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Xin Tan

Publications and source records attributed to Xin Tan.

At least 19 recordsLinked to original sources

GroupForward: Building Referable 3D Scenes via Instance-Grouped Feed-Forward Gaussian Splatting

Simultaneously reconstructing and understanding 3D environments is essential for embodied agents. Toward this goal, feed-forward semantic 3D Gaussian Splatting (3DGS) efficiently constructs semantic scene representations from sparse multi-view observations. However, existing methods lack explicit instance discrimination and mainly support category- or phrase-based semantic queries. To this end, we propose GroupForward, an instance-grouped feed-forward Gaussian splatting model that reconstructs geometry, appearance, instance structure, and semantics from sparse, unposed, and uncalibrated multi-view images. Unlike existing methods that attach high-dimensional semantic features to each Gaussian, GroupForward learns compact instance embeddings that group Gaussians into cross-view consistent 3D instances, reformulating feed-forward semantic 3DGS from per-Gaussian semantic feature rendering to instance-level semantic aggregation and propagation. Building on these instance groups, we further propose a Referential Scene Reasoning Framework (RSRF) for complex 3D referring segmentation. RSRF constructs an instance-grouped 3D scene graph and retrieves candidate instances for a given referring expression. A vision-language model then reasons over structured instance evidence and multi-view observations to identify the referred instance among the candidates. RSRF thereby extends language interaction from simple semantic querying to complex referential scene reasoning. Experiments on semantic reconstruction and referential reasoning demonstrate the effectiveness of our instance-grouped reconstruction and reasoning framework.

cs.CV

SPARED: Reasoning-Based AI-Generated Image Detection via Adversarially Edited Data

Detecting AI-generated images is only half the task: a deployed detector must also justify its verdict, yet existing detectors inherit three failure modes from their training data: real and fake images collected from different sources invite provenance shortcuts, supervised explanation corpora teach templated rationales, and a static forgery corpus leaves the decision boundary standing still while generators keep moving. We introduce \methodname{}, an adversarial reinforcement learning framework that pits two heterogeneous models against each other. A diffusion image editor learns to edit real photographs into fake counterparts of those same photographs that fool the current detector, while a reasoning MLLM learns to expose them with a verdict grounded in free-form reasoning. Both rewards are shortcut-proof by design: the attacker is credited only when its edit is faithfully executed, and the defender only when its verdict is correct. As the two models alternate, each round's attacker regenerates a harder training pool aimed at the current detector's blind spots, so the detector must generalize rather than memorize any fixed artifact distribution. Although the explanation is never rewarded, its quality rises round over round as a side effect of accuracy-only training. A detector trained within this loop improves monotonically across rounds on each of three external benchmarks.

cs.CV

Scene-SAM3D: Multi-View Scene Asset Generation Without Fine-Tuning

High-quality 3D scene assets are critical for embodied applications such as robotic manipulation, navigation, and simulation. Despite their strong object priors, recent single-image 3D generation models such as SAM3D remain insufficient for real-world scenes, where severe occlusions, redundant observations, and cross-view inconsistencies make reliable scene generation challenging. We introduce Scene-SAM3D, a training-free framework that extends SAM3D from single-view object generation to calibrated multi-view scene asset generation. Scene-SAM3D selects a compact set of complementary views, reducing observation redundancy while providing additional evidence for regions occluded in individual views. Based on the selected views, it performs step-efficient latent velocity fusion to integrate multi-view evidence and suppress cross-view conflicts in canonical space. Finally, a lightweight rigid-object Gaussian optimization refines the scene layout within 200 iterations while preserving the generated object geometry. Experiments on Replica and ScanNet++ demonstrate consistent improvements at both instance and scene levels, with our method reducing scene-level CD by 43.8% on Replica and 30.9% on ScanNet++, while cutting flow-model sampling FLOPs and wall-time latency by nearly 20% under the same multi-view setting. Code will be released at https://github.com/xibi777/Scene-SAM3D.

cs.CV

VideoSearcher: Empowering Video Deep Research with Multi-Tool Agentic Reasoning via Reinforcement Learning

Video understanding is moving beyond closed-context perception toward open-world evidence exploration, a paradigm formalized as Video Deep Research (VDR). However, existing multimodal search agents primarily target static images, and the current VDR benchmark relies on text-centric retrieval that discards crucial visual information. To address these limitations, we propose VideoSearcher, a closed-loop agentic framework that empowers Vision-Language Models with multi-tool reasoning for VDR. VideoSearcher unifies temporal localization, spatial focusing, and multimodal search within a single reasoning trajectory, enabling agents to progressively ground visual clues, retrieve relevant evidence, and synthesize answers. To optimize knowledge-intensive reasoning trajectories, we propose Bi-branch Sequence Policy Optimization (BiSPO), a reinforcement learning algorithm that decouples tool-invocation optimization from answer-accuracy optimization. This design provides stable learning signals for both evidence-grounded reasoning and purposeful tool use. Furthermore, we construct VideoSearch-QA, the first benchmark designed to evaluate open-world video information grounding and multimodal search-based reasoning. Extensive experiments demonstrate that VideoSearcher significantly outperforms prior open-source agentic baselines across various search-oriented and multimodal understanding benchmarks.

cs.CV

ReScene: Structured Indoor Scene Reconstruction from Multi-View Captures

Constructing simulation-ready 3D scenes from multi-view captures is a key bottleneck for Embodied Artificial Intelligence, as downstream tasks require object-level structure, explicit inter-object relations, and physical plausibility. Existing approaches either rely on specialized capture hardware, suffer from single-view bias in object reconstruction, or yield layouts that are geometrically reasonable but physically inconsistent. We identify that the problem is not single-object reconstruction but cross-view relation fusion and physically plausible scene assembly. To address this challenge, we present ReScene, a framework that threads multi-view geometry throughout the pipeline as a unifying prior. Our method consists of two main components: HierView prioritizes reconstruction views based on semantic consistency and 3D coverage completeness, replacing the largest-mask heuristic that conflates image occupancy with object coverage; and Relation-Aware Assembly fuses multi-frame relation predictions from a vision-language model with geometric and room-shell priors into a confidence-weighted scene graph, enabling physically consistent scene assembly. ReScene sets a new state of the art across geometry, rendering, and perceptual quality on a set of ScanNet scenes, achieving a 17% reduction in Chamfer Distance and 26% in LPIPS over the strongest prior baseline, while running up to 10x faster than prior multi-view methods. Based on the reconstructed scenes, we also generate an embodied visual question answering dataset, on which fine-tuned Qwen-VL approaches the performance of strong closed-source models on several spatial reasoning tasks.

cs.CV

Affix Cache for Diffusion Large Language Models

Diffusion Large Language Models (DLLMs) enable non-autoregressive decoding and bidirectional context modeling, but efficient inference remains challenging. Unlike autoregressive systems, whose key-value (KV) cache can be reused for shared prefixes, DLLMs couple the KV states of shared context tokens with evolving generated tokens through bidirectional attention, making naive cache reuse stale while full recomputation is expensive. We present ACache, an affix-oriented cache reuse mechanism for shared text spans in DLLMs beyond prefixes. ACache identifies a small request-specific subset of critical affix tokens, called Anchor Tokens, by measuring their influence on masked generation tokens, and selectively recomputes the KV states of only these tokens while reusing the remaining affix cache. Built on Fast-dLLM, ACache recovers the accuracy loss caused by direct affix-cache reuse across different settings when recomputing around 20% of affix tokens. We also build a shared-prefix prototype on top of the Nano-vLLM engine, showing that ACache reduces recompute latency by up to 55.7% and improves end-to-end throughput by up to 1.68$\times$.

cs.CL

A specialized reasoning large language model for accelerating rare disease diagnosis: a randomized AI physician assistance trial

Rare diseases affect millions of individuals worldwide, yet timely diagnosis remains a major public health challenge due to scarcity of specialized clinical expertise. While large language models (LLMs) show promise to support rare disease diagnosis, current models are constrained by insufficient clinical deployability, limited clinically grounded evidence, and scarcity of training data. Here we present RaDaR (Rare Disease navigatoR), an open-source, compact reasoning LLM (32B parameters) for rare disease diagnosis. RaDaR was trained with 49,170 publicly available free-text cases and 104,666 synthetic cases with reasoning-enhanced training. RaDaR showed the strongest performance among evaluated open-source models, including the 671B DeepSeek-R1, across public benchmarks and four external validation centers. In a retrospective cohort, RaDaR prioritized the final diagnosis before documented clinical suspicion in 61.06 percent of cases, corresponding to a potential lead time of 1.87 months and 50.18 percent of the within-center interval. In a randomized physician-assistance trial, RaDaR assistance improved physicians' rare-disease diagnostic accuracy by 21.44 percentage points compared with internet search alone. Synthetic-data ablations suggested that phenotype-anchored narratives provide useful training signal for long-tail rare diseases, with a monotonic scaling trend within the tested data range. Together, RaDaR and its development and validation framework provide a deployable rare-disease reasoning model and a reproducible development framework for diagnostic AI under data scarcity.

cs.AI

MUSE: Agentic 3D Scene Authoring via Memory-Grounded Incremental Requirement Satisfaction

Text-driven 3D scene generation is a promising technique for digital content creation, embodied AI simulation, and interactive design, yet practical workflows often require refining, extending, or correcting existing scenes while preserving non-target content. Existing methods can produce realistic and structurally plausible scenes, but they generally lack editability with requirement-level state tracking, so part-level failures often lead to full-scene regeneration or manual intervention. To tackle this challenge, we formulate controllable 3D scene authoring as incremental requirement satisfaction, unifying construction and editing. In this paper, we present MUSE, a memory-grounded multi-agent framework in which an Architect compiles instructions into structured requirements, a Sculptor executes local scene operations, and an Inspector verifies each step while updating Working, Scene, and Skill Memory. To evaluate requirement-level controllability and preservation-aware editing, we introduce AuthorBench, offering 145 constrained construction cases and a 1,584-case preservation-aware editing pool paired with external structured checks. On full construction cases, MUSE improves All-Goal success from 37.9 to 80.7 and surface-constraint fulfillment from 35.0 to 92.6 over the strongest baseline. On a stratified 240-case editing test split, MUSE achieves 49.6 All-Goal success, 99.9 preservation rate, and only 0.6 unintended change rate. Beyond automated metrics, human evaluations on compared local-editing baselines support stronger alignment with user intent, and downstream navigation-proxy tests indicate stronger spatial stability. Combined with ablations validating our memory designs, these results establish MUSE as an effective framework for controllable 3D scene authoring.

cs.CV

JointEdit3D: Feed-Forward 3D Scene Editing in a Unified Latent Space

Existing 3D scene editing methods typically rely on per-scene optimization over explicit 3D representations or cascaded edit-and-reconstruct pipelines, resulting in high test-time cost, limited 3D awareness, and structural inconsistencies. To couple appearance synthesis and geometry prediction during editing, we build on a unified RGB-geometry reconstruction-generation latent space and adapt it to feed-forward 3D scene editing. The resulting framework, \textbf{JointEdit3D}, performs asymmetric latent inpainting by observing only a single edited RGB reference latent and generating the remaining RGB views and edited geometry latent under source-scene anchoring. JointEdit3D introduces a dedicated SceneAnchor Branch to inject source-scene structure without forcing direct copying, and adopts edit/background-aware losses to balance edited-region fidelity with unedited-content preservation. To address the lack of paired resources for standardized 3D scene editing evaluation, we introduce SceneEdit3D-15K, a dataset with 15K paired editing samples and renderer-provided 3D annotations, together with SceneEdit3D-Bench, a curated 100-sample benchmark. Experiments show that JointEdit3D improves edited-region quality and 3D structural completeness over prior baselines while maintaining competitive background preservation.

cs.CV

Libra: Efficient Resource Management for Agentic RL Post-Training

Reinforcement learning (RL) has emerged as a standard post-training paradigm for shaping large language models (LLMs) into capable agents. In agentic RL, the rollout stage generates trajectories while invoking tools, producing long-tailed and non-stationary workloads that expose two fundamental challenges in resource management. First, due to the long-tail distribution, a small fraction of trajectories dominates rollout makespan. Second, rollout and training are subject to cross-stage imbalance, as they exhibit strong asymmetry in compute patterns, memory demands, and sensitivity to sequence length. Compounding this asymmetry, the sequence length distribution drifts continuously as the policy evolves, rendering any static resource split progressively suboptimal. We present Libra, a resource management system to address both challenges via two core mechanisms. The first is a global resource planner that jointly optimizes GPU allocation across rollout and training clusters. It leverages an elastic hybrid pool to enable lightweight, non-blocking worker reallocation between stages. The second is a causality-driven multi-level feedback queue (C-MLFQ) scheduler, which routes requests to heterogeneous rollout buckets based on causal signals derived from tool-return outcomes, rather than relying on fragile length predictions. Evaluated on 48 A800 GPUs, Libra achieves up to 3.0x higher throughput and converges up to 2.5x faster in reward compared to the baselines.

cs.LG

TrackRef3D: Multi-View Consistent Track-then-Label for Open-World Referring Segmentation in 3D Gaussian Splatting

Referring 3D Gaussian Splatting (R3DGS), which utilizes natural language for 3D object segmentation, has emerged as a crucial capability for embodied AI. However, existing methods typically rely on expensive per-scene manual annotation and per-view pseudo mask generation, which suffer from multi-view inconsistency and poor generalization to varying query specificities. To address this, we present TrackRef3D, a fully automatic pipeline that achieves open-world referring segmentation in 3D Gaussian Splatting (3DGS) without manual annotation by introducing a multi-view consistent track-then-label paradigm that fundamentally decouples object discovery from semantic grounding. Specifically, we propose a Trajectory-Aware Semantic Consensus Module (TSCM) which aggregates cross-view predictions via synonymous clustering and trajectory-aware voting to establish a canonical semantic identity, thereby ensuring multi-view consistency. Furthermore, we employ a visibility-aware description generation strategy to mitigate ambiguity and propose a Hybrid Training Strategy (HTS) that jointly optimizes coarse category semantics and fine-grained referential cues to ensure robustness under varying query specificities using a multi-positive contrastive objective. Extensive experiments on benchmarks demonstrate that TrackRef3D achieves state-of-the-art performance.

cs.CV

Frontier: Towards Comprehensive and Accurate LLM Inference Simulation

Modern LLM serving is no longer homogeneous or monolithic. Production systems now combine disaggregated execution, complex parallelism, runtime optimizations, and stateful workloads such as reasoning, agents, and RL rollouts. Simulation is attractive for exploring this growing design space, yet existing simulators lack the architectural completeness and decision-grade fidelity it demands. Their monolithic-replica abstractions are ill-suited to disaggregated serving, while average-case analytical proxies can distort SLA predictions and even reverse optimization conclusions. We present Frontier, a discrete-event simulator for modern LLM inference serving. Frontier features a disaggregated abstraction. It captures the structure and dynamics of modern serving systems by modeling co-location, Prefill-Decode Disaggregation (PDD), and Attention-FFN Disaggregation (AFD) with role-specific cluster workers, incorporating key runtime optimizations (e.g., CUDA Graphs, speculative decoding) within the scheduler-batch-engine loop, and supporting stateful requests for emerging workloads. It further provides accurate and generalizable predictions of computation, communication, and memory costs across diverse serving scenarios with complex workload compositions. On 16-H800 GPU testbed, Frontier achieves an average throughput error below 4%. Compared with state-of-the-art simulators, it reduces end-to-end latency error from 44.9% to 6.4% under co-location and from 51.7% to 2.6% under disaggregation. It scales to over 1K GPUs on commodity CPUs and enables new use cases such as SLA-dependent Pareto frontier exploration, heterogeneous disaggregated allocation, agentic reasoning scheduling validation, and RL post-training reconfiguration. We release Frontier at https://github.com/NetX-lab/Frontier.

cs.DC

GROW: Aligning GRPO with State-Action Modeling for Open-World VLM Agents

Recently, vision-language model (VLM) agents have shown promising progress in open-world tasks, where successful task completion often requires multiple turns of visual perception and action execution. However, existing methods still rely primarily on Supervised Fine-Tuning (SFT) with expert demonstrations, while the advanced reinforcement learning (RL) algorithm, specifically Group Relative Policy Optimization (GRPO), has not been effectively employed for multi-turn RL in these tasks because standard GRPO requires full trajectories as training samples which leads to excessively long context and noise. To address this issue, we propose GROW, a RL framework for open-world VLM agents that decomposes collected trajectories into state-action samples, and computes advantages between these samples rather than treating a full trajectory as a single entity. We further provide a surrogate analysis indicating that, even though the grouped samples are conditioned on different local states rather than an identical prompt context, the objective can preserve the core relative policy optimization signal of GRPO under simplifying assumptions. Experiments on more than 800 Minecraft tasks show that our method achieves state-of-the-art (SOTA) performance, demonstrating the effectiveness of our proposed RL framework for open-world VLM agents.

cs.LG

Memory-Augmented Query Intent Understanding for Efficient Chat-based Image Retrieval

Different from traditional text-to-image retrieval tasks, chat-based image retrieval allows the human-interactive system to iteratively clarify and refine user intent through multi-round dialogue, thereby achieving more fine-grained retrieval results. The key challenge in this task lies in dynamically understanding and updating the user's query intent across dialogue rounds. Although existing works have achieved great performance on this new task, they simply handle history query information either by directly concatenating all previous queries into a long textual sequence or by relying on large language models to reconstruct the current query from history. Such strategies are computationally redundant and easily lead to inconsistent intent representations as the dialogue progresses. To alleviate these issues, this paper proposes a novel and efficient memory-based user intent updating framework for the chat-based image retrieval task, called Memory-Augmented Query Intent Understanding (MAQIU). It introduces a lightweight memorization module that dynamically aggregates and evolves the semantic representation of query intent across dialogues, while a memory recall mechanism is further employed to prevent intent forgetting and enhance long-term semantic integrity. In addition, MAQIU also integrates historical image retrieval results as visual guidance, allowing the model to strengthen cross-round correlations and refine current visual understanding. Extensive experiments demonstrate that MAQIU achieves substantial performance gains while maintaining high computational efficiency, reducing dialogue encoding FLOPs by 86.4\% compared with the prior baseline ChatIR. Source code is available at https://github.com/HuiGuanLab/MAQIU.

cs.CV

Safactory: A Scalable Agentic Infrastructure for Training Trustworthy Autonomous Intelligence

As large models evolve from conversational assistants into autonomous agents, challenges increasingly arise from long-horizon decision making, tool use, and real environment interaction. Existing agenticinfrastructure remain fragmented across evaluation, data management, and agent evolution, making it difficult to discover risks systematically and improve models in a continuous closed loop. In this report, we present \textbf{Safactory}, a scalable agent factory for trustworthy autonomous intelligence. Safactory integrates three tightly coupled platforms: a \textbf{Parallel Simulation Platform} for trajectory generation, a \textbf{Trustworthy Data Platform} for trajectory storage and experience extraction, and an \textbf{Autonomous Evolution Platform} for asynchronous reinforcement learning and on-policy distillation. As far as we know, Safactory is the first framework to propose a unified evolutionary pipeline for next-generation trustworthy autonomous intelligence.

cs.AI

World2Minecraft: Occupancy-Driven Simulated Scenes Construction

Embodied intelligence requires high-fidelity simulation environments to support perception and decision-making, yet existing platforms often suffer from data contamination and limited flexibility. To mitigate this, we propose World2Minecraft to convert real-world scenes into structured Minecraft environments based on 3D semantic occupancy prediction. In the reconstructed scenes, we can effortlessly perform downstream tasks such as Vision-Language Navigation(VLN). However, we observe that reconstruction quality heavily depends on accurate occupancy prediction, which remains limited by data scarcity and poor generalization in existing models. We introduce a low-cost, automated, and scalable data acquisition pipeline for creating customized occupancy datasets, and demonstrate its effectiveness through MinecraftOcc, a large-scale dataset featuring 100,165 images from 156 richly detailed indoor scenes. Extensive experiments show that our dataset provides a critical complement to existing datasets and poses a significant challenge to current SOTA methods. These findings contribute to improving occupancy prediction and highlight the value of World2Minecraft in providing a customizable and editable platform for personalized embodied AI research. Project page:https://world2minecraft.github.io/.

cs.CV

GSCompleter: A Distillation-Free Plugin for Metric-Aware 3D Gaussian Splatting Completion in Seconds

3D Gaussian Splatting (3DGS) has revolutionized high-fidelity neural rendering with its explicit representation and efficiency. However, reconstructing scenes from sparse viewpoints suffers from severe geometric voids and floaters due to limited coverage. Current scene completion methods typically rely on an iterative "Repair-then-Distill" paradigm, which is computationally intensive, prone to unstable optimization, and susceptible to overfitting. To address these limitations, we propose GSCompleter, a distillation-free plugin that shifts scene completion to a stable "Generate-then-Register" workflow. Specifically, GSCompleter synthesizes visually plausible 2D reference images and explicitly lifts them into 3D Gaussian primitives with a consistent metric scale via a robust Stereo-Anchor View Selection mechanism. These newly generated primitives are then seamlessly integrated into the global scene using a novel Ray-Constrained Registration strategy. By replacing unstable distillation with rapid geometric registration, GSCompleter exhibits superior 3DGS completion performance across three benchmarks, enhancing both quality and efficiency over various baselines and achieving new state-of-the-art (SOTA) results.

cs.CV

DiPO: Disentangled Perplexity Policy Optimization for Fine-grained Exploration-Exploitation Trade-Off

Reinforcement Learning with Verifiable Rewards (RLVR) has catalyzed significant advances in the reasoning capabilities of Large Language Models (LLMs). However, effectively managing the exploration and exploitation trade-off remains a critical challenge. In this paper, we fully analyze the exploration and exploitation dilemma of extremely hard and easy samples during the training and propose a new fine-grained trade-off mechanism. Concretely, we introduce a perplexity space disentangling strategy that divides the sample space into distinct exploration (high perplexity) and exploitation (low perplexity) subspaces, thereby mining fine-grained samples requiring exploration-exploitation trade-off. Subsequently, we propose a bidirectional reward allocation mechanism with a minimum impact on verification rewards to implement perplexity-guided exploration and exploitation, enabling more stable policy optimization. Finally, we have evaluated our method on two mainstream tasks: mathematical reasoning and function calling, and experimental results demonstrate the superiority of the proposed method, confirming its effectiveness in enhancing LLM performance by fine-grained exploration-exploitation trade-off.

cs.LG