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Yu-Lun Liu

Publications and source records attributed to Yu-Lun Liu.

At least 19 recordsLinked to original sources

Programmable World Model

Recent video world models generate increasingly realistic and interactive visual experiences, yet lack reliable mechanisms for maintaining persistent world state and enforcing programmable rules over extended interactions. We introduce Programmable World Model, a framework that decouples world-state evolution from visual observation generation. An agent translates natural-language instructions into executable programs that specify entity states and state-transition rules, enabling direct control over individual entities and their interactions. A lightweight engine executes these programs to update and maintain an explicit, persistent global world state, including off-screen entities and non-visual attributes. To connect world state with visual generation, we introduce state-augmented 3D oriented bounding boxes (OBBs) as an intermediate representation. This representation, together with the target camera trajectory, is deterministically compiled into pixel-aligned spatiotemporal conditioning signals for a pretrained video model serving as the generative renderer. This design allows users to create playable games with predefined mechanics, direct control over individual entities, and persistent world state throughout gameplay. We further introduce CombatStateBench, a benchmark for evaluating programmable world models. On CombatStateBench, our method achieves 94% Count Accuracy and 98% State Accuracy, substantially outperforming existing interactive video world models while supporting coherent long-horizon generation. These results demonstrate the effectiveness of separating explicit state evolution from generative rendering for building persistent, programmable worlds.

cs.CV

Scal3R: Learning Efficient Multi-Relative Pose Query for Scalable Online 3D Reconstruction

Online 3D reconstruction models perform poorly on long videos. This happens because regressing poses relative to a fixed first-frame anchor forces extrapolation far beyond the training distribution. Small drifts accumulate and amplify into significant geometric collapse. However, we observe that per-frame depth remains stable throughout this failure. The backbone's local geometry remains intact; only the global pose head breaks down. Motivated by this decoupling, we introduce Scal3R. This approach reformulates online reconstruction as multi-reference relative pose querying. We use lightweight learnable tokens, which make up about ~1% of the parameters, and inject them into a completely frozen backbone via asymmetric attention. This setup queries poses relative to multiple past keyframes. An online pose-graph optimization system with loop closure suppresses long-range drift. Scal3R reaches convergence in 8 hours on a single GPU. It reduces the average ATE by over 60% on KITTI compared to the online baseline. It also achieves state-of-the-art performance across Virtual KITTI, Sintel, TUM-Dynamic, ScanNet, and 7-Scenes. Project page: https://linjohnss.github.io/scal3r/

cs.CV

Commit Locally, Exit Globally: Coordinating Adaptive Sampling and Early Exit in Diffusion Language Models

Diffusion language models expose a provisional prediction at every denoising step, and on many tasks the candidate answer inside it stabilizes before the step schedule is exhausted. This creates two acceleration opportunities, leaving a block early and stopping the sequence early, but the two require different criteria because block acceleration is local whereas sequence termination is global and freezes the graded answer. Existing methods usually optimize only one axis, and existing exit gates rely on fixed-region confidence or schedule-dependent rules rather than the candidate answer itself. We present $\textbf{C}^4$, which coordinates the two axes by giving each decision its own gate. $\textbf{C}$onfidence-Verified Early Exit (CVEE) decides when the sequence may stop, requiring confidence and sustained argmax stability over a candidate span re-extracted at every step. $\textbf{C}$ommit-$\textbf{C}$ore-Then-$\textbf{C}$onfirm (CCTC) decides which token positions a step may commit by borrowing an autoregressive freezing order inside each block: it commits a boundary-anchored core and confirms deferred positions one step later, so the answer block can be accelerated without allowing local commits inside the answer span to determine sequence-level termination. On 12 zero-shot tasks with LLaDA and Dream, one frozen configuration removes 64--95% of decoding steps and delivers measured end-to-end speedups of 2.6 to 8.6 over full decoding. Code is available at https://github.com/ming053l/C4-dLLM.

cs.CL

LongE2V: Long-Horizon Event-based Video Reconstruction, Prediction, and Frame Interpolation with Video Diffusion Models

Recovering high-quality video from sparse event streams is a challenging task. Regression methods often blur textures, while existing generative models struggle with long-term stability. We propose LongE2V, a novel approach that leverages pre-trained video diffusion priors to jointly handle event-based video reconstruction, prediction, and frame interpolation. By fine-tuning a foundational video model, our approach achieves high data efficiency and superior perceptual quality. We introduce Autoregressive Unrolling and Adaptive Context Switching to mitigate temporal drift in extremely long sequences. We also propose Reencoding Alignment with Cross Residual Correction to ensure precise bidirectional consistency during frame interpolation. Furthermore, Event Voxel Density Augmentation ensures robustness across varying sensor resolutions. Extensive experiments on real-world benchmarks demonstrate that LongE2V outperforms state-of-the-art methods across all three tasks, exhibiting exceptional temporal coherence and zero-shot generalization. Project page: https://cdfan0627.github.io/LongE2V-page/

cs.CV

JanusMesh: Fast and Zero-Shot 3D Visual Illusion Generation via Cross-Space Denoising

Creating 3D visual illusions, a single 3D mesh that reveals entirely different semantics from various viewing angles, is a fascinating but tough challenge. Existing optimization-based methods are slow and can produce oversaturated colors. In contrast, naive stitching approaches fail to produce geometrically coherent objects. This results in visible unnatural seams and semantic leaks. In this paper, we present a fast and training-free framework for generating text-driven 3D visual illusions. Our approach decouples the generation into two stages. First, we propose a cross-space dual-branch denoising process. This process dynamically decodes 3D latents into voxel space for CLIP-guided orientation alignment and Signed Distance Field (SDF) blending, which ensures seamless geometric fusion. Second, we introduce a view-conditioned texture synthesis module that projects and aggregates view-specific 2D diffusion priors onto the fused geometry. Extensive experiments demonstrate that our method generates highly realistic, dual-semantic 3D illusions in just 3-5 minutes. It significantly outperforms existing methods in geometric integrity, semantic recognizability, and efficiency. Project page: https://siang1105.github.io/JanusMesh.github.io/

cs.CV

BRDFusion: Physics Meets Generation for Urban Scene Inverse Rendering

Inverse rendering of urban scenes from captured videos enables numerous applications, including content creation and autonomous driving simulation. Physically-based rendering methods follow and control lighting physics, but suffer from reconstruction and rendering artifacts. While generative models produce realistic videos, they offer limited consistency and controllability. We present BRDFusion, a unified framework that combines two complementary models for inverse and forward rendering. Specifically, BRDFusion recovers explicit, consistent scene properties with physical modeling and alleviates optimization ambiguity with generative priors. During forward rendering, the physical model provides controllable rendering from the scene configuration, and the generative model denoises and fixes artifacts. Therefore, our method produces high-quality videos while allowing precise control, outperforming baselines in real and synthetic scenes. Moreover, BRDFusion supports novel-view relighting, night simulation, and dynamic object insertion/editing. Project page: https://shigon255.github.io/brdfusion-page/

cs.CV

Reroute, Don't Remove: Recoverable Visual Token Routing for Vision-Language Models

Vision-language models (VLMs) project images into hundreds to thousands of visual tokens, making decoder inference expensive in both attention computation and KV-cache memory. Existing visual-token reduction methods largely follow a rank-and-remove paradigm: they score visual tokens, keep a compact subset, and permanently discard the rest. We show that this irreversible action is fragile because visual-token importance changes across decoder depth; tokens ranked low at one stage may become relevant in later layers, especially for grounding-sensitive queries. We propose Reroute, a training-free plug-in that replaces removal with recoverable routing. At each routing stage, selected vision tokens pass through decoder blocks, while deferred tokens bypass the stage and re-enter the candidate pool at the next routing decision. Reroute reuses existing attention-score ranking rules and stage-wise schedules, preserving the theoretical TFLOPs and KV-cache budget class of the pruning method it augments. Across FastV, PDrop, and N\"uwa variants on LLaVA-1.5 and Qwen backbones, reroute improves grounding under aggressive token reduction while maintaining general VQA performance. These results suggest that VLM token reduction should not be viewed only as irreversible pruning, but also as recoverable routing. The code can be found here: https://github.com/elmma/mllm-reroute/

cs.CV

Reflection Separation from a Single Image via Joint Latent Diffusion

Single-image reflection separation is highly challenging under extreme conditions like glare or weak reflections. Existing methods often struggle to recover both layers in glare or weak-reflection scenarios because of insufficient information. This paper presents a diffusion model explicitly fine-tuned for this task, leveraging generative diffusion priors for robust separation. Our method simultaneously generates transmission and reflection layers through a unified diffusion model, incorporating a novel cross-layer self-attention mechanism for better feature disentanglement. We further introduce a disjoint sampling strategy to iteratively reduce interference between the layers during diffusion and a latent optimization step with a learned composition function for improved results in complex real-world scenarios. Extensive experiments demonstrate that our approach surpasses state-of-the-art methods on multiple real-world benchmarks. Project page: https://brian90709.github.io/diff-reflection-separation/

cs.CV

YoCausal: How Far is Video Generation from World Model? A Causality Perspective

As video diffusion models (VDMs) advance toward world models, a key question arises: do they truly understand causality, or merely overfit to statistical temporal patterns? Existing benchmarks mostly rely on synthetic data, limiting real-world generalization due to the sim-to-real gap. We present YoCausal, a two-level benchmark inspired by the Violation of Expectation (VoE) paradigm from cognitive science. By temporally reversing real-world videos at zero cost as natural counterfactual samples, YoCausal establishes an arbitrarily extensible evaluation protocol. Level 1 introduces the Reverse Surprise Index (RSI), quantifying arrow-of-time perception via denoising loss. Level 2 introduces the Causality Cognition Index (CCI), which leverages a VLM to stratify datasets into causal and non-causal subsets, disentangling genuine causal reasoning from temporal bias. Evaluation of 13 state-of-the-art VDMs reveals that perceiving the arrow of time does not imply understanding causality, and a significant gap persists relative to human-level causal cognition.

cs.CV

Pantheon360: Taming Digital Twin Generation via 3D-Aware 360{\deg} Video Diffusion

Generating complete digital twins from videos requires precise camera control, global scene coverage, and strict spatial-temporal consistency constraints that remain challenging for perspective video generators due to their limited field of view (FoV). Their narrow FoV forces long or multi-view trajectories, amplifying cross-view inconsistency and temporal drift. We argue that 360{\deg} video generation offers a natural solution: panoramic coverage simplifies trajectory design and provides a strong global context for maintaining coherence. We introduce Pantheon360: Taming Digital Twin Generation via 3D-Aware 360{\deg} Video Diffusion, a controllable 360{\deg} video generation framework that synthesizes high-fidelity videos from sparse 360{\deg} inputs. The key idea is an explicit 3D Cache, reconstructed from the input, which serves as a geometric scaffold for any user-defined camera path. This allows the diffusion model to focus on photorealistic texture refinement while the 3D Cache enforces global geometric consistency. Experiments show that Pantheon360 achieves superior visual quality and unmatched geometric coherence, enabling reliable and flexible 360{\deg} scene generation for downstream simulation and digital-twin applications.

cs.CV

EUPHORIA: Efficient Universal Planning via Hybrid Optimization for Robust Industrial Robotic Assembly

Robotic assembly in architectural construction faces a persistent bottleneck: existing planners are either highly specialized, requiring prohibitive retraining for every new geometric design, or operationally inefficient, treating structural sequencing and kinematic motion as disjoint processes. We present EUPHORIA, a unified framework that achieves universal few-shot adaptability and dynamic efficiency through a hybrid optimization strategy. To overcome the retraining bottleneck, we propose a Meta-Geometric Encoder based on Graph Hypernetworks: unlike standard contrastive learning, which performs only feature-level recognition, our hypernetwork dynamically generates policy parameters from a minimal support set, enabling parameter-level adaptation to complex topologies (e.g., domes, arches) without gradient-based retraining. For structural reasoning, we introduce a Physics-Informed Graph Transformer trained via Soft Actor-Critic (SAC), with a Physics-Bias Attention mechanism that modulates attention scores using contact forces from Discrete Element Model (DEM) simulations, guiding the planner toward structurally critical connections. We further ensure operational efficiency through Kinematics-Aware Sequencing, where the SAC objective penalizes high-energy transitions. Finally, we bridge the Sim2Real gap via Residual Stability Correction, a differentiable optimization layer that fine-tunes coarse assembly actions by minimizing a joint energy-stability cost prior to execution. Experiments show that EUPHORIA significantly reduces energy consumption over decoupled baselines and achieves state-of-the-art success rates on unseen, non-standard geometries with minimal few-shot examples, fusing meta-learning, physics-informed attention, and residual optimization into a cohesive, generalized planner.

cs.LG

DiffPhD: A Unified Differentiable Solver for Projective Heterogeneous Materials in Elastodynamics with Contact-Rich GPU-Acceleration

Differentiable simulation of soft bodies is a foundation for system identification, trajectory optimization, and Real2Sim transfer. Yet, existing methods such as the differentiable Projective Dynamics (DiffPD) struggle when faced with heterogeneous materials with extreme stiffness contrasts, hyperelasticity under large deformations, and contact-rich interactions, which are common scenarios in the real world. We present DiffPhD, a unified GPU-accelerated differentiable Projective Dynamics framework for heterogeneous materials that tackles these intertwined challenges simultaneously. Our key insight is a careful integration of: (i) stiffness-aware projective weights to embed heterogeneity into the global system; (ii) trust-region eigenvalue filtering lifted to the backward pass for stable hyperelastic gradients and a type-II Anderson Acceleration scheme with dual-gate convergence to stabilize forward iteration under large stiffness contrasts; and (iii) a unified GPU pipeline that reuses a single sparse factor across forward, backward, and contact computations, with stiffness-amplified Rayleigh damping folded into the same factor for heterogeneity-aware dissipation at zero recurring cost. DiffPhD achieves strict gradient accuracy while delivering up to an order-of-magnitude speedup over prior differentiable solvers on heterogeneous, hyperelastic, contact-rich benchmarks. Crucially, this speedup does not come at the cost of stability: DiffPhD remains convergent on stiffness contrasts up to 100x where prior PD solvers degrade. This unlocks end-to-end gradient-based optimization on regimes previously bottlenecked by either solver fragility or per-iteration cost -- shell--joint composite creatures, soft characters wielding stiff weapons, and soft-gripper robotic manipulation -- all handled within a single forward--backward pass.

cs.GR

UMEDA: Unified Multi-modal Efficient Data Fusion for Privacy-Preserving Graph Federated Learning via Spectral-Gated Attention and Diffusion-Based Operator Alignment

Device-free localization trains models from heterogeneous wireless and visual sensors (e.g., Wi-Fi, LiDAR) distributed across edge devices. Federated learning offers a privacy-respecting framework, but is brittle when clients differ in sensor modality and resolution, when their data distributions drift, and when privacy noise destroys the structural signal needed for localization. We propose UMEDA, a graph federated learning framework in which clients form nodes of a global graph that share a continuous integral operator, and aggregation is reformulated as spectral signal processing on this operator. Each client encodes its local sensors with a linear-attention layer whose kernel spectrum is low-rank filtered, suppressing modality-specific residuals so clients with different sensors align in a common low-rank subspace. The server then aggregates client updates via a diffusion model over the kernel's spectral coefficients, treating updates as discretizations of a shared operator rather than topology-bound weights -- this absorbs varying graph sizes and missing modalities without node-wise correspondence. To balance privacy and utility, we add an anisotropic differential-privacy mechanism that projects noise preferentially into the null space of the signal subspace, preserving dominant eigendirections while ensuring formal $(\epsilon, \delta)$-DP under gradient clipping. On MM-Fi and the RELI11D out-of-distribution benchmark, UMEDA outperforms state-of-the-art federated baselines in accuracy, convergence, and communication efficiency, particularly under high modality heterogeneity and tight privacy budgets.

cs.LG

DF3DV-1K: A Large-Scale Dataset and Benchmark for Distractor-Free Novel View Synthesis

Advances in radiance fields have enabled photorealistic novel view synthesis. In several domains, large-scale real-world datasets have been developed to support comprehensive benchmarking and to facilitate progress beyond scene-specific reconstruction. However, for distractor-free radiance fields, a large-scale dataset with clean and cluttered images per scene remains lacking, limiting the development. To address this gap, we introduce DF3DV-1K, a large-scale real-world dataset comprising 1,048 scenes, each providing clean and cluttered image sets for benchmarking. In total, the dataset contains 89,924 images captured using consumer cameras to mimic casual capture, spanning 128 distractor types and 161 scene themes across indoor and outdoor environments. A curated subset of 41 scenes, DF3DV-41, is systematically designed to evaluate the robustness of distractor-free radiance field methods under challenging scenarios. Using DF3DV-1K, we benchmark nine recent distractor-free radiance field methods and 3D Gaussian Splatting, identifying the most robust methods and the most challenging scenarios. Beyond benchmarking, we demonstrate an application of DF3DV-1K by fine-tuning a diffusion-based 2D enhancer to improve radiance field methods, achieving average improvements of 0.96 dB PSNR and 0.057 LPIPS on the held-out set (e.g., DF3DV-41) and the On-the-go dataset. We hope DF3DV-1K facilitates the development of distractor-free vision and promotes progress beyond scene-specific approaches. The dataset and leaderboard are available at https://johnnylu305.github.io/df3dv1k_web/.

cs.CV

Generative World Renderer

Scaling generative inverse and forward rendering to real-world scenarios is bottlenecked by the limited realism and temporal coherence of existing synthetic datasets. To bridge this persistent domain gap, we introduce a large-scale, dynamic dataset curated from visually complex AAA games. Using a novel dual-screen stitched capture method, we extracted 4M continuous frames (720p/30 FPS) of synchronized RGB and five G-buffer channels across diverse scenes, visual effects, and environments, including adverse weather and motion-blur variants. This dataset uniquely advances bidirectional rendering: enabling robust in-the-wild geometry and material decomposition, and facilitating high-fidelity G-buffer-guided video generation. Furthermore, to evaluate the real-world performance of inverse rendering without ground truth, we propose a novel VLM-based assessment protocol measuring semantic, spatial, and temporal consistency. Experiments demonstrate that inverse renderers fine-tuned on our data achieve superior cross-dataset generalization and controllable generation, while our VLM evaluation strongly correlates with human judgment. Combined with our toolkit, our forward renderer enables users to edit styles of AAA games from G-buffers using text prompts.

cs.CV

HDR Reconstruction Boosting with Training-Free and Exposure-Consistent Diffusion

Single LDR to HDR reconstruction remains challenging for over-exposed regions where traditional methods often fail due to complete information loss. We present a training-free approach that enhances existing indirect and direct HDR reconstruction methods through diffusion-based inpainting. Our method combines text-guided diffusion models with SDEdit refinement to generate plausible content in over-exposed areas while maintaining consistency across multi-exposure LDR images. Unlike previous approaches requiring extensive training, our method seamlessly integrates with existing HDR reconstruction techniques through an iterative compensation mechanism that ensures luminance coherence across multiple exposures. We demonstrate significant improvements in both perceptual quality and quantitative metrics on standard HDR datasets and in-the-wild captures. Results show that our method effectively recovers natural details in challenging scenarios while preserving the advantages of existing HDR reconstruction pipelines. Project page: https://github.com/EusdenLin/HDR-Reconstruction-Boosting

cs.CV

Stroke of Surprise: Progressive Semantic Illusions in Vector Sketching

Visual illusions traditionally rely on spatial manipulations such as multi-view consistency. In this work, we introduce Progressive Semantic Illusions, a novel vector sketching task where a single sketch undergoes a dramatic semantic transformation through the sequential addition of strokes. We present Stroke of Surprise, a generative framework that optimizes vector strokes to satisfy distinct semantic interpretations at different drawing stages. The core challenge lies in the "dual-constraint": initial prefix strokes must form a coherent object (e.g., a duck) while simultaneously serving as the structural foundation for a second concept (e.g., a sheep) upon adding delta strokes. To address this, we propose a sequence-aware joint optimization framework driven by a dual-branch Score Distillation Sampling (SDS) mechanism. Unlike sequential approaches that freeze the initial state, our method dynamically adjusts prefix strokes to discover a "common structural subspace" valid for both targets. Furthermore, we introduce a novel Overlay Loss that enforces spatial complementarity, ensuring structural integration rather than occlusion. Extensive experiments demonstrate that our method significantly outperforms state-of-the-art baselines in recognizability and illusion strength, successfully expanding visual anagrams from the spatial to the temporal dimension. Project page: https://stroke-of-surprise.github.io/

cs.CV

VecSet-Edit: Unleashing Pre-trained LRM for Mesh Editing from Single Image

3D editing has emerged as a critical research area to provide users with flexible control over 3D assets. While current editing approaches predominantly focus on 3D Gaussian Splatting or multi-view images, the direct editing of 3D meshes remains underexplored. Prior attempts, such as VoxHammer, rely on voxel-based representations that suffer from limited resolution and necessitate labor-intensive 3D mask. To address these limitations, we propose \textbf{VecSet-Edit}, the first pipeline that leverages the high-fidelity VecSet Large Reconstruction Model (LRM) as a backbone for mesh editing. Our approach is grounded on a analysis of the spatial properties in VecSet tokens, revealing that token subsets govern distinct geometric regions. Based on this insight, we introduce Mask-guided Token Seeding and Attention-aligned Token Gating strategies to precisely localize target regions using only 2D image conditions. Also, considering the difference between VecSet diffusion process versus voxel we design a Drift-aware Token Pruning to reject geometric outliers during the denoising process. Finally, our Detail-preserving Texture Baking module ensures that we not only preserve the geometric details of original mesh but also the textural information. More details can be found in our project page: https://github.com/BlueDyee/VecSet-Edit/tree/main

cs.CV