Searcharxiv⌕ Search

arXiv subjects

Taiki Miyanishi

Publications and source records attributed to Taiki Miyanishi.

18 recordsLinked to original sources

Rendering-Free Lookahead for Question-Guided Active Vision

Active robot vision requires controlling the camera to reveal task-relevant information that is hidden from the current viewpoint. For example, determining what is inside a box may require raising the camera and looking down into it. For viewpoint-dependent question answering, the challenge is to select camera motions that expose the visual evidence needed to answer the question. Although vision-language models (VLMs) can interpret observed images, selecting such motions requires anticipating the usefulness of unseen views. We quantify this usefulness as answerability, a VLM's estimate that a view suffices to answer the question, and present Rendering-Free Lookahead (RFL), a viewpoint-selection policy that ranks candidate camera motions by predicted future answerability. RFL transfers visual lookahead from deployment to offline training. At training, a privileged teacher renders candidate future views in 3D Gaussian Splatting (3DGS) scenes and uses a frozen VLM to compute one- and two-step answerability targets. Through two-stage distillation, a student learns to predict these action values from the question, recent visual observations, and a candidate camera motion. At deployment, RFL uses these predicted values to select camera motions without rendering future views. On 377 E3VS-Bench test episodes in unseen environments, RFL improves the mean judge score by 43\% over a direct-action baseline using the same VLM. These results support learning camera-control policies from privileged visual lookahead for viewpoint-dependent question answering.

cs.CV↗

Detect and Suppress: A Mechanistic Defense against Adversarial Patches in VLA Models

Adversarial patches can disrupt Vision-Language-Action (VLA) models by manipulating visual observations, leading to failures in robot control. However, it remains poorly understood which internal mechanisms underlie these failures and how targeted interventions can mitigate them. In this work, we mechanistically analyze VLA representations using a sparse autoencoder (SAE) and identify a feature whose activation strongly correlates with the presence of an adversarial patch. Based on this analysis, we suppress the identified feature at inference time only when a linear probe detects an attack. This intervention improves robustness without the cost of fine-tuning the VLA. We evaluate our method against VLA adversarial patch attacks on LIBERO-10. Conditional intervention improves success rate under intermittent attacks, whereas continuously applying the same intervention substantially degrades policy performance. These results show that attack-related internal representations can provide useful targets for VLA adversarial defense and that controlling when to intervene is important for limiting disruption to nominal policy behavior.

cs.RO↗

Diagnosing Long-Video Quantitative Reasoning in Multimodal LLMs via Enumeration and Counting

Final-answer video QA can show whether a model predicts the right number, but not which instances it counted, when the supporting evidence occurs, or why it failed. We diagnose long-video quantitative reasoning in multimodal large language models (MLLMs) through three coupled abilities: enumerating query-relevant instances, temporally grounding supporting evidence, and aggregating the evidence into counts. To support this analysis, we build EC-Bench, an evidence-annotated evaluation suite with 152 untrimmed videos longer than 30 minutes, 1,699 open-ended queries across six reasoning categories, and human-verified evidence spans. We evaluate 22 open-source and proprietary MLLMs using timestamped visual frames and transcripts. The best average scores reach only 29.98% Enumeration F1 and 23.74% Counting accuracy, compared with human performance of 78.57% and 82.97%, respectively. Our analyses show that counting errors are rarely isolated arithmetic mistakes: Enumeration F1 is strongly associated with Counting accuracy, temporal grounding quality is associated with lower counting error, and Counting accuracy drops as supporting evidence becomes more distributed. These findings recast long-video counting as evidence retrieval, temporal grounding, deduplication, and aggregation across the video, rather than simple numerical prediction.

cs.CV↗

LongEgoRefer: A Benchmark for Long-Form Egocentric Video Referring Expression Comprehension

Egocentric videos capture rich and diverse human-object interactions and have emerged as a fundamental resource for understanding human activities related to objects. In this context, Video Referring Expression Comprehension (Video REC), the task of localizing the temporal and spatial extent of a referred object in video frames given a natural language query, plays a key role in linking textual descriptions to observed objects in untrimmed egocentric recordings. However, existing egocentric Video REC benchmarks primarily focus on short video clips, where some target object appears densely within frames. Such settings do not reflect real-world egocentric recordings, which are long-form, untrimmed, and characterized by sparse object occurrences and complex activity transitions. To address this limitation, we introduce LongEgoRefer, a novel and challenging benchmark constructed from long-form videos in the Ego4D dataset. LongEgoRefer contains 1,498 referring expressions with an average video duration of 45 minutes. The benchmark exhibits extreme target sparsity, detailed linguistic descriptions, and complex human-object interactions embedded in long, dynamic egocentric narratives. Consequently, it defines a demanding spatio-temporal grounding problem that requires models to identify both when an event occurs and where the referred object appears within extended video sequences. We evaluate existing Video REC approaches, including training-free baselines based on vision-language models combined with Grounded SAM2. Extensive experiments show that even advanced baselines and current state-of-the-art models struggle significantly on LongEgoRefer. These results highlight the intrinsic difficulty of long-form egocentric spatio-temporal grounding and emphasize the need for more robust video understanding models.

cs.CV↗

Stitch4D: Sparse Multi-Location 4D Urban Reconstruction via Spatio-Temporal Interpolation

Dynamic urban environments are often captured by cameras placed at spatially separated locations with little or no view overlap. However, most existing 4D reconstruction methods assume densely overlapping views and struggle under sparse multi-location observations, producing unstable reconstructions in unobserved intermediate regions. To address this practical yet underexplored setting, we propose Stitch4D, a unified 4D reconstruction framework that compensates for missing spatial coverage in sparsely observed urban environments. Stitch4D synthesizes intermediate bridge views between distant camera locations and jointly optimizes real and synthesized observations in a unified coordinate frame with inter-location consistency constraints. By recovering intermediate spatial coverage before optimization, Stitch4D mitigates geometric collapse and improves reconstruction stability in sparse regions. To evaluate this setting, we introduce Urban Sparse 4D (U-S4D), a controlled CARLA-based benchmark for free-viewpoint reconstruction under sparse multi-location configurations. Experiments on U-S4D show that Stitch4D consistently outperforms representative 4D reconstruction baselines in image-quality metrics. These results suggest that recovering intermediate spatial coverage is an effective strategy for stabilizing 4D reconstruction in sparse urban environments. The project page is provided in https://stitch4d-project-page.vercel.app/.

cs.CV↗

E3VS-Bench: A Benchmark for Viewpoint-Dependent Active Perception in 3D Gaussian Splatting Scenes

Visual search in 3D environments requires embodied agents to actively explore their surroundings and acquire task-relevant evidence. However, existing visual search and embodied AI benchmarks, including EQA, typically rely on static observations or constrained egocentric motion, and thus do not explicitly evaluate fine-grained viewpoint-dependent phenomena that arise under unrestricted 5-DoF viewpoint control in real-world 3D environments, such as visibility changes caused by vertical viewpoint shifts, revealing contents inside containers, and disambiguating object attributes that are only observable from specific angles. To address this limitation, we introduce {E3VS-Bench}, a benchmark for embodied 3D visual search where agents must control their viewpoints in 5-DoF to gather viewpoint-dependent evidence for question answering. E3VS-Bench consists of 99 high-fidelity 3D scenes reconstructed using 3D Gaussian Splatting and 2,014 question-driven episodes. 3D Gaussian Splatting enables photorealistic free-viewpoint rendering that preserves fine-grained visual details (e.g., small text and subtle attributes) often degraded in mesh-based simulators, thereby allowing the construction of questions that cannot be answered from a single view and instead require active inspection across viewpoints in 5-DoF. We evaluate multiple state-of-the-art VLMs and compare their performance with humans. Despite strong 2D reasoning ability, all models exhibit a substantial gap from humans, highlighting limitations in active perception and coherent viewpoint planning specifically under full 5-DoF viewpoint changes.

cs.CV↗

NavWAM: A Navigation World Action Model for Goal-Conditioned Visual Navigation

Goal-conditioned visual navigation requires a robot to act under partial observability by anticipating how its motion will change the future egocentric view and whether that change brings it closer to the goal. Navigation world models provide such visual foresight, but they remain prediction modules that require an external planner to convert predicted futures into closed-loop control. We propose Navigation World Action Model (NavWAM), a diffusion-transformer policy that turns navigation world-model prediction into executable action by representing future observations, goal-progress values, and action chunks in a shared latent sequence. By learning future prediction jointly with the action and value targets that determine closed-loop behavior, NavWAM makes visual foresight directly usable for robot control. We build NavWAM through simulation pretraining and real-robot adaptation, and evaluate it on image-goal navigation against planning-based world models and a representative direct navigation policy. Across offline benchmarks and closed-loop real-robot deployment, NavWAM improves over planning-based world-model baselines in our evaluations while using the default policy mode without CEM-style action search. Project page: https://dachii-azm.github.io/navwam/

cs.RO↗

PhysQuantAgent: An Inference Pipeline of Mass Estimation for Vision-Language Models

Vision-Language Models (VLMs) are increasingly applied to robotic perception and manipulation, yet their ability to infer physical properties required for manipulation remains limited. In particular, estimating the mass of real-world objects is essential for determining appropriate grasp force and ensuring safe interaction. However, current VLMs lack reliable mass reasoning capabilities, and most existing benchmarks do not explicitly evaluate physical quantity estimation under realistic sensing conditions. In this work, we propose PhysQuantAgent, a framework for real-world object mass estimation using VLMs, together with VisPhysQuant, a new benchmark dataset for evaluation. VisPhysQuant consists of RGB-D videos of real objects captured from multiple viewpoints, annotated with precise mass measurements. To improve estimation accuracy, we introduce three visual prompting methods that enhance the input image with object detection, scale estimation, and cross-sectional image generation to help the model comprehend the size and internal structure of the target object. Experiments show that visual prompting significantly improves mass estimation accuracy on real-world data, suggesting the efficacy of integrating spatial reasoning with VLM knowledge for physical inference.

cs.CV↗

CityNav: A Large-Scale Dataset for Real-World Aerial Navigation

Vision-and-language navigation (VLN) aims to develop agents capable of navigating in realistic environments. While recent cross-modal training approaches have significantly improved navigation performance in both indoor and outdoor scenarios, aerial navigation over real-world cities remains underexplored primarily due to limited datasets and the difficulty of integrating visual and geographic information. To fill this gap, we introduce CityNav, the first large-scale real-world dataset for aerial VLN. Our dataset consists of 32,637 human demonstration trajectories, each paired with a natural language description, covering 4.65 km$^2$ across two real cities: Cambridge and Birmingham. In contrast to existing datasets composed of synthetic scenes such as AerialVLN, our dataset presents a unique challenge because agents must interpret spatial relationships between real-world landmarks and the navigation destination, making CityNav an essential benchmark for advancing aerial VLN. Furthermore, as an initial step toward addressing this challenge, we provide a methodology of creating geographic semantic maps that can be used as an auxiliary modality input during navigation. In our experiments, we compare performance of three representative aerial VLN agents (Seq2seq, CMA and AerialVLN models) and demonstrate that the semantic map representation significantly improves their navigation performance.

cs.CV↗

GeoProg3D: Compositional Visual Reasoning for City-Scale 3D Language Fields

The advancement of 3D language fields has enabled intuitive interactions with 3D scenes via natural language. However, existing approaches are typically limited to small-scale environments, lacking the scalability and compositional reasoning capabilities necessary for large, complex urban settings. To overcome these limitations, we propose GeoProg3D, a visual programming framework that enables natural language-driven interactions with city-scale high-fidelity 3D scenes. GeoProg3D consists of two key components: (i) a Geography-aware City-scale 3D Language Field (GCLF) that leverages a memory-efficient hierarchical 3D model to handle large-scale data, integrated with geographic information for efficiently filtering vast urban spaces using directional cues, distance measurements, elevation data, and landmark references; and (ii) Geographical Vision APIs (GV-APIs), specialized geographic vision tools such as area segmentation and object detection. Our framework employs large language models (LLMs) as reasoning engines to dynamically combine GV-APIs and operate GCLF, effectively supporting diverse geographic vision tasks. To assess performance in city-scale reasoning, we introduce GeoEval3D, a comprehensive benchmark dataset containing 952 query-answer pairs across five challenging tasks: grounding, spatial reasoning, comparison, counting, and measurement. Experiments demonstrate that GeoProg3D significantly outperforms existing 3D language fields and vision-language models across multiple tasks. To our knowledge, GeoProg3D is the first framework enabling compositional geographic reasoning in high-fidelity city-scale 3D environments via natural language. The code is available at https://snskysk.github.io/GeoProg3D/.

cs.CV↗

LegalViz: Legal Text Visualization by Text To Diagram Generation

Legal documents including judgments and court orders require highly sophisticated legal knowledge for understanding. To disclose expert knowledge for non-experts, we explore the problem of visualizing legal texts with easy-to-understand diagrams and propose a novel dataset of LegalViz with 23 languages and 7,010 cases of legal document and visualization pairs, using the DOT graph description language of Graphviz. LegalViz provides a simple diagram from a complicated legal corpus identifying legal entities, transactions, legal sources, and statements at a glance, that are essential in each judgment. In addition, we provide new evaluation metrics for the legal diagram visualization by considering graph structures, textual similarities, and legal contents. We conducted empirical studies on few-shot and finetuning large language models for generating legal diagrams and evaluated them with these metrics, including legal content-based evaluation within 23 languages. Models trained with LegalViz outperform existing models including GPTs, confirming the effectiveness of our dataset.

cs.CL↗

Map-based Modular Approach for Zero-shot Embodied Question Answering

Embodied Question Answering (EQA) serves as a benchmark task to evaluate the capability of robots to navigate within novel environments and identify objects in response to human queries. However, existing EQA methods often rely on simulated environments and operate with limited vocabularies. This paper presents a map-based modular approach to EQA, enabling real-world robots to explore and map unknown environments. By leveraging foundation models, our method facilitates answering a diverse range of questions using natural language. We conducted extensive experiments in both virtual and real-world settings, demonstrating the robustness of our approach in navigating and comprehending queries within unknown environments.

cs.RO↗

Answerability Fields: Answerable Location Estimation via Diffusion Models

In an era characterized by advancements in artificial intelligence and robotics, enabling machines to interact with and understand their environment is a critical research endeavor. In this paper, we propose Answerability Fields, a novel approach to predicting answerability within complex indoor environments. Leveraging a 3D question answering dataset, we construct a comprehensive Answerability Fields dataset, encompassing diverse scenes and questions from ScanNet. Using a diffusion model, we successfully infer and evaluate these Answerability Fields, demonstrating the importance of objects and their locations in answering questions within a scene. Our results showcase the efficacy of Answerability Fields in guiding scene-understanding tasks, laying the foundation for their application in enhancing interactions between intelligent agents and their environments.

cs.CV↗

JDocQA: Japanese Document Question Answering Dataset for Generative Language Models

Document question answering is a task of question answering on given documents such as reports, slides, pamphlets, and websites, and it is a truly demanding task as paper and electronic forms of documents are so common in our society. This is known as a quite challenging task because it requires not only text understanding but also understanding of figures and tables, and hence visual question answering (VQA) methods are often examined in addition to textual approaches. We introduce Japanese Document Question Answering (JDocQA), a large-scale document-based QA dataset, essentially requiring both visual and textual information to answer questions, which comprises 5,504 documents in PDF format and annotated 11,600 question-and-answer instances in Japanese. Each QA instance includes references to the document pages and bounding boxes for the answer clues. We incorporate multiple categories of questions and unanswerable questions from the document for realistic question-answering applications. We empirically evaluate the effectiveness of our dataset with text-based large language models (LLMs) and multimodal models. Incorporating unanswerable questions in finetuning may contribute to harnessing the so-called hallucination generation.

cs.CL↗

Vision Language Model-based Caption Evaluation Method Leveraging Visual Context Extraction

Given the accelerating progress of vision and language modeling, accurate evaluation of machine-generated image captions remains critical. In order to evaluate captions more closely to human preferences, metrics need to discriminate between captions of varying quality and content. However, conventional metrics fail short of comparing beyond superficial matches of words or embedding similarities; thus, they still need improvement. This paper presents VisCE$^2$, a vision language model-based caption evaluation method. Our method focuses on visual context, which refers to the detailed content of images, including objects, attributes, and relationships. By extracting and organizing them into a structured format, we replace the human-written references with visual contexts and help VLMs better understand the image, enhancing evaluation performance. Through meta-evaluation on multiple datasets, we validated that VisCE$^2$ outperforms the conventional pre-trained metrics in capturing caption quality and demonstrates superior consistency with human judgment.

cs.CV↗

Cross3DVG: Cross-Dataset 3D Visual Grounding on Different RGB-D Scans

We present a novel task for cross-dataset visual grounding in 3D scenes (Cross3DVG), which overcomes limitations of existing 3D visual grounding models, specifically their restricted 3D resources and consequent tendencies of overfitting a specific 3D dataset. We created RIORefer, a large-scale 3D visual grounding dataset, to facilitate Cross3DVG. It includes more than 63k diverse descriptions of 3D objects within 1,380 indoor RGB-D scans from 3RScan, with human annotations. After training the Cross3DVG model using the source 3D visual grounding dataset, we evaluate it without target labels using the target dataset with, e.g., different sensors, 3D reconstruction methods, and language annotators. Comprehensive experiments are conducted using established visual grounding models and with CLIP-based multi-view 2D and 3D integration designed to bridge gaps among 3D datasets. For Cross3DVG tasks, (i) cross-dataset 3D visual grounding exhibits significantly worse performance than learning and evaluation with a single dataset because of the 3D data and language variants across datasets. Moreover, (ii) better object detector and localization modules and fusing 3D data and multi-view CLIP-based image features can alleviate this lower performance. Our Cross3DVG task can provide a benchmark for developing robust 3D visual grounding models to handle diverse 3D scenes while leveraging deep language understanding.

cs.CV↗

CityRefer: Geography-aware 3D Visual Grounding Dataset on City-scale Point Cloud Data

City-scale 3D point cloud is a promising way to express detailed and complicated outdoor structures. It encompasses both the appearance and geometry features of segmented city components, including cars, streets, and buildings, that can be utilized for attractive applications such as user-interactive navigation of autonomous vehicles and drones. However, compared to the extensive text annotations available for images and indoor scenes, the scarcity of text annotations for outdoor scenes poses a significant challenge for achieving these applications. To tackle this problem, we introduce the CityRefer dataset for city-level visual grounding. The dataset consists of 35k natural language descriptions of 3D objects appearing in SensatUrban city scenes and 5k landmarks labels synchronizing with OpenStreetMap. To ensure the quality and accuracy of the dataset, all descriptions and labels in the CityRefer dataset are manually verified. We also have developed a baseline system that can learn encoded language descriptions, 3D object instances, and geographical information about the city's landmarks to perform visual grounding on the CityRefer dataset. To the best of our knowledge, the CityRefer dataset is the largest city-level visual grounding dataset for localizing specific 3D objects.

cs.CV↗

ScanQA: 3D Question Answering for Spatial Scene Understanding

We propose a new 3D spatial understanding task of 3D Question Answering (3D-QA). In the 3D-QA task, models receive visual information from the entire 3D scene of the rich RGB-D indoor scan and answer the given textual questions about the 3D scene. Unlike the 2D-question answering of VQA, the conventional 2D-QA models suffer from problems with spatial understanding of object alignment and directions and fail the object identification from the textual questions in 3D-QA. We propose a baseline model for 3D-QA, named ScanQA model, where the model learns a fused descriptor from 3D object proposals and encoded sentence embeddings. This learned descriptor correlates the language expressions with the underlying geometric features of the 3D scan and facilitates the regression of 3D bounding boxes to determine described objects in textual questions and outputs correct answers. We collected human-edited question-answer pairs with free-form answers that are grounded to 3D objects in each 3D scene. Our new ScanQA dataset contains over 40K question-answer pairs from the 800 indoor scenes drawn from the ScanNet dataset. To the best of our knowledge, the proposed 3D-QA task is the first large-scale effort to perform object-grounded question-answering in 3D environments.

cs.CV↗