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Yu-Lun Liu

Publications and source records attributed to Yu-Lun Liu.

At least 19 recordsLinked to original sources

PhotoGuider: Composition-Aware Cropping and 360$^{\circ}$ View Framing with Explainable Photographic Assessments

Traditional image cropping assumes the photograph already contains the composition worth keeping, and asks only where to crop. A full 360$^{\circ}$ scene offers no such guarantee: the viewing direction in a scene has to be discovered before anything can be framed. We present PhotoGuider, a measure-then-frame method that answers both questions with compact learned scorers over one shared set of composition-aware features. The designed features are extracted using foundation and task-specific vision models and structured into four photographic tokens: Subject, Composition, Aesthetics, and Integrity. Our MLLM explainer is fine-tuned to generate composition-related explanations conditioned on images and measured token assessments. To our knowledge, PhotoGuider is the first method to combine explicit composition-based direction selection in 360$^{\circ}$ panoramas with refined framing, camera-parameter output for native re-rendering, and measurement-conditioned explanations. On two standard 2D cropping benchmarks, PhotoGuider achieves the highest average mIoU performance against ground-truth crops. In a blind ranking study, 120 participants ranked three cropping methods over 100 panoramic scenes from the public Poly Haven HDRI library, placing our framings first in 53.2% of cases, against 27.3% and 19.5% for two strong alternatives. Project page: https://ntuneillee.github.io/research/photoguider/

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Every Camera Effect, Every Time, All at Once: 4D Gaussian Ray Tracing for Physics-based Camera Effect Data Generation

Current video diffusion models can generate recognizable camera-effect appearances but do not reliably follow specified physical parameters such as field of view, aperture, and readout time, partly because real dynamic videos with diverse and accurate camera-effect annotations are scarce. Physics-based simulation provides exact labels but suffers from a sim-to-real gap. Reconstructing real dynamic scenes offers an alternative, but Dynamic NeRF methods render too slowly, whereas rasterization-based Dynamic Gaussian Splatting cannot model the light transport required by these effects. We propose 4D Gaussian Ray Tracing (4D-GRT), a two-stage data-generation pipeline that reconstructs dynamic scenes as 4D Gaussians from multi-view pinhole videos and re-renders them with physically based camera models under specified parameters. On CamVFX-4D, our controlled benchmark of eight dynamic indoor scenes under four camera effects, 4D-GRT achieves up to 3.4 dB higher PSNR and 6 times faster rendering than MSTH. Finally, we demonstrate two downstream applications: fine-tuning a video generation model on our data to improve camera-effect control and extending our pipeline to monocular input. Project page: https://shigon255.github.io/4DGRT-project-page/.

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QVR3D: Query-Guided Visual Reasoning for Training-Free 3D Grounding

3D visual grounding localizes objects in 3D scenes from natural language descriptions, requiring reasoning over semantics, spatial relationships, and multi-view observations. Training-free approaches avoid costly annotations but often rely on explicit scene transformation or scene-level frame selection, which may waste limited visual capacity on query-irrelevant regions. We observe that effective grounding should prioritize observations that provide evidence for the query rather than uniformly represent the entire scene. Based on this insight, we introduce QVR3D, a query-guided visual reasoning framework that operates on RGB-D observations using off-the-shelf foundation models. QVR3D combines Query-Guided Maximum Coverage (QGMC) for selecting complementary query-relevant views with Grounding Probability Estimation (GPE) that integrates instance confidence, attribute consistency, and relationship consistency. The framework supports both single- and multi-object grounding without task-specific adaptation. Experiments on ScanRefer and Nr3D achieve state-of-the-art zero-shot performance, while QGMC also improves frame efficiency across multiple 3D vision-language tasks. Our code is available at https://github.com/jwliao1209/QVR3D.

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InfiniDream: Open-Ended Photorealistic 3D Worlds Through Procedural Generation

Procedural generation plays a key role in synthetic data creation and game development, offering greater controllability, editability, and diversity than static mesh representations. However, VLM-based code generation often produces relatively simple 3D assets, while sophisticated photorealistic procedural systems require extensive manual development. Existing VLM-guided procedural methods remain largely constrained by predefined factories and APIs, limiting their ability to create novel asset types. We introduce InfiniDream, a VLM-driven framework for open-ended procedural 3D world generation. First, we propose Symbolically Constrained Asset Generation, which leverages existing procedural algorithms to create novel, photorealistic assets while preserving editability and seed-based diversity. Second, we develop an end-to-end text-to-world pipeline that combines semantic scene planning with Deterministic Frustum-Guided Grid Placement to construct large-scale 3D worlds with precise object placement, procedural population, and animation. Extensive evaluations on 100 object and 20 scene generation tasks demonstrate improvements across four perceptual metrics. Diversity analysis, ablation studies, and human preference evaluations further validate the effectiveness of our framework. Project page: https://yichuanh.github.io/infinidream-page/

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Manga2Animate: An Agentic Framework for Faithful Manga Animation with Script and Storyboard Planning

Adapting existing manga into coherent animation that stays faithful to the source is a valuable yet challenging task. Existing methods either access the manga mainly through text, losing its characters and art style, or feed manga pages directly into video generation models, which misinterpret the manga's structure and produce incorrect storylines. In this paper, we propose Manga2Animate, a multi-agent framework that grounds every stage of generation in the source manga. We decompose the task into two intermediate representations, an animation script and a visual storyboard. Each representation is produced by a creator agent and reviewed against the source panels by a paired reviewer agent. We tailor representation-specific selection and dual-level feedback to progressively refine both before synthesizing the final animation. Extensive experiments and a user study demonstrate that Manga2Animate produces animations more faithful to the source manga and more consistent across shots than state-of-the-art approaches. Project page: https://annchenn.github.io/Manga2Animate/

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3AM: 3egment Anything with Adaptive Geometric Consistency in Videos

Consistent video object tracking must preserve identity under large viewpoint changes, temporary absence, and nearby distractors. Memory-based trackers such as SAM2 rely on appearance matching and fail in these cases, whereas 3D-based methods preserve identity across views but need camera poses, depth, or a reconstructed point cloud, run offline, and are not promptable. We present 3AM, a promptable online tracker that achieves geometric consistency from RGB alone by coupling memory-based tracking with the online multi-view reconstruction model MUSt3R. We identify the MUSt3R layers whose features preserve instance identity across views and fuse them into the tracker's image features by feature-wise modulation whose parameters are decoded from routing tokens. Geometry alone is insufficient, since a location cue holds only while the object stays in place; the routing tokens therefore traverse the tracker's memory attention and decide per frame how much the fusion should rely on geometry, so that one model handles static and moving objects without a hand-designed fallback. On wide-baseline benchmarks from ScanNet++ and Replica, 3AM reaches 90.6% IoU and 65.7% tracking recall on our selected subset of ScanNet++ (+12.3 and +28.2 points over the best prior tracker), matches or exceeds SAM2 on standard VOS and VOT benchmarks, and transfers zero-shot to ego-exo correspondence on Ego-Exo4D. Project page: https://jayisaking.github.io/3AM-Page/

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FlashReFocus: Interactive Image Refocusing in Seconds

Single-image refocusing changes the focal plane and depth of field of a photograph after capture. It is inherently interactive: users try many focal points and blur strengths on one image, so each edit should be fast and change only the blur. Recent generative methods, however, rerun large diffusion models for every edit. We observe that the two sub-problems differ in kind: recovering the all-in-focus image is ill-posed and needs a generative prior, whereas rendering blur is largely determined by depth and the focal plane. We therefore propose FlashReFocus, which runs diffusion once per photograph and renders every edit with a lightweight network. To address the ill-posed restoration, a one-step diffusion deblurrer with a decoder refiner recovers fine detail efficiently while balancing fidelity and perceptual quality. For precise control, the renderer is conditioned on an explicit defocus map and uses defocus-bias attention, which lets pixels at similar defocus share information without interference from pixels at other depths; in-focus content stays unchanged, and editing the map yields tilt-shift and two focal planes. To further test generalization to unseen cameras, we collect 3CReal, a three-camera benchmark of 89 pairs. FlashReFocus achieves the best perceptual fidelity for zero-shot bokeh rendering on EBB! and 3CReal, refocuses 148.3x faster than GenRefocus, and takes about half a second per further edit, 462x faster.

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A Diagnostic Study of World-Space Human Recovery Under High Camera Dynamics

Monocular world-space human recovery methods excel on current benchmarks, but these rarely include fast camera motion. We introduce the K-Pop stress test, broadcast dance videos that combine fast, large camera motion with dense multi-person choreography. Leading methods produce plausible per-frame meshes on these videos, yet their world-space trajectories drift far from the performers' stage positions. Through a systematic diagnosis, we show that the camera and human estimates each remain self-consistent, and that the drift appears when they are combined at mismatched scales. Each is recovered at its own scale, so a mismatch between the two can turn camera motion into human drift that grows with camera displacement and becomes severe in broadcast dance videos. We derive a closed-form correction that estimates this mismatch and applies one scale to all performers, removing the drift while keeping their relative positions in one shared world frame. It requires no retraining and works with existing backends. Combined with physical constraints, the correction yields stable world-space reconstruction for choreography modeling, scene editing, data generation, and virtual reshooting. Project page: https://chien90190.github.io/worldhmr-fastcam-website/

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

Diffusion language models predict tokens in parallel but still require many iterative forward passes. Adaptive sampling accelerates local token commitment, while recent global stopping methods seek to end generation early. Our trajectory analysis shows that short answers can stabilize early in decoding, whereas reasoning outputs often require more steps to settle. A fixed progress threshold therefore struggles to avoid both redundant computation on short-answer tasks and premature termination on reasoning tasks. We introduce C$^4$, a training-free framework that combines local decoding acceleration with adaptive global early exit. Confidence-Verified Early Exit (CVEE) determines when to end generation, skipping the remaining steps once its stopping criterion is met. It combines confidence and temporal agreement to adapt stopping to the observed revision history. Commit-Core-Then-Confirm (CCTC) accelerates token commitment while generation continues, reducing the decoding steps needed to complete each block. It extends confidence-threshold parallel decoding with a boundary-anchored core and one-step confirmation of deferred predictions, constraining additional commitments to mitigate premature freezing under unresolved context. With CVEE calibrated once on LLaDA, the same numerical settings transfer across all 12 zero-shot tasks and to Dream without recalibration. Under this configuration, C$^4$ reduces decoding steps by 64-95% and achieves measured decoding-loop speedups of 2.6x-18.6x, with task performance close to full decoding. Component analyses show complementary contributions: early exit supplies most savings on short-answer tasks, while local acceleration contributes more on reasoning and code generation.

cs.CL↗

Spectral World Renderer: Unified 3D Hyperspectral Unmixing

Cameras and the foundation models built on them recognize what a 3D scene contains, but not what it is made of: surfaces of the same colour can be different materials. Hyperspectral unmixing explains each spectrum as a mixture of material signatures, yet in 3D it is applied to rendered images after the views are composited, or tied to slow implicit fields, and no multi-view data with known composition exist to check the result. We present the Spectral World Renderer (SWR), which unifies world generation and unmixing. A coding agent builds executable 3D worlds that are rendered with measured spectra, so every hyperspectral image comes with exact labels and sub-pixel proportions; the resulting SWR-Bench provides eight indoor and outdoor worlds in which decompositions can be verified. SWR then unmixes inside rendering: each Gaussian of a compact 3D representation is decoded into material abundances before compositing, so one render yields spectra and material maps, and any surface can be queried by material name, a clicked pixel or a reference spectrum. Without material labels, SWR identifies materials best in all eight worlds, has the best mean PSNR on real captures, trains 3.7-12.9x faster than unmixing baselines, renders 34.9 labelled views/s and separates same-coloured materials.

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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.

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Cepheid: Decoupling Scale from Structure for Cross-Family Motion Completion

Sparse-to-dense motion completion recovers dense mesh motion from sparse vertex displacements. Residual priors trained on one geometry family frequently fail to beat parameter-free harmonic extension off-family. Moreover, cross-family training meets a scaling barrier: residual amplitude varies by more than an order of magnitude across geometry families and collapses as observations become denser. Since this scale depends on unknown target motion, it cannot be measured directly at test time. We decouple residual structure from physical scale by learning a dimensionless prior, estimating amplitude from observables and a lightweight correction fitted only on training sources. Our unified model surpasses harmonic extension across all evaluated families, including unseen cloth and legged bodies, without skeletons, registration, or cross-mesh correspondence. The same prior applies without retraining to point-tracked animal video and a robot grasping a soft body. Project page: https://su-terry.github.io/cepheid-website/

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OuroWorld: Bringing Any 3D World Alive as Diverse, Endlessly Looping 3D Cinemagraphs

Recent 3D world models generate photorealistic, explorable scenes that remain frozen in time. OuroWorld is a mask-free framework that turns any static 3D Gaussian Splatting scene into a 3D cinemagraph: a dynamic scene with vivid, diverse motion looping seamlessly from any viewpoint. A vision-language model infers plausible dynamics and guides a video model to synthesize a reference video, which we lift and complete into multi-view videos. To learn from this imperfect supervision, we propose Inconsistency-Robust Periodic 4DGS: a Fourier-series deformation field guarantees looping by construction, while a Grounded Drift Field anchored at the reference view absorbs cross-view inconsistency. Unlike prior Eulerian methods limited to fluid-like motion, we capture general deformation, object motion, and illumination change. We introduce a ground-truth-free evaluation covering vividness, naturalness, loop seam coherence, and scene quality. On 39 reconstructed and generated scenes, OuroWorld outperforms all baselines and wins 70.8%-99.0% of user-study comparisons. Project page: https://ouroworld.userwei.com

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PROWBench: Do Video Models Render What the Program Specifies?

Programmable world models separate executable dynamics from visual generation, offering a promising foundation for next-generation game engines. However, their visual adherence to explicit rules and interactions remains insufficiently evaluated. Existing benchmarks assess visual quality, controllability, and instruction or physical adherence, but rarely test fidelity to fine-grained, program-specified world events. We introduce PROWBench, comprising 170 programmatically constructed episodes and 600 proxy videos covering diverse scenes and interactions. PROWBench logs entity states and timestamped events, including those outside the camera's field of view, as replayable world records, from which it renders synchronized views and proxy representations. This enables generated videos to be checked against the observable consequences of program execution. An extensible framework constructs scenes, controls behaviors, and can render each camera view in different representations, such as coarse 3D, and bounding boxes. The benchmark covers first- and third-person perspectives, with synchronized multi-view observations available for a subset of episodes. Grounded in these records, PROWBench evaluates entity control, long-horizon memory, and, with two VLM-based metrics, Logic-Render Alignment and Interaction Success Rate, adherence to the prescribed timeline and the visual realization of timestamped engine-recorded events.

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One Figure, Every Canvas: Editable Flowchart Relayout via Agentic Pipeline

Pipeline figures in ML papers must be repurposed across many canvases, including paper columns, 16:9 slides, portrait posters, 1:1 social teasers, 9:16 phone previews. Each format imposes a different aspect ratio on the same computational graph, where any silently broken connection misrepresents the method. We formulate aspect-ratio-adaptive flowchart relayout as a distinct task: given a raster flowchart and a target ratio, produce a structurally faithful, hallucination-free, editable layout. Existing methods fail characteristically: image-to-image models stretch blocks and reject extreme ratios, text-to-image agentic systems hallucinate content, and parse-then-render systems mis-route edges. We propose an agentic pipeline factored into Parse, Style, and Layout stages, each pairing a main agent with a critic that combines deterministic constraint checks with VLM visual feedback so connectivity is explicitly checked and prevented from being silently broken. Outputs are draw.io-editable mxGraph XML. On a curated benchmark of 100 flowcharts at five aspect ratios, evaluated by Gemini 3.1 Pro and validated against human judgments, our method reaches 68.6% Content Fidelity versus 11.2-41.4% for prior work. Project page: https://onefigureeverycanvas.vercel.app/

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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. Project page: https://www.youzhexie.me/papers/YoCausal/

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Skyfall-GS: Synthesizing Immersive 3D Urban Scenes from Satellite Imagery

Synthesizing large-scale, explorable, and geometrically accurate 3D urban scenes is a challenging yet valuable task for immersive and embodied applications. The challenge lies in the lack of large-scale and high-quality real-world 3D scans for training generalizable generative models. In this paper, we take an alternative route to create large-scale 3D scenes by leveraging readily available satellite imagery for realistic coarse geometry and open-domain diffusion models for high-quality close-up appearance synthesis. We propose Skyfall-GS, a novel hybrid framework that synthesizes immersive city-block scale 3D urban scenes by combining satellite reconstruction with diffusion refinement, eliminating the need for costly 3D annotations, and also featuring real-time, immersive 3D exploration. We tailor a curriculum-driven iterative refinement strategy to progressively enhance geometric completeness and photorealistic texture. Extensive experiments demonstrate that Skyfall-GS provides improved cross-view consistent geometry and more realistic textures compared to state-of-the-art approaches. Project page: https://skyfall-gs.jayinnn.dev/

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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/

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