Searcharxiv⌕ Search

arXiv subjects

Xihui Liu

Publications and source records attributed to Xihui Liu.

At least 19 recordsLinked to original sources

OmniLatent: Unified Latent for 3D Part Modeling

3D part decomposition is a central capability for editable asset creation, yet existing workflows typically segment a completed mesh as a post-processing step, making the result sensitive to geometric artifacts, texture ambiguity, and limited part-level annotations. We present OmniLatent, a unified latent modeling framework for 3D part decomposition. Instead of predicting part labels in isolation, OmniLatent learns a shared latent space that jointly encodes geometry, deformation, appearance, and binary part IDs, allowing data-rich geometric and visual priors to support data-scarce part learning. Given a single input image, the base model generates geometry, deformation, texture, and surface part IDs in one pass, producing a part-aware 3D asset without a separate segmentation stage. We further tune the pretrained model for two extensions: a point-prompt adapter that maps arbitrary 3D point prompts with binary part IDs into latent tokens for full segmentation, refinement, and part subdivision, and an amodal part completion model that completes partial surface masks into a coherent full-object decomposition through dynamic per-part token allocation, cross-attention to the given geometry latent, and alternating part-local and global attention. Extensive experiments show that OmniLatent produces semantically meaningful part segmentations with precise boundaries, supports interactive part editing, and completes partial part observations while preserving global object consistency.

cs.CV↗

Position: Next-Generation Game Engines Should Be Built on Interactive Generative Video

Modern game development faces significant challenges in creativity and cost due to predetermined content in traditional game engines. Recent breakthroughs in video generation models, capable of synthesizing realistic and interactive virtual environments, present an opportunity to revolutionize game creation. This position paper argues that next-generation game engines should be built on Interactive Generative Video (IGV). We term such engines Generative Game Engines (GGE), with IGV as the perceptual and world-generation core under designer control. We argue why IGV is uniquely suited for this role, identify what is missing, and examine progress across six functional modules to show how each supports our position, culminating in a five-level maturity roadmap (L0-L4). Drawing on discussions with researchers, game developers, and community participants, we present nine alternative views and ethical considerations to stimulate debate.

cs.CV↗

WorldArena 2.0: Extending Embodied World Model Benchmarking on Modality, Functionality and Platform

World models have emerged as a central paradigm for embodied intelligence, enabling agents to predict action-conditioned future and reason about environmental dynamics. However, existing embodied world model benchmarks are still largely confined to vision-only prediction, offline embodied applications, and simulator-based evaluation, making them insufficient for assessing increasingly comprehensive world models. In this work, we introduce WorldArena 2.0, an expanded benchmark that systematically broadens embodied world model evaluation along three dimensions: modality, functionality, and platform. Along the modality dimension, WorldArena 2.0 extends evaluation from vision-only to visuotactile modalities, enabling assessment of multimodal perception and prediction. Along the functionality dimension, it extends beyond policy evaluation and planning to assess world models as interactive RL environments for policy optimization. Along the platform dimension, it moves beyond simulator-only evaluation to a diverse suite of simulated and real-world robotic settings across multiple embodiments. Under a standardized protocol, WorldArena 2.0 comprehensively evaluates perceptual quality, interactive utility, and cross-platform performance, providing a comprehensive testbed for tracking progress toward embodied world models. The project page including codes and demos is available at: https://world-arena.ai/.

cs.RO↗

MDMR-Bench: A Multi-Dimensional Benchmark for Multi-Reference Image Generation

Image generation models have rapidly advanced, with many models now supporting generation conditioned on multiple reference images and textual instructions. Such models enable a wide range of applications, including entity fusion and attribute transfer across images. However, existing benchmarks for multi-reference image generation rely on limited evaluation dimensions and fail to capture the diverse challenges of the task. To address this limitation, we propose MDMR-Bench, a Multi-Dimensional benchmark for Multi-Reference image generation. MDMR-Bench is organized around representative capability settings and consists of multiple evaluation subsets spanning diverse dimensions of multi-reference image generation, including (1) common entity fusion and attribute transfer, (2) multi-element extraction from a single image, (3) infographic manipulation, and (4) visual reasoning-intensive generation. This design enables systematic analysis of model capabilities and failure modes across different challenge dimensions. Furthermore, to achieve more reliable and interpretable evaluation, we introduce a checklist-based evaluation protocol that decomposes generation quality into fine-grained evaluation aspects. Instead of relying solely on holistic scoring, our framework uses structured checklists composed of both global-level and atomic-level queries, enabling more diagnostic assessment of model performance. By benchmarking both open-source and proprietary models, we demonstrate that MDMR-Bench provides fine-grained insights into model performance across different dimensions. The dataset and code are publicly available.

cs.CV↗

Truncate or Not? A Scaling Study of Looped Transformers with Truncated Backpropagation

Looped transformers reuse a shared block of layers to increase computational depth without increasing the number of trainable parameters. They are trained with backpropagation through time (BPTT). To save training compute, BPTT is often truncated to the last few loops, but truncation yields biased gradients that may weaken the benefit of looping. In this work, we study the value of truncation in looped transformer training in a systematic way: we jointly vary model size, training tokens, and forward and backward loop counts across nearly 600 training runs and fit a unified scaling law that captures the effects of looping and truncation through effective parameters. Despite the training-compute savings of truncation, our fitted law favors full BPTT when forward and backward loop counts are jointly optimized. In matched-compute runs, full BPTT through fewer loops consistently outperforms truncated settings of the same compute. The law further shows that at fixed model size, the compute-optimal loop count and training-token budget both grow with compute. When model size is also free, the law identifies two fully trained loops as the best looped setting. Experimentally, this setting achieves lower validation loss than the compute-optimal non-looped model with about 27% fewer non-embedding parameters and only 8% more training compute.

cs.LG↗

Recursive Game Creator: An Agentic Product-Level Experience-Oriented Game Harness

Recent game design agents have made substantial progress in generating playable games. However, program correctness does not ensure an enjoyable experience for players. We present Recursive Game Creator, an experience-oriented harness to advance agentic game development from rough game prototypes into entertaining games. Recursive Game Creator organizes recursive development around four components: Designer, Builder, Player, and Reviewer. The Designer translates user instructions and Reviewer's feedback into detailed plans. The Builder turns these plans into candidate games. The coding-native Player creates and executes reusable policies through programmatic interfaces to efficiently collect diverse gameplay trajectories, mitigating evaluation bias caused by slow GUI-based collection. The Reviewer uses carefully designed trajectory-based metrics to induce player preferences, integrating with visual evidence and explicit textual preferences to evaluate games against game-specific criteria. Finally, the Reviewer accepts the better version and provides improvement reviews for the next round, closing the recursive loop. Our method achieves state-of-the-art overall performance of 77.89 on GameCraft-Bench. On GameASG-Bench, it achieves a strict task success rate of 53.2%, a 34.1% improvement over the same-model baseline, and the highest mean runtime-check pass rate at 93.4% among compared methods. A user study shows longer playtime and higher ratings. Project page is at: https://imbaldy.github.io/recursive-game-creator/.

cs.AI↗

Execution Before Memory: Diagnosing Memory Failures in Video World Models

A memory test for a video world model should say whether the scene was set, whether the asked change was carried out, and whether the last frame shows the result. Current tests fold these into one number, so a low score is easy to read as forgetting. When the change is not carried out, the hidden state transition cannot appear, so the test is not really a test of memory. We introduce MIST, an evaluation that separates the change from the memory it should leave behind. The model first sets the scene while the change stays hidden, and only later is asked to show it, with leakage before that point kept under control. This separation locates the bottleneck: the model sets the scene but does not carry out the instructed change. The same gap appears in general memory evaluations. On that basis we propose M3-Agent (Make the Missing Move), which recursively revises the details of the input instruction so that the model successfully carries out the requested instruction. Relative to the baseline, it more than triples the MIST reveal score. On the benchmarks, WRBench's score T rises by 26.1% and MBench-T's score U by 52.7%. The method meets the problem from the execution side: it shows what the frozen model can do once the move is stated, and it sets a stricter baseline.

cs.CV↗

Can World and Action Modeling Benefit Each Other under Unified Causal Training?

World and action modeling are closely related, yet their reciprocal benefits under unified causal training remain unclear. We introduce OneWM, a simple framework for unified causal training that treats actions as both conditions for world prediction and targets for policy learning within a shared video-action architecture. Using this framework, we investigate whether learning forward dynamics conditioned on specified actions improves action learning, and whether learning to generate actions in turn improves action-conditioned world modeling. We use LIBERO, LIBERO-Plus, and RoboCasa365 as embodied testbeds to evaluate both policy learning and world modeling, complemented by real-world policy experiments. Learning the visual consequences of specified actions improves policy performance and generalization across changing scenes. In turn, action learning improves multi-view world-prediction fidelity under the same architecture. Together, these results answer both questions positively, supporting reciprocal benefits between world modeling and action generation under unified causal training.

cs.CV↗

What Generation Knows: Unlocking Fine-Grained Understanding in Unified Multimodal Models

Fine-grained visual understanding requires distinguishing subtle differences in local attributes and spatial relations, yet remains challenging for existing vision-language models. Unified multimodal models (UMMs) offer a new opportunity through generation pathways that preserve rich visual information complementary to understanding. However, existing generation-assisted understanding methods mainly rely on generative supervision or explicit generation and have not systematically explored direct use of native generation-side representations. To address this gap, we systematically analyze what generation-side representations offer for fine-grained understanding, finding that they are more sensitive to fine-grained semantic changes, capture task-relevant changes missed by understanding-side representations, and depend on correct spatial organization for this advantage. Guided by these findings, we design GAFU, a post-training framework that unlocks native generation-side information for fine-grained understanding. It compresses generation-side visual representations into compact \(G\) tokens that preserve fine-grained visual details, enabling task-conditioned retrieval by the understanding pathway. Experiments show that GAFU consistently outperforms SFT baselines trained on the same data across diverse visual understanding tasks and UMM architectures, with maximum relative improvements of 20.00\%, 17.94\%, and 8.62\% on VStar-Bench, OmniSpatial, and VSR-Bench, respectively. Overall, GAFU converts complementary information from the generation pathway into gains in fine-grained visual understanding, providing an effective path toward synergy between generation and understanding in UMMs.

cs.CV↗

Multics: Generative Multi-Player World Model with Hierarchical Communication

Multi-player interactive world models aim to simulate shared environments from multiple players' perspectives, but achieving robust generation while scaling to more players remains challenging. Existing approaches that rely on fully-connected communication (e.g., Solaris) incur quadratic attention costs as the number of players grows, while centralized approaches (e.g., $γ$-World) suffer from interference between unrelated events in a shared global representation. To address these challenges, we present Multics, a multi-player video generation framework with hierarchical communication that structures information exchange across player, group, and global levels. This hierarchy introduces group tokens into self-attention as intermediate group-level representations that aggregate locally relevant player information. These tokens connect to global tokens for cross-group communication, while the hierarchical topology limits direct mixing between unrelated local events. Group-token parameters are shared across group slots, allowing the same communication module to accommodate varying numbers of players without introducing new group-specific parameters. We further propose budget-constrained dynamic grouping based on recent camera trajectories, which adaptively groups relevant players while limiting unnecessary communication. Experiments demonstrate that Multics achieves state-of-the-art performance in 4- and 6-player settings, with improved cross-player consistency, player-specific action and camera controllability, and interference robustness. Moreover, Multics generalizes from 4-player training to 6-, 8-, and 10-player inference without retraining, while reducing self-attention computation compared with fully-connected communication.

cs.CV↗

VCN-Bench: A Video-Contextualized Navigation Benchmark for Spatial Reasoning over Prior Visual Experience

Spatial reasoning is fundamental to embodied agents, yet it remains unclear whether spatial understanding can be carried forward to guide sequential interactions. Existing spatial-reasoning benchmarks typically terminate at offline predictions, while navigation benchmarks evaluate spatial reasoning as part of instruction following and exploration. We introduce VCN-Bench, a \textbf{V}ideo-\textbf{C}ontextualized \textbf{N}avigation benchmark for probing closed-loop spatial reasoning over prior visual experience in MLLMs. Given a prior video covering both the initial location and destination, the agent is tasked with reasoning out the instruction-specified target and navigating toward it with the inferred spatial context. Built on Matterport3D, VCN-Bench contains five instruction types, 100k training episodes, and 1,250 evaluation episodes. Navigation serves as the primary evaluation, while diagnostic goal identification helps distinguish destination-resolution errors from subsequent navigation failures. We further propose MV-DualVLN, a planning-oriented baseline that jointly leverages prior video and in-episode observations. Experiments reveal limited navigation performance, a substantial destination-resolution-to-navigation gap, and frequent navigation failures even after correct destination identification.

cs.AI↗

VL-LN Bench: Towards Long-horizon Goal-oriented Navigation with Active Dialogs

In most existing embodied navigation tasks, instructions are well-defined and unambiguous, such as instruction following and object searching. Under this idealized setting, agents are required solely to produce effective navigation outputs conditioned on vision and language (VL) inputs. Real-world instructions, however, are often underspecified and require interaction to resolve ambiguity and infer user intent. To bridge this gap, we propose Interactive Instance Goal Navigation (IIGN), which extends Instance Goal Navigation (IGN) by allowing agents to freely consult an oracle in natural language while searching for a specific instance. IIGN requires agents to produce both Language and Navigation (LN) outputs, enabling interaction while moving in the environment. To support this task, we introduce VL-LN Bench, a benchmark with an automated data collection pipeline and over 41k collected long-horizon dialog-augmented trajectories for training, alongside an automatic evaluation protocol paired with a dedicated oracle for answering agent queries. Experiments reveal two core bottlenecks of IIGN: long-horizon exploration and fine-grained grounding of textual information to the correct instance among same-category distractors. Although active dialog partially alleviates these challenges, current models still lag far behind human performance. Further ablations validate the value of the data generated by our pipeline and show that the proposed oracle provides scalable assistance comparable to human support, proving VL-LN Bench as a practical testbed for dialog-enabled embodied navigation.

cs.RO↗

OmniX: From Unified Panoramic Generation and Perception to Graphics-Ready 3D Scenes

There are two prevalent ways for automatic 3D scene construction: procedural generation and 2D lifting. Among these, panorama-based 2D lifting has emerged as a promising technique, leveraging powerful 2D generative priors to produce immersive, realistic, and diverse 3D environments. In this work, we advance this technique to generate graphics-ready 3D scenes suitable for physically based rendering (PBR), relighting, and simulation. Our key insight is to repurpose 2D generative models for panorama perception of geometry, textures, and PBR materials. Unlike existing 2D lifting approaches that emphasize appearance generation and neglect the perception of intrinsic properties, we present OmniX, a versatile and unified framework for panorama generation, perception, and completion. Built upon cross-modal adapter structure and cyclic spatial operators, OmniX effectively repurposes pre-trained 2D flow matching priors for joint modeling of multimodal, seamless equirectangular representations. Furthermore, we construct a large-scale synthetic panorama dataset comprising high-quality multimodal panoramas from diverse indoor and outdoor scenes. Extensive experiments demonstrate the effectiveness and generality of OmniX as a unified framework for panorama generation and perception across geometry, lighting, and semantics, enabling graphics-ready 3D scene generation and opening new possibilities for immersive and physically realistic virtual world creation.

cs.CV↗

Boogu-Image-0.1: Boosting Open Agentic Multimodal Generation via Understanding under a Minimal Budget

We introduce Boogu-Image-0.1, an open-source unified multimodal understanding and generation model family, comprising Base, Turbo, Edit, and Edit-Turbo variants. It delivers competitive performance in high-quality text-to-image generation, fast inference, instruction-based editing, and bilingual (Chinese-English) text rendering. Closed-source multimodal systems like Nano-Banana-Pro and GPT-Image-2 achieve strong performance through system-level integration rather than a single model, yet their internal practices remain largely undisclosed. In this work, we demonstrate that strengthening the understanding capability of the system, through a stronger multimodal encoder, agentic prompt rewriting, and related techniques, together with improvements in data quality, training pipelines, and agentic inference-time scaling, can substantially enhance generation and editing performance even under highly constrained compute budgets. Comprehensive evaluations show that Boogu-Image-0.1 consistently matches or surpasses other open-source models across standard benchmarks, and achieves results approaching leading closed-source systems. Notably, this is accomplished with only 208.62 million unique images. The base model's theoretical training cost is only approximately \$400K. We share practical discussions that we believe are valuable to the broader research community, and release weights, code, and recipes under Apache 2.0 to advance the open ecosystem for unified multimodal understanding and generation. Our code is available here: https://github.com/Boogu-Project/Boogu-Image.

cs.CV↗

Open-Vocabulary Object-Goal Navigation by Generalizing Semantic Mapping with Dense CLIP

Object-oriented embodied navigation tasks require agents to locate specific objects, either defined by category or images, in unseen environments. While recent methods have made progress in extending closed-set models to open-vocabulary scenarios with foundation models, they typically rely on training-free large language models (LLMs) or finetuning with end-to-end reinforcement learning (RL). However, they face challenges in efficiency (e.g., the overhead and cost of LLM inference) and limited generalization from intensive RL training. In this paper, we propose OVExp, a training-efficient framework for open-vocabulary exploration. We make the first effort to demonstrate the generalization capabilities of semantic map-based goal prediction networks using Dense CLIP models. A major challenge is that preserving both precise point-wise object locations and generalizable visual representations in the semantic map leads to unaffordable training costs. To address this, we design a Cross-Modal Transfer on Semantic Mapping strategy which adapts an intriguing text-only training and transfer to multi-model semantic mapping and goals in test-time. Despite relying on text-based spatial layouts with limited objects, OVExp demonstrates robust generalization to unseentargets on established ObjectNav benchmarks.

cs.RO↗

StreamVLN: Streaming Vision-and-Language Navigation via SlowFast Context Modeling

Vision-and-Language Navigation (VLN) in real-world settings requires agents to process continuous visual streams and generate actions with low latency grounded in language instructions. While Video-based Large Language Models (Video-LLMs) have driven recent progress, current VLN methods based on Video-LLM often face trade-offs among fine-grained visual understanding, long-term context modeling and computational efficiency. We introduce StreamVLN, a streaming VLN framework that employs a hybrid slow-fast context modeling strategy to support multi-modal reasoning over interleaved vision, language and action inputs. The fast-streaming dialogue context facilitates responsive action generation through a sliding-window of multi-turn dialogues, while the slow-updating memory context compresses historical visual states using a 3D-aware token pruning strategy. With this slow-fast design, StreamVLN achieves real-time dialogues through KV cache reuse, supporting long video streams with bounded context size and inference cost. Experiments on VLN-CE benchmarks show state-of-the-art performance with low latency, ensuring robustness and efficiency in real-world deployment. The project page is: https://streamvln.github.io/.

cs.RO↗

UniClawBench: A Universal Benchmark for Proactive Agents on Real-World Tasks

The rapid development of large language models and multimodal large language models has accelerated the emergence of proactive agents capable of operating everyday tools and assisting users in real-world environments. However, existing benchmarks struggle to evaluate such agents effectively, as they often rely on sandboxed environments and single-turn evaluation paradigms. Moreover, their scenario-based task taxonomies mix multiple model capabilities within the same task category, making it difficult to identify the root causes of agent failures. To address these limitations, we introduce UniClawBench, the first capability-driven benchmark designed to evaluate proactive agents in dynamic, real-world settings. UniClawBench is built around five foundational model capabilities: Skill Usage, Exploration, Long-Context Reasoning, Multimodal Understanding, and Cross-Platform Coordination. Based on these capabilities, we design 400 bilingual real-world tasks. Unlike previous benchmarks that rely on static, pre-recorded answers, our benchmark evaluates agents in live Docker containers using fine-grained, step-by-step completion checkpoints. Furthermore, we design a closed-loop evaluation strategy comprising an executor agent, a hidden supervisor agent, and a user agent to simulate realistic multi-turn human feedback without leaking grading criteria. To disentangle base model capabilities from framework-level design choices, we evaluate state-of-the-art models under multiple agent frameworks. Through comprehensive comparisons across both models and frameworks, we show how base model capabilities and agent framework designs jointly shape performance in real-world environments. To facilitate future research, we make our benchmark and code publicly available at https://github.com/HKU-MMLab/UniClawBench.

cs.CL↗

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↗