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Minsu Cho

Publications and source records attributed to Minsu Cho.

At least 19 recordsLinked to original sources

Latent Reasoning in Continuous Space for Unified Multimodal Models

Unified Multimodal Models (UMMs) achieve remarkable success on diverse multimodal understanding and generation tasks, yet they still struggle to effectively leverage language-based chain-of-thought reasoning for image generation. As a result, existing reasoning-augmented UMMs often fail to inherit the test-time scaling and fine-grained controllability observed in large language models. We attribute this failure to a fundamental modality mismatch: reasoning is performed in a discrete token space, whereas image generation operates in a continuous space. To bridge this gap, we introduce a Latent Reasoning framework in Continuous space (LARC), which alleviates the token-level bottleneck by reasoning over continuous hidden states. Specifically, the training framework consists of two stages: (i) curriculum supervised fine-tuning (SFT), and (ii) information-gain reinforcement learning (RL). First, the curriculum SFT stage gradually converts token-level reasoning into latent reasoning. Subsequently, the information-gain RL stage self-evolves latent reasoning without ground truth supervision. Experiments across diverse text-to-image generation benchmarks show that LARC consistently improves generation quality, prompt following, and compositional fidelity. Notably, LARC achieves state-of-the-art performance on GenEval with a 7%p gain over BAGEL and demonstrates clear test-time scaling behavior, outperforming token-based generation under both parallel and sequential test-time scaling strategies.

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RGBD-to-3D Object Mesh Refinement via Depth Matching and Symmetry Propagation

Single-view 3D reconstructors often produce plausible meshes that disagree with the input view, especially near depth discontinuities and self-occlusions. We present a lightweight, plug-and-play RGBD-to-3D refinement that improves any RGB-to-3D reconstructor without retraining. Given a depth map, we correct the visible surface by bipartite matching to back-projected depth points, mirror these corrections onto the occluded side across a detected symmetry plane, and propagate them with a smoothness solver. Every stage is closed-form, making the method orders of magnitude faster than optimization-heavy test-time refinement. On GSO and OmniObject3D with five backbones, it yields consistent gains, also with monocular pseudo-depth, benefits more from symmetry on symmetric objects, and compares favorably with prior refinement in accuracy and runtime. It further improves an RGB-D-to-mesh reconstructor and transfers to real captures with noisy sensor depth.

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PointWAM: 3D World Action Modeling for Dexterous Robotic Manipulation

World action models jointly learn to forecast world dynamics and predict robot actions, such that the learned internal world dynamics guide accurate actions. Existing approaches typically represent the world as RGB frames or latent counterparts while predicting actions as end-effector poses or joint angles, but they often struggle to capture the 3D spatial structure and contact geometry central to dexterous manipulation. We introduce Point World Action Model (PointWAM), a 3D world action model that decomposes the world into a scene (i.e., environment) and hands (i.e., actor), and jointly forecasts both as 3D point trajectories within a shared space-time coordinate frame. This explicit, disentangled representation enables effective pre-training on large-scale human demonstration videos without requiring any task-specific object or keypoint selection. Given a colored point cloud and a language instruction, PointWAM predicts how the scene and hands co-evolve in 3D space over time, then retargets the forecast hand motion to robot actions. Pre-training on human videos improves average DexJoCo success by 56.9 percentage points, and scene-trajectory supervision adds 10.9 points over forecasting the hands alone. With both, PointWAM surpasses the prior state of the art on ten DexJoCo tasks by 11.7 points and outperforms strong VLAs on a real robot.

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WristMimic: Full-Body Humanoid Control with Wrist-Guided Manipulation

Retargeting human object interaction demonstrations to physics based simulation requires reproducing not only body motion but also the object motion and contacts that make manipulation succeed. However, position only hand trajectories do not specify the contact forces needed to manipulate objects, and directly tracking them can overconstrain contact rich finger behavior. We introduce WristMimic, a wrist guided whole body control framework that explicitly separates contact free body motion from contact rich hand manipulation. The contact free body and wrist are guided by kinematic pose targets, whereas the fingers are not directly supervised by human hand pose. Instead, they learn grasping and manipulation behaviors from object tracking and contact outcomes. Our key insight is that the wrist is the natural gate between these two regimes. It is largely free from contact and can be tracked kinematically, yet it determines the global hand configuration and places the fingers within reachable grasp affordances. To ensure reliable wrist placement during interaction, we introduce wrist specific reset constraints and reward prioritization. Experiments show that WristMimic matches or surpasses methods using full finger pose supervision while enabling finger agnostic retargeting across diverse hand embodiments.

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Diversity-aware View Partitioning for Scalable VGGT

Geometry transformers such as VGGT achieve strong performance by jointly reasoning over multiple views with global attention. However, scaling them to large view collections remains challenging due to the quadratic cost of attention. Moreover, our empirical analysis reveals that the reconstruction quality in VGGT is sensitive to the distribution of viewpoints. Simply increasing the number of views without sufficient viewpoint diversity can even degrade performance, as redundant views introduce highly similar tokens that dilute informative geometric signals in the attention mechanism. Motivated by this observation, we propose a training-free and plug-and-play VGGT inference framework that organizes views into diversity-aware balanced chunks. The chunks are constructed through combinatorial graph partitioning over visual dissimilarity and spatial dispersion. This view organization allows the transformer to focus attention on geometrically informative views while reducing redundant attention interactions. To estimate spatial dispersion without full pose estimation, we approximate spatial relationships via a soft pose propagation strategy based on visual similarity from a small set of seed frames. Extensive experiments demonstrate improved performance in camera pose estimation, multi-view depth prediction, and 3D reconstruction while reducing memory usage and inference latency. Our framework also complements existing VGGT variants, enabling scalable multi-view reconstruction without sacrificing geometric fidelity.

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Affogato: Open-Vocabulary Affordance Grounding with Automated Data Generation at Scale

Affordance grounding aims to localize where to interact with an object, a fundamental capability for embodied agents. Yet progress is bottlenecked by data: manual annotation is prohibitively expensive and confines existing datasets to a narrow set of predefined object and affordance categories. We introduce Affogato, a framework for open-vocabulary affordance grounding centered on Affogato-750K, a large-scale dataset of 750K 3D affordance heatmaps paired with natural language queries. We build it with a fully automated pipeline that orchestrates foundation models to generate them at scale without human labeling. It covers significantly more diverse categories than any existing dataset. For reliable evaluation, we further provide 5K human-verified test pairs. We also present Espresso-3D and Espresso-2D, simple yet effective models with a unified architecture across both modalities. Pretraining on Affogato-750K improves both Espresso and prior methods and yields the largest gains on unseen object and affordance categories, showing that it provides broadly transferable supervision across architectures.

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PanoGrounder: Bridging 2D and 3D with Panoramic Scene Representations for VLM-based 3D Visual Grounding

3D Visual Grounding (3DVG) is a critical bridge from vision-language perception to robotics, requiring both language understanding and 3D scene reasoning. Traditional supervised models leverage explicit 3D geometry but exhibit limited generalization, owing to the scarcity of 3D vision-language datasets and the limited reasoning capabilities compared to modern vision-language models (VLMs). We propose a generalizable 3DVG framework, PanoGrounder, that couples multi-modal panoramic representation with pretrained 2D VLMs for strong vision-language reasoning. Panoramic renderings, augmented with 3D semantic and geometric features, serve as an intermediate representation between 2D and 3D, and offer two major benefits: (i) they can be directly fed to VLMs with minimal adaptation and (ii) they retain long-range object-to-object relations thanks to their 360-degree field of view. We devise a three-stage pipeline that places a compact set of panoramic viewpoints considering the scene layout and geometry, grounds a text query on each panoramic rendering with a VLM, and fuses per-view predictions into a single 3D bounding box via lifting. Our approach achieves state-of-the-art results on ScanRefer and Nr3D, and demonstrates strong generalization to unseen 3D datasets and text rephrasings.

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SpaCeFormer: Fast Proposal-Free Open-Vocabulary 3D Instance Segmentation

Open-vocabulary 3D instance segmentation is a core capability for robotics and AR/VR, but prior methods trade one bottleneck for another: multi-stage 2D+3D pipelines aggregate foundation-model outputs at hundreds of seconds per scene, while pseudo-labeled end-to-end approaches rely on fragmented masks and external region proposals. We present SpaCeFormer, a proposal-free space-curve transformer that runs in 0.12--0.30 seconds per scene across standard benchmarks, 2--3 orders of magnitude faster than multi-stage 2D+3D pipelines. We pair it with SpaCeFormer-3M, the largest open-vocabulary 3D instance segmentation dataset (3.0M multi-view-consistent captions over 604K instances from 7.4K scenes) built through multi-view mask clustering and multi-view VLM captioning; it reaches 21$\times$ higher mask recall than prior single-view pipelines (54.3% vs 2.5% at IoU$>$0.5). SpaCeFormer combines spatial window attention with Morton-curve serialization for spatially coherent features, and uses a RoPE-enhanced decoder to predict instance masks directly from learned queries without external proposals. On ScanNet200 we achieve 11.1 zero-shot mAP, a 2.8$\times$ improvement over the prior best proposal-free method; on ScanNet++ and Replica, we reach 22.9 and 24.1 mAP, surpassing all prior methods including those using multi-view 2D inputs.

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Tempered Self-Similarity Alignment for Physically Plausible Video Generation

Despite remarkable advances in video generative models, they still struggle to generate physically realistic videos, frequently exhibiting appearance drift, implausible motion, and temporal inconsistencies. In this work, we address this limitation by transferring relational knowledge encoded in spatio-temporal self-similarity (STSS) from visual foundation models into video generative models. STSS represents pairwise similarities among features across space and time, revealing the relational structure of how objects interact with other entities throughout a video, effectively capturing real-world dynamics, including object motion and semantic transformations. To transfer this relational knowledge, we propose Tempered Self-similarity Alignment (TSA) loss, which transforms STSS into probabilistic correspondence distributions and trains the video generative model to align its correspondence distributions with those of the visual foundation model on dynamically changing regions. Evaluated on VideoPhy and VideoPhy2 benchmarks, our method demonstrates substantial improvements in physical plausibility across diverse interaction scenarios, validating the effectiveness of transferring relational knowledge for physically realistic video generation.

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Vision-aligned Latent Reasoning for Multi-modal Large Language Model

Despite recent advancements in Multi-modal Large Language Models (MLLMs) on diverse understanding tasks, these models struggle to solve problems which require extensive multi-step reasoning. This is primarily due to the progressive dilution of visual information during long-context generation, which hinders their ability to fully exploit test-time scaling. To address this issue, we introduce Vision-aligned Latent Reasoning (VaLR), a simple, yet effective reasoning framework that dynamically generates vision-aligned latent tokens before each Chain of Thought reasoning step, guiding the model to reason based on perceptual cues in the latent space. Specifically, VaLR is trained to preserve visual knowledge during reasoning by aligning intermediate embeddings of MLLM with those from vision encoders. Empirical results demonstrate that VaLR consistently outperforms existing approaches across a wide range of benchmarks requiring long-context understanding or precise visual perception, while exhibiting test-time scaling behavior not observed in prior MLLMs. In particular, VaLR improves the performance significantly from 33.0% to 52.9% on VSI-Bench, achieving a 19.9%p gain over Qwen2.5-VL.

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Improving Text-to-Image Generation with Intrinsic Self-Confidence Rewards

Text-to-image generation powers content creation across design, media, and data augmentation. Post-training of text-to-image generative models is a promising path to improve human preference alignment, factuality, and aesthetics. We introduce SOLACE (Self-Originating LAtent Confidence Estimation), a post-training framework that replaces external reward supervision with an internal self-confidence signal: we re-noise the model's own outputs and measure how accurately it recovers the injected noise, treating low reconstruction error as high self-confidence. SOLACE converts this intrinsic signal into scalar rewards for reinforcement learning, requiring no external reward models, annotators, or preference data. By reinforcing high-confidence generations, SOLACE delivers consistent gains in compositional generation, text rendering, and text-image alignment. Integrating SOLACE with external rewards yields complementary improvements while alleviating reward hacking.

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RoDyGS: Robust Dynamic Gaussian Splatting for Casual Videos

4D reconstruction from casually captured monocular videos is challenging due to inherent ambiguity in reconstructing dynamic 3D geometry. To address this challenge, we introduce Robust Dynamic Gaussian Splatting (RoDyGS), a method that reconstructs dynamic scene representation from casual monocular videos. RoDyGS explicitly separates static and dynamic scene elements, and applies spatiotemporal regularization to enforce physically plausible geometry and temporally consistent motion. Furthermore, we propose a comprehensive benchmark, Kubric-MRig, which provides extensive camera and object motion along with simultaneous multi-view capture, features that are absent in previous benchmarks. Experiments demonstrate that RoDyGS significantly outperforms previous pose-free dynamic novel view synthesis approaches and achieves competitive rendering quality compared to existing pose-free static novel view synthesis approaches. Our proejct page is available at https://rodygs.github.io

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Space-Time Forecasting of Dynamic Scenes with Motion-aware Gaussian Grouping

Forecasting dynamic scenes remains a fundamental challenge in computer vision, as limited observations make it difficult to capture coherent object-level motion and long-term temporal evolution. We present Motion Group-aware Gaussian Forecasting (MoGaF), a framework for long-term scene extrapolation built upon the 4D Gaussian Splatting representation. MoGaF introduces motion-aware Gaussian grouping and group-wise optimization to enforce physically consistent motion across both rigid and non-rigid regions, yielding spatially coherent dynamic representations. Leveraging this structured space-time representation, a lightweight forecasting module predicts future motion, enabling realistic and temporally stable scene evolution. Experiments on synthetic and real-world datasets demonstrate that MoGaF consistently outperforms existing baselines in rendering quality, motion plausibility, and long-term forecasting stability. Our project page is available at https://slime0519.github.io/mogaf

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DextER: Language-driven Dexterous Grasp Generation with Embodied Reasoning

Language-driven dexterous grasp generation requires the models to understand task semantics, 3D geometry, and complex hand-object interactions. While vision-language models have been applied to this problem, existing approaches directly map observations to grasp parameters without intermediate reasoning about physical interactions. We present DextER, Dexterous Grasp Generation with Embodied Reasoning, which introduces contact-based embodied reasoning for multi-finger manipulation. Our key insight is that predicting which hand links contact where on the object surface provides an embodiment-aware intermediate representation, bridging task semantics with physical constraints. DextER autoregressively generates embodied contact tokens specifying which finger links contact where on the object surface, followed by grasp tokens encoding the hand configuration. On DexGYS, DextER achieves 67.14% success rate, outperforming state-of-the-art by 3.83 p.p. with 96.4% improvement in intention alignment. We also demonstrate steerable generation through partial contact specification, providing fine-grained control over grasp synthesis.

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Exploring High-Order Self-Similarity for Video Understanding

Space-time self-similarity (STSS), which captures visual correspondences across frames, provides an effective way to represent temporal dynamics for video understanding. In this work, we explore higher-order STSS and demonstrate how STSSs at different orders reveal distinct aspects of these dynamics. We then introduce the Multi-Order Self-Similarity (MOSS) module, a lightweight neural module designed to learn and integrate multi-order STSS features. It can be applied to diverse video tasks to enhance motion modeling capabilities while consuming only marginal computational cost and memory usage. Extensive experiments on video action recognition, motion-centric video VQA, and real-world robotic tasks consistently demonstrate substantial improvements, validating the broad applicability of MOSS as a general temporal modeling module. The source code and checkpoints will be publicly available.

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Affostruction: 3D Affordance Grounding with Generative Reconstruction

This paper addresses the problem of affordance grounding from RGBD images of an object, which aims to localize surface regions corresponding to a text query that describes an action on the object. While existing methods predict affordance regions only on visible surfaces, we propose Affostruction, a generative framework that reconstructs complete object geometry from partial RGBD observations and grounds affordances on the full shape including unobserved regions. Our approach introduces sparse voxel fusion of multi-view features for constant-complexity generative reconstruction, a flow-based formulation that captures the inherent ambiguity of affordance distributions, and an active view selection strategy guided by predicted affordances. Affostruction outperforms existing methods by large margins on challenging benchmarks, achieving 19.1 aIoU on affordance grounding and 32.67 IoU for 3D reconstruction.

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Cog3DMap: Multi-View Vision-Language Reasoning with 3D Cognitive Maps

Precise spatial understanding from multi-view images remains a fundamental challenge for Multimodal Large Language Models (MLLMs), as their visual representations are predominantly semantic and lack explicit geometric grounding. While existing approaches augment visual tokens with geometric cues from visual geometry models, their MLLM is still required to implicitly infer the underlying 3D structure of the scene from these augmented tokens, limiting its spatial reasoning capability. To address this issue, we introduce Cog3DMap, a framework that recurrently constructs an explicit 3D memory from multi-view images, where each token is grounded in 3D space and possesses both semantic and geometric information. By feeding these tokens into the MLLM, our framework enables direct reasoning over a spatially structured 3D map, achieving state-of-the-art performance on various spatial reasoning benchmarks. Code will be made publicly available.

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Planning in 8 Tokens: A Compact Discrete Tokenizer for Latent World Model

World models provide a powerful framework for simulating environment dynamics conditioned on actions or instructions, enabling downstream tasks such as action planning or policy learning. Recent approaches leverage world models as learned simulators, but its application to decision-time planning remains computationally prohibitive for real-time control. A key bottleneck lies in latent representations: conventional tokenizers encode each observation into hundreds of tokens, making planning both slow and resource-intensive. To address this, we propose CompACT, a discrete tokenizer that compresses each observation into as few as 8 tokens, drastically reducing computational cost while preserving essential information for planning. An action-conditioned world model that occupies CompACT tokenizer achieves competitive planning performance with orders-of-magnitude faster planning, offering a practical step toward real-world deployment of world models.

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