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Ran Yi

Publications and source records attributed to Ran Yi.

At least 19 recordsLinked to original sources

MARC: Mechanism-Aware Reflective Correction for Articulated Object Code Generation

Generating an articulated object from images and text requires more than plausible parts and movable joints: the assembled mechanism must execute the intended motion. This is particularly challenging for closed-chain and coupled mechanisms, where an error in one connection can block motion or separate connected parts. We introduce MARC, Mechanism-Aware Reflective Correction, which shares an executable kinematic graph across program construction, motion solving, and correction. The graph binds physical connections to local attachment frames and represents loop closures and joint-coordinate couplings. Given prescribed driver inputs, a numerical solver computes follower motion and associates errors with specific connections and configurations. The agent uses these diagnostics to probe possible causes, revise connections or geometry, and retest the mechanism along the original motion paths. On a 20-object test set, MARC with Kimi-K3 achieves 67.8% valid motion coverage and 60.0% overall success, outperforming six baselines. Starting from the same initial candidates, correction improves these scores by 13.7 and 20.0 percentage points, respectively. Ablations further show the benefits of graph-based mechanism support and graph-guided repair. Project homepage: https://demianmusk.github.io/MARC-Home/.

cs.CV↗

MIRAGE: Metric Inference and Reliability-Aware Gaussian Estimation from Feed-Forward Vision

Feed-forward 3D priors enable high-quality reconstruction from image streams but often lack reliable metric scale and suffer from long-term trajectory drift. In contrast, LiDAR--inertial estimation provides metrically accurate motion but lacks the image-space consistency needed for high-fidelity reconstruction. We propose $MIRAGE$, which anchors feed-forward visual geometry to LiDAR--IMU metric motion and regulates online pose corrections according to correspondence support and cross-modal agreement, jointly enabling accurate metric pose estimation and high-fidelity Gaussian reconstruction. Experiments on Oxford Spires, M2DGR and INS show that MIRAGE achieves accurate metric trajectory estimation, outperforming COLMAP, a widely used but computationally expensive reference for vision-only benchmarks. Motivated by the scarcity of long-horizon monocular benchmarks for large-scale indoor reconstruction, we further build a multimodal data-collection platform and use MIRAGE to establish accurate 6-DoF reference trajectories for a new vision-only benchmark. We benchmark recent monocular large-scale reconstruction methods on this dataset, providing a systematic evaluation of their performance in long-horizon indoor scenes.

cs.CV↗

HairFlow: Modeling 3D Hair Strands with Multi-Modal Conditioned Diffusion

Modeling 3D hair strands is challenging due to complex hairstyle geometry, scarce high-quality training data, and incomplete or noisy input observations. Foundation models offer broader hairstyle priors, but their outputs are not directly usable for strand-based rendering and simulation. Existing approaches require costly per-instance optimization to fit hair priors to meshes from foundation models and 2D orientations from specialized predictors trained on limited hair data, restricting efficiency and generalization. We present HairFlow, a multimodal conditioned diffusion framework for efficient and controllable hair strands modeling. HairFlow conditions strand generation on two complementary representations: a coarse mesh that constrains global shape and multi-view sketches that specify local strand flow. HairFlow combines an Orientation VAE with a conditioned diffusion transformer to generate volumetric fields that are traced into explicit strands. To overcome the lack of paired sketch-strand training data, we introduce an automatic synthesis pipeline that generates geometrically aligned multi-view sketches with diverse styles representative of inference-time inputs. Experiments show that HairFlow generates plausible 3D strands that faithfully follow the input conditions across diverse hairstyles, substantially reduces inference time, and supports flexible multimodal control.

cs.CV↗

MORCA: Offline-to-Online Reinforcement Learning for Adaptive Cache Reuse in Video Diffusion Acceleration

Diffusion Transformers (DiTs) achieve remarkable performance in video synthesis, but their iterative denoising process suffers from high inference latency. To address this, caching has emerged as an effective acceleration strategy by capitalizing on inter-step redundancy during denoising. Existing dynamic caching methods typically estimate the error that cache reuse would introduce at each denoising step (step error) to guide cache decisions, whereas our concern is how much quality loss cache reuse would cause in the final generated video (terminal error). We show that step error does not directly correspond to terminal error and that latent information helps capture their relationship, thereby informing cache decisions. Moreover, existing threshold-based methods cannot provide precise speedup control, making it difficult to meet practical requirements for user-specified acceleration targets. To address these limitations, we introduce MORCA, a cache scheduling framework trained through offline-to-online reinforcement learning to make latent-aware reuse/recompute decisions under user-specified acceleration targets. Extensive experiments on different video generation models across multiple target acceleration ratios demonstrate that MORCA achieves better generation fidelity than state-of-the-art caching methods under comparable computational budgets. Code is available at https://github.com/x10ngyx/MORCA.

cs.CV↗

DIET: Deletion-response Expert Trimming for Video Diffusion Transformers

Video diffusion transformers (DiTs) increasingly adopt mixture-of-experts (MoE) architectures to reduce active computation, but their full expert storage remains costly. Existing one-shot pruning criteria mainly rely on static activation or routing statistics and cannot capture layer-level re-routing after expert deletion. We introduce DIET, a training-free expert pruning framework based on deletion responses. A single all-expert calibration pass records expert outputs and router states for matched conditional and unconditional tokens. Candidate deletions are then replayed from cached tensors, requiring no additional model forward passes. The resulting deletion-response signatures characterize each expert by the changes induced when it is removed. DIET selects retained experts by minimizing Overall Diversity Loss (ODL), which preserves directional coverage in signature space, and combines intra-layer local search with an inter-layer regression-guided budget search to allocate experts across layers. On LingBot-Video 30B-A3B, pruning 50% of experts (6,144 to 3,072) reduces the checkpoint from 57 GB to 30 GB and enables single-card deployment on a 48 GB GPU without fine-tuning. Under a fixed 284-case VBench protocol, the VBench Total increases from 0.7941 to 0.8115. Across tested retention budgets, DIET consistently outperforms competitive pruning baselines adapted from large language models.

cs.AI↗

Beyond Placement and Articulation: Usage-Driven Code Scenes for Embodied Interaction

Indoor scene synthesis provides essential environments for embodied AI, robotic manipulation, and simulation-based policy learning. Recent code-based scene generation methods produce editable and extensible environments, yet they remain focused on visual construction and object-level articulation, leaving the functional usage of scenes largely unmodeled. To address this problem, we present RoomWright, an agentic usage-driven framework for generating 3D scenes represented entirely as code for embodied interaction. RoomWright performs usage-driven object reasoning, which treats each anchor as a task centre and admits task-required objects and their affordances. A code agent further enables multi-part interaction by compiling each interaction into a trigger, condition, effect rule that updates structured object states, capturing causal dependencies across objects. Moreover, since manipuland orientation is ambiguous and hard to recover from pixels, RoomWright alleviates this via annotation-informed usage-guided orientation. Extensive experiments demonstrate the effectiveness of our method. The resulting scenes are executable, editable, and simulation-ready, providing interactive environments for embodied AI and policy learning.

cs.RO↗

PersonaShot: Benchmarking Person-Centric Narrative Continuity in Multi-Shot Video Generation

Video generation is rapidly evolving from single-shot clips to multi-shot narratives, where the human character serves as the core narrative anchor. However, existing benchmarks mainly assess character appearance or individual-shot quality, without measuring whether physical and emotional states remain coherent across cuts. They also rarely provide criterion-specific evaluation methods, although physical continuity, facial dynamics, and cinematic relations require different visual, temporal, and relational evidence. To address these limitations, we introduce PersonaShot, the first person-centric benchmark for narrative continuity in multi-shot video generation. PersonaShot contains approximately 1,000 multi-shot segments and 16 metrics spanning physical continuity, affective dynamics, and cinematic grammar. \textbf{\textit{1)} Narrative Continuity Benchmark:} We evaluate character coherence across three temporal levels: within-shot states, cross-shot transitions, and sequence-level trajectories. \textbf{\textit{2)} Human-Aligned Specialist Evaluators:} We distill reasoning from a large multimodal teacher into lightweight criterion-specific evaluators, each grounded in the visual, temporal, or relational evidence required by its metric, and align them with expert human judgments. \textbf{\textit{3)} Systematic Evaluation and Insights:} Our evaluation reveals distinct capability profiles across state-of-the-art models and a clear gap between perceptual quality and cross-shot narrative continuity. Even visually compelling videos frequently exhibit physical-state resets, abrupt affective shifts, and broken cinematic relations across shots. Human studies further demonstrate strong agreement between our evaluators and expert judgments.

cs.CV↗

VicEdit: Learning to Edit Videos from Visual In-Context Examples

Despite progress in instruction-based video editing, unimodal textual instructions inherently struggle to convey fine-grained textures and complex dynamics. To bridge this perceptual gap, we propose Visual In-context Editing, a new paradigm elevating video editing from textual instructions to multi-modal visual guidance encompassing single image, image pair, and video pair. To facilitate this paradigm, we curate VicEdit-400K, the first large-scale dataset for visual in-context video editing. We develop an automated pipeline to generate 400K high-quality samples across ten task types, ensuring superior visual fidelity and semantic consistency through multi-dimensional filtering. Leveraging this foundation, we introduce VicEdit, a unified framework to bridge visual and textual contexts. To adaptively extract editing semantics from heterogeneous references, we design Modality-Adaptive Semantic Distillation, which produces modality-specific semantic tokens from visual references. These tokens are then synergistically integrated with textual instructions through Dual-Context Injection, enabling the generation process to benefit from both visual and textual signals. Extensive evaluations on VicEditBench demonstrate that VicEdit achieves state-of-the-art performance across both basic instruction editing and visual in-context editing tasks, establishing visual in-context learning as a powerful and controllable paradigm for video editing.

cs.CV↗

TRACE-Bench: Decomposing and Diagnosing Multi-Reference Image Generation

Despite recent advances in unified multimodal models for multi-reference image generation, existing benchmarks remain organized around predefined task types (e.g., "subject composition"), which are ill-suited to this combinatorial setting and lead to fragmented coverage, uncontrolled complexity, and little diagnostic value. Recognizing that diverse multi-reference tasks share a common set of atomic operations, we adopt a capability-oriented perspective and formalize four operators: Anchor ($f$), Disentangle ($g$), Apply ($\oplus$), and Compose ($C$). Any multi-reference prompt can then be represented as a compositional formula over these operators, whose structural complexity is quantified by the number of operator slots. Building on this formulation, we construct TRACE-Bench, comprising approximately 1,600 evaluation cases across slot counts 1--8, built from 631 formula templates and around 4,000 reference images spanning diverse artistic styles and real-world subjects. The formula structure directly drives an operator-aligned evaluation protocol for per-capability scoring and a diagnostic tree analysis for recursive failure localization. Evaluating 9 leading models reveals insights invisible to holistic scoring: the primary bottleneck lies in disentanglement ($g$) and attribute binding ($\oplus$) rather than scene-level composition ($C$), with even the best model scoring only 0.74 on attribute fidelity. Project page: https://amuseum-whr.github.io/TraceBench

cs.CV↗

Efficient Audio-Visual Generation via Synchrony-Aware Cross-Modal Sparse Attention

Recent audio-visual generation models can synthesize synchronized video and sound in a unified diffusion process, but their inference cost remains high because long video token sequences require repeated attention computation across denoising steps. A variety of acceleration techniques have been developed for video generation models, including low-bit quantization, attention sparsification, and feature caching. However, since these methods are originally designed for video generation, directly applying them to audio-visual models overlooks the interactions between the audio and video branches and may therefore disrupt audio-video synchronization. We present a synchronization-aware acceleration framework for efficient audio-visual generation. Our key observation is that bidirectional audio-video cross-attention reveals structured interactions between the two branches, with high responses often concentrated on a few sound-related visual and temporal regions. Guided by this interaction pattern, we introduce a protected sparse attention strategy that preserves high-fidelity computation for synchronization-critical tokens while sparsifying redundant attention interactions. By explicitly accounting for cross-modal dependence during acceleration, our method improves inference efficiency while keeping video quality, audio quality, and audio-video synchronization.

cs.CV↗

Semantic Frame Interpolation

Generating intermediate video content of varying lengths based on given first and last frames, along with text prompt information, offers significant research and application potential. However, traditional frame interpolation tasks primarily focus on scenarios with a small number of frames, no text control, and minimal differences between the first and last frames. Recent community developers have utilized large video models represented by Wan to endow frame-to-frame capabilities. However, these models can only generate a fixed number of frames and often fail to produce satisfactory results for certain frame lengths, while this setting lacks a clear official definition and a well-established benchmark. In this paper, we first propose a new practical Semantic Frame Interpolation (SFI) task from the perspective of academic definition, which covers the above two settings and supports inference at multiple frame rates. To achieve this goal, we propose a novel SemFi model building upon Wan2.1, which incorporates a Mixture-of-LoRA module to ensure the generation of high-consistency content that aligns with control conditions across various frame length limitations. Furthermore, we propose SFI-300K, the first general-purpose dataset and benchmark specifically designed for SFI. To support this, we collect and process data from the perspective of SFI, carefully designing evaluation metrics and methods to assess the model's performance across multiple dimensions, encompassing image and video, and various aspects, including consistency and diversity. Through extensive experiments on SFI-300K, we demonstrate that our method is particularly well-suited to meet the requirements of the SFI task.

cs.CV↗

Quo Vadis, World Modeling?

Continually improving agents require dynamic interaction feedback beyond static supervision, yet direct real-environment interaction is costly, slow, unsafe, and hard to parallelize. World modeling offers a natural intermediate proxy that allows agents to query lower-cost, more controllable feedback before committing to real actions. Classical world models instantiate this proxy primarily through future physical-state prediction, a formulation useful yet narrow for agents that require actionable feedback beyond raw state transitions. In this work, we conceptualize Agent-Centric Interactive World Proxies, shifting the fundamental paradigm from physical state transitions to agent-usable information transitions, such as execution outcomes, retrieved experiences or skills, and verification signals, broadening the scope of world modeling to provide versatile feedback for continually improving agents. To systematically map this design space, we organize world proxies into six functional forms based on their feedback modalities: dynamics, spatial, execution, memory/experience, skill, and reward/verification proxies, which together characterize the primary ways world modeling serves agent improvement. We further analyze how these proxies empower agents across three progressive levels: L.1 Inference-Time Guidance, where proxy outputs enrich in-context information for superior decisions; L.2 Training-Time Optimization, where proxy outputs yield rewards, critiques, or synthetic rollouts for policy learning; and L.3 Agent-Proxy Co-Evolution, where real-environment evidence continuously updates both the proxy and the agent for co-evolution. Ultimately, this work recasts world modeling into an agent-centric paradigm, establishing a roadmap for building world proxies that empower agents to plan better, learn faster, and evolve continually.

cs.CV↗

On proper affine actions with better decaying cocycles

It is well-known that the study of proper affine isometric actions of countable discrete groups in various spaces plays a crucial role in geometric group theory, operator algebras, and high-dimensional topology. In this article, we shall construct a proper affine isometric action of countable discrete group $Γ$ on the Banach space $\oplus_{n=1}^\infty\ell^{2n}(Γ)$ such that the cocycles have decay rates that are better than those of Haagerup and Przybyszewska in.

math.FA↗

PhysAgent: Reflective Agentic Physics Control for Physically Plausible Video Generation

Recent advances in physics-grounded video generation leverage physics simulation as a physical prior to guide video synthesis toward physically plausible outcomes. The simulation process is controlled by physical specifications, which are typically generated by a vision-language model in a single pass. Such one-shot prediction often fails to accurately translate user intent into executable simulations, particularly for fine-grained object dynamics, complex motion trajectories, and temporally structured interactions. In this paper, we propose PhysAgent, a reflective agentic framework that closes the loop among physical program generation, physics simulation, stage-specific verification, and targeted program repair. Beyond improving the control of coupled physical parameters, our framework enables the agent to progressively realize complex trajectories, multi-stage interactions, and precise event outcomes by treating each physical program as an executable hypothesis. In addition, we design a set of physics-control APIs to support more stable and complex motion behaviors. Extensive experiments demonstrate that PhysAgent produces more physically plausible videos, achieves better prompt alignment, and generalizes more effectively across diverse physical scenarios.

cs.CV↗

Cycle-World: Mitigating Error Accumulation in Long-term Video World Models via Reverse-Prediction Cycle Consistency

Autoregressive diffusion models have enabled high-quality video generation, yet their sequential nature inherently suffers from error accumulation. In long-horizon video synthesis, minor prediction deviations compound over time, inevitably leading to unconstrained generative drift, structural collapse, and severe visual degradation. To address this, we propose Cycle-World, a novel framework designed for stable and temporally consistent long-video generation. Our approach tackles error drift by enforcing strict temporal reversibility across both the training and inference phases. Theoretically, we demonstrate that forward generative drift can be strictly bottlenecked by a cycle-consistency objective. During training, we integrate an efficient reverse-prediction model to implicitly embed causal constraints into the forward generator, compelling it to produce reversible sequences that tightly adhere to the natural video manifold. At inference time, we repurpose this frozen reverse model as a runtime corrector. Through gradient-based cycle guidance, it iteratively refines the generated latent representations, actively suppressing accumulated errors before they are committed to the historical context. Extensive experiments on the VBench benchmark demonstrate that Cycle-World's dual-phase synergy significantly mitigates error drift, achieving state-of-the-art overall generation quality and long-horizon temporal consistency in 60-second synthesis.

cs.CV↗

UniICL: Systematizing Unified Multimodal In-context Learning through a Capability-Oriented Taxonomy

In-context learning (ICL) enables fast task adaptation from demonstrations without per-task parameter updates but remains highly sensitive to example selection and formatting. In unified multimodal models spanning understanding and generation, this sensitivity is exacerbated by cross-modal interference and varying cognitive demands. Consequently, in-context learning efficacy is often non-monotonic and highly task-dependent. To diagnose these behaviors, we introduce a six-level Capability-Oriented Taxonomy that categorizes the functional role of demonstrations from basic perception to high-order discernment. Guided by this cognitive framework, we construct UniICL-760K, a large-scale corpus featuring curated 8-shot in-context learning episodes across 15 subtasks, alongside UniICL-Bench for rigorous, controlled evaluation. We show that this data-driven assembly is the primary source of our gains. As a complementary, lightweight stabilizer, we additionally propose the Context-Adaptive Prototype Modulator, a plug-and-play module that further improves few-shot stability. Evaluations on UniICL-Bench show that our approach yields highly competitive unified results, outperforming larger-parameter multimodal large language model baselines on most understanding in-context learning tasks. Data and code are available at https://github.com/xuyicheng-zju/UniICL.

cs.CV↗

EgoSim: Egocentric World Simulator for Embodied Interaction Generation

We introduce EgoSim, a closed-loop egocentric world simulator that generates spatially consistent interaction videos and persistently updates the underlying 3D scene state for continuous simulation. Existing egocentric simulators either lack explicit 3D grounding, causing structural drift under viewpoint changes, or treat the scene as static, failing to update world states across multi-stage interactions. EgoSim addresses both limitations by modeling 3D scenes as updatable world states. We generate embodiment interactions via a Geometry-action-aware Observation Simulation model, with spatial consistency from an Interaction-aware State Updating module. To overcome the critical data bottleneck posed by the difficulty in acquiring densely aligned scene-interaction training pairs, we design a scalable pipeline that extracts static point clouds, camera trajectories, and embodiment actions from in-the-wild large-scale monocular egocentric videos. We further introduce EgoCap, a capture system that enables low-cost real-world data collection with uncalibrated smartphones. Extensive experiments demonstrate that EgoSim significantly outperforms existing methods in terms of visual quality, spatial consistency, and generalization to complex scenes and in-the-wild dexterous interactions, while supporting cross-embodiment transfer to robotic manipulation. Codes and datasets will be open soon. The project page is at egosimulator.github.io.

cs.CV↗

MetaWorld: Scaling Multi-Agent Video World Model from Single-view Video Data

Video world models are a foundational generative technology for embodied AI and the Metaverse, yet existing approaches are inherently limited to a single agent observing from a single perspective. Extending these models to multi-agent settings introduces two critical challenges: data scarcity (coordinated multi-view recordings are prohibitively expensive to collect for general open-domain scenarios) and world state alignment (independently generated video streams cannot ensure that shared physical environments and events evolve consistently across views). To address these challenges, we propose MetaWorld, a novel framework that scales multi-agent video world models to open-domain environments directly from single-view videos. First, we introduce Monocular World-State Unrolling (MWSU) to explicitly decompose monocular footage into the camera operator's ego-motion and the visible subject's spatial trajectory. This camera-trajectory decomposition naturally extracts synchronized multi-agent motion data within a shared 3D space, completely bypassing the need for multi-camera setups. Second, for precise visual control, we develop the Subject-Aware World Generator to enable appearance-driven simulation conditioned on per-agent identity images. Finally, to ensure both views are grounded in the identical physical reality, we propose World-State Alignment, a per-frame inter-branch cross-attention mechanism inserted at every transformer layer of the video DiT. By jointly synchronizing the denoising process, WSA enforces both static geometric consistency and dynamic motion consistency, encouraging that the shared 3D environment and physical events remain well-aligned across both egocentric views. Extensive experiments demonstrate that MetaWorld achieves superior cross-view consistency and identity fidelity, establishing a highly scalable, physics-driven paradigm for multi-agent video world modeling.

cs.CV↗