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Zeyu Zhang

Publications and source records attributed to Zeyu Zhang.

At least 73 records · Page 4Linked to original sources

Towards Error-Free Long Video Generation

Recent advances in video generation have made minute-level synthesis possible; however, generating long videos remains challenging due to error accumulation, attribute drift, and the limited availability of long video data. In this paper, we introduce an infinite-length video generation framework that focusing on addressing these issues and produces high-quality, dynamic, and identity-consistent single-shot long videos. We first finetune a diffusion model as a video extension model on large-scale short video data to autoregressively generate temporally coherent clips. Inspired by the success of large language models (LLMs), we adopt causal attention computation between clips to further finetune this model on long video data. In this way, the tokens in one clip (short video) are computed by bidirectional attention while tokens among clips are computed by unidirectional attention. This design leverages the strengths of modern diffusion models while preserving long-term context information, effectively mitigating error accumulation and attribute drift. To achieve memory efficiency during inference, we adopt a key-value (KV) caching mechanism to maintain a constant KV memory. Furthermore, we introduce truncation-rectified flow (T-RFlow) technique to further suppress error accumulation. Experimental results demonstrate the effectiveness of our method. Our framework establishes a new benchmark for realistic and coherent minute-level video synthesis.

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Gold Points Sniper: Self-guided Visual Reasoning in VLM for Fine-grained Action Understanding

Robots operating in everyday environments must understand fine-grained human actions, intentions, and contextual cues from broad views where people occupy only small regions, a capability unmet by current systems. While open-vocabulary action recognition methods remain limited to assigning predefined labels, and vision-language models (VLMs) face an inherent trade-off between informational richness and factual fidelity in their outputs, neither approach achieves the deep semantic interpretation required for reliable human-robot interaction. We propose Gold Points Sniper (GPS), a novel framework that empowers lightweight VLMs with self-guided multimodal reasoning capabilities for fine-grained human action understanding. Our approach comprises three key modules: Gold Points Extractor trains VLMs to identify critical action-relevant details, Selective Socratic Questioner validates and refines these details through selective self-questioning, and Semantic Entailment Evaluator quantitatively assesses factual consistency using semantic entailment classification. Extensive experiments on our curated instruction-tuning dataset based on the CAP benchmark demonstrate that GPS-enhanced lightweight VLMs achieve substantial performance improvements, with some models reaching performance comparable to proprietary GPT-4o while maintaining superior factual accuracy. Our work establishes a reliable foundation for fine-grained action understanding in domestic robotics, enabling robots to safely interpret human behavior through information-dense yet factually grounded descriptions. Source code, training configurations, annotation prompts, and dataset details are released at https://github.com/Haodi-Liu/GPS-Gold-Point-Sniper.

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GeneralVLA-2: Geometry-Aware Reconstruction and Governed Memory for Robot Planning

Generalist vision-language-action systems need object-centric 3D evidence and reusable manipulation experience to plan reliable robot trajectories. GeneralVLA provides a hierarchical interface for converting language and RGB-D observations into 3D end-effector paths, but two bottlenecks remain. First, monocular SAM3D-style object reconstruction can hallucinate pose and unseen geometry, while manipulation benefits from stable object shape when calibrated multi-view observations are available. Second, the original KnowledgeBank mainly retrieves semantically similar snippets and appends new knowledge, which makes it difficult to control memory quality, conflicts, confidence, and geometric relevance. To address the first challenge, we introduce GeoFuse-MV3D, a geometry-prior-guided MV-SAM3D reconstruction branch that verifies external geometry cues with input-view masks, applies soft visual-hull support, performs axis-wise refinement, and fuses only geometry while preserving appearance. To address the second challenge, we upgrade KnowledgeBank into a governed long-term memory system with explicit quality, confidence, lifecycle, verifier, and conflict metadata, together with precision-oriented retrieval. Finally, we evaluate the reconstruction branch on GSO-30 and the memory module on Terminal-Bench 2.0 and SWE-Bench Verified; GeoFuse-MV3D improves over the MV-SAM3D baseline by reducing CD and LPIPS by 2.20% and 2.02% while increasing PSNR and SSIM by 2.36% and 1.03%, and KnowledgeBank improves over ReasoningBank by 4.53% on Terminal-Bench SR and 3.73% on SWE-Bench resolve rate, while reducing AS by 4.95% and 5.65%, respectively. Code: https://github.com/AIGeeksGroup/GeneralVLA-2. Website: https://aigeeksgroup.github.io/GeneralVLA-2.

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SpatialAvatar-0: High-Quality 4D Head Avatar with Multi-Stage Reconstruction

High-quality 4D head avatars from one or a few source portraits are central to telepresence, AR/VR, and digital-human interaction. 3D Gaussian Splatting (3DGS) has emerged as the dominant representation, with two complementary regimes (generalizable feed-forward predictors and per-subject refiners) maturing in parallel. However, existing feed-forward predictors are trained on a single dataset family with a hard-coded source count, inheriting the corresponding domain bias. Per-subject refiners require 300K--600K iterations and rely on adaptive densification that destroys upstream Gaussian layouts, preventing the two regimes from sharing a representation end-to-end. To bridge both regimes we propose SpatialAvatar-0 on a shared FLAME-mesh-bound Gaussian representation: a feed-forward generator with a parameter-free K-source mean-pool and a monocular-temporal to multi-view-spatial two-phase schedule that anchors against identity-prior collapse onto the smaller multi-view set. We further introduce a 10K-iter layout-preserving per-subject refinement loop that freezes the FLAME-binding and Gaussian count and replaces densification with a three-component anti-spike regularization. On VFHQ/HDTF cross-domain zero-shot we surpass the in-domain leader GAGAvatar by +1.5 dB PSNR despite never training on either test domain, and on the SplattingAvatar monocular benchmark we lead every reported metric, surpassing the 300K-iter GeoAvatar by +1.3 dB PSNR at up to 60x shorter per-subject schedule than common SOTA baselines. Website: https://spatialwalk.github.io/SpatialAvatar-0.

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DragMesh-2: Physically Plausible Dexterous Hand-Object Interaction with Articulated Objects

Dexterous interaction with articulated objects is important for household, assistive, and humanoid manipulation, where multi-finger hands can provide compliant contact patterns beyond parallel-jaw grasping. However, articulated-object manipulation differs from static-object manipulation: the target part cannot be directly actuated, and its motion must emerge through sustained physical hand--handle contact. This makes the transition from object-centric articulated generation to hand-driven dexterous hand--object interaction non-trivial, since geometric trajectory replay or open-loop execution does not model the contact dynamics required to move the articulated part. Moreover, policies trained only for task completion under fixed dynamics can overfit nominal contact loads, especially without tactile or force feedback, and may degrade when the contact load changes. To address these challenges, we present DragMesh-2, a contact-driven framework for dexterous interaction with articulated objects that extends articulated interaction from object-centric generation to hand-driven dexterous hand--object interaction, where articulated motion must arise through physical contact. We further propose PICA, a physically informed contact-aware training mechanism that injects physical signals into policy learning without tactile or force feedback, improving robustness and task success under changing contact loads. Finally, we conduct systematic evaluation across multiple damping conditions and articulated-object categories to study robustness under contact-load variation, and provide a pure-geometry dexterous interaction resource to support future loco-manipulation and humanoid hand--object interaction research. Across seven GAPartNet objects, DragMesh-2 achieves stronger robustness under contact-load variation than the compared methods while maintaining high task success across damping conditions.

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MotionVLA: Vision-Language-Action Model for Humanoid Motion

Generating realistic humanoid motion from scene images and text involves both low-frequency pose semantics and high-frequency physical dynamics. However, many existing methods tokenize motion with a single shared codebook, forcing heterogeneous motion signals into the same quantization space. Our frequency-domain analysis of human motion data reveals a clear mismatch between single-codebook quantization and motion statistics: five DCT coefficients capture 93% of joint-position energy but only 37% of joint-velocity energy, which can bias quantization toward pose statistics and under-represent high-frequency velocity components. A second challenge lies in adapting a standard autoregressive model to effectively model high-frequency physical signals in motion sequences. Therefore, we propose DSFT, a dual-stream frequency tokenizer that separates motion into Base and physical streams and compresses them independently with DCT truncation and BPE. Furthermore, we present MotionVLA, a Qwen3.5-based model that arranges Base and physical tokens in a unified sequence, where Phys tokens are predicted after Base tokens. Experiments on HumanML3D and MBench show that, despite using a lightweight 2B backbone, MotionVLA reduces the Diversity gap to real data by over 50% on HumanML3D and improves Motion-Condition Consistency by 3.8% on MBench, supporting frequency-aware dual-stream decoupling as an effective formulation for autoregressive motion generation. Code: https://github.com/AIGeeksGroup/MotionVLA. Website: https://aigeeksgroup.github.io/MotionVLA.

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Gecko: A Simulation Environment with Stateful Feedback for Refining Agent Tool Calls

The ability to use tools is fundamental for large language model (LLM) agents. Given a task, existing systems use LLMs to plan and generate tool calls, which are executed by real-world tools to complete the task. However, tool calls are prone to errors because they are generated primarily from the intrinsic capabilities of LLMs. Moreover, while it is useful to let LLMs iteratively refine the tool-call sequence using execution results from real tools, this process can be expensive and may cause unsafe side effects. To improve LLM tool calls and address issues caused by using real tools for refinement, we introduce Gecko, a stateful simulation environment that provides informative feedback for refining LLM tool calls before real execution. Specifically, Gecko combines rules and LLMs to check the validity of tool names and arguments, synthesize schema-conforming and state-consistent responses, and judge task completion against the user objective. These three types of feedback allow LLMs to refine their tool calls in simulation, forming a simple yet effective test-time scaling method named GATS. On BFCLv3 and $τ^2$-bench, GATS consistently improves the performance of various LLMs.

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DELTAMEM: Incremental Experience Memory for LLM Agents via Residual Trees

Large Language Model (LLM)-based agents increasingly rely on memory to learn from experiences over continual interactions. However, storing experiences as independent, flat units leads to substantial redundancy and retrieval conflicts, as similar episodes repeat overlapping content and subtle scene variations cause retrieved memories to offer contradictory guidance. To address this, we introduce residual experience, positing that newly acquired experience is often an incremental variation of existing knowledge. We propose DeltaMem, a framework that organizes experience memory into two independent residual trees, one storing goal-conditioned task experience as reusable skills and another for scene-level environment knowledge. Each tree uses a root node for generalized base experiences and incremental delta nodes for subsequent variations, allowing related experiences to share a common foundation without duplication. For retrieval, a failure-penalized similarity scan locates the best match, reconstructing the full experience via root-to-match chain composition. An autonomous consolidation mechanism distills high-frequency paths into new root nodes, enabling the trees to self-organize from general heuristics to specialized variants. Experiments across diverse interactive environments show that DeltaMem consistently outperforms existing baselines. To facilitate future research, we release the code at https://github.com/import-myself/DeltaMem.

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A Practice Auditing Framework for Large Language Model Use: Collective Empiricism, Pseudo-Rational Cognition, and Governance of AI-Generated Content

Large language models are increasingly used for knowledge acquisition, code generation, academic writing, and agent-based automation. In these settings, users may obtain highly structured answers, plans, and judgments without sufficient domain practice. This paper proposes a practice auditing framework for LLM use and AI-generated content governance. It introduces collective empiricism to describe how LLMs compress and reorganize large-scale human experience into outputs that appear empirical and rational, and pseudo-rational cognition to describe how users may mistake AI-generated structured expression for their own rational understanding. The paper analyzes AI subjectivity illusion, subjectivity structures in input materials, template loops in AI-AI conversations, statistical misjudgment in AIGC detection, and memory pollution when generated content enters future contexts, long-term memory, retrieval spaces, or agent skill systems. To reduce these risks, the paper proposes an auditing process based on requirement definition, problem-boundary identification, evidence-source auditing, practical validation, reverse questioning, logging, version management, rollback, and renewed cognition. The framework does not reject AI productivity; it argues that LLM outputs should be returned to verifiable, reproducible, and intervenable processes of practice. The paper provides a conceptual and auditable framework for cognitive risks in LLM interaction, AI-generated content governance, long-term memory systems, and human-AI interaction.

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PlatonicNav: Unveiling Semantic Correspondence in Navigation with Platonic Topological Maps

Embodied visual navigation, where an agent perceives a complex environment and acts to reach a goal from raw sensory input, underpins a wide range of applications such as household service robotics, assistive robotics, and large-scale autonomous exploration. However, recent attempts to unify vision-and-language navigation (VLN) and object goal navigation (ObjNav) remain at the level of architectural fusion, mixed-task training, and large vision-language pretraining, without examining whether independently trained vision and language encoders may already share a common semantic structure. Moreover, even object-centric topological maps still ground language goals through explicit cross-modal supervision such as CLIP or large vision-language models, leaving open whether such grounding is possible from a purely vision-built map. To address these challenges, we extend the Platonic Representation Hypothesis to embodied navigation and recast vision-only ObjNav, cross-modal ObjNav, and VLN as three different interfaces to the same object-centric semantic manifold. We further introduce PlatonicNav, a training-free framework whose Platonic Topological Map fuses geometric and semantic node distances from a self-supervised visual encoder, and grounds language goals via blind matching without any paired vision-language data. Extensive experiments on simulation benchmarks including HM3D-IIN, OVON, and R2R-CE on MP3D, together with deployment on Unitree Go2, demonstrate that PlatonicNav generalizes across tasks, modalities, and embodiments without explicit cross-modal training. Code: https://github.com/AIGeeksGroup/PlatonicNav. Website: https://aigeeksgroup.github.io/PlatonicNav.

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From Profiles to Steering Vectors: Global Sparse Priors and Local Semantic Calibration for Personalized Text Generation

Personalized text generation requires models to capture user-specific writing styles from historical data. Existing approaches based on retrieval, parameter-efficient fine-tuning, or activation steering either introduce inference and storage overhead or struggle to separate stylistic signals from semantic content. We propose GLASS, a training-free framework for personalized generation via Global-Local Activation Steering with Sparse priors. GLASS uses sparse autoencoders to extract a global user-style prior from historical responses and constructs local contrastive style vectors over clustered interaction scenarios. During inference, it jointly injects global and local vectors into different model layers, enabling context-aware personalization without retrieval or parameter updates. Experiments on LaMP and LongLaMP show that GLASS outperforms retrieval-, fine-tuning-, and steering-based baselines across ROUGE metrics and LLM-as-judge evaluations. Further analyses show that SAE-based representations are more robust to topic and length shifts, suggesting better disentanglement of stylistic information from semantic residue.

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MedLoCoMo: A Long-Context Multi-Session Medical Dialogue Benchmark for Large Language Models

MedLoCoMo is a Medical Long-Context Memory benchmark for patient-specific clinical reasoning over multi-admission medical dialogue. Existing medical QA benchmarks largely test short context knowledge or single document grounding, leaving open whether LLMs can use, connect, and abstain over longitudinal patient histories. We build MedLoCoMo from deidentified MIMIC-IV and MIMIC-IV-Note records by constructing admission-level clinical packets, synthesizing grounded doctor-patient conversations, and generating evidence linked QA items over single-admission, cross-admission, and adversarial unanswerable settings. The benchmark contains 100 patient timelines averaging 1,669.8 turns, 29.7 sessions, and 74,512.2 tokens per conversation. Across the evaluated baselines, cross-admission reasoning is consistently harder than localized evidence use, even when models have long context windows or use external memory or retrieval methods. The code and MedLoCoMo benchmark release is available at https://github.com/leozzy13/MedLoCoMo for use and reproducibility.

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World-R1: Reinforcing 3D Constraints for Text-to-Video Generation

Recent video foundation models demonstrate impressive visual synthesis but frequently suffer from geometric inconsistencies. While existing methods attempt to inject 3D priors via architectural modifications, they often incur high computational costs and limit scalability. We propose World-R1, a framework that aligns video generation with 3D constraints through reinforcement learning. To facilitate this alignment, we introduce a specialized pure text dataset tailored for world simulation. Utilizing Flow-GRPO, we optimize the model using feedback from pre-trained 3D foundation models and vision-language models to enforce structural coherence without altering the underlying architecture. We further employ a periodic decoupled training strategy to balance rigid geometric consistency with dynamic scene fluidity. Extensive evaluations reveal that our approach significantly enhances 3D consistency while preserving the original visual quality of the foundation model, effectively bridging the gap between video generation and scalable world simulation.

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ReCA: Multi-Shot Long Video Extrapolation via Recursive Context Allocation

Minute-scale cinematic video generation is a central challenge for generative video models. Existing paradigms address only fragments of this challenge: single-shot extrapolation preserves an anchor but lacks cinematic structure, while multi-shot storytelling imposes structure yet remains free to invent its visual states rather than continue an observed one. We define Multi-Shot Video Extrapolation (MSVE), a task that extends an observed frame or clip into a sequence of cinematically structured shots while preserving anchor state and advancing narrative intent. This setting operates under the finite per-call generation budget of short-video models. We identify three coupled bottlenecks: (1) global planners over-specify unsupported details from full screenplays; (2) shot-level prompts dilute task-relevant state when carrying the complete story; and (3) temporal chaining turns generated frames into a lossy memory in which identity, scene, object, and action state decay. MSVE reveals that long-video failure is not merely a limitation of context length, but a failure of context allocation. We propose Recursive Context Allocation (ReCA), an inference-time framework that allocates context hierarchically across planning and generation. ReCA recursively decomposes MSVE into context-bounded subproblems, invokes frozen generators at leaf nodes, and propagates structured state updates across time. To evaluate this setting, we further propose MSVE-Bench and NB-Q, a source-grounded protocol with prompts purpose-built for 3 to 5 minute long-video generation, a regime not addressed by existing short-clip benchmarks. Compared to previous methods, ReCA improves average normalized score by 8 to 16 percent over the strongest competing controller and improves multi-shot consistency metrics by 28 to 43 percent. View the project page at https://reca.vmv.re.

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DriveGen3D: Boosting Feed-Forward Driving Scene Generation with Efficient Video Diffusion

We present DriveGen3D, a novel framework for generating high-quality and highly controllable dynamic 3D driving scenes that addresses critical limitations in existing methodologies. Current approaches to driving scene synthesis either suffer from prohibitive computational demands for extended temporal generation, focus exclusively on prolonged video synthesis without 3D representation, or restrict themselves to static single-scene reconstruction. Our work bridges this methodological gap by integrating accelerated long-term video generation with large-scale dynamic scene reconstruction through multimodal conditional control. DriveGen3D introduces a unified pipeline consisting of two specialized components: FastDrive-DiT, an efficient video diffusion transformer for high-resolution, temporally coherent video synthesis under text and Bird's-Eye-View (BEV) layout guidance; and FastRecon3D, a feed-forward module that rapidly builds 3D Gaussian representations across time, ensuring spatial-temporal consistency. DriveGen3D enable the generation of long driving videos (up to $800\times424$ at $12$ FPS) and corresponding 3D scenes, achieving state-of-the-art results while maintaining efficiency.

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All Leaks Count, Some Count More: Interpretable Temporal Contamination Detection and Mitigation in LLM Backtesting

Backtesting LLMs on resolved events assumes models reason only from pre-cutoff knowledge, yet pretrained models inevitably leak post-cutoff knowledge. We introduce a claim-level evaluation framework that decomposes prediction rationales into atomic claims and applies Shapley values to quantify each claim's decision impact, yielding \textbf{Shapley-DCLR} (\textbf{Shapley}-weighted \textbf{D}ecision-\textbf{C}ritical \textbf{L}eakage \textbf{R}ate) -- an interpretable metric measuring what fraction of decision-driving reasoning is contaminated. We further propose \textbf{TimeSPEC} (\textbf{Time}-\textbf{S}upervised \textbf{P}rediction with \textbf{E}xtracted \textbf{C}laims), an inference-time architecture that interleaves temporally-filtered retrieval with claim-level supervision, producing predictions grounded entirely in pre-cutoff evidence. Across three LLMs, the ablation experiments confirm retrieval and supervision are jointly necessary; and a three-task probe further illstrates that the performance cost of temporal enforcement scales with each task's reliance on post-cutoff information.

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TriSplat: Simulation-Ready Feed-Forward 3D Scene Reconstruction

Sparse-view 3D reconstruction is increasingly addressed with feed-forward splatting networks that predict explicit primitives directly from images. Yet most existing methods remain centered on Gaussian primitives and expose surfaces only indirectly: extracting a usable mesh for downstream simulation, physics reasoning, or embodied interaction still requires expensive post-hoc steps that break the feed-forward promise. This limitation is especially pronounced in pose-free settings, where scene structure and camera parameters must be estimated jointly from sparse observations. We present TriSplat, a feed-forward reconstruction network that represents scenes with oriented triangle primitives and directly exports simulation-ready mesh scenes from a single forward pass. Given input images, the network predicts local 3D point maps, triangle attributes, camera poses, and optional intrinsics. Rather than regressing triangle orientation as an unconstrained latent variable, our approach constructs geometry normals from the predicted point maps, refines them with an image-conditioned normal head, and converts them into stable local frames for triangle parameterization. A mono-normal bootstrap schedule further stabilizes early training, while opacity and blur scheduling progressively sharpens the learned surface representation for direct mesh extraction. Experiments on RealEstate10K and DL3DV show that this representation produces more geometry-faithful reconstructions than Gaussian feed-forward baselines while maintaining competitive novel-view rendering quality. Because the rendering primitives are themselves surface triangles, the output can be directly ingested by physics engines, collision detectors, and standard rendering pipelines without any conversion, making it a practical simulation-ready solution for feed-forward 3D scene reconstruction.

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GeoWorld: Geometric World Models

Energy-based predictive world models provide a powerful approach for multi-step visual planning by reasoning over latent energy landscapes rather than generating pixels. However, existing approaches face two major challenges: (i) their latent representations are typically learned in Euclidean space, neglecting the underlying geometric and hierarchical structure among states, and (ii) they struggle with long-horizon prediction, which leads to rapid degradation across extended rollouts. To address these challenges, we introduce GeoWorld, a geometric world model that preserves geometric structure and hierarchical relations through a Hyperbolic JEPA, which maps latent representations from Euclidean space onto hyperbolic manifolds. We further introduce Geometric Reinforcement Learning for energy-based optimization, enabling stable multi-step planning in hyperbolic latent space. Extensive experiments on CrossTask and COIN demonstrate around 3% SR improvement in 3-step planning and 2% SR improvement in 4-step planning compared to the state-of-the-art V-JEPA 2. Project website: https://steve-zeyu-zhang.github.io/GeoWorld.

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