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Wenbo Hu

Publications and source records attributed to Wenbo Hu.

At least 19 recordsLinked to original sources

Visual Token Compression Enhances Robustness of MLLMs

In this paper, we show for the first time that visual token pruning enhances the robustness of Multimodal Large Language Models (MLLMs), mitigating vulnerabilities such as jailbreak attacks and hallucinations. Given that vision and language modalities cannot be perfectly aligned, the misaligned visual tokens might act as out-of-distribution (OOD) inputs, leading to unpredictable outputs and introducing potential vulnerabilities. Building on this insight, we aim to enhance model robustness against jailbreaks and hallucinations by reducing OOD visual tokens at robust-pruning layers, while also reducing inference cost as a side benefit. Specifically, we measure the distance between each visual token and the language feature space. Then, visual tokens with large distances are identified as OOD tokens, which can be iteratively pruned. To demonstrate the effectiveness of our method, we evaluate it on seven diverse popular benchmarks. Notably, our method yields an average improvement of 13.29\% in defending jailbreak attacks, consistently achieves competitive performance in mitigating hallucinations, and maintains strong results on general datasets like MME.

cs.CV

G$^2$TAM: Geometry Grounded Track Anything Model

Human spatial understanding arises from jointly perceiving geometry and semantics, enabling consistent object identification and localization across viewpoints and time. Current video segmentation models depend on explicit object appearance memory banks for instance tracking, yet they remain vulnerable to large viewpoint changes and long-term occlusions. Leveraging the spatial consistency afforded by modern feed-forward 3D reconstruction models, we propose the Geometry Grounded Tracking Anything Model (G$^2$TAM), a unified framework for promptable instance tracking in 3D using only unordered RGB images or videos. G$^2$TAM employs spatially aligned geometric representations as implicit memory, ensuring stable instance identity and localization across frames and views. At its core is a cross-modal spatial encoder that integrates visual and textual prompts into a shared geometric space, enabling end-to-end spatial reconstruction and instance-consistent mask prediction. To support training and evaluation, we construct InsTrack, a large-scale dataset with a dedicated validation split for benchmarking. Extensive experiments show that G$^2$TAM delivers strong cross-view consistency, promptable instance spatial tracking, video object segmentation and spatial reconstruction, establishing a foundation for interactive, geometry-grounded spatial reasoning.

cs.CV

SCoPE: Sightline-Coordinate Positional Encoding for Video Diffusion Transformers

Video diffusion transformers address their tokens by position on the pixel-time grid: an address in the tensor, not in the world. The address we would want, the world point a token depicts, lies on a surface not yet generated, while its camera ray is fixed once the user specifies a trajectory. SCoPE therefore treats the ray as a second positional coordinate, and camera control becomes a property of the coordinate system, not an added module. The ray is added to the pretrained attention's queries and keys, and the score gains a term that reads the two rays alone. Its canonical form, the reciprocal product of line geometry, measures how nearly two lines of sight meet. Normalize-Gate-Inject makes a single encoding trainable across metric and up-to-scale pose sources. The retrofit keeps RoPE bit-exact, starts from the unchanged pretrained DiT, and adds under 0.1/% new parameters. On Wan2.2 at 5B and 14B under matched data and budget, SCoPE improves every camera-controllability and fidelity metric, leads all closed-loop revisit metrics, and shows widening margins with model size. At 14B, rotation error falls 29/% and FVD 43/% below the strongest baseline.

cs.CV

Confounding analysis of s-level designs with multi-block variables

In practical experiments, block variables often arise from multiple sources of heterogeneity. To address the confounding problem, this paper proposes a blocked aliased component-number pattern (B$^2$-ACNP) to analyze the confounding properties of s-level designs with multi-block variables. We calculate the values of (B$^2$-ACNP) via a blocked wordlength distribution matrix. The classification patterns of existing criteria can be expressed as functions of specific elements within the B$^2$-ACNP, thereby stablishing connections within a unified framework. Further, we provide confounding algorithms and visualization methods of the B$^2$-ACNP. Finally, case analysis clarifies the significant role of the B$^2$-ACNP. The Python code is available in the Appendix.

stat.ME

Pixal3D: Pixel-Aligned 3D Generation from Images

Recent advances in 3D generative models have rapidly improved image-to-3D synthesis quality, enabling higher-resolution geometry and more realistic appearance. Yet fidelity, which measures pixel-level faithfulness of the generated 3D asset to the input image, still remains a central bottleneck. We argue this stems from an implicit 2D-3D correspondence issue: most 3D-native generators synthesize shape in canonical space and inject image cues via attention, leaving pixel-to-3D associations ambiguous. To tackle this issue, we draw inspiration from 3D reconstruction and propose Pixal3D, a pixel-aligned 3D generation paradigm for high-fidelity 3D asset creation from images. Instead of generating in a canonical pose, Pixal3D directly generates 3D in a pixel-aligned way, consistent with the input view. To enable this, we introduce a pixel back-projection conditioning scheme that explicitly lifts multi-scale image features into a 3D feature volume, establishing direct pixel-to-3D correspondence without ambiguity. We show that Pixal3D is not only scalable and capable of producing high-quality 3D assets, but also substantially improves fidelity, approaching the fidelity level of reconstruction. Furthermore, Pixal3D naturally extends to multi-view generation by aggregating back-projected feature volumes across views. Finally, we show pixel-aligned generation benefits scene synthesis, and present a modular pipeline that produces high-fidelity, object-separated 3D scenes from images. Pixal3D for the first time demonstrates 3D-native pixel-aligned generation at scale, and provides a new inspiring way towards high-fidelity 3D generation of object or scene from single or multi-view images. Project page: https://ldyang694.github.io/projects/pixal3d/

cs.CV

Sculpt4D: Generating 4D Shapes via Sparse-Attention Diffusion Transformers

Recent breakthroughs in 3D generative modeling have yielded remarkable progress in static shape synthesis, yet high-fidelity dynamic 4D generation remains elusive, hindered by temporal artifacts and prohibitive computational demand. We present Sculpt4D, a native 4D generative framework that seamlessly integrates efficient temporal modeling into a pretrained 3D Diffusion Transformer (Hunyuan3D 2.1), thereby mitigating the scarcity of 4D training data. At its core lies a Block Sparse Attention mechanism that preserves object identity by anchoring to the initial frame while capturing rich motion dynamics via a time-decaying sparse mask. This design faithfully models complex spatiotemporal dependencies with high fidelity, while sidestepping the quadratic overhead of full attention and reducing network total computation by 56%. Consequently, Sculpt4D establishes a new state-of-the-art in temporally coherent 4D synthesis and charts a path toward efficient and scalable 4D generation.

cs.CV

OpenVLThinkerV2: A Generalist Multimodal Reasoning Model for Multi-domain Visual Tasks

Group Relative Policy Optimization (GRPO) has emerged as the de facto Reinforcement Learning (RL) objective driving recent advancements in Multimodal Large Language Models. However, extending this success to open-source multimodal generalist models remains heavily constrained by two primary challenges: the extreme variance in reward topologies across diverse visual tasks, and the inherent difficulty of balancing fine-grained perception with multi-step reasoning capabilities. To address these issues, we introduce Gaussian GRPO (G$^2$RPO), a novel RL training objective that replaces standard linear scaling with non-linear distributional matching. By mathematically forcing the advantage distribution of any given task to strictly converge to a standard normal distribution, $\mathcal{N}(0,1)$, G$^2$RPO theoretically ensures inter-task gradient equity, mitigates vulnerabilities to heavy-tail outliers, and offers symmetric update for positive and negative rewards. Leveraging the enhanced training stability provided by G$^2$RPO, we introduce two task-level shaping mechanisms to seamlessly balance perception and reasoning. First, response length shaping dynamically elicits extended reasoning chains for complex queries while enforce direct outputs to bolster visual grounding. Second, entropy shaping tightly bounds the model's exploration zone, effectively preventing both entropy collapse and entropy explosion. Integrating these methodologies, we present OpenVLThinkerV2, a highly robust, general-purpose multimodal model. Extensive evaluations across 18 diverse benchmarks demonstrate its superior performance over strong open-source and leading proprietary frontier models.

cs.CV

Unify-Agent: A Unified Multimodal Agent for World-Grounded Image Synthesis

Unified multimodal models provide a natural and promising architecture for understanding diverse and complex real-world knowledge while generating high-quality images. However, they still rely primarily on frozen parametric knowledge, which makes them struggle with real-world image generation involving long-tail and knowledge-intensive concepts. Inspired by the broad success of agents on real-world tasks, we explore agentic modeling to address this limitation. Specifically, we present Unify-Agent, a unified multimodal agent for world-grounded image synthesis, which reframes image generation as an agentic pipeline consisting of prompt understanding, multimodal evidence searching, grounded recaptioning, and final synthesis. To train our model, we construct a tailored multimodal data pipeline and curate 143K high-quality agent trajectories for world-grounded image synthesis, enabling effective supervision over the full agentic generation process. We further introduce FactIP, a benchmark covering 12 categories of culturally significant and long-tail factual concepts that explicitly requires external knowledge grounding. Extensive experiments show that our proposed Unify-Agent substantially improves over its base unified model across diverse benchmarks and real world generation tasks, while approaching the world knowledge capabilities of the strongest closed-source models. As an early exploration of agent-based modeling for world-grounded image synthesis, our work highlights the value of tightly coupling reasoning, searching, and generation for reliable open-world agentic image synthesis.

cs.CV

Track4World: Feedforward World-centric Dense 3D Tracking of All Pixels

Estimating the 3D trajectory of every pixel from a monocular video is crucial and promising for a comprehensive understanding of the 3D dynamics of videos. Recent monocular 3D tracking works demonstrate impressive performance, but are limited to either tracking sparse points on the first frame or a slow optimization-based framework for dense tracking. In this paper, we propose a feedforward model, called Track4World, enabling an efficient holistic 3D tracking of every pixel in the world-centric coordinate system. Built on the global 3D scene representation encoded by a VGGT-style ViT, Track4World applies a novel 3D correlation scheme to simultaneously estimate the pixel-wise 2D and 3D dense flow between arbitrary frame pairs. The estimated scene flow, along with the reconstructed 3D geometry, enables subsequent efficient 3D tracking of every pixel of this video. Extensive experiments on multiple benchmarks demonstrate that our approach consistently outperforms existing methods in 2D/3D flow estimation and 3D tracking, highlighting its robustness and scalability for real-world 4D reconstruction tasks.

cs.CV

MotionCrafter: Dense Geometry and Motion Reconstruction with a 4D VAE

We present MotionCrafter, a framework that leverages video generators to jointly reconstruct 4D geometry and estimate dense motion from a monocular video. The key idea is a joint representation of dense 3D point maps and 3D scene flows in a shared coordinate system, together with a 4D VAE tailored to learn this representation effectively. Unlike prior work that strictly aligns 3D values and latents with RGB VAE latents-despite their fundamentally different distributions-we show that such alignment is unnecessary and can hurt performance. Instead, we propose a new data normalization and VAE training strategy that better transfers diffusion priors and greatly improves reconstruction quality. Extensive experiments on multiple datasets show that MotionCrafter achieves state-of-the-art performance in both geometry reconstruction and dense scene flow estimation, delivering 38.64% and 25.0% improvements in geometry and motion reconstruction, respectively, all without any post-optimization. Project page: https://ruijiezhu94.github.io/MotionCrafter_Page

cs.CV

VerseCrafter: Dynamic Realistic Video World Model with 4D Geometric Control

Video world models aim to simulate dynamic, real-world environments, yet existing methods struggle to provide unified and precise control over camera and multi-object motion, as videos inherently capture dynamics in the projected 2D image plane. To bridge this gap, we introduce VerseCrafter, a geometry-driven video world model that generates dynamic, realistic videos from a unified 4D geometric world state. Our approach is centered on a novel 4D Geometric Control representation, which encodes the world state as a static background point cloud and per-object 3D Gaussian trajectories. This representation captures each object's motion path and probabilistic 3D occupancy over time, providing a flexible, category-agnostic alternative to rigid bounding boxes and parametric models. We render 4D Geometric Control into 4D control maps for a pretrained video diffusion model, enabling high-fidelity, view-consistent video generation that faithfully follows the specified dynamics. To enable training at scale, we develop an automatic data engine and construct VerseControl4D, a real-world dataset of 35K training samples with automatically derived prompts and rendered 4D control maps. Extensive experiments show that VerseCrafter achieves superior visual quality and more accurate control over camera and multi-object motion than prior methods.

cs.CV

MMSI-Video-Bench: A Holistic Benchmark for Video-Based Spatial Intelligence

Spatial understanding over continuous visual input is crucial for MLLMs to evolve into general-purpose assistants in physical environments. Yet there is still no comprehensive benchmark that holistically assesses the progress toward this goal. In this work, we introduce MMSI-Video-Bench, a fully human-annotated benchmark for video-based spatial intelligence in MLLMs. It operationalizes a four-level framework, Perception, Planning, Prediction, and Cross-Video Reasoning, through 1,106 questions grounded in 1,278 clips from 25 datasets and in-house videos. Each item is carefully designed and reviewed by 3DV experts with explanatory rationales to ensure precise, unambiguous grounding. Leveraging its diverse data sources and holistic task coverage, MMSI-Video-Bench also supports three domain-oriented sub-benchmarks (Indoor Scene Perception Bench, Robot Bench and Grounding Bench) for targeted capability assessment. We evaluate 25 strong open-source and proprietary MLLMs, revealing a striking human--AI gap: many models perform near chance, and the best reasoning model lags humans by nearly 60%. We further find that spatially fine-tuned models still fail to generalize effectively on our benchmark. Fine-grained error analysis exposes systematic failures in geometric reasoning, motion grounding, long-horizon prediction, and cross-video correspondence. We also show that typical frame-sampling strategies transfer poorly to our reasoning-intensive benchmark, and that neither 3D spatial cues nor chain-of-thought prompting yields meaningful gains. We expect our benchmark to establish a solid testbed for advancing video-based spatial intelligence.

cs.CV

G$^2$VLM: Geometry Grounded Vision Language Model with Unified 3D Reconstruction and Spatial Reasoning

Vision-Language Models (VLMs) still lack robustness in spatial intelligence, demonstrating poor performance on spatial understanding and reasoning tasks. We attribute this gap to the absence of a visual geometry learning process capable of reconstructing 3D space from 2D images. We present G$^2$VLM, a geometry grounded vision-language model that bridges two fundamental aspects of spatial intelligence: spatial 3D reconstruction and spatial understanding. G$^2$VLM natively leverages learned 3D visual geometry features to directly predict 3D attributes and enhance spatial reasoning tasks via in-context learning and interleaved reasoning. Our unified design is highly scalable for spatial understanding: it trains on abundant multi-view image and video data, while simultaneously leveraging the benefits of 3D visual priors that are typically only derived from hard-to-collect annotations. Experimental results demonstrate G$^2$VLM is proficient in both tasks, achieving comparable results to state-of-the-art feed-forward 3D reconstruction models and achieving better or competitive results across spatial understanding and reasoning tasks. By unifying a semantically strong VLM with low-level 3D vision tasks, we hope G$^2$VLM can serve as a strong baseline for the community and unlock more future applications, such as 3D scene editing.

cs.CV

Resolving sources of uncertainty in AI weather forecasting

Weather forecast uncertainty arises from imperfect analyses and forecast models, but ensemble spread alone does not reveal how distinct sources relate to downstream targets. We introduce Pangu-Bayes, a probabilistic forecasting hierarchy that treats atmospheric-state and learned-model uncertainty as distinct stochastic variables, crossing flow-dependent perturbations of the evolving state with Bayesian parameter samples. This construction yields model-defined source-resolved variance components and matched pathway evaluation. Across 90 held-out 2023 tropical cyclones, Pangu-Bayes reduces track, pressure and wind errors by 54.2%, 17.2% and 24.9%, respectively, while improving rapid-intensification detection. Among 88 cyclones supporting pathway comparison, atmospheric-state variability is more consistently associated with improved track prediction, whereas learned-model variability is more often associated with improved intensity prediction. During Mawar and Khanun, state perturbations sample alternative steering-flow evolutions associated with recurvature, whereas parameter sampling broadens intensity evolution. Pangu-Bayes thus connects model-defined uncertainty resolution to target-dependent value and dynamical interpretation while retaining competitive global probabilistic skill.

cs.LG

Finite Volume Analysis of the Poisson Problem via a Reduced Discontinuous Galerkin Space

In this paper, we propose and analyze a high-order finite volume method for the Poisson problem based on the reduced discontinuous Galerkin (RDG) space. The main idea is to employ the RDG space as the trial space and the piecewise constant space as the test space, thereby formulating the scheme in a Petrov-Galerkin framework. This approach inherits the local conservation property of finite volume methods while benefiting from the approximation capabilities of discontinuous Galerkin spaces with significantly fewer degrees of freedom. We establish a rigorous error analysis of the proposed scheme: in particular, we prove optimal-order convergence in the DG energy norm and suboptimal-order convergence in \(L^2\) norm. The theoretical analysis is supported by a set of one- and two-dimensional numerical experiments with Dirichlet and periodic boundary conditions, which confirm both the accuracy and efficiency of the method. The significance of this work lies in bridging finite volume and discontinuous Galerkin methodologies through the RDG space, thus enabling finite volume schemes with a mathematically rigorous convergence theory.

math.NA

ARES: Multimodal Adaptive Reasoning via Difficulty-Aware Token-Level Entropy Shaping

Recent advances in multimodal large reasoning models (MLRMs) have substantially improved their ability to solve complex textual and visual tasks. However, these models tend to overthink on simple problems, producing unnecessarily lengthy reasoning traces, while under-exploring on challenging ones, leading to missed solutions. To address this imbalance, we propose ARES, a unified open-source framework for adaptive reasoning that dynamically allocates exploration effort based on task difficulty. Our approach is motivated by two key empirical findings: (i) while single-token entropy is noisy, high window-entropy (HWE) tokens (token-level entropies averaged under a sliding window) can reliably capture reasoning-critical moments; and (ii) reducing HWE usage benefits easy problems, while increasing it is essential for solving hard ones. Building on these insights, ARES introduces a two-stage training pipeline. In the Adaptive Cold-Start stage, we curate multimodal and textual data paired with reasoning traces of length proportional to problem difficulty, equipping the model with initial difficulty awareness. In the second stage, we develop Adaptive Entropy Policy Optimization (AEPO), which uses HWE tokens as exploration triggers to decide when to explore, and a hierarchical entropy reward with dynamic KL control to decide how much to explore. Extensive experiments demonstrate that ARES achieves superior performance and reasoning efficiency across diverse mathematical, logical, and multimodal benchmarks, while closing the gap to leading commercial systems under significantly lower inference costs.

cs.CL

TemMed-Bench: Evaluating Temporal Medical Image Reasoning in Vision-Language Models

Existing medical reasoning benchmarks for vision-language models primarily focus on analyzing a patient's condition based on an image from a single visit. However, this setting deviates significantly from real-world clinical practice, where doctors typically refer to a patient's historical conditions to provide a comprehensive assessment by tracking their changes over time. In this paper, we introduce TEMMED-BENCH, a multi-task benchmark designed for analyzing changes in patients' conditions between different clinical visits, which challenges large vision-language models (LVLMs) to reason over temporal medical images. TEMMED-BENCH consists of a test set comprising three tasks - visual question-answering (VQA), report generation, and image-pair selection - and a supplementary knowledge corpus of over 17,000 instances. With TEMMED-BENCH, we conduct an evaluation of twelve LVLMs, comprising six proprietary and six open-source models. Our results show that most LVLMs lack the ability to analyze patients' condition changes over temporal medical images, and a large proportion perform only at a random-guessing level in the closed-book setting. To enhance the tracking of condition changes, we explore augmenting the input with both retrieved visual and textual modalities in the medical domain. We also show that multi-modal retrieval augmentation yields notably higher performance gains than no retrieval and textual retrieval alone across most models on our benchmark, with the VQA task showing an average improvement of 2.59%. Overall, we compose a benchmark grounded on real-world clinical practice, and it reveals LVLMs' limitations in temporal medical image reasoning, as well as highlighting the use of multi-modal retrieval augmentation as a potentially promising direction worth exploring to address this challenge.

cs.CV

Rolling Forcing: Autoregressive Long Video Diffusion in Real Time

Streaming video generation, as one fundamental component in interactive world models and neural game engines, aims to generate high-quality, low-latency, and temporally coherent long video streams. However, most existing work suffers from severe error accumulation that often significantly degrades the generated stream videos over long horizons. We design Rolling Forcing, a novel video generation technique that enables streaming long videos with minimal error accumulation. Rolling Forcing comes with three novel designs. First, instead of iteratively sampling individual frames, which accelerates error propagation, we design a joint denoising scheme that simultaneously denoises multiple frames with progressively increasing noise levels. This design relaxes the strict causality across adjacent frames, effectively suppressing error growth. Second, we introduce the attention sink mechanism into the long-horizon stream video generation task, which allows the model to keep key value states of initial frames as a global context anchor and thereby enhances long-term global consistency. Third, we design an efficient training algorithm that enables few-step distillation over largely extended denoising windows. This algorithm operates on non-overlapping windows and mitigates exposure bias conditioned on self-generated histories. Extensive experiments show that Rolling Forcing enables real-time streaming generation of multi-minute videos on a single GPU, with substantially reduced error accumulation.

cs.CV