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Lingjie Liu

Publications and source records attributed to Lingjie Liu.

At least 19 recordsLinked to original sources

Flex-RSI: Benchmarking Recursive Self-Improvement of Frontier Agents

Frontier language models are increasingly deployed as agents, and how well an agent performs depends not only on its model but also on its harness: the prompts, tools, memory, and control loop through which the model acts. When an agent is applied to a new problem, a natural question is whether it can use the feedback of the task to improve the way it works, and not merely its answer. Most existing benchmarks keep the agent's harness fixed and score the solution it produces, or target large-scale model training. We introduce Flex-RSI, a benchmark for the recursive self-improvement of agents on vision and robotics tasks under a fixed budget. In each round, an executor improves the task solution, which is kept only if it scores higher on held-out validation data, and an improver then revises the harness, including the executor and itself. Every run starts from the same general-purpose harness, and the final solution is scored on hidden test data. Evaluating closed-source and open-weight models on tasks spanning perception, reasoning, robot action, 3D reconstruction, visual creation, and infrastructure, we find that self-improvement helps most when the agent builds its own solution, that feedback recording only success or failure holds back open-weight models, and that open-weight models fall furthest behind where outputs must pass strict checks of physical stability or exact correctness. Paired runs further show that editing the harness itself contributes to the gains.

cs.AI↗

OmniGuide: Universal Spatial Guidance Fields for Enhancing Generalist Robot Policies

Vision-language-action (VLA) models have shown great promise as generalist policies for a large range of relatively simple tasks. However, they demonstrate limited performance on more complex tasks, such as those requiring complex spatial or semantic understanding, manipulation in clutter, or precise manipulation. We propose OmniGuide, a flexible framework that improves VLA performance on such tasks by leveraging arbitrary sources of guidance, such as 3D foundation models, semantic-reasoning VLMs, and human pose models. We show how many kinds of guidance can be naturally expressed as differentiable energy functions with task-specific attractors and repellers located in 3D space, that influence the sampling of VLA actions. In this way, OmniGuide enables guidance sources with complementary task-relevant strengths to improve a VLA model's performance on challenging tasks. Extensive experiments in both simulation and real-world environments, across diverse sources of guidance, demonstrate that OmniGuide enhances the performance of state-of-the-art generalist policies (e.g., $π_{0.5}$, GR00T N1.6) significantly across success and safety rates. Critically, our unified framework matches or surpasses the performance of prior methods designed to incorporate specific sources of guidance into VLA policies. Project page: https://omniguide.github.io/

cs.RO↗

Touch-JEPA: Tactile Representation Learning from Hand-Object Video with Limited Tactile Supervision

Understanding contact and tactile magnitude in hand-object interaction is a key step toward physically intelligent systems, yet learning such representations is limited by the cost and restricted coverage of tactile measurements. We present Touch-JEPA, a framework for learning tactile representations from hand-object videos with limited tactile supervision. We first introduce a self-supervised pretraining objective that learns from video alone without tactile supervision. Using video-derived hand geometry, Touch-JEPA predicts masked visual features at corresponding hand-surface locations from spatial and temporal context, encouraging the representation to capture latent contact dynamics. We then extend this formulation to joint representation learning, where masked prediction is applied to all videos while tactile supervision is available only for a labeled subset, grounding the shared representation in measured contact and magnitude. With self-supervised pretraining alone, simple supervised readouts on frozen Touch-JEPA features outperform supervised baselines in contact discrimination and tactile magnitude estimation across three human-hand benchmarks, and transfer to robotic hands without robot tactile training data. Joint learning with limited tactile supervision further improves contact and magnitude estimation on the human-hand benchmarks. Together, these results show that hand-object video can provide scalable self-supervision for tactile representation learning, while limited tactile measurements provide complementary physical grounding.

cs.CV↗

UniLAP: A Unified Latent Action Policy for Cross-Embodiment Manipulation

Latent Action Models (LAMs) can capture manipulation priors from action-free videos, but discrete latents usually impose a granularity bottleneck, limiting their ability to represent fine-grained action. Recent continuous alternatives mitigate this, but they are typically used as proxies for world modeling and require a further planning step to produce executable actions. We thus introduce UniLAP, a unified continuous latent-action policy that models the latent space via flow matching and bypasses reliance on future frames during inference. By distilling a LAM teacher with a flow-adaptive objective, UniLAP inherits the teacher's action representation while retaining the multimodal distribution of feasible behaviors. To decouple latent representations from task-irrelevant appearance, we extract a label-free motion target to isolate relevant kinematic cues from spurious visual dynamics. With the established embodiment-agnostic latent manifold, UniLAP can be easily adapted to novel platforms. Pretrained on multi-source videos at a compact 1.1B parameter scale, UniLAP outperforms state-of-the-art latent-action and Vision-Language-Action (VLA) baselines across hand pose forecasting, single-arm and humanoid manipulation, and real-world deployment.

cs.RO↗

The Lattice of Transition Laws

Diffusion and autoregression (AR) have long been seen as different categories of generative models, with diffusion specialising in continuous fields and AR specialising in discrete tokens. Recent work seeks to combine the advantages of the two models, and each hybrid fixes its decoding schedule by design. In this paper, we ask whether the performance of decoding schedules of one model can be predicted before decoding at a fixed number of steps. We describe diffusion, AR, and models in between as paths on one corruption lattice, and define the cost of a schedule as the dependence its parallel steps discard. The cost shows that the fewest steps of a zero-cost schedule are set by the geometry of the data, in the same way for tokens and for continuous fields. In particular, for data that are Markov on a graph and dependent along its paths, the fewest steps equal the graph's treedepth, which is logarithmic in the length of a sequence and linear in the side length of a grid. With fewer steps than the treedepth, every schedule pays a positive cost, whose ranking we predict before decoding with a kernel of pairwise dependence estimated from pretrained weights. Across text generation, image generation, and video generation, we verify most of the predictions about the rankings of different schedules under different metrics and benchmarks. This work therefore provides a design principle for decoding for future AR models, diffusion models, and anything in between. Our code is available at https://github.com/TSUITUENYUE/The-Lattice-of-Transition-Laws.

cs.LG↗

HARMONY: Hierarchical Agentic Reasoning for MONocular Image-to-Scene Synthesis

Compositional 3D scene reconstruction has recently been explored from two directions: agentic reasoning that provides semantic understanding of spatial relationships but lacks precise alignment with input images; and visual geometry foundation models that predict dense point maps from input images but the reconstruction quality is limited. Therefore, recovering a complete 3D scene from a single monocular image with accurate inter-object relationships and high-fidelity reconstruction quality remains challenging. In this paper, we present HARMONY, a hierarchical chain-of-thought framework that leverages both agentic reasoning and visual geometry foundation. Given an image of an indoor scene, starting from an empty 3D floorplan, HARMONY first calibrates the camera against the reference image to establish a semantically-grounded spatial frame, then uses agentic VLM reasoning to recover the 3D room layout and an initial placement order. It then places the objects in a hierarchical order, from wall-mounted elements, free-standing furniture, to dependent decorations on top of furniture. We also use depth-first traversal for furniture so each placement conditions on previously resolved structure and a reflective feedback loop to avoid error accumulation. After each object placement by VLM, we use the point cloud estimations to perform geometry-based refinement so that the rendered image aligns better with the input. HARMONY can produce 3D scenes that are semantically consistent and perceptually aligned with the reference image, extending single-image compositional reconstruction to complex indoor scene images. Experiments on synthetic and real-world images demonstrate that HARMONY outperforms the evaluated reconstruction baselines, while qualitative comparisons with GPT-6 Astra suggest more faithful object arrangements and better preservation of scene details.

cs.CV↗

PhysStream: Streaming Physics-Grounded Video Generation with Structured Scene Memory and Fine-Grained Motion Control

Interactive control for video generation is moving from coarse prompts toward fine-grained, physically meaningful manipulation of dynamic scenes. Yet existing controllable methods either require the full control schedule before generation starts, or use pixel-space signals that dictate object positions rather than physical dynamics. To address these limitations, we propose PhysStream, an autoregressive model for physics-grounded image-to-video synthesis that incorporates structured scene memory---positional maps and object tracking maps derived online from previously generated frames---and supports fine-grained motion control via sparse velocity-increment signals that encode physical quantities, letting the model learn the underlying dynamics. We train our model in two stages: a bidirectional model is first finetuned with motion-control conditioning, then a causal autoregressive model is trained with additional structured scene memory, further improving physical consistency. PhysStream enables interactive, mid-generation control over multi-object tabletop rigid-body scenes---a capability not supported by prior methods---reducing motion distribution distance (FVMD) by 33% and trajectory error by 12% over the strongest baselines on synthetic benchmarks, and is preferred by human evaluators in over 85% of in-the-wild comparisons. Please check our website for more details: https://czzzzh.github.io/PhysStream

cs.CV↗

StereoDiff: Stereo-Diffusion Synergy for Video Depth Estimation

Recent video depth estimation methods achieve great performance by following the paradigm of image depth estimation, i.e., typically fine-tuning pre-trained video diffusion models with massive data. However, we argue that video depth estimation is not a naive extension of image depth estimation. The temporal consistency requirements for dynamic and static regions in videos are fundamentally different. Consistent video depth in static regions, typically backgrounds, can be more effectively achieved via stereo matching across all frames, which provides much stronger global 3D cues. While the consistency for dynamic regions still should be learned from large-scale video depth data to ensure smooth transitions, due to the violation of triangulation constraints. Based on these insights, we introduce StereoDiff, a two-stage video depth estimator that synergizes stereo matching for mainly the static areas with video depth diffusion for maintaining consistent depth transitions in dynamic areas. We mathematically demonstrate how stereo matching and video depth diffusion offer complementary strengths through frequency domain analysis, highlighting the effectiveness of their synergy in capturing the advantages of both. Experimental results on zero-shot, real-world, dynamic video depth benchmarks, both indoor and outdoor, demonstrate StereoDiff's SoTA performance, showcasing its superior consistency and accuracy in video depth estimation.

cs.CV↗

Scene and Human in One World: Reconstruction in a Feedforward Pass

Reconstructing humans in dynamic scenes from moving monocular cameras remains challenging due to scale ambiguity, human-scene misalignment, and occlusion interference. Rather than treating human mesh recovery and scene reconstruction as separate tasks, we believe that accurate human-scene reconstruction requires the two tasks to mutually inform each other: parametric human models offer semantic structure and metric-scale priors, while scene geometry provides spatial context for human localization and alignment. Built on this insight, we introduce SHOW, a mask-promptable human mesh recovery framework that couples feed-forward 3D scene reconstruction with Human Mesh Recovery in a unified metric space. SHOW injects human semantics and scale priors from parametric human models into normalized point-map prediction, enabling metric-scale scene reconstruction from inherently scale-ambiguous monocular input. In turn, the recovered scene geometry constrains human mesh estimation, encouraging spatially consistent human placement and improved human-scene alignment. To handle complex multi-person and cluttered scenes, SHOW further incorporates a promptable masking mechanism that enables flexible target-human selection while suppressing background distractions and occlusion interference. Through joint training, the model learns both human-aware geometric features and geometry-constrained human features, producing aligned metric-scale reconstructions from monocular human-centric videos. Extensive experiments demonstrate that SHOW improves metric-scale consistency, human-scene alignment, and reconstruction accuracy under challenging camera motion, occlusion, and cluttered backgrounds.

cs.CV↗

UniPixie: Unified and Probabilistic 3D Physics Learning via Flow Matching

Existing feed-forward networks excel at predicting a single set of physical properties from visual appearance, but this point-estimate paradigm fundamentally fails to capture the real world's inherent physical ambiguity. We address this by reframing physics prediction as a task of learning a controllable, continuous distribution of material properties. We introduce UNIPIXIE, a framework trained to predict a continuous and parameterized path of physically plausible material properties from a single visual input. By learning a direct mapping along an object's softest-to-stiffest spectrum on our PIXIEMULTIVERSE dataset, UNIPIXIE allows for controllable generation of diverse, physically valid material fields via a single intuitive parameter. Crucially, UNIPIXIE introduces a novel unified architecture to produce simulation-ready parameters for diverse physics solvers, including continuum-based Material Point Method (MPM), reduced-order deformation based on Linear Blend Skinning (LBS), and anchor-based Spring-Mass systems, addressing a key portability issue in prior work. Experiments show our approach not only generates a rich variety of plausible dynamics but also reduces Young's Modulus prediction error by over 50% against the strongest deterministic baseline, bridging the gap between static point estimates and the continuous nature of physical reality. Project page: https://unipixie.github.io/

cs.CV↗

PointAction: 3D Points as Universal Action Representations for Robot Control

Video-Action Models (VAMs) leverage the broad visual dynamics captured by pre-trained video diffusion models, offering a promising path toward generalizable robot manipulation. However, RGB-only video rollouts are not directly actionable: they leave metric 3D motion, contact geometry, and fine-grained spatial constraints under-specified, making action grounding ambiguous. Meanwhile, scaling action supervision across diverse tasks and embodiments remains costly. We present PointAction, a framework that bridges video predictions to robot actions through explicit point-based 4D modeling. PointAction fine-tunes a foundation video generation model to jointly predict future RGB frames and dynamic 3D pointmaps, producing temporally consistent 3D motion of task-relevant scene geometry. These point dynamics serve as a structured, embodiment-agnostic action interface, which a diffusion-based action decoder maps to executable robot actions. By using metric 3D point dynamics as the interface between video prediction and control, PointAction reduces the ambiguity of RGB-only action grounding and supports transfer across tasks and embodiments with limited action supervision. Experiments show that PointAction achieves state-of-the-art 4D generation quality on robot scenes, outperforms existing baselines in simulation, and generalizes to two real robot arms unseen during pretraining.

cs.RO↗

Next-Scale Autoregressive Models for Text-to-Motion Generation

Autoregressive (AR) models offer stable and efficient training, but standard next-token prediction is not well aligned with the temporal structure required for text-conditioned motion generation. We introduce MoScale, a next-scale AR framework that generates motion hierarchically from coarse to fine temporal resolutions. By providing global semantics at the coarsest scale and refining them progressively, MoScale establishes a causal hierarchy better suited for long-range motion structure. To improve robustness under limited text-motion data, we further incorporate cross-scale hierarchical refinement for improving per-scale initial predictions and in-scale temporal refinement for selective bidirectional re-prediction. MoScale achieves SOTA text-to-motion performance with high training efficiency, scales effectively with model size, and generalizes zero-shot to diverse motion generation and editing tasks.

cs.CV↗

WorldParticle: Unified World Simulation of Lagrangian Particle Dynamics via Transformer

A unified simulator that can model diverse physical phenomena without solver-specific redesign is a long-standing goal across simulation science. We present a learning-based particle simulator built on a single transformer architecture to model cloth, elastic solds, Newtonian and non-Newtonian fluids, granular materials, and molecular dynamics. Our model follows a prediction-correction design on a shared Lagrangian particle representation. An explicit predictor first advances particles under the known external forces, producing an intermediate state that captures externally driven motion but not inter-particle interactions. A learned corrector then predicts the residual position and velocity updates through three stages: a particle tokenizer that encodes local particle-particle, particle-boundary, and topology-guided interactions; a super-token encoder that hierarchically merges particle tokens into a compact set of super tokens via alternating self-attention and token merging; and a super-token decoder that lifts these super tokens back to particle resolution through cross-attention to predict per-particle position and velocity corrections. Progressive token merging reduces the attention cost at successive encoder layers by halving the token count at each level, and the decoder communicates through the compact super-token set rather than full particle-to-particle attention. Across the six dynamics categories, the same architecture generalizes to unseen materials, boundary configurations, initial conditions, and external forces. We further demonstrate downstream interactive control, inverse design, and learning from real-world manipulation data, reducing the need for per-phenomenon solver engineering.

cs.GR↗

tttLRM: Test-Time Training for Long Context and Autoregressive 3D Reconstruction

We propose tttLRM, a novel large 3D reconstruction model that leverages a Test-Time Training (TTT) layer to enable long-context, autoregressive 3D reconstruction with linear computational complexity, further scaling the model's capability. Our framework efficiently compresses multiple image observations into the fast weights of the TTT layer, forming an implicit 3D representation in the latent space that can be decoded into various explicit formats, such as Gaussian Splats (GS) for downstream applications. The online learning variant of our model supports progressive 3D reconstruction and refinement from streaming observations. We demonstrate that pretraining on novel view synthesis tasks effectively transfers to explicit 3D modeling, resulting in improved reconstruction quality and faster convergence. Extensive experiments show that our method achieves superior performance in feedforward 3D Gaussian reconstruction compared to state-of-the-art approaches on both objects and scenes.

cs.CV↗

Zero-shot Reconstruction of In-Scene Object Manipulation from Video

We build the first system to address the problem of reconstructing in-scene object manipulation from a monocular RGB video. It is challenging due to ill-posed scene reconstruction, ambiguous hand-object depth, and the need for physically plausible interactions. Existing methods operate in hand centric coordinates and ignore the scene, hindering metric accuracy and practical use. In our method, we first use data-driven foundation models to initialize the core components, including the object mesh and poses, the scene point cloud, and the hand poses. We then apply a two-stage optimization that recovers a complete hand-object motion from grasping to interaction, which remains consistent with the scene information observed in the input video.

cs.CV↗

Learn from Global Correlations: Enhancing Evolutionary Algorithm via Spectral GNN

Evolutionary algorithms (EAs) simulate natural selection but have two main limitations: (1) they rarely update individuals based on global correlations, limiting comprehensive learning; (2) they struggle with balancing exploration and exploitation, where excessive exploitation causes premature convergence, and excessive exploration slows down the search. Moreover, EAs often depend on manual parameter settings, which can disrupt the exploration-exploitation balance. To address these issues, we propose Graph Neural Evolution (GNE), a novel EA framework. GNE represents the population as a graph, where nodes represent individuals, and edges capture their relationships, enabling global information usage. GNE utilizes spectral graph neural networks (GNNs) to decompose evolutionary signals into frequency components, applying a filtering function to fuse these components. High-frequency components capture diverse global information, while low-frequency ones capture more consistent information. This explicit frequency filtering strategy directly controls global-scale features through frequency components, overcoming the limitations of manual parameter settings and making the exploration-exploitation control more interpretable and manageable. Tests on nine benchmark functions (e.g., Sphere, Rastrigin, Rosenbrock) show that GNE outperforms classical (GA, DE, CMA-ES) and advanced algorithms (SDAES, RL-SHADE) under various conditions, including noise-corrupted and optimal solution deviation scenarios. GNE achieves solutions several orders of magnitude better (e.g., 3.07e-20 mean on Sphere vs. 1.51e-07).

cs.NE↗

DIMO: Diverse 3D Motion Generation for Arbitrary Objects

We present DIMO, a generative approach capable of generating diverse 3D motions for arbitrary objects from a single image. The core idea of our work is to leverage the rich priors in well-trained video models to extract the common motion patterns and then embed them into a shared low-dimensional latent space. Specifically, we first generate multiple videos of the same object with diverse motions. We then embed each motion into a latent vector and train a shared motion decoder to learn the distribution of motions represented by a structured and compact motion representation, i.e., neural key point trajectories. The canonical 3D Gaussians are then driven by these key points and fused to model the geometry and appearance. During inference time with learned latent space, we can instantly sample diverse 3D motions in a single-forward pass and support several interesting applications including 3D motion interpolation and language-guided motion generation. Our project page is available at https://linzhanm.github.io/dimo.

cs.CV↗

PhysCtrl: Generative Physics for Controllable and Physics-Grounded Video Generation

Existing video generation models excel at producing photo-realistic videos from text or images, but often lack physical plausibility and 3D controllability. To overcome these limitations, we introduce PhysCtrl, a novel framework for physics-grounded image-to-video generation with physical parameters and force control. At its core is a generative physics network that learns the distribution of physical dynamics across four materials (elastic, sand, plasticine, and rigid) via a diffusion model conditioned on physics parameters and applied forces. We represent physical dynamics as 3D point trajectories and train on a large-scale synthetic dataset of 550K animations generated by physics simulators. We enhance the diffusion model with a novel spatiotemporal attention block that emulates particle interactions and incorporates physics-based constraints during training to enforce physical plausibility. Experiments show that PhysCtrl generates realistic, physics-grounded motion trajectories which, when used to drive image-to-video models, yield high-fidelity, controllable videos that outperform existing methods in both visual quality and physical plausibility. Project Page: https://cwchenwang.github.io/physctrl

cs.CV↗