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Min-Hung Chen

Publications and source records attributed to Min-Hung Chen.

At least 19 recordsLinked to original sources

ThinkWorld: World Imagination Reinforces Chain-of-Dynamics Reasoning

Vision-Language-Action (VLA) models have made substantial progress in robotic manipulation, but their generalization remains constrained by the diversity and coverage of action-labeled robot demonstrations. Human videos provide much broader behavioral and environmental experience, while learning from them faces a fundamental trade-off between scalable data and explicit action grounding. We introduce ThinkWorld, a VLA learning framework that grounds action reasoning in world dynamics and strengthens it through reinforcement learning with world imagination. ThinkWorld represents each action thought as a Chain-of-Dynamics (CoD), a sequence of discrete motion tokens that captures the intermediate dynamics connecting the current world to a future state and serves as a common action representation across embodiments. We first initialize CoD with action-labeled demonstrations, then predict the future induced by each CoD and reinforce those whose predictions better match the observed outcome. This enables videos without action annotations to provide direct supervision from observed state transitions, allowing human and robot experience to refine the same reasoning space. Experiments in simulation and on real robots demonstrate effective human-to-robot transfer and strong generalization to unseen tasks and environments.

cs.RO↗

MARS: Harmonizing Multimodal Convergence via Adaptive Rank Search

Fine-tuning Multimodal Large Language Models (MLLMs) with parameter-efficient methods like Low-Rank Adaptation (LoRA) is crucial for task adaptation. However, imbalanced training dynamics across modalities often lead to suboptimal accuracy due to negative interference, a challenge typically addressed with inefficient heuristic methods such as manually tuning separate learning rates. To overcome this, we introduce MARS (Multimodal Adaptive Rank Search), an approach to discover optimal rank pairs that balance training dynamics while maximizing performance. Our key innovation, a proposed framework of dual scaling laws, enables this search: one law models module-specific convergence time to prune the search space to candidates with aligned dynamics, while the other predicts final task performance to select the optimal pair from the pruned set. By re-purposing the LoRA rank as a controller for modality-specific convergence speed, MARS outperforms baseline methods and provides a robust, automated strategy for optimizing MLLM fine-tuning.

cs.LG↗

3AM: 3egment Anything with Adaptive Geometric Consistency in Videos

Consistent video object tracking must preserve identity under large viewpoint changes, temporary absence, and nearby distractors. Memory-based trackers such as SAM2 rely on appearance matching and fail in these cases, whereas 3D-based methods preserve identity across views but need camera poses, depth, or a reconstructed point cloud, run offline, and are not promptable. We present 3AM, a promptable online tracker that achieves geometric consistency from RGB alone by coupling memory-based tracking with the online multi-view reconstruction model MUSt3R. We identify the MUSt3R layers whose features preserve instance identity across views and fuse them into the tracker's image features by feature-wise modulation whose parameters are decoded from routing tokens. Geometry alone is insufficient, since a location cue holds only while the object stays in place; the routing tokens therefore traverse the tracker's memory attention and decide per frame how much the fusion should rely on geometry, so that one model handles static and moving objects without a hand-designed fallback. On wide-baseline benchmarks from ScanNet++ and Replica, 3AM reaches 90.6% IoU and 65.7% tracking recall on our selected subset of ScanNet++ (+12.3 and +28.2 points over the best prior tracker), matches or exceeds SAM2 on standard VOS and VOT benchmarks, and transfers zero-shot to ego-exo correspondence on Ego-Exo4D. Project page: https://jayisaking.github.io/3AM-Page/

cs.CV↗

PhysCaP: Grounding Code-as-Policy Agent with Physics-Informed Exploration

We present PhysCaP, a Physics-Informed Code-as-Policy agent system for active perception in robotic manipulation. While vision-language-action policies excel at imitating demonstrations, they rely on passive observation and fail to infer latent physical properties critical for manipulation. PhysCaP augments code-as-policy frameworks with a physics-informed exploration layer that enables explicit information-seeking through interaction. Our method introduces training-free physical property extraction modules that estimate object mass and stiffness from robot proprioception without additional sensors. To balance exploration costs and the efficiency of information obtained, PhysCaP employs a multi-agent design: a Planner that decides when to explore and when to stop, and a Prioritizer that filters implausible interactions and ranks the remainder using a heuristic priority score, enabling efficient, targeted exploration. We evaluate PhysCaP on three real-world tabletop manipulation tasks and a simulated task in LIBERO. The results show that existing passive and naive interactive baselines either fail when physical properties are hidden or over-explore, whereas PhysCaP achieves comparable performance with fewer interactions and reduced execution time. Ablation studies further validate the effectiveness of the proposed physical property extraction modules. Project page: https://physcap.github.io

cs.RO↗

Grounding What Shapes the Plan: Rethinking Groundedness for Physical Intelligence in Autonomous Driving

Driving models increasingly ground reasoning in causal relations, spatial structure, perceptual evidence, and predicted futures. These advances make reasoning more faithful to the driving scene, but leave a fundamental question unresolved: what should groundedness mean when the model ultimately outputs an action? Correctly grounded reasoning does not, by itself, ensure desirable driving outcomes. We introduce GroundAct, which starts from a simple premise: driving unfolds through physical entities and their interactions. Entities therefore become the unit of grounding; a lightweight reference token keeps each selected entity's continuous state addressable through symbolic reasoning; and only the referenced entities' interactions with the evolving proposal correct the plan. The result is an explicit path from what reasoning grounds to what the plan does, which we call grounded planning. To assess its practical value, we evaluate GroundAct in both open- and closed-loop settings. GroundAct shows strong open-loop planning across normal, out-of-distribution, and safety-critical scenarios, with closed-loop results extending this evidence to driving in simulation.

cs.AI↗

VIEScore2: Unified Image Evaluation with Spatially Grounded Explanations

Existing synthetic image evaluators typically provide only a scalar quality score and do not identify the image regions that support it. We introduce VIEScore2, a unified evaluator for image generation and editing tasks with optional conditioning images. VIEScore2 represents an image as an N x N grid and jointly predicts quality scores and defect locations in a single model pass. Its text-native grid representation provides a common interface for heterogeneous spatial supervision and enables directly verifiable post-training objectives. We train on 38K examples spanning score-only, localization-only, and joint supervision across generation and editing tasks. Starting from supervised fine-tuning, we further apply GRPO to improve defect localization using rewards that combine cell-level Dice overlap, score accuracy, and output-format validity. A parameter-free parser converts the structured predictions into readable explanations. On the primary suite, VIEScore2 achieves an overall-score SRCC of 0.601, compared with 0.491 for Gemini-3-Flash, the strongest zero-shot general-purpose VLM baseline under matched inputs. For defect localization, VIEScore2 outperforms both general-purpose VLMs and specialized spatial evaluators on three of six benchmarks in per-image grid IoU and ranks among the top three on five, including datasets beyond its training sources.

cs.CV↗

VETO: Video Efficient Token Optimization for Vision Language Models

Processing long videos with Vision-Language Models (VLMs) is bottlenecked by the quadratic cost of visual tokens, making long-form inference prohibitively expensive. While single-axis compression methods mitigate this, they hit a hard efficiency floor because they treat spatial and temporal redundancy independently. We present VETO (Video Efficient Token Optimization for Vision-Language Models), a training-optional plug-in that eliminates this bottleneck through dual-axis compression: (i) an intra-frame compressor that merges semantically similar tokens within each frame via optimal-transport inspired matching, and (ii) an inter-frame compressor that identifies and merges temporally redundant frames. The key design insight is hierarchical ordering: by first compressing spatial dimensions, VETO drastically reduces the cost of subsequent global temporal matching, bypassing the efficiency wall of single-axis approaches, with an advantage that grows with modern fully-fused attention infrastructure. Empirically, VETO achieves up to 45% faster inference (e.g., on LLaVA-OneVision-7B) while preserving or improving accuracy. Under extreme token starvation (10% budget), VETO outperforms VFlowOpt (54.9%), VisionZip (52.6%), and FastV (47.9%) with 55.7% accuracy. We demonstrate universal applicability across LLaVA-OneVision, InternVL-2.5, and LongVA, with zero-shot accuracy preserved or improved in all cases.

cs.CV↗

World Editing: Intervening on Executable Worlds at Increasing Depth

Interactive world models are increasingly capable of generating environments and acting within them, yet deliberately editing an existing executable world remains underexplored. We formulate world editing as intervening on an existing world while preserving properties that should remain unchanged, and introduce intervention depth as an axis describing how strongly an edit couples world entities, dynamics, and systems. We instantiate this capability through industry-grade game modding and introduce IGMWorld, together with IGMBench, a benchmark of 110 tasks and over 1.1K executable state and behavioral criteria across Minecraft and Terraria. The tasks span property, entity, dynamics, and system interventions and are evaluated through deterministic executability, behavioral, preservation, and visual checks. Frontier coding agents already exhibit substantial world-editing capability: the strongest configuration solves 78.2% of tasks under a strict task-level criterion, while criterion-level performance reaches 94.8%. Reliability generally decreases with intervention depth, and this pattern persists even among tasks with similar numbers of evaluation criteria. Most failed edits still build and load successfully, suggesting that the main difficulty is making the edited world behave as requested. Visual consistency remains a separate weakness, with all evaluated configurations below 50% joint visual pass rate. These results show that world editing is a distinct capability from world generation and interaction, and that executable games provide a practical testbed for studying it.

cs.AI↗

TT-VidT: Decoupling the Temporal Axis for Efficient Motion-Centric Video Pretraining

Comparisons in video self-supervised learning often evaluate complete training recipes rather than isolating the method itself: architecture, objective, data exposure, schedule, scale, and decoder capacity can all vary at once. This makes it hard to identify which choices yield motion-prioritized representations, whose gains concentrate on frame-to-frame change while retaining useful appearance. We address this with a matched $4 \times 6 = 24$ architecture-objective study at roughly 170M ~ 190M encoder scale on $\sim$1.7M OpenVid and Moments-in-Time v2 clips for 8 epochs, and propose TT-VidT. TT-VidT combines a DINOv3-initialized ViT-B/16 per-frame spatial path with a compact Temporal Transfer Layer, trained by Diff Compression to reconstruct target frames from a first-frame appearance anchor and frame-specific motion tokens. The sweep shows that TT3D with Diff Compression, not either component alone, enters the strongest motion-sensitive regime, and decoder ablations favor a compact video-pretrained decoder. In final comparison, TT-VidT leads Jester, Something-Something V2, ARID, and Diving48 fine-tuning simultaneously, improving over the strongest non-TT row by 54% ~ 121%, while using 48% fewer encoder FLOPs than DisMo and 55% fewer than VideoMAE or V-JEPA2. HMDB51, IARD, and EPIC-Kitchens bound the claim.

cs.CV↗

ActionLens: Diagnosing Spatial-Temporal Binding Failures in Vision-Language Models

Video-capable vision-language models score above 80\% on popular benchmarks yet struggle with spatial-temporal binding: associating the right action with the right person at the right moment. We introduce ActionLens, a diagnostic benchmark of 6,701 multiple-choice video questions spanning five targeted diagnostics: transition detection, actor-specific identification, concurrent action binding, directed interaction reasoning, and gaze detection. Ground-truth answers are derived deterministically from 1.58 million per-second, per-person annotations. Fourteen rounds of human quality engineering raised answer clarity from 53% to above 90% human accuracy. Across 20 VLMs, the full-set leader scores 68.8%; on the human-reviewed subset, it scores 65.9% versus 91.0% for the pooled human reference. Gaze detection remains near chance against 89.6% human accuracy. On actor disambiguation, reference-interface controls show that relational descriptions recover 5.55--13.25 points over static coordinates, confirming a substantial numeric-parsing penalty; yet visual boxes still lead every model by 1.15--6.50 points, exposing a residual unboxed actor-resolution gap. A binding-trap analysis shows models systematically select the wrong actor's action. ActionLens provides diagnostic measurements of these distinct failure modes across model families and scales for direct comparison. We release all data, code, and evaluation scripts at https://anonymous.4open.science/r/lmms-eval-2276

cs.CV↗

ReactVAU: A Slow-Fast Decoupled Framework for Streaming Video Anomaly Understanding

In this paper, we propose ReactVAU, a Slow-Fast Decoupled Framework for real-time streaming Video Anomaly Understanding (VAU). Existing VAU methods rely on offline inference with global temporal sampling, which violates causality and prevents deployment in live surveillance streams. Conversely, general streaming video models satisfy causal access but dilute rare transient anomalies during memory compression and often invoke heavyweight MLLMs uniformly over long normal intervals. React VAU addresses this gap with three synergistic components: a lightweight Fast Detection Module based on Spatial Grid Folding (SGF) for continuous anomaly filtering; an Anomaly-Aware Persistent Memory (AAPM) that protects critical visual cues from temporal decay; and a heavyweight Slow Reasoning Module that remains dormant during normal streams and is awakened only by suspicious events for semantic verification and causal description. Extensive experiments on multiple benchmarks demonstrate that ReactVAU operates under strict streaming constraints while simultaneously achieving competitive performance in both anomaly detection and causal reasoning, alongside significantly enhanced computational efficiency by minimizing heavyweight MLLM invocations. Project page is available at https://huiyuiui.github.io/ReactVAU/

cs.CV↗

Scal3R: Learning Efficient Multi-Relative Pose Query for Scalable Online 3D Reconstruction

Online 3D reconstruction models perform poorly on long videos. This happens because regressing poses relative to a fixed first-frame anchor forces extrapolation far beyond the training distribution. Small drifts accumulate and amplify into significant geometric collapse. However, we observe that per-frame depth remains stable throughout this failure. The backbone's local geometry remains intact; only the global pose head breaks down. Motivated by this decoupling, we introduce Scal3R. This approach reformulates online reconstruction as multi-reference relative pose querying. We use lightweight learnable tokens, which make up about ~1% of the parameters, and inject them into a completely frozen backbone via asymmetric attention. This setup queries poses relative to multiple past keyframes. An online pose-graph optimization system with loop closure suppresses long-range drift. Scal3R reaches convergence in 8 hours on a single GPU. It reduces the average ATE by over 60% on KITTI compared to the online baseline. It also achieves state-of-the-art performance across Virtual KITTI, Sintel, TUM-Dynamic, ScanNet, and 7-Scenes. Project page: https://linjohnss.github.io/scal3r/

cs.CV↗

HNDiff: Haze-Noise Diffusion for Image Dehazing

Existing diffusion-based methods have recently made significant progress in image dehazing. However, they typically neglect the physics of haze formation and reconstruct clean images from pure Gaussian noise, thereby limiting their restoration potential. To address this issue, we propose Haze-Noise Diffusion (HNDiff), a novel diffusion framework that embeds the atmospheric scattering model as an inductive bias. By grounding diffusion in physical principles, HNDiff ensures that the restoration aligns more closely with underlying mechanisms of haze formation. In its forward process, we introduce joint haze-noise diffusion with a haze-aware noise scheduler, which progressively adds both haze and noise to an image. Essentially, the scheduler adapts noise levels according to haze density, meaning that regions with heavier haze receive stronger noise injection to encourage content generation, while clearer regions receive lighter noise to better preserve details, which directly links the forward degradation process with the physics of haze. In the reverse process, we then derive a physically consistent dehazing-denoising process that simultaneously removes haze and noise to restore a clean image in a manner aligned with the forward degradation process. To further enhance practicality, we propose Latent HNDiff, which compiles clean latent priors that can be seamlessly integrated into existing dehazing networks to boost performance. Extensive experiments show that our work significantly improves leading dehazing backbones and achieves state-of-the-art results on benchmark datasets. The project page is available at https://jin-ting-he.github.io/HNDiff .

cs.CV↗

Physics in 2-Steps: Locking Motion Priors Before Visual Refinement Erases Them

Image-to-Video diffusion models leverage input images to generate visually stunning content, yet frequently produce motion that violates physical laws. We reveal a surprising finding: a 2-step generation often exhibits better physical consistency than a 50-step output from the same model. Through spectral analysis, we trace this to phase erosion during denoising; the phase degrades significantly (dropping by $\approx 18\%$ from step 2 to step 50), whereas the magnitude remains relatively stable. Building on this insight, we propose PhaseLock, a training-free framework that preserves the valid motion priors from few-step inference throughout the denoising trajectory. Rather than relying on full-step inference for physical consistency, PhaseLock extracts a motion prior from just 2 steps and enforces it onto high-fidelity generation via Latent Delta Guidance. Our approach effectively mitigates phase degradation, improving physical consistency by an average of 6.2 points across diverse models while largely maintaining visual fidelity, with negligible overhead ($1.06\times$ time, $1.02\times$ memory) and reduced reliance on expensive external guidance methods ($\sim5\times$ time). Project Page: https://dnwjddl.github.io/phaselock

cs.CV↗

DDTNet: Degradation Disentanglement and Transfer Network for Test-Time All-in-One De-weathering Adaptation

All-in-one adverse weather image restoration aims to remove multiple degradations, such as rain, haze, and snow, using a single unified model. Despite their broad applicability, existing methods typically compromise performance, delivering balanced but suboptimal results for individual degradation types. This issue becomes more pronounced when a domain gap exists between training and testing data. Motivated by the observation that modeling degradation patterns is more feasible than recovering clean content, we propose the Degradation Disentanglement and Transfer Network (DDTNet), which focuses specifically on degradation transfer. By disentangling degradation patterns from target-domain degraded images and transferring them to source domain clean images, DDTNet generates domain-adaptive paired training data. These pairs are then used to fine-tune restoration models, significantly enhancing their adaptability across diverse weather conditions and domains. The core of DDTNet is the Degradation Disentanglement Module (DDM), which comprises Degradation Coupled Attention (DCA) to capture both general and weather-specific features, thereby enabling effective disentanglement and transfer of degradation patterns. Experimental results demonstrate that DDTNet significantly and consistently improves existing all-in-one models across real-world deraining, desnowing, and dehazing datasets.

cs.CV↗

SpatialClaw: Rethinking Action Interface for Agentic Spatial Reasoning

Spatial reasoning, the ability to determine where objects are, how they relate, and how they move in 3D, remains a fundamental challenge for vision-language models (VLMs). Tool-augmented agents attempt to address this by augmenting VLMs with specialist perception modules, yet their effectiveness is bounded by the action interface through which those tools are invoked. In this work, we study how the design of this interface shapes the agent's capacity for open-ended spatial reasoning. Existing spatial agents either employ single-pass code execution, which commits to a full analysis strategy before any intermediate result is observed, or rely on a structured tool-call interface that often offers less flexibility for freely composing operations or tailoring the analysis to each task. Both designs offer limited flexibility for open-ended, complex 3D/4D spatial reasoning. We therefore propose SpatialClaw, a training-free framework for spatial reasoning that adopts code as the action interface. SpatialClaw maintains a stateful Python kernel pre-loaded with input frames and a suite of perception and geometry primitives, letting a VLM-backed agent write one executable cell per step conditioned on all prior outputs, enabling the agent to flexibly compose and manipulate perception results and adapt its analysis to both intermediate text and visual observations and the demands of each problem. Evaluated across 20 spatial reasoning benchmarks spanning a broad range of static and dynamic 3D/4D spatial reasoning tasks, SpatialClaw achieves 59.9% average accuracy, outperforming the recent spatial agent by +11.2 points, with consistent gains across six VLM backbones from two model families without any benchmark- or model-specific adaptation.

cs.CV↗

DVSM: Decoder-only View Synthesis Model Done Right

Recent Large View Synthesis Models (LVSMs) advocate an encoder-decoder architecture that separates reconstruction and rendering into distinct networks. We re-examine this design. Through controlled experiments, we show that a decoder-only architecture, which represents scenes implicitly as a KV-cache, outperforms encoder-decoder variants while using fewer parameters at identical rendering complexity. Further analysis shows that sharing weights between the color-input reconstruction network and the camera-only rendering network better aligns their features at the same viewpoint, facilitating image synthesis. Building on this finding, our model, dubbed DVSM, further incorporates foundation model priors and stage-wise patch sizing for an improved efficiency-quality tradeoff. Our results establish a new state of the art for novel-view synthesis across multiple benchmarks, in some cases even outperforming per-scene-optimized 3DGS under dense input views.

cs.CV↗

FineBench: Benchmarking and Enhancing Vision-Language Models for Fine-grained Human Activity Understanding

Vision-Language Models (VLMs) have demonstrated remarkable capabilities in general video understanding, yet they often struggle with the fine-grained comprehension crucial for real-world applications requiring nuanced interpretation of human actions and interactions. While some recent human-centric benchmarks evaluate aspects of model behaviour such as fairness/ethics, emotion perception, and broader human-centric metrics, they do not combine long-form videos, very dense QA coverage, and frame-level spatial/temporal grounding at scale. To bridge this gap, we introduce FineBench, a human-centric video question answering (VQA) benchmark specifically designed to assess fine-grained understanding. FineBench comprises 199,420 multiple-choice QA pairs densely annotated across 64 long-form videos (15 minutes each), focusing on detailed person movement, person interaction, and object manipulation, including compositional actions. Our extensive evaluation reveals that while proprietary models like GPT-5 achieve respectable performance, current open-source VLMs significantly underperform, struggling particularly with spatial reasoning in multi-person scenes and distinguishing subtle differences in human movements and interactions. To address these identified weaknesses, we propose FineAgent, a modular framework that enhances VLMs by leveraging a Localizer and a Descriptor. Experiments show that FineAgent consistently improves the performance of various open VLMs on FineBench. FineBench provides a rigorous testbed for future research into fine-grained human-centric video understanding, while FineAgent offers a practical approach to enhance such reasoning in current VLMs. Project page and code at https://joslefaure.github.io/assets/html/finebench.html.

cs.CV↗