approach.

cs.CV

Lens Privacy Sealing: A New Benchmark and Method for Physical Privacy-Preserving Action Recognition

RGB camera-based surveillance systems enable human action recognition for public safety and healthcare, yet raise serious privacy concerns. Existing methods rely on post-capture algorithms, which fail to protect privacy during data acquisition. We propose Lens Privacy Sealing (LPS), a simple hardware solution that physically obscures camera lenses with adjustable laminating film, providing pre-sensor privacy protection at minimal cost. Unlike software methods or expensive engineered optics, LPS achieves strong privacy through stochastic multi-layer scattering that is physically irreversible. We introduce the P$^3$AR dataset for privacy-preserving action recognition, featuring both large-scale replay-captured (P$^3$AR-NTU, 114K videos) and real-world collected (P$^3$AR-PKU) subsets with privacy attribute annotations. To handle video degradation from LPS, we propose MSPNet, a single-stage framework incorporating Inter-Frame Noise Suppressor (IFNS) and Cross-Frame Semantic Aggregator (CFSA), enhanced by contrastive language-image pre-training for robust semantic extraction. Extensive experiments demonstrate that MSPNet with IFNS and CFSA nearly doubles action recognition accuracy compared to baseline methods while suppressing identity recognition to low levels. Comprehensive validation shows LPS achieves a superior privacy-utility trade-off compared to state-of-the-art hardware methods, resists reconstruction attacks including PSF inversion and data-driven recovery, and generalizes robustly across optical configurations and challenging environments. Code is available at https://github.com/wangzy01/MSPNet.

cs.CV

CamReasoner: Reinforcing Camera Movement Understanding via Structured Spatial Reasoning

Understanding camera dynamics is a fundamental pillar of video spatial intelligence. However, existing multimodal models predominantly treat this task as a black-box classification, often confusing physically distinct motions by relying on superficial visual patterns rather than geometric cues. We present \textbf{CamReasoner}, a framework that reformulates camera movement understanding as a structured inference process to bridge the gap between perception and cinematic logic. Our approach centers on the Observation-Thinking-Answer (O-T-A) paradigm, which compels the model to articulate spatio-temporal observations and reason about motion patterns within an explicit reasoning block. To instill this capability, we construct a Large-scale Inference Trajectory Suite comprising 18k SFT reasoning chains and 38k RL feedback samples. To the best of our knowledge, \textbf{we are the first to employ RL for logical alignment in camera movement understanding}, ensuring motion inferences are grounded in structured visual reasoning rather than contextual guesswork. Built upon Qwen2.5-VL-7B, CamReasoner-7B improves binary classification accuracy from 73.8\% to 78.4\% and VQA accuracy from 60.9\% to 74.5\% over its backbone, consistently outperforming both proprietary and open-source baselines across multiple benchmarks.

cs.CV

PP-Motion: Physical-Perceptual Fidelity Evaluation for Human Motion Generation

Human motion generation has found widespread applications in AR/VR, film, sports, and medical rehabilitation, offering a cost-effective alternative to traditional motion capture systems. However, evaluating the fidelity of such generated motions is a crucial, multifaceted task. Although previous approaches have attempted at motion fidelity evaluation using human perception or physical constraints, there remains an inherent gap between human-perceived fidelity and physical feasibility. Moreover, the subjective and coarse binary labeling of human perception further undermines the development of a robust data-driven metric. We address these issues by introducing a physical labeling method. This method evaluates motion fidelity by calculating the minimum modifications needed for a motion to align with physical laws. With this approach, we are able to produce fine-grained, continuous physical alignment annotations that serve as objective ground truth. With these annotations, we propose PP-Motion, a novel data-driven metric to evaluate both physical and perceptual fidelity of human motion. To effectively capture underlying physical priors, we employ Pearson's correlation loss for the training of our metric. Additionally, by incorporating a human-based perceptual fidelity loss, our metric can capture fidelity that simultaneously considers both human perception and physical alignment. Experimental results demonstrate that our metric, PP-Motion, not only aligns with physical laws but also aligns better with human perception of motion fidelity than previous work.

cs.CV

Chain-of-Look Spatial Reasoning for Dense Surgical Instrument Counting

Accurate counting of surgical instruments in Operating Rooms (OR) is a critical prerequisite for ensuring patient safety during surgery. Despite recent progress of large visual-language models and agentic AI, accurately counting such instruments remains highly challenging, particularly in dense scenarios where instruments are tightly clustered. To address this problem, we introduce Chain-of-Look, a novel visual reasoning framework that mimics the sequential human counting process by enforcing a structured visual chain, rather than relying on classic object detection which is unordered. This visual chain guides the model to count along a coherent spatial trajectory, improving accuracy in complex scenes. To further enforce the physical plausibility of the visual chain, we introduce the neighboring loss function, which explicitly models the spatial constraints inherent to densely packed surgical instruments. We also present SurgCount-HD, a new dataset comprising 1,464 high-density surgical instrument images. Extensive experiments demonstrate that our method outperforms state-of-the-art approaches for counting (e.g., CountGD, REC) as well as Multimodality Large Language Models (e.g., Qwen, ChatGPT) in the challenging task of dense surgical instrument counting.

cs.CV

PoseMoE: Mixture-of-Experts Network for Monocular 3D Human Pose Estimation

The lifting-based methods have dominated monocular 3D human pose estimation by leveraging detected 2D poses as intermediate representations. The 2D component of the final 3D human pose benefits from the detected 2D poses, whereas its depth counterpart must be estimated from scratch. The lifting-based methods encode the detected 2D pose and unknown depth in an entangled feature space, explicitly introducing depth uncertainty to the detected 2D pose, thereby limiting overall estimation accuracy. This work reveals that the depth representation is pivotal for the estimation process. Specifically, when depth is in an initial, completely unknown state, jointly encoding depth features with 2D pose features is detrimental to the estimation process. In contrast, when depth is initially refined to a more dependable state via network-based estimation, encoding it together with 2D pose information is beneficial. To address this limitation, we present a Mixture-of-Experts network for monocular 3D pose estimation named PoseMoE. Our approach introduces: (1) A mixture-of-experts network where specialized expert modules refine the well-detected 2D pose features and learn the depth features. This mixture-of-experts design disentangles the feature encoding process for 2D pose and depth, therefore reducing the explicit influence of uncertain depth features on 2D pose features. (2) A cross-expert knowledge aggregation module is proposed to aggregate cross-expert spatio-temporal contextual information. This step enhances features through bidirectional mapping between 2D pose and depth. Extensive experiments show that our proposed PoseMoE outperforms the conventional lifting-based methods on three widely used datasets: Human3.6M, MPI-INF-3DHP, and 3DPW.

cs.CV

SRAM: Shape-Realism Alignment Metric for No Reference 3D Shape Evaluation

3D generation and reconstruction techniques have been widely used in computer games, film, and other content creation areas. As the application grows, there is a growing demand for 3D shapes that look truly realistic. Traditional evaluation methods rely on a ground truth to measure mesh fidelity. However, in many practical cases, a shape's realism does not depend on having a ground truth reference. In this work, we propose a Shape-Realism Alignment Metric that leverages a large language model (LLM) as a bridge between mesh shape information and realism evaluation. To achieve this, we adopt a mesh encoding approach that converts 3D shapes into the language token space. A dedicated realism decoder is designed to align the language model's output with human perception of realism. Additionally, we introduce a new dataset, RealismGrading, which provides human-annotated realism scores without the need for ground truth shapes. Our dataset includes shapes generated by 16 different algorithms on over a dozen objects, making it more representative of practical 3D shape distributions. We validate our metric's performance and generalizability through k-fold cross-validation across different objects. Experimental results show that our metric correlates well with human perceptions and outperforms existing methods, and has good generalizability.

cs.CV

Textured Geometry Evaluation: Perceptual 3D Textured Shape Metric via 3D Latent-Geometry Network

Textured high-fidelity 3D models are crucial for games, AR/VR, and film, but human-aligned evaluation methods still fall behind despite recent advances in 3D reconstruction and generation. Existing metrics, such as Chamfer Distance, often fail to align with how humans evaluate the fidelity of 3D shapes. Recent learning-based metrics attempt to improve this by relying on rendered images and 2D image quality metrics. However, these approaches face limitations due to incomplete structural coverage and sensitivity to viewpoint choices. Moreover, most methods are trained on synthetic distortions, which differ significantly from real-world distortions, resulting in a domain gap. To address these challenges, we propose a new fidelity evaluation method that is based directly on 3D meshes with texture, without relying on rendering. Our method, named Textured Geometry Evaluation TGE, jointly uses the geometry and color information to calculate the fidelity of the input textured mesh with comparison to a reference colored shape. To train and evaluate our metric, we design a human-annotated dataset with real-world distortions. Experiments show that TGE outperforms rendering-based and geometry-only methods on real-world distortion dataset.

cs.CV

Informative Sample Selection Model for Skeleton-based Action Recognition with Limited Training Samples

Skeleton-based human action recognition aims to classify human skeletal sequences, which are spatiotemporal representations of actions, into predefined categories. To reduce the reliance on costly annotations of skeletal sequences while maintaining competitive recognition accuracy, the task of 3D Action Recognition with Limited Training Samples, also known as semi-supervised 3D Action Recognition, has been proposed. In addition, active learning, which aims to proactively select the most informative unlabeled samples for annotation, has been explored in semi-supervised 3D Action Recognition for training sample selection. Specifically, researchers adopt an encoder-decoder framework to embed skeleton sequences into a latent space, where clustering information, combined with a margin-based selection strategy using a multi-head mechanism, is utilized to identify the most informative sequences in the unlabeled set for annotation. However, the most representative skeleton sequences may not necessarily be the most informative for the action recognizer, as the model may have already acquired similar knowledge from previously seen skeleton samples. To solve it, we reformulate Semi-supervised 3D action recognition via active learning from a novel perspective by casting it as a Markov Decision Process (MDP). Built upon the MDP framework and its training paradigm, we train an informative sample selection model to intelligently guide the selection of skeleton sequences for annotation. To enhance the representational capacity of the factors in the state-action pairs within our method, we project them from Euclidean space to hyperbolic space. Furthermore, we introduce a meta tuning strategy to accelerate the deployment of our method in real-world scenarios. Extensive experiments on three 3D action recognition benchmarks demonstrate the effectiveness of our method.

cs.CV

Vision Language Models Map Logos to Text via Semantic Entanglement in the Visual Projector

Vision Language Models (VLMs) have achieved impressive progress in multimodal reasoning; yet, they remain vulnerable to hallucinations, where outputs are not grounded in visual evidence. In this paper, we investigate a previously overlooked setting: logo hallucination, where models generate brand names or textual content despite logos containing no visible words. Using curated splits of pure symbols, hybrids, and text-bearing logos, as well as the challenging Hard-60 subset, we systematically measure hallucination across leading VLMs. We further probe robustness through nine structured perturbations and show that hallucinations persist even under strong distortions, with occlusion exposing the sharpest weaknesses. Embedding-level analysis with open-weight LLaVA demonstrates that hallucination is tied to a small subset of projector dimensions, and targeted ablation substantially reduces errors while preserving OCR accuracy. Together, these findings reveal that VLMs often rely on symbolic priors rather than genuine glyph perception, particularly for iconic circular logos, and that projector subspaces play a decisive role in this failure mode. Our work contributes both a novel diagnostic lens and actionable mitigation insights, highlighting projector disentanglement and OCR-guided decoding as promising directions for building more trustworthy multimodal systems.

cs.CV

GeoRemover: Removing Objects and Their Causal Visual Artifacts

Towards intelligent image editing, object removal should eliminate both the target object and its causal visual artifacts, such as shadows and reflections. However, existing image appearance-based methods either follow strictly mask-aligned training and fail to remove these causal effects which are not explicitly masked, or adopt loosely mask-aligned strategies that lack controllability and may unintentionally over-erase other objects. We identify that these limitations stem from ignoring the causal relationship between an object's geometry presence and its visual effects. To address this limitation, we propose a geometry-aware two-stage framework that decouples object removal into (1) geometry removal and (2) appearance rendering. In the first stage, we remove the object directly from the geometry (e.g., depth) using strictly mask-aligned supervision, enabling structure-aware editing with strong geometric constraints. In the second stage, we render a photorealistic RGB image conditioned on the updated geometry, where causal visual effects are considered implicitly as a result of the modified 3D geometry. To guide learning in the geometry removal stage, we introduce a preference-driven objective based on positive and negative sample pairs, encouraging the model to remove objects as well as their causal visual artifacts while avoiding new structural insertions. Extensive experiments demonstrate that our method achieves state-of-the-art performance in removing both objects and their associated artifacts on two popular benchmarks. The code is available at https://github.com/buxiangzhiren/GeoRemover.

cs.CV

Generalist Scanner Meets Specialist Locator: A Synergistic Coarse-to-Fine Framework for Robust GUI Grounding

Grounding natural language queries in graphical user interfaces (GUIs) presents a challenging task that requires models to comprehend diverse UI elements across various applications and systems, while also accurately predicting the spatial coordinates for the intended operation. To tackle this problem, we propose GMS: Generalist Scanner Meets Specialist Locator, a synergistic coarse-to-fine framework that effectively improves GUI grounding performance. GMS leverages the complementary strengths of general vision-language models (VLMs) and small, task-specific GUI grounding models by assigning them distinct roles within the framework. Specifically, the general VLM acts as a 'Scanner' to identify potential regions of interest, while the fine-tuned grounding model serves as a 'Locator' that outputs precise coordinates within these regions. This design is inspired by how humans perform GUI grounding, where the eyes scan the interface and the brain focuses on interpretation and localization. Our whole framework consists of five stages and incorporates hierarchical search with cross-modal communication to achieve promising prediction results. Experimental results on the ScreenSpot-Pro dataset show that while the 'Scanner' and 'Locator' models achieve only $2.0\%$ and $3.7\%$ accuracy respectively when used independently, their integration within GMS framework yields an overall accuracy of $35.7\%$, representing a $10 \times$ improvement. Additionally, GMS significantly outperforms other strong baselines under various settings, demonstrating its robustness and potential for general-purpose GUI grounding.

cs.CV

Thinking with Sound: Audio Chain-of-Thought Enables Multimodal Reasoning in Large Audio-Language Models

Recent Large Audio-Language Models (LALMs) have shown strong performance on various audio understanding tasks such as speech translation and Audio Q\&A. However, they exhibit significant limitations on challenging audio reasoning tasks in complex acoustic scenarios. These situations would greatly benefit from the use of acoustic tools like noise suppression, source separation, and precise temporal alignment, but current LALMs lack access to such tools. To address this limitation, we introduce Thinking-with-Sound (TwS), a framework that equips LALMs with Audio CoT by combining linguistic reasoning with on-the-fly audio-domain analysis. Unlike existing approaches that treat audio as static input, TwS enables models to actively think with audio signals, performing numerical analysis and digital manipulation through multimodal reasoning. To evaluate this approach, we construct MELD-Hard1k, a new robustness benchmark created by introducing various acoustic perturbations. Experiments reveal that state-of-the-art LALMs suffer dramatic performance degradation on MELD-Hard1k, with accuracy dropping by more than $50\%$ compared to clean audio. TwS achieves substantial improvements in robustness, demonstrating both effectiveness and scalability: small models gain $24.73\%$ absolute accuracy, with improvements scaling consistently up to $36.61\%$ for larger models. Our findings demonstrate that Audio CoT can significantly enhance robustness without retraining, opening new directions for developing more robust audio understanding systems.

cs.CL

Texture or Semantics? Vision-Language Models Get Lost in Font Recognition

Modern Vision-Language Models (VLMs) exhibit remarkable visual and linguistic capabilities, achieving impressive performance in various tasks such as image recognition and object localization. However, their effectiveness in fine-grained tasks remains an open question. In everyday scenarios, individuals encountering design materials, such as magazines, typography tutorials, research papers, or branding content, may wish to identify aesthetically pleasing fonts used in the text. Given their multimodal capabilities and free accessibility, many VLMs are often considered potential tools for font recognition. This raises a fundamental question: Do VLMs truly possess the capability to recognize fonts? To investigate this, we introduce the Font Recognition Benchmark (FRB), a compact and well-structured dataset comprising 15 commonly used fonts. FRB includes two versions: (i) an easy version, where 10 sentences are rendered in different fonts, and (ii) a hard version, where each text sample consists of the names of the 15 fonts themselves, introducing a stroop effect that challenges model perception. Through extensive evaluation of various VLMs on font recognition tasks, we arrive at the following key findings: (i) Current VLMs exhibit limited font recognition capabilities, with many state-of-the-art models failing to achieve satisfactory performance and being easily affected by the stroop effect introduced by textual information. (ii) Few-shot learning and Chain-of-Thought (CoT) prompting provide minimal benefits in improving font recognition accuracy across different VLMs. (iii) Attention analysis sheds light on the inherent limitations of VLMs in capturing semantic features.

cs.CL