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László A. Jeni

Publications and source records attributed to László A. Jeni.

9 recordsLinked to original sources

SimWorlds: A Multi-Agent System for Dynamic 3D Scene Creation

LLM agents are increasingly used to translate natural language into 3D scenes in a procedural way, but existing systems focus on static output. Dynamic 4D scenes from text alone, in which liquids flow, particles emit, rigid bodies cascade, and articulated mechanisms move, remain largely unexplored despite their value as editable content and as physics-grounded training data for video generation and embodied AI. Two challenges set the dynamic case apart from static text-to-scene work: an agent must jointly coordinate spatial layout, multiple physics solvers, temporal sequencing, camera, and lighting in a single coherent scene, and verifying motion correctness from rendered video is fundamentally harder than judging a single image. We present SimWorlds: a multi-agent framework that produces dynamic, editable 4D scenes from text, with Blender-specific procedural knowledge, a planner-coder-reviewer workflow driving a fixed ordered sequence of construction stages, a layered scene protocol enforced by a deterministic verifier, and a runtime-state inspection tool suite that catches mechanism failures the rendered image cannot reveal. We also introduce 4DBuildBench, a benchmark for assessing both visual fidelity and physical consistency of the procedural dynamic 3D scenes generated from text prompts. Experiments show that SimWorlds outperforms prior dynamic Blender generation baselines.

cs.AI↗

Accelerating Vision Transformers with Adaptive Patch Sizes

Vision Transformers (ViTs) partition input images into uniformly sized patches regardless of their content, resulting in long input sequence lengths for high-resolution images. We present Adaptive Patch Transformers (APT), which addresses this by using multiple different patch sizes within the same image. APT reduces the total number of input tokens by allocating larger patch sizes in more homogeneous areas and smaller patches in more complex ones. APT achieves a drastic speedup in ViT inference and training, increasing throughput by 40% on ViT-L and 50% on ViT-H while maintaining downstream performance, and can be applied to a previously fine-tuned ViT, converging in as little as 1 epoch. It also significantly reduces training and inference time without loss of performance in high-resolution dense visual tasks, achieving up to 30\% faster training and inference in visual QA, object detection, and semantic segmentation.

cs.CV↗

Unified Spherical Frontend: Learning Rotation-Equivariant Representations of Spherical Images from Any Camera

Modern perception increasingly relies on fisheye, panoramic, and other wide field-of-view (FoV) cameras, yet most pipelines still apply planar CNNs designed for pinhole imagery on 2D grids, where pixel-space neighborhoods misrepresent physical adjacency and models are sensitive to global rotations. Traditional spherical CNNs partially address this mismatch but require costly spherical harmonic transform that constrains resolution and efficiency. We present Unified Spherical Frontend (USF), a distortion-free lens-agnostic framework that transforms images from any calibrated camera onto the unit sphere via ray-direction correspondences, and performs spherical resampling, convolution, and pooling canonically in the spatial domain. USF is modular: projection, location sampling, value interpolation, and resolution control are fully decoupled. Its configurable distance-only convolution kernels offer rotation-equivariance, mirroring translation-equivariance in planar CNNs while avoiding harmonic transforms entirely. We compare multiple standard planar backbones with their spherical counterparts across classification, detection, and segmentation tasks on synthetic (Spherical MNIST) and real-world (PANDORA, Stanford 2D-3D-S) datasets, and stress-test robustness to extreme lens distortions, varying FoV, and arbitrary rotations. USF scales efficiently to high-resolution spherical imagery and maintains less than 1% performance drop under random test-time rotations without training-time rotational augmentation, and enables zero-shot generalization to any unseen (wide-FoV) lenses with minimal performance degradation.

cs.CV↗

MAVERIX: Multimodal Audio-Visual Evaluation and Recognition IndeX

We introduce MAVERIX (Multimodal audiovisual Evaluation and Recognition IndeX), a unified benchmark to probe the video understanding in multimodal LLMs, encompassing video, audio, text inputs with human performance baselines. Although recent advancements in models with vision and audio understanding capabilities have shown substantial progress, the field lacks a standardized evaluation framework to thoroughly assess their cross-modality comprehension performance. MAVERIX curates 2,556 questions from 700 videos, in the form of both multiple-choice and open-ended formats, explicitly designed to evaluate multimodal models through questions that necessitate tight integration of video and audio information, spanning a broad spectrum of agentic scenarios. MAVERIX uniquely provides models with audiovisual questions, closely mimicking the multimodal perceptual experiences available to humans during inference and decision-making processes. To our knowledge, MAVERIX is the first benchmark aimed explicitly at assessing comprehensive audiovisual integration in such granularity. Experiments with state-of-the-art models, including Qwen 2.5 Omni and Gemini 2.5 Flash-Lite, show performance around 64% accuracy, while human experts reach near-ceiling performance of 92.8%, exposing a substantial gap to human-level comprehension. With standardized evaluation protocols, a rigorously annotated pipeline, and a public toolkit, MAVERIX establishes a challenging testbed for advancing audiovisual multimodal intelligence.

cs.MM↗

CoGS: Controllable Gaussian Splatting

Capturing and re-animating the 3D structure of articulated objects present significant barriers. On one hand, methods requiring extensively calibrated multi-view setups are prohibitively complex and resource-intensive, limiting their practical applicability. On the other hand, while single-camera Neural Radiance Fields (NeRFs) offer a more streamlined approach, they have excessive training and rendering costs. 3D Gaussian Splatting would be a suitable alternative but for two reasons. Firstly, existing methods for 3D dynamic Gaussians require synchronized multi-view cameras, and secondly, the lack of controllability in dynamic scenarios. We present CoGS, a method for Controllable Gaussian Splatting, that enables the direct manipulation of scene elements, offering real-time control of dynamic scenes without the prerequisite of pre-computing control signals. We evaluated CoGS using both synthetic and real-world datasets that include dynamic objects that differ in degree of difficulty. In our evaluations, CoGS consistently outperformed existing dynamic and controllable neural representations in terms of visual fidelity.

cs.CV↗

GHOST: Grounded Human Motion Generation with Open Vocabulary Scene-and-Text Contexts

The connection between our 3D surroundings and the descriptive language that characterizes them would be well-suited for localizing and generating human motion in context but for one problem. The complexity introduced by multiple modalities makes capturing this connection challenging with a fixed set of descriptors. Specifically, closed vocabulary scene encoders, which require learning text-scene associations from scratch, have been favored in the literature, often resulting in inaccurate motion grounding. In this paper, we propose a method that integrates an open vocabulary scene encoder into the architecture, establishing a robust connection between text and scene. Our two-step approach starts with pretraining the scene encoder through knowledge distillation from an existing open vocabulary semantic image segmentation model, ensuring a shared text-scene feature space. Subsequently, the scene encoder is fine-tuned for conditional motion generation, incorporating two novel regularization losses that regress the category and size of the goal object. Our methodology achieves up to a 30% reduction in the goal object distance metric compared to the prior state-of-the-art baseline model on the HUMANISE dataset. This improvement is demonstrated through evaluations conducted using three implementations of our framework and a perceptual study. Additionally, our method is designed to seamlessly accommodate future 2D segmentation methods that provide per-pixel text-aligned features for distillation.

cs.CV↗

Zero-Shot Video Question Answering with Procedural Programs

We propose to answer zero-shot questions about videos by generating short procedural programs that derive a final answer from solving a sequence of visual subtasks. We present Procedural Video Querying (ProViQ), which uses a large language model to generate such programs from an input question and an API of visual modules in the prompt, then executes them to obtain the output. Recent similar procedural approaches have proven successful for image question answering, but videos remain challenging: we provide ProViQ with modules intended for video understanding, allowing it to generalize to a wide variety of videos. This code generation framework additionally enables ProViQ to perform other video tasks in addition to question answering, such as multi-object tracking or basic video editing. ProViQ achieves state-of-the-art results on a diverse range of benchmarks, with improvements of up to 25% on short, long, open-ended, and multimodal video question-answering datasets. Our project page is at https://rccchoudhury.github.io/proviq2023.

cs.CV↗

Deep Implicit Surface Point Prediction Networks

Deep neural representations of 3D shapes as implicit functions have been shown to produce high fidelity models surpassing the resolution-memory trade-off faced by the explicit representations using meshes and point clouds. However, most such approaches focus on representing closed shapes. Unsigned distance function (UDF) based approaches have been proposed recently as a promising alternative to represent both open and closed shapes. However, since the gradients of UDFs vanish on the surface, it is challenging to estimate local (differential) geometric properties like the normals and tangent planes which are needed for many downstream applications in vision and graphics. There are additional challenges in computing these properties efficiently with a low-memory footprint. This paper presents a novel approach that models such surfaces using a new class of implicit representations called the closest surface-point (CSP) representation. We show that CSP allows us to represent complex surfaces of any topology (open or closed) with high fidelity. It also allows for accurate and efficient computation of local geometric properties. We further demonstrate that it leads to efficient implementation of downstream algorithms like sphere-tracing for rendering the 3D surface as well as to create explicit mesh-based representations. Extensive experimental evaluation on the ShapeNet dataset validate the above contributions with results surpassing the state-of-the-art.

cs.CV↗

FERA 2017 - Addressing Head Pose in the Third Facial Expression Recognition and Analysis Challenge

The field of Automatic Facial Expression Analysis has grown rapidly in recent years. However, despite progress in new approaches as well as benchmarking efforts, most evaluations still focus on either posed expressions, near-frontal recordings, or both. This makes it hard to tell how existing expression recognition approaches perform under conditions where faces appear in a wide range of poses (or camera views), displaying ecologically valid expressions. The main obstacle for assessing this is the availability of suitable data, and the challenge proposed here addresses this limitation. The FG 2017 Facial Expression Recognition and Analysis challenge (FERA 2017) extends FERA 2015 to the estimation of Action Units occurrence and intensity under different camera views. In this paper we present the third challenge in automatic recognition of facial expressions, to be held in conjunction with the 12th IEEE conference on Face and Gesture Recognition, May 2017, in Washington, United States. Two sub-challenges are defined: the detection of AU occurrence, and the estimation of AU intensity. In this work we outline the evaluation protocol, the data used, and the results of a baseline method for both sub-challenges.

cs.CV↗