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Lingjie Liu

Publications and source records attributed to Lingjie Liu.

At least 19 recordsLinked to original sources

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

OmniGuide: Universal 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: $\href{https://omniguide.github.io/}{this \; url}$

cs.RO

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

FormCoach: Lift Smarter, Not Harder

Good form is the difference between strength and strain, yet for the fast-growing community of at-home fitness enthusiasts, expert feedback is often out of reach. FormCoach transforms a simple camera into an always-on, interactive AI training partner, capable of spotting subtle form errors and delivering tailored corrections in real time, leveraging vision-language models (VLMs). We showcase this capability through a web interface and benchmark state-of-the-art VLMs on a dataset of 1,700 expert-annotated user-reference video pairs spanning 22 strength and mobility exercises. To accelerate research in AI-driven coaching, we release both the dataset and an automated, rubric-based evaluation pipeline, enabling standardized comparison across models. Our benchmarks reveal substantial gaps compared to human-level coaching, underscoring both the challenges and opportunities in integrating nuanced, context-aware movement analysis into interactive AI systems. By framing form correction as a collaborative and creative process between humans and machines, FormCoach opens a new frontier in embodied AI.

cs.CV

Text2Interact: High-Fidelity and Diverse Text-to-Two-Person Interaction Generation

Modeling human-human interactions from text remains challenging because it requires not only realistic individual dynamics but also precise, text-consistent spatiotemporal coupling between agents. Currently, progress is hindered by 1) limited two-person training data, inadequate to capture the diverse intricacies of two-person interactions; and 2) insufficiently fine-grained text-to-interaction modeling, where language conditioning collapses rich, structured prompts into a single sentence embedding. To address these limitations, we propose our Text2Interact framework, designed to generate realistic, text-aligned human-human interactions through a scalable high-fidelity interaction data synthesizer and an effective spatiotemporal coordination pipeline. First, we present InterCompose, a scalable synthesis-by-composition pipeline that aligns LLM-generated interaction descriptions with strong single-person motion priors. Given a prompt and a motion for an agent, InterCompose retrieves candidate single-person motions, trains a conditional reaction generator for another agent, and uses a neural motion evaluator to filter weak or misaligned samples-expanding interaction coverage without extra capture. Second, we propose InterActor, a text-to-interaction model with word-level conditioning that preserves token-level cues (initiation, response, contact ordering) and an adaptive interaction loss that emphasizes contextually relevant inter-person joint pairs, improving coupling and physical plausibility for fine-grained interaction modeling. Extensive experiments show consistent gains in motion diversity, fidelity, and generalization, including out-of-distribution scenarios and user studies. We will release code and models to facilitate reproducibility.

cs.CV

PhysHMR: Learning Humanoid Control Policies from Vision for Physically Plausible Human Motion Reconstruction

Reconstructing physically plausible human motion from monocular videos remains a challenging problem in computer vision and graphics. Existing methods primarily focus on kinematics-based pose estimation, often leading to unrealistic results due to the lack of physical constraints. To address such artifacts, prior methods have typically relied on physics-based post-processing following the initial kinematics-based motion estimation. However, this two-stage design introduces error accumulation, ultimately limiting the overall reconstruction quality. In this paper, we present PhysHMR, a unified framework that directly learns a visual-to-action policy for humanoid control in a physics-based simulator, enabling motion reconstruction that is both physically grounded and visually aligned with the input video. A key component of our approach is the pixel-as-ray strategy, which lifts 2D keypoints into 3D spatial rays and transforms them into global space. These rays are incorporated as policy inputs, providing robust global pose guidance without depending on noisy 3D root predictions. This soft global grounding, combined with local visual features from a pretrained encoder, allows the policy to reason over both detailed pose and global positioning. To overcome the sample inefficiency of reinforcement learning, we further introduce a distillation scheme that transfers motion knowledge from a mocap-trained expert to the vision-conditioned policy, which is then refined using physically motivated reinforcement learning rewards. Extensive experiments demonstrate that PhysHMR produces high-fidelity, physically plausible motion across diverse scenarios, outperforming prior approaches in both visual accuracy and physical realism.

cs.CV

asLLR: LLM based Leads Ranking in Auto Sales

In the area of commercial auto sales system, high-quality lead score sequencing determines the priority of a sale's work and is essential for optimizing the efficiency of the sales system. Since CRM (Customer Relationship Management) system contains plenty of textual interaction features between sales and customers, traditional techniques such as Click Through Rate (CTR) prediction struggle with processing the complex information inherent in natural language features, which limits their effectiveness in sales lead ranking. Bridging this gap is critical for enhancing business intelligence and decision-making. Recently, the emergence of large language models (LLMs) has opened new avenues for improving recommendation systems, this study introduces asLLR (LLM-based Leads Ranking in Auto Sales), which integrates CTR loss and Question Answering (QA) loss within a decoder-only large language model architecture. This integration enables the simultaneous modeling of both tabular and natural language features. To verify the efficacy of asLLR, we constructed an innovative dataset derived from the customer lead pool of a prominent new energy vehicle brand, with 300,000 training samples and 40,000 testing samples. Our experimental results demonstrate that asLLR effectively models intricate patterns in commercial datasets, achieving the AUC of 0.8127, surpassing traditional CTR estimation methods by 0.0231. Moreover, asLLR enhances CTR models when used for extracting text features by 0.0058. In real-world sales scenarios, after rigorous online A/B testing, asLLR increased the sales volume by about 9.5% compared to the traditional method, providing a valuable tool for business intelligence and operational decision-making.

cs.IR

Pixie: Fast and Generalizable Supervised Learning of 3D Physics from Pixels

Inferring the physical properties of 3D scenes from visual information is a critical yet challenging task for creating interactive and realistic virtual worlds. While humans intuitively grasp material characteristics such as elasticity or stiffness, existing methods often rely on slow, per-scene optimization, limiting their generalizability and application. To address this problem, we introduce PIXIE, a novel method that trains a generalizable neural network to predict physical properties across multiple scenes from 3D visual features purely using supervised losses. Once trained, our feed-forward network can perform fast inference of plausible material fields, which coupled with a learned static scene representation like Gaussian Splatting enables realistic physics simulation under external forces. To facilitate this research, we also collected PIXIEVERSE, one of the largest known datasets of paired 3D assets and physic material annotations. Extensive evaluations demonstrate that PIXIE is about 1.46-4.39x better and orders of magnitude faster than test-time optimization methods. By leveraging pretrained visual features like CLIP, our method can also zero-shot generalize to real-world scenes despite only ever been trained on synthetic data. https://pixie-3d.github.io/

cs.CV