Searcharxiv⌕ Search

arXiv subjects

Wenzhao Zheng

Publications and source records attributed to Wenzhao Zheng.

At least 37 records · Page 2Linked to original sources

R3D2: Realistic 3D Asset Insertion via Diffusion for Autonomous Driving Simulation

Validating autonomous driving (AD) systems requires diverse and safety-critical testing, making photorealistic virtual environments essential. Traditional simulation platforms, while controllable, are resource-intensive to scale and often suffer from a domain gap with real-world data. In contrast, neural reconstruction methods like 3D Gaussian Splatting (3DGS) offer a scalable solution for creating photorealistic digital twins of real-world driving scenes. However, they struggle with dynamic object manipulation and reusability as their per-scene optimization-based methodology tends to result in incomplete object models with integrated illumination effects. This paper introduces R3D2, a lightweight, one-step diffusion model designed to overcome these limitations and enable realistic insertion of complete 3D assets into existing scenes by generating plausible rendering effects-such as shadows and consistent lighting-in real time. This is achieved by training R3D2 on a novel dataset: 3DGS object assets are generated from in-the-wild AD data using an image-conditioned 3D generative model, and then synthetically placed into neural rendering-based virtual environments, allowing R3D2 to learn realistic integration. Quantitative and qualitative evaluations demonstrate that R3D2 significantly enhances the realism of inserted assets, enabling use-cases like text-to-3D asset insertion and cross-scene/dataset object transfer, allowing for true scalability in AD validation. To promote further research in scalable and realistic AD simulation, we release our code, see https://research.zenseact.com/publications/R3D2/.

cs.CV↗

Streaming 4D Visual Geometry Transformer

Perceiving and reconstructing 3D geometry from videos is a fundamental yet challenging computer vision task. To facilitate interactive and low-latency applications, we propose a streaming visual geometry transformer that shares a similar philosophy with autoregressive large language models. We explore a simple and efficient design and employ a causal transformer architecture to process the input sequence in an online manner. We use temporal causal attention and cache the historical keys and values as implicit memory to enable efficient streaming long-term 3D reconstruction. This design can handle low-latency 3D reconstruction by incrementally integrating historical information while maintaining high-quality spatial consistency. For efficient training, we propose to distill knowledge from the dense bidirectional visual geometry grounded transformer (VGGT) to our causal model. For inference, our model supports the migration of optimized efficient attention operators (e.g., FlashAttention) from large language models. Extensive experiments on various 3D geometry perception benchmarks demonstrate that our model enhances inference speed in online scenarios while maintaining competitive performance, thereby facilitating scalable and interactive 3D vision systems. Code is available at: https://github.com/wzzheng/StreamVGGT.

cs.CV↗

Vega: Learning to Drive with Natural Language Instructions

Vision-language-action models have reshaped autonomous driving to incorporate languages into the decision-making process. However, most existing pipelines only utilize the language modality for scene descriptions or reasoning and lack the flexibility to follow diverse user instructions for personalized driving. To address this, we first construct a large-scale driving dataset (InstructScene) containing around 100,000 scenes annotated with diverse driving instructions with the corresponding trajectories. We then propose a unified Vision-Language-World-Action model, Vega, for instruction-based generation and planning. We employ the autoregressive paradigm to process visual inputs (vision) and language instructions (language) and the diffusion paradigm to generate future predictions (world modeling) and trajectories (action). We perform joint attention to enable interactions between the modalities and use individual projection layers for different modalities for more capabilities. Extensive experiments demonstrate that our method not only achieves superior planning performance but also exhibits strong instruction-following abilities, paving the way for more intelligent and personalized driving systems.

cs.CV↗

NeXT-IMDL: Build Benchmark for NeXT-Generation Image Manipulation Detection & Localization

The accessibility surge and abuse risks of user-friendly image editing models have created an urgent need for generalizable, up-to-date methods for Image Manipulation Detection and Localization (IMDL). Current IMDL research typically uses cross-dataset evaluation, where models trained on one benchmark are tested on others. However, this simplified evaluation approach conceals the fragility of existing methods when handling diverse AI-generated content, leading to misleading impressions of progress. This paper challenges this illusion by proposing NeXT-IMDL, a large-scale diagnostic benchmark designed not just to collect data, but to probe the generalization boundaries of current detectors systematically. Specifically, NeXT-IMDL categorizes AIGC-based manipulations along four fundamental axes: editing models, manipulation types, content semantics, and forgery granularity. Built upon this, NeXT-IMDL implements five rigorous cross-dimension evaluation protocols. Our extensive experiments on 11 representative models reveal a critical insight: while these models perform well in their original settings, they exhibit systemic failures and significant performance degradation when evaluated under our designed protocols that simulate real-world, various generalization scenarios. By providing this diagnostic toolkit and the new findings, we aim to advance the development towards building truly robust, next-generation IMDL models.

cs.CV↗

DriveTok: 3D Driving Scene Tokenization for Unified Multi-View Reconstruction and Understanding

With the growing adoption of vision-language-action models and world models in autonomous driving systems, scalable image tokenization becomes crucial as the interface for the visual modality. However, most existing tokenizers are designed for monocular and 2D scenes, leading to inefficiency and inter-view inconsistency when applied to high-resolution multi-view driving scenes. To address this, we propose DriveTok, an efficient 3D driving scene tokenizer for unified multi-view reconstruction and understanding. DriveTok first obtains semantically rich visual features from vision foundation models and then transforms them into the scene tokens with 3D deformable cross-attention. For decoding, we employ a multi-view transformer to reconstruct multi-view features from the scene tokens and use multiple heads to obtain RGB, depth, and semantic reconstructions. We also add a 3D head directly on the scene tokens for 3D semantic occupancy prediction for better spatial awareness. With the multiple training objectives, DriveTok learns unified scene tokens that integrate semantic, geometric, and textural information for efficient multi-view tokenization. Extensive experiments on the widely used nuScenes dataset demonstrate that the scene tokens from DriveTok perform well on image reconstruction, semantic segmentation, depth prediction, and 3D occupancy prediction tasks.

cs.CV↗

Latent Diffusion Model without Variational Autoencoder

Recent progress in diffusion-based visual generation has largely relied on latent diffusion models with variational autoencoders (VAEs). While effective for high-fidelity synthesis, this VAE+diffusion paradigm suffers from limited training efficiency, slow inference, and poor transferability to broader vision tasks. These issues stem from a key limitation of VAE latent spaces: the lack of clear semantic separation and strong discriminative structure. Our analysis confirms that these properties are crucial not only for perception and understanding tasks, but also for the stable and efficient training of latent diffusion models. Motivated by this insight, we introduce SVG, a novel latent diffusion model without variational autoencoders, which leverages self-supervised representations for visual generation. SVG constructs a feature space with clear semantic discriminability by leveraging frozen DINO features, while a lightweight residual branch captures fine-grained details for high-fidelity reconstruction. Diffusion models are trained directly on this semantically structured latent space to facilitate more efficient learning. As a result, SVG enables accelerated diffusion training, supports few-step sampling, and improves generative quality. Experimental results further show that SVG preserves the semantic and discriminative capabilities of the underlying self-supervised representations, providing a principled pathway toward task-general, high-quality visual representations. Code and interpretations are available at https://howlin-wang.github.io/svg/.

cs.CV↗

RoboArmGS: High-Quality Robotic Arm Splatting via Bézier Curve Refinement

Constructing photorealistic and controllable robotic arm digital assets from real observations is fundamental to robotic applications. Current approaches naively bind static 3D Gaussians according to URDF links, forcing them to follow an URDF-rigged motion passively. However, the idealized URDF-rigged motion cannot accurately model the actual motion captured in real-world observations, leading to severe rendering artifacts in 3D Gaussians. To address these challenges, we propose RoboArmGS, a novel hybrid representation that refines the URDF-rigged motion with learnable Bézier curves, enabling more accurate real-world motion modeling. To be more specific, we present a learnable Bézier Curve motion refiner that corrects per-joint residuals to address mismatches between real-world motion and URDF-rigged motion. RoboArmGS enables the learning of more accurate real-world motion while achieving a coherent binding of 3D Gaussians across arm parts. To support future research, we contribute a carefully collected dataset named RoboArm4D, which comprises several widely used robotic arms for evaluating the quality of building high-quality digital assets. We evaluate our approach on RoboArm4D, and RoboArmGS achieves state-of-the-art performance in real-world motion modeling and rendering quality. The code and dataset will be released.

cs.RO↗

Astra: General Interactive World Model with Autoregressive Denoising

Recent advances in diffusion transformers have empowered video generation models to generate high-quality video clips from texts or images. However, world models with the ability to predict long-horizon futures from past observations and actions remain underexplored, especially for general-purpose scenarios and various forms of actions. To bridge this gap, we introduce Astra, an interactive general world model that generates real-world futures for diverse scenarios (e.g., autonomous driving, robot grasping) with precise action interactions (e.g., camera motion, robot action). We propose an autoregressive denoising architecture and use temporal causal attention to aggregate past observations and support streaming outputs. We use a noise-augmented history memory to avoid over-reliance on past frames to balance responsiveness with temporal coherence. For precise action control, we introduce an action-aware adapter that directly injects action signals into the denoising process. We further develop a mixture of action experts that dynamically route heterogeneous action modalities, enhancing versatility across diverse real-world tasks such as exploration, manipulation, and camera control. Astra achieves interactive, consistent, and general long-term video prediction and supports various forms of interactions. Experiments across multiple datasets demonstrate the improvements of Astra in fidelity, long-range prediction, and action alignment over existing state-of-the-art world models.

cs.CV↗

Moaw: Unleashing Motion Awareness for Video Diffusion Models

Video diffusion models, trained on large-scale datasets, naturally capture correspondences of shared features across frames. Recent works have exploited this property for tasks such as optical flow prediction and tracking in a zero-shot setting. Motivated by these findings, we investigate whether supervised training can more fully harness the tracking capability of video diffusion models. To this end, we propose Moaw, a framework that unleashes motion awareness for video diffusion models and leverages it to facilitate motion transfer. Specifically, we train a diffusion model for motion perception, shifting its modality from image-to-video generation to video-to-dense-tracking. We then construct a motion-labeled dataset to identify features that encode the strongest motion information, and inject them into a structurally identical video generation model. Owing to the homogeneity between the two networks, these features can be naturally adapted in a zero-shot manner, enabling motion transfer without additional adapters. Our work provides a new paradigm for bridging generative modeling and motion understanding, paving the way for more unified and controllable video learning frameworks.

cs.CV↗

SFTok: Bridging the Performance Gap in Discrete Tokenizers

Recent advances in multimodal models highlight the pivotal role of image tokenization in high-resolution image generation. By compressing images into compact latent representations, tokenizers enable generative models to operate in lower-dimensional spaces, thereby improving computational efficiency and reducing complexity. Discrete tokenizers naturally align with the autoregressive paradigm but still lag behind continuous ones, limiting their adoption in multimodal systems. To address this, we propose \textbf{SFTok}, a discrete tokenizer that incorporates a multi-step iterative mechanism for precise reconstruction. By integrating \textbf{self-forcing guided visual reconstruction} and \textbf{debias-and-fitting training strategy}, SFTok resolves the training-inference inconsistency in multi-step process, significantly enhancing image reconstruction quality. At a high compression rate of only 64 tokens per image, SFTok achieves state-of-the-art reconstruction quality on ImageNet (rFID = 1.21) and demonstrates exceptional performance in class-to-image generation tasks (gFID = 2.29).

cs.CV↗

SVG-T2I: Scaling Up Text-to-Image Latent Diffusion Model Without Variational Autoencoder

Visual generation grounded in Visual Foundation Model (VFM) representations offers a highly promising unified pathway for integrating visual understanding, perception, and generation. Despite this potential, training large-scale text-to-image diffusion models entirely within the VFM representation space remains largely unexplored. To bridge this gap, we scale the SVG (Self-supervised representations for Visual Generation) framework, proposing SVG-T2I to support high-quality text-to-image synthesis directly in the VFM feature domain. By leveraging a standard text-to-image diffusion pipeline, SVG-T2I achieves competitive performance, reaching 0.75 on GenEval and 85.78 on DPG-Bench. This performance validates the intrinsic representational power of VFMs for generative tasks. We fully open-source the project, including the autoencoder and generation model, together with their training, inference, evaluation pipelines, and pre-trained weights, to facilitate further research in representation-driven visual generation.

cs.CV↗

SwiftVLA: Unlocking Spatiotemporal Dynamics for Lightweight VLA Models at Minimal Overhead

Vision-Language-Action (VLA) models built on pretrained Vision-Language Models (VLMs) show strong potential but are limited in practicality due to their large parameter counts. To mitigate this issue, using a lightweight VLM has been explored, but it compromises spatiotemporal reasoning. Although some methods suggest that incorporating additional 3D inputs can help, they usually rely on large VLMs to fuse 3D and 2D inputs and still lack temporal understanding. Therefore, we propose SwiftVLA, an architecture that enhances a compact model with 4D understanding while preserving design efficiency. Specifically, our approach features a pretrained 4D visual geometry transformer with a temporal cache that extracts 4D features from 2D images. Then, to enhance the VLM's ability to exploit both 2D images and 4D features, we introduce Fusion Tokens, a set of learnable tokens trained with a future prediction objective to generate unified representations for action generation. Finally, we introduce a mask-and-reconstruct strategy that masks 4D inputs to the VLM and trains the VLA to reconstruct them, enabling the VLM to learn effective 4D representations and allowing the 4D branch to be dropped at inference with minimal performance loss. Experiments in real and simulated environments show that SwiftVLA outperforms lightweight baselines and rivals VLAs up to 7 times larger, achieving comparable performance on edge devices while being 18 times faster and reducing memory footprint by 12 times.

cs.CV↗

Point3R: Streaming 3D Reconstruction with Explicit Spatial Pointer Memory

Dense 3D scene reconstruction from an ordered sequence or unordered image collections is a critical step when bringing research in computer vision into practical scenarios. Following the paradigm introduced by DUSt3R, which unifies an image pair densely into a shared coordinate system, subsequent methods maintain an implicit memory to achieve dense 3D reconstruction from more images. However, such implicit memory is limited in capacity and may suffer from information loss of earlier frames. We propose Point3R, an online framework targeting dense streaming 3D reconstruction. To be specific, we maintain an explicit spatial pointer memory directly associated with the 3D structure of the current scene. Each pointer in this memory is assigned a specific 3D position and aggregates scene information nearby in the global coordinate system into a changing spatial feature. Information extracted from the latest frame interacts explicitly with this pointer memory, enabling dense integration of the current observation into the global coordinate system. We design a 3D hierarchical position embedding to promote this interaction and design a simple yet effective fusion mechanism to ensure that our pointer memory is uniform and efficient. Our method achieves competitive or state-of-the-art performance on various tasks with low training costs. Code: https://github.com/YkiWu/Point3R.

cs.CV↗

ODE$_t$(ODE$_l$): Shortcutting the Time and the Length in Diffusion and Flow Models for Faster Sampling

Continuous normalizing flows (CNFs) and diffusion models (DMs) generate high-quality data from a noise distribution. However, their sampling process demands multiple iterations to solve an ordinary differential equation (ODE) with high computational complexity. State-of-the-art methods focus on reducing the number of discrete time steps during sampling to improve efficiency. In this work, we explore a complementary direction in which the quality-complexity tradeoff can also be controlled in terms of the neural network length. We achieve this by rewiring the blocks in the transformer-based architecture to solve an inner discretized ODE w.r.t. its depth. Then, we apply a length consistency term during flow matching training, and as a result, the sampling can be performed with an arbitrary number of time steps and transformer blocks. Unlike others, our ODE$_t$(ODE$_l$) approach is solver-agnostic in time dimension and reduces both latency and, importantly, memory usage. CelebA-HQ and ImageNet generation experiments show a latency reduction of up to $2\times$ in the most efficient sampling mode, and FID improvement of up to $2.8$ points for high-quality sampling when applied to prior methods. We open-source our code and checkpoints at github.com/gudovskiy/odelt.

cs.LG↗

Terra: Explorable Native 3D World Model with Point Latents

World models have garnered increasing attention for comprehensive modeling of the real world. However, most existing methods still rely on pixel-aligned representations as the basis for world evolution, neglecting the inherent 3D nature of the physical world. This could undermine the 3D consistency and diminish the modeling efficiency of world models. In this paper, we present Terra, a native 3D world model that represents and generates explorable environments in an intrinsic 3D latent space. Specifically, we propose a novel point-to-Gaussian variational autoencoder (P2G-VAE) that encodes 3D inputs into a latent point representation, which is subsequently decoded as 3D Gaussian primitives to jointly model geometry and appearance. We then introduce a sparse point flow matching network (SPFlow) for generating the latent point representation, which simultaneously denoises the positions and features of the point latents. Our Terra enables exact multi-view consistency with native 3D representation and architecture, and supports flexible rendering from any viewpoint with only a single generation process. Furthermore, Terra achieves explorable world modeling through progressive generation in the point latent space. We conduct extensive experiments on the challenging indoor scenes from ScanNet v2. Terra achieves state-of-the-art performance in both reconstruction and generation with high 3D consistency.

cs.CV↗

SaLon3R: Structure-aware Long-term Generalizable 3D Reconstruction from Unposed Images

Recent advances in 3D Gaussian Splatting (3DGS) have enabled generalizable, on-the-fly reconstruction of sequential input views. However, existing methods often predict per-pixel Gaussians and combine Gaussians from all views as the scene representation, leading to substantial redundancies and geometric inconsistencies in long-duration video sequences. To address this, we propose SaLon3R, a novel framework for Structure-aware, Long-term 3DGS Reconstruction. To our best knowledge, SaLon3R is the first online generalizable GS method capable of reconstructing over 50 views in over 10 FPS, with 50% to 90% redundancy removal. Our method introduces compact anchor primitives to eliminate redundancy through differentiable saliency-aware Gaussian quantization, coupled with a 3D Point Transformer that refines anchor attributes and saliency to resolve cross-frame geometric and photometric inconsistencies. Specifically, we first leverage a 3D reconstruction backbone to predict dense per-pixel Gaussians and a saliency map encoding regional geometric complexity. Redundant Gaussians are compressed into compact anchors by prioritizing high-complexity regions. The 3D Point Transformer then learns spatial structural priors in 3D space from training data to refine anchor attributes and saliency, enabling regionally adaptive Gaussian decoding for geometric fidelity. Without known camera parameters or test-time optimization, our approach effectively resolves artifacts and prunes the redundant 3DGS in a single feed-forward pass. Experiments on multiple datasets demonstrate our state-of-the-art performance on both novel view synthesis and depth estimation, demonstrating superior efficiency, robustness, and generalization ability for long-term generalizable 3D reconstruction. Project Page: https://wrld.github.io/SaLon3R/.

cs.CV↗

$\bf{D^3}$QE: Learning Discrete Distribution Discrepancy-aware Quantization Error for Autoregressive-Generated Image Detection

The emergence of visual autoregressive (AR) models has revolutionized image generation while presenting new challenges for synthetic image detection. Unlike previous GAN or diffusion-based methods, AR models generate images through discrete token prediction, exhibiting both marked improvements in image synthesis quality and unique characteristics in their vector-quantized representations. In this paper, we propose to leverage Discrete Distribution Discrepancy-aware Quantization Error (D$^3$QE) for autoregressive-generated image detection that exploits the distinctive patterns and the frequency distribution bias of the codebook existing in real and fake images. We introduce a discrete distribution discrepancy-aware transformer that integrates dynamic codebook frequency statistics into its attention mechanism, fusing semantic features and quantization error latent. To evaluate our method, we construct a comprehensive dataset termed ARForensics covering 7 mainstream visual AR models. Experiments demonstrate superior detection accuracy and strong generalization of D$^3$QE across different AR models, with robustness to real-world perturbations. Code is available at \href{https://github.com/Zhangyr2022/D3QE}{https://github.com/Zhangyr2022/D3QE}.

cs.CV↗

LiDAR-HMR: 3D Human Mesh Recovery from LiDAR

In recent years, point cloud perception tasks have been garnering increasing attention. This paper presents the first attempt to estimate 3D human body mesh from sparse LiDAR point clouds. We found that the major challenge in estimating human pose and mesh from point clouds lies in the sparsity, noise, and incompletion of LiDAR point clouds. Facing these challenges, we propose an effective sparse-to-dense reconstruction scheme to reconstruct 3D human mesh. This involves estimating a sparse representation of a human (3D human pose) and gradually reconstructing the body mesh. To better leverage the 3D structural information of point clouds, we employ a cascaded graph transformer (graphormer) to introduce point cloud features during sparse-to-dense reconstruction. Experimental results on three publicly available databases demonstrate the effectiveness of the proposed approach. Code: https://github.com/soullessrobot/LiDAR-HMR/

cs.CV↗