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Yukang Cao

Publications and source records attributed to Yukang Cao.

At least 19 recordsLinked to original sources

AURORA-LM: Autoencoding Unified Representation for Continuous-Latent Diffusion Language Modeling

Language remains an outlier in generative modeling: while images, video, and audio are increasingly modeled in continuous latent spaces, text generation still relies predominantly on discrete tokens. Existing continuous language models either inherit embedding spaces not designed for joint generation and decoding, or compress autoencoded latents to ease diffusion, sacrificing token-level fidelity. Instead of simplifying the representation to suit the generative model, we preserve a high-capacity, decodable text latent and design the diffusion model to learn its distribution directly. We introduce AURORA-LM, a continuous-latent diffusion language model that separates the construction of a decodable text representation from the modeling of its distribution. A Query-based Encoder-Decoder organizes text into a high-capacity, prefix-aligned latent sequence, and a Block-causal Diffusion Transformer learns its distribution through flow matching, generating blocks left to right while denoising positions within each block in parallel. Because such a latent is harder for diffusion to model, AURORA-LM restricts only the noisy-input pathway while retaining the full clean-latent prediction target, accommodating full-width latents without reducing decoder-facing capacity. We further calibrate the noise-level distribution to the latent width, and introduce self-trajectory consistency to bridge independently sampled training noise and iterative denoising at inference. AURORA-LM achieves the strongest performance among evaluated continuous and diffusion-based language models on OpenWebText free generation and XSum summarization. Scaling to 1B parameters with about 1500 EFLOPs of total compute yields further gains, surpassing a larger publicly released latent-diffusion language model under a matched evaluation protocol. All experiments are conducted on Ascend NPUs.

cs.CL

ACE-Data-0: Human-Centric Ambient Capture as Embodied Data Engine

Embodied intelligence faces a fundamental data bottleneck. Models must capture how first-person perception, whole-body motion, dexterous manipulation, object state, sound, and touch evolve together as humans pursue goals over time. Existing datasets fragment this experience across viewpoints, modalities, or spatial scales, leaving the full perception-action loop only partially observed. We introduce the Ambient Capture Engine (ACE), a human-centric data engine that transforms real home environments into spatially calibrated, temporally synchronized recording studios. ACE operates at two complementary scales: a table-scale configuration resolves hand-object manipulation, while a room-scale configuration captures whole-body motion, locomotion, and interactions across a furnished home. ACE records egocentric and multi-view exocentric video, full-body and articulated hand motion, object geometry and 6-DoF trajectories, audio, and tactile signals as a unified multisensory stream. Using ACE, we build ACE-Data-0, comprising 150 hours and 17M video frames across 200 task categories, performed by 50 participants in 2 environments, for a total of 75,000 interaction episodes. The dataset spans atomic manipulation, long-horizon chains of household activities, and human-scene interaction, while preserving natural behavioral variation through goal-level rather than step-by-step instructions. We further introduce a hierarchical benchmark that progresses from signals to scene components and then to interactions. Evaluations of state-of-the-art methods expose substantial gaps under contact, occlusion, egomotion, and long temporal horizons. ACE-Data-0 provides synchronized human demonstrations with aligned perceptual, kinematic, and contact supervision, offering a scalable foundation for imitation learning, world models, vision-language-action systems, and embodied AI.

cs.CV

Apple-$\pi$: Benchmarking Thinking with Video Towards Law-Grounded Physical Intelligence

Modern video generation models are increasingly hailed as emerging world models with an internalized grasp of physical law. Yet existing benchmarks largely evaluate physical plausibility only at the output level, without verifying whether the model arrives there through a faithful, law-grounded reasoning process. We introduce Apple-PI, the first benchmark that anchors video-model evaluation explicitly in physical laws. Apple-PI comprises three components. 1) Orchard: a dataset of 400 videos covering ten canonical tasks in classical mechanics. It separates single-law tasks for confounder-free diagnosis from multi-law tasks for probing generalization. 2) Benchmark Protocol: a three-stage protocol based on scientific reasoning, including Perception, Formulation, and Deduction. It uses chain-of-frames prompting on infographic-annotated first frames, treating the generated video as the model's visible reasoning trace. 3) Evaluation Suite: a hybrid evaluation suite that combines MLLM-based subjective scoring with physics-law-grounded objective measures. This enables stage-resolved diagnosis of not only whether a model fails, but where it fails. Benchmarking 11 models shows that current video models remain far from reliable law-grounded world simulators, with the best video model scoring only 0.473. Our stage-, pillar-, and source-resolved analyses further expose a Perception-to-Formulation-to-Deduction bottleneck, weak multi-law state transfer, and a persistent Sim-to-Real gap. These findings position Apple-PI as a diagnostic foundation for guiding future video models toward world models with law-grounded physical intelligence.

cs.CV

Uncertainty Guided Exploratory Trajectory Optimization for Sampling-Based Model Predictive Control

Trajectory optimization depends heavily on initialization. In particular, sampling-based approaches are highly sensitive to initial solutions, and limited exploration frequently leads them to converge to local minima in complex environments. We present Uncertainty Guided Exploratory Trajectory Optimization (UGE-TO), a trajectory optimization algorithm that generates well-separated samples to achieve a better coverage of the configuration space. UGE-TO represents trajectories as probability distributions induced by uncertainty ellipsoids. Unlike sampling-based approaches that explore only in the action space, this representation captures the effects of both system dynamics and action selection. By incorporating the impact of dynamics, in addition to the action space, into our distributions, our method enhances trajectory diversity by enforcing distributional separation via the Hellinger distance between them. It enables a systematic exploration of the configuration space and improves robustness against local minima. Further, we present UGE-MPC, which integrates UGE-TO into sampling-based model predictive controller methods. Experiments demonstrate that UGE-MPC achieves higher exploration and faster convergence in trajectory optimization compared to baselines under the same sampling budget, achieving 72.1% faster convergence in obstacle-free environments and 66% faster convergence with a 6.7% higher success rate in the cluttered environment compared to the best-performing baseline. Additionally, we validate the approach through a range of simulation scenarios and real-world experiments. Our results indicate that UGE-MPC has higher success rates and faster convergence, especially in environments that demand significant deviations from nominal trajectories to avoid failures. The project and code are available at https://ogpoyrazoglu.github.io/cuniform_sampling/.

cs.RO

HSImul3R: Physics-in-the-Loop Reconstruction of Simulation-Ready Human-Scene Interactions

We present HSImul3R, a unified framework for simulation-ready 3D reconstruction of human-scene interactions (HSI) from casual captures, including sparse-view images and monocular videos. Existing methods suffer from a perception-simulation gap: visually plausible reconstructions often violate physical constraints, leading to instability in physics engines and failure in embodied AI applications. To bridge this gap, we introduce a physically-grounded bi-directional optimization pipeline that treats the physics simulator as an active supervisor to jointly refine human dynamics and scene geometry. In the forward direction, we employ Scene-targeted Reinforcement Learning to optimize human motion under dual supervision of motion fidelity and contact stability. In the reverse direction, we propose Direct Simulation Reward Optimization, which leverages simulation feedback on gravitational stability and interaction success to refine scene geometry. We further present HSIBench, a new benchmark with diverse objects and interaction scenarios. Extensive experiments demonstrate that HSImul3R produces the first stable, simulation-ready HSI reconstructions and can be directly deployed to real-world humanoid robots.

cs.CV

Wukong's 72 Transformations: High-fidelity Textured 3D Morphing via Flow Models

We present WUKONG, a novel training-free framework for high-fidelity textured 3D morphing that takes a pair of source and target prompts (image or text) as input. Unlike conventional methods -- which rely on manual correspondence matching and deformation trajectory estimation (limiting generalization and requiring costly preprocessing) -- WUKONG leverages the generative prior of flow-based transformers to produce high-fidelity 3D transitions with rich texture details. To ensure smooth shape transitions, we exploit the inherent continuity of flow-based generative processes and formulate morphing as an optimal transport barycenter problem. We further introduce a sequential initialization strategy to prevent abrupt geometric distortions and preserve identity coherence. For faithful texture preservation, we propose a similarity-guided semantic consistency mechanism that selectively retains high-frequency details and enables precise control over blending dynamics. This empowers WUKONG to support both global texture transitions and identity-preserving texture morphing, catering to diverse generation needs. Extensive quantitative and qualitative evaluations demonstrate that WUKONG significantly outperforms state-of-the-art methods, achieving superior results across diverse geometry and texture variations.

cs.CV

Fast Navigation Through Occluded Spaces via Language-Conditioned Map Prediction

In cluttered environments, motion planners often face a trade-off between safety and speed due to uncertainty caused by occlusions and limited sensor range. In this work, we investigate whether co-pilot instructions can help robots plan more decisively while remaining safe. We introduce PaceForecaster, as an approach that incorporates such co-pilot instructions into local planners. PaceForecaster takes the robot's local sensor footprint (Level-1) and the provided co-pilot instructions as input and predicts (i) a forecasted map with all regions visible from Level-1 (Level-2) and (ii) an instruction-conditioned subgoal within Level-2. The subgoal provides the planner with explicit guidance to exploit the forecasted environment in a goal-directed manner. We integrate PaceForecaster with a Log-MPPI controller and demonstrate that using language-conditioned forecasts and goals improves navigation performance by 36% over a local-map-only baseline while in polygonal environments.

cs.RO

IGGT: Instance-Grounded Geometry Transformer for Semantic 3D Reconstruction

Humans naturally perceive the geometric structure and semantic content of a 3D world as intertwined dimensions, enabling coherent and accurate understanding of complex scenes. However, most prior approaches prioritize training large geometry models for low-level 3D reconstruction and treat high-level spatial understanding in isolation, overlooking the crucial interplay between these two fundamental aspects of 3D-scene analysis, thereby limiting generalization and leading to poor performance in downstream 3D understanding tasks. Recent attempts have mitigated this issue by simply aligning 3D models with specific language models, thus restricting perception to the aligned model's capacity and limiting adaptability to downstream tasks. In this paper, we propose InstanceGrounded Geometry Transformer (IGGT), an end-to-end large unified transformer to unify the knowledge for both spatial reconstruction and instance-level contextual understanding. Specifically, we design a 3D-Consistent Contrastive Learning strategy that guides IGGT to encode a unified representation with geometric structures and instance-grounded clustering through only 2D visual inputs. This representation supports consistent lifting of 2D visual inputs into a coherent 3D scene with explicitly distinct object instances. To facilitate this task, we further construct InsScene-15K, a large-scale dataset with high-quality RGB images, poses, depth maps, and 3D-consistent instance-level mask annotations with a novel data curation pipeline.

cs.CV

C-Free-Uniform: A Map-Conditioned Trajectory Sampler for Model Predictive Path Integral Control

Trajectory sampling is a key component of sampling-based control mechanisms. Trajectory samplers rely on control input samplers, which generate control inputs u from a distribution p(u | x) where x is the current state. We introduce the notion of Free Configuration Space Uniformity (C-Free-Uniform for short) which has two key features: (i) it generates a control input distribution so as to uniformly sample the free configuration space, and (ii) in contrast to previously introduced trajectory sampling mechanisms where the distribution p(u | x) is independent of the environment, C-Free-Uniform is explicitly conditioned on the current local map. Next, we integrate this sampler into a new Model Predictive Path Integral (MPPI) Controller, CFU-MPPI. Experiments show that CFU-MPPI outperforms existing methods in terms of success rate in challenging navigation tasks in cluttered polygonal environments while requiring a much smaller sampling budget.

cs.RO

Splat4D: Diffusion-Enhanced 4D Gaussian Splatting for Temporally and Spatially Consistent Content Creation

Generating high-quality 4D content from monocular videos for applications such as digital humans and AR/VR poses challenges in ensuring temporal and spatial consistency, preserving intricate details, and incorporating user guidance effectively. To overcome these challenges, we introduce Splat4D, a novel framework enabling high-fidelity 4D content generation from a monocular video. Splat4D achieves superior performance while maintaining faithful spatial-temporal coherence by leveraging multi-view rendering, inconsistency identification, a video diffusion model, and an asymmetric U-Net for refinement. Through extensive evaluations on public benchmarks, Splat4D consistently demonstrates state-of-the-art performance across various metrics, underscoring the efficacy of our approach. Additionally, the versatility of Splat4D is validated in various applications such as text/image conditioned 4D generation, 4D human generation, and text-guided content editing, producing coherent outcomes following user instructions.

cs.CV

Reconstructing 4D Spatial Intelligence: A Survey

Reconstructing 4D spatial intelligence from visual observations has long been a central yet challenging task in computer vision, with broad real-world applications. These range from entertainment domains like movies, where the focus is often on reconstructing fundamental visual elements, to embodied AI, which emphasizes interaction modeling and physical realism. Fueled by rapid advances in 3D representations and deep learning architectures, the field has evolved quickly, outpacing the scope of previous surveys. Additionally, existing surveys rarely offer a comprehensive analysis of the hierarchical structure of 4D scene reconstruction. To address this gap, we present a new perspective that organizes existing methods into five progressive levels of 4D spatial intelligence: (1) Level 1 -- reconstruction of low-level 3D attributes (e.g., depth, pose, and point maps); (2) Level 2 -- reconstruction of 3D scene components (e.g., objects, humans, structures); (3) Level 3 -- reconstruction of 4D dynamic scenes; (4) Level 4 -- modeling of interactions among scene components; and (5) Level 5 -- incorporation of physical laws and constraints. We conclude the survey by discussing the key challenges at each level and highlighting promising directions for advancing toward even richer levels of 4D spatial intelligence. To track ongoing developments, we maintain an up-to-date project page: https://github.com/yukangcao/Awesome-4D-Spatial-Intelligence.

cs.CV

FreeMorph: Tuning-Free Generalized Image Morphing with Diffusion Model

We present FreeMorph, the first tuning-free method for image morphing that accommodates inputs with different semantics or layouts. Unlike existing methods that rely on finetuning pre-trained diffusion models and are limited by time constraints and semantic/layout discrepancies, FreeMorph delivers high-fidelity image morphing without requiring per-instance training. Despite their efficiency and potential, tuning-free methods face challenges in maintaining high-quality results due to the non-linear nature of the multi-step denoising process and biases inherited from the pre-trained diffusion model. In this paper, we introduce FreeMorph to address these challenges by integrating two key innovations. 1) We first propose a guidance-aware spherical interpolation design that incorporates explicit guidance from the input images by modifying the self-attention modules, thereby addressing identity loss and ensuring directional transitions throughout the generated sequence. 2) We further introduce a step-oriented variation trend that blends self-attention modules derived from each input image to achieve controlled and consistent transitions that respect both inputs. Our extensive evaluations demonstrate that FreeMorph outperforms existing methods, being 10x ~ 50x faster and establishing a new state-of-the-art for image morphing.

cs.CV

CrowdMoGen: Zero-Shot Text-Driven Collective Motion Generation

While recent advances in text-to-motion generation have shown promising results, they typically assume all individuals are grouped as a single unit. Scaling these methods to handle larger crowds and ensuring that individuals respond appropriately to specific events remains a significant challenge. This is primarily due to the complexities of scene planning, which involves organizing groups, planning their activities, and coordinating interactions, and controllable motion generation. In this paper, we present CrowdMoGen, the first zero-shot framework for collective motion generation, which effectively groups individuals and generates event-aligned motion sequences from text prompts. 1) Being limited by the available datasets for training an effective scene planning module in a supervised manner, we instead propose a crowd scene planner that leverages pre-trained large language models (LLMs) to organize individuals into distinct groups. While LLMs offer high-level guidance for group divisions, they lack the low-level understanding of human motion. To address this, we further propose integrating an SMPL-based joint prior to generate context-appropriate activities, which consists of both joint trajectories and textual descriptions. 2) Secondly, to incorporate the assigned activities into the generative network, we introduce a collective motion generator that integrates the activities into a transformer-based network in a joint-wise manner, maintaining the spatial constraints during the multi-step denoising process. Extensive experiments demonstrate that CrowdMoGen significantly outperforms previous approaches, delivering realistic, event-driven motion sequences that are spatially coherent. As the first framework of collective motion generation, CrowdMoGen has the potential to advance applications in urban simulation, crowd planning, and other large-scale interactive environments.

cs.CV

AudCast: Audio-Driven Human Video Generation by Cascaded Diffusion Transformers

Despite the recent progress of audio-driven video generation, existing methods mostly focus on driving facial movements, leading to non-coherent head and body dynamics. Moving forward, it is desirable yet challenging to generate holistic human videos with both accurate lip-sync and delicate co-speech gestures w.r.t. given audio. In this work, we propose AudCast, a generalized audio-driven human video generation framework adopting a cascade Diffusion-Transformers (DiTs) paradigm, which synthesizes holistic human videos based on a reference image and a given audio. 1) Firstly, an audio-conditioned Holistic Human DiT architecture is proposed to directly drive the movements of any human body with vivid gesture dynamics. 2) Then to enhance hand and face details that are well-knownly difficult to handle, a Regional Refinement DiT leverages regional 3D fitting as the bridge to reform the signals, producing the final results. Extensive experiments demonstrate that our framework generates high-fidelity audio-driven holistic human videos with temporal coherence and fine facial and hand details. Resources can be found at https://guanjz20.github.io/projects/AudCast.

cs.CV

An Unsupervised C-Uniform Trajectory Sampler with Applications to Model Predictive Path Integral Control

Sampling-based model predictive controllers generate trajectories by sampling control inputs from a fixed, simple distribution such as the normal or uniform distributions. This sampling method yields trajectory samples that are tightly clustered around a mean trajectory. This clustering behavior in turn, limits the exploration capability of the controller and reduces the likelihood of finding feasible solutions in complex environments. Recent work has attempted to address this problem by either reshaping the resulting trajectory distribution or increasing the sample entropy to enhance diversity and promote exploration. In our recent work, we introduced the concept of C-Uniform trajectory generation [1] which allows the computation of control input probabilities to generate trajectories that sample the configuration space uniformly. In this work, we first address the main limitation of this method: lack of scalability due to computational complexity. We introduce Neural C-Uniform, an unsupervised C-Uniform trajectory sampler that mitigates scalability issues by computing control input probabilities without relying on a discretized configuration space. Experiments show that Neural C-Uniform achieves a similar uniformity ratio to the original C-Uniform approach and generates trajectories over a longer time horizon while preserving uniformity. Next, we present CU-MPPI, which integrates Neural C-Uniform sampling into existing MPPI variants. We analyze the performance of CU-MPPI in simulation and real-world experiments. Our results indicate that in settings where the optimal solution has high curvature, CU-MPPI leads to drastic improvements in performance.

eess.SY

AvatarGO: Zero-shot 4D Human-Object Interaction Generation and Animation

Recent advancements in diffusion models have led to significant improvements in the generation and animation of 4D full-body human-object interactions (HOI). Nevertheless, existing methods primarily focus on SMPL-based motion generation, which is limited by the scarcity of realistic large-scale interaction data. This constraint affects their ability to create everyday HOI scenes. This paper addresses this challenge using a zero-shot approach with a pre-trained diffusion model. Despite this potential, achieving our goals is difficult due to the diffusion model's lack of understanding of ''where'' and ''how'' objects interact with the human body. To tackle these issues, we introduce AvatarGO, a novel framework designed to generate animatable 4D HOI scenes directly from textual inputs. Specifically, 1) for the ''where'' challenge, we propose LLM-guided contact retargeting, which employs Lang-SAM to identify the contact body part from text prompts, ensuring precise representation of human-object spatial relations. 2) For the ''how'' challenge, we introduce correspondence-aware motion optimization that constructs motion fields for both human and object models using the linear blend skinning function from SMPL-X. Our framework not only generates coherent compositional motions, but also exhibits greater robustness in handling penetration issues. Extensive experiments with existing methods validate AvatarGO's superior generation and animation capabilities on a variety of human-object pairs and diverse poses. As the first attempt to synthesize 4D avatars with object interactions, we hope AvatarGO could open new doors for human-centric 4D content creation.

cs.CV

GS-VTON: Controllable 3D Virtual Try-on with Gaussian Splatting

Diffusion-based 2D virtual try-on (VTON) techniques have recently demonstrated strong performance, while the development of 3D VTON has largely lagged behind. Despite recent advances in text-guided 3D scene editing, integrating 2D VTON into these pipelines to achieve vivid 3D VTON remains challenging. The reasons are twofold. First, text prompts cannot provide sufficient details in describing clothing. Second, 2D VTON results generated from different viewpoints of the same 3D scene lack coherence and spatial relationships, hence frequently leading to appearance inconsistencies and geometric distortions. To resolve these problems, we introduce an image-prompted 3D VTON method (dubbed GS-VTON) which, by leveraging 3D Gaussian Splatting (3DGS) as the 3D representation, enables the transfer of pre-trained knowledge from 2D VTON models to 3D while improving cross-view consistency. (1) Specifically, we propose a personalized diffusion model that utilizes low-rank adaptation (LoRA) fine-tuning to incorporate personalized information into pre-trained 2D VTON models. To achieve effective LoRA training, we introduce a reference-driven image editing approach that enables the simultaneous editing of multi-view images while ensuring consistency. (2) Furthermore, we propose a persona-aware 3DGS editing framework to facilitate effective editing while maintaining consistent cross-view appearance and high-quality 3D geometry. (3) Additionally, we have established a new 3D VTON benchmark, 3D-VTONBench, which facilitates comprehensive qualitative and quantitative 3D VTON evaluations. Through extensive experiments and comparative analyses with existing methods, the proposed \OM has demonstrated superior fidelity and advanced editing capabilities, affirming its effectiveness for 3D VTON.

cs.CV

C-Uniform Trajectory Sampling For Fast Motion Planning

We study the problem of sampling robot trajectories and introduce the notion of C-Uniformity. As opposed to the standard method of uniformly sampling control inputs (which lead to biased samples of the configuration space), C-Uniform trajectories are generated by control actions which lead to uniform sampling of the configuration space. After presenting an intuitive closed-form solution to generate C-Uniform trajectories for the 1D random-walker, we present a network-flow based optimization method to precompute C-Uniform trajectories for general robot systems. We apply the notion of C-Uniformity to the design of Model Predictive Path Integral controllers. Through simulation experiments, we show that using C-Uniform trajectories significantly improves the performance of MPPI-style controllers, achieving up to 40% coverage performance gain compared to the best baseline. We demonstrate the practical applicability of our method with an implementation on a 1/10th scale racer.

cs.RO