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Zhan Xu

Publications and source records attributed to Zhan Xu.

At least 19 recordsLinked to original sources

Linguistic Trajectory Encoding for Efficient Long-Horizon Spatial Memory in Embodied Agents

Embodied agents performing long-horizon tasks require a memory representation in which the state transitions of dynamic objects remain queryable in natural language across hours-to-days observation horizons. Existing systems either drop fine-grained motion (clip-level video-language embeddings), keep it only as raw coordinates (geometric SLAM), or organise it around immediate task context (agent working memories). None of them gives the agent a per-object timeline whose state transitions are themselves queryable in language. Our key contribution is \textbf{Linguistic Trajectory Encoding} (LTE), which compresses dynamic object motion histories via a hybrid representation combining natural language descriptions, sparse spatial anchors, and visual anchors. LTE adapts compression to motion complexity by anchoring periods without reliable observations to the last seen location, while representing motion with geometric waypoints and linguistic descriptions to preserve accuracy. To evaluate these capabilities across extended time horizons, we construct the \textbf{Spatial Memory Benchmark} (SMB) from EgoLife multi-day recordings, targeting capabilities absent in existing benchmarks: semantic trajectory retrieval and long-horizon object retrieval. On SMB, the LTE-based system achieves $45.3\%$ success in semantic trajectory retrieval and $48.7\%$ in long-horizon object retrieval, outperforming structured-memory and VLM baselines (best prior: $31.9\%$ and $34.4\%$). LTE achieves trajectory compression by factors of $8.7\times$ to $26.1\times$ with sub-second query latency on $24$\,h video. On Ego4D natural-language queries, the system reaches $28.75\%$ / $55.10\%$ R@1/R@5, $+15.80$ / $+31.30$ pts over EgoVLPv2.

cs.CV↗

EgoMonth: A Month-Level Egocentric Video Benchmark for Long-Term Spatiotemporal Memory

Recent advances in Multimodal Large Language Models (MLLMs) have led to substantial progress in video understanding, accompanied by a growing number of long video benchmarks. However, existing benchmarks rely predominantly on web-sourced videos that lack inter-clip spatiotemporal continuity, making it difficult to assess whether models can maintain consistent memory across days or weeks of real-world experience. We introduce EgoMonth, the first month-level egocentric video understanding benchmark. EgoMonth comprises over 300 hours of first-person daily-life recordings from 20 participants spanning 20 to 120 days, paired with 1,443 human-crafted multiple-choice question-answer pairs. We design a cognitively grounded 14-task evaluation framework organized into three hierarchical cognitive levels: Schema Consolidation, Episodic Indexing, and Cascading Reasoning. Evaluation of state-of-the-art open-source and closed-source MLLMs reveals that even the best-performing model, Gemini 2.5 Pro, achieves only 71.8% macro-average accuracy, remaining 22.4 percentage points below the corrected human baseline of 94.2%. Several models perform near or below the 25% chance level on tasks such as Route Reasoning, Cross-view Spatial Reasoning, and Direction Judgement, while even the strongest closed-source model remains substantially below human performance. These results indicate that current MLLMs function as lossy summarizers rather than faithful memorizers, highlighting the need for architectures with genuine long-term spatiotemporal memory.

cs.CV↗

Breaking the Horizontal Prior: From Long-Tailed Orientation Bias to Roll-Robust Monocular Depth Estimation

Despite recent advances in Monocular Depth Estimation, state-of-the-art depth foundation models remain vulnerable to robustness issues. Particularly, even slight camera rolls can result in substantial degradation in depth estimations. We attribute this problem to a previously overlooked phenomenon, termed the Horizontal Prior, which is a manifestation of long-tailed distribution bias: most training images are captured in approximately horizontal orientations due to human visual preferences and photographic habits. While intuitive remedies such as re-balanced data augmentation and horizon leveling provide partial improvements, they fail to fully address the issue. In this paper, we introduce Invariant Depth Constraint (ID-Constraint), a training-time supervision strategy that improves roll robustness by fine-tuning and jointly regularizing the depth backbone with a series of geometric and spatial reasoning tasks. These auxiliary objectives encourage the backbone to learn rotation-stable, depth-relevant representations, while the auxiliary prediction heads are discarded after training, leaving the original inference architecture unchanged. Extensive experiments on five benchmark datasets across four roll settings demonstrate the effectiveness of the proposed method.

cs.CV↗

AnchorSplat: Feed-Forward 3D Gaussian Splatting with 3D Geometric Priors

Recent feed-forward Gaussian reconstruction models adopt a pixel-aligned formulation that maps each 2D pixel to a 3D Gaussian, entangling Gaussian representations tightly with the input images. In this paper, we propose AnchorSplat, a novel feed-forward 3DGS framework for scene-level reconstruction that represents the scene directly in 3D space. AnchorSplat introduces an anchor-aligned Gaussian representation guided by 3D geometric priors (e.g., sparse point clouds, voxels, or RGB-D point clouds), enabling a more geometry-aware renderable 3D Gaussians that is independent of image resolution and number of views. This design substantially reduces the number of required Gaussians, improving computational efficiency while enhancing reconstruction fidelity. Beyond the anchor-aligned design, we utilize a Gaussian Refiner to adjust the intermediate Gaussiansy via merely a few forward passes. Experiments on the ScanNet++ v2 NVS benchmark demonstrate the SOTA performance, outperforming previous methods with more view-consistent and substantially fewer Gaussian primitives.

cs.CV↗

KnowU-Bench: Towards Interactive, Proactive, and Personalized Mobile Agent Evaluation

Personalized mobile agents that infer user preferences and calibrate proactive assistance hold great promise as everyday digital assistants, yet existing benchmarks fail to capture what this requires. Prior work evaluates preference recovery from static histories or intent prediction from fixed contexts. Neither tests whether an agent can elicit missing preferences through interaction, nor whether it can decide when to intervene, seek consent, or remain silent in a live GUI environment. We introduce KnowU-Bench, an online benchmark for personalized mobile agents built on a reproducible Android emulation environment, covering 42 general GUI tasks, 86 personalized tasks, and 64 proactive tasks. Unlike prior work that treats user preferences as static context, KnowU-Bench hides the user profile from the agent and exposes only behavioral logs, forcing genuine preference inference rather than context lookup. To support multi-turn preference elicitation, it instantiates an LLM-driven user simulator grounded in structured profiles, enabling realistic clarification dialogues and proactive consent handling. Beyond personalization, KnowU-Bench provides comprehensive evaluation of the complete proactive decision chain, including grounded GUI execution, consent negotiation, and post-rejection restraint, evaluated through a hybrid protocol combining rule-based verification with LLM-as-a-Judge scoring. Our experiments reveal a striking degradation: agents that excel at explicit task execution fall below 50% under vague instructions requiring user preference inference or intervention calibration, even for frontier models like Claude Sonnet 4.6. The core bottlenecks are not GUI navigation but preference acquisition and intervention calibration, exposing a fundamental gap between competent interface operation and trustworthy personal assistance.

cs.AI↗

Gevrey well-posedness of the hydrostatic MHD-wave system

This paper investigates the well-posedness of the hydrostatic MHD-wave system. Unlike the standard hydrostatic MHD equations, the tangential magnetic field equation in this system is degenerate hyperbolic rather than parabolic, which leads to substantial mathematical difficulties. Using the boundary decomposition method, we establish local well-posedness in Gevrey $\frac{7}{6}$ space for convex initial data.

math.AP↗

Global Gevrey solution of 3D anisotropic Navier-Stokes system in a strip domain

We investigate the three-dimensional (3D) incompressible anisotropic Navier-Stokes system with dissipation only in the horizontal variables, posed in a strip domain. To overcome the difficulties arising from the boundary terms and the absence of vertical dissipation, we impose a Gevrey-class regularity condition in the vertical direction. For the remaining directions, we prove that the solution exhibits space-time analytic or Gevrey-class regularization. Furthermore, the solution is shown to possess an enhanced Gevrey regularity in the direction of strong diffusion, which is unconstrained by boundaries.

math.AP↗

Global Well-Posedness for the 2D and 3D Prandtl-Shercliff Model

We investigate the Prandtl-Shercliff model in both two and three dimensions. For the two-dimensional case, we establish global-in-time well-posedness in Sobolev spaces without any structural assumptions on the initial data. Furthermore, we show that the solution exhibits an analytic regularization effect in all variables, which holds globally in time and in space up to the boundary. For the three-dimensional case, we study a linearized version of the model and prove its global-in-time well-posedness for initial data that are analytic in only one tangential direction. The proofs rely crucially on the intrinsic non-local diffusion induced by the Shercliff boundary layer.

math.AP↗

RigAnything: Template-Free Autoregressive Rigging for Diverse 3D Assets

We present RigAnything, a novel autoregressive transformer-based model, which makes 3D assets rig-ready by probabilistically generating joints and skeleton topologies and assigning skinning weights in a template-free manner. Unlike most existing auto-rigging methods, which rely on predefined skeleton templates and are limited to specific categories like humanoid, RigAnything approaches the rigging problem in an autoregressive manner, iteratively predicting the next joint based on the global input shape and the previous prediction. While autoregressive models are typically used to generate sequential data, RigAnything extends its application to effectively learn and represent skeletons, which are inherently tree structures. To achieve this, we organize the joints in a breadth-first search (BFS) order, enabling the skeleton to be defined as a sequence of 3D locations and the parent index. Furthermore, our model improves the accuracy of position prediction by leveraging diffusion modeling, ensuring precise and consistent placement of joints within the hierarchy. This formulation allows the autoregressive model to efficiently capture both spatial and hierarchical relationships within the skeleton. Trained end-to-end on both RigNet and Objaverse datasets, RigAnything demonstrates state-of-the-art performance across diverse object types, including humanoids, quadrupeds, marine creatures, insects, and many more, surpassing prior methods in quality, robustness, generalizability, and efficiency. It achieves significantly faster performance than existing auto-rigging methods, completing rigging in under a few seconds per shape. Please check our website for more details: https://www.liuisabella.com/RigAnything

cs.CV↗

Generating, Fast and Slow: Scalable Parallel Video Generation with Video Interface Networks

Diffusion Transformers (DiTs) can generate short photorealistic videos, yet directly training and sampling longer videos with full attention across the video remains computationally challenging. Alternative methods break long videos down into sequential generation of short video segments, requiring multiple sampling chain iterations and specialized consistency modules. To overcome these challenges, we introduce a new paradigm called Video Interface Networks (VINs), which augment DiTs with an abstraction module to enable parallel inference of video chunks. At each diffusion step, VINs encode global semantics from the noisy input of local chunks and the encoded representations, in turn, guide DiTs in denoising chunks in parallel. The coupling of VIN and DiT is learned end-to-end on the denoising objective. Further, the VIN architecture maintains fixed-size encoding tokens that encode the input via a single cross-attention step. Disentangling the encoding tokens from the input thus enables VIN to scale to long videos and learn essential semantics. Experiments on VBench demonstrate that VINs surpass existing chunk-based methods in preserving background consistency and subject coherence. We then show via an optical flow analysis that our approach attains state-of-the-art motion smoothness while using 25-40% fewer FLOPs than full generation. Finally, human raters favorably assessed the overall video quality and temporal consistency of our method in a user study.

cs.CV↗

StreamME: Simplify 3D Gaussian Avatar within Live Stream

We propose StreamME, a method focuses on fast 3D avatar reconstruction. The StreamME synchronously records and reconstructs a head avatar from live video streams without any pre-cached data, enabling seamless integration of the reconstructed appearance into downstream applications. This exceptionally fast training strategy, which we refer to as on-the-fly training, is central to our approach. Our method is built upon 3D Gaussian Splatting (3DGS), eliminating the reliance on MLPs in deformable 3DGS and relying solely on geometry, which significantly improves the adaptation speed to facial expression. To further ensure high efficiency in on-the-fly training, we introduced a simplification strategy based on primary points, which distributes the point clouds more sparsely across the facial surface, optimizing points number while maintaining rendering quality. Leveraging the on-the-fly training capabilities, our method protects the facial privacy and reduces communication bandwidth in VR system or online conference. Additionally, it can be directly applied to downstream application such as animation, toonify, and relighting. Please refer to our project page for more details: https://songluchuan.github.io/StreamME/.

cs.GR↗

Video Motion Graphs

We present Video Motion Graphs, a system designed to generate realistic human motion videos. Using a reference video and conditional signals such as music or motion tags, the system synthesizes new videos by first retrieving video clips with gestures matching the conditions and then generating interpolation frames to seamlessly connect clip boundaries. The core of our approach is HMInterp, a robust Video Frame Interpolation (VFI) model that enables seamless interpolation of discontinuous frames, even for complex motion scenarios like dancing. HMInterp i) employs a dual-branch interpolation approach, combining a Motion Diffusion Model for human skeleton motion interpolation with a diffusion-based video frame interpolation model for final frame generation. ii) adopts condition progressive training to effectively leverage identity strong and weak conditions, such as images and pose. These designs ensure both high video texture quality and accurate motion trajectory. Results show that our Video Motion Graphs outperforms existing generative- and retrieval-based methods for multi-modal conditioned human motion video generation. Project page can be found at https://h-liu1997.github.io/Video-Motion-Graphs/

cs.CV↗

Progressive Autoregressive Video Diffusion Models

Current frontier video diffusion models have demonstrated remarkable results at generating high-quality videos. However, they can only generate short video clips, normally around 10 seconds or 240 frames, due to computation limitations during training. Existing methods naively achieve autoregressive long video generation by directly placing the ending of the previous clip at the front of the attention window as conditioning, which leads to abrupt scene changes, unnatural motion, and error accumulation. In this work, we introduce a more natural formulation of autoregressive long video generation by revisiting the noise level assumption in video diffusion models. Our key idea is to 1. assign the frames with per-frame, progressively increasing noise levels rather than a single noise level and 2. denoise and shift the frames in small intervals rather than all at once. This allows for smoother attention correspondence among frames with adjacent noise levels, larger overlaps between the attention windows, and better propagation of information from the earlier to the later frames. Video diffusion models equipped with our progressive noise schedule can autoregressively generate long videos with much improved fidelity compared to the baselines and minimal quality degradation over time. We present the first results on text-conditioned 60-second (1440 frames) long video generation at a quality close to frontier models. Code and video results are available at https://desaixie.github.io/pa-vdm/.

cs.CV↗

Visual Persona: Foundation Model for Full-Body Human Customization

We introduce Visual Persona, a foundation model for text-to-image full-body human customization that, given a single in-the-wild human image, generates diverse images of the individual guided by text descriptions. Unlike prior methods that focus solely on preserving facial identity, our approach captures detailed full-body appearance, aligning with text descriptions for body structure and scene variations. Training this model requires large-scale paired human data, consisting of multiple images per individual with consistent full-body identities, which is notoriously difficult to obtain. To address this, we propose a data curation pipeline leveraging vision-language models to evaluate full-body appearance consistency, resulting in Visual Persona-500K, a dataset of 580k paired human images across 100k unique identities. For precise appearance transfer, we introduce a transformer encoder-decoder architecture adapted to a pre-trained text-to-image diffusion model, which augments the input image into distinct body regions, encodes these regions as local appearance features, and projects them into dense identity embeddings independently to condition the diffusion model for synthesizing customized images. Visual Persona consistently surpasses existing approaches, generating high-quality, customized images from in-the-wild inputs. Extensive ablation studies validate design choices, and we demonstrate the versatility of Visual Persona across various downstream tasks.

cs.CV↗

Free-viewpoint Human Animation with Pose-correlated Reference Selection

Diffusion-based human animation aims to animate a human character based on a source human image as well as driving signals such as a sequence of poses. Leveraging the generative capacity of diffusion model, existing approaches are able to generate high-fidelity poses, but struggle with significant viewpoint changes, especially in zoom-in/zoom-out scenarios where camera-character distance varies. This limits the applications such as cinematic shot type plan or camera control. We propose a pose-correlated reference selection diffusion network, supporting substantial viewpoint variations in human animation. Our key idea is to enable the network to utilize multiple reference images as input, since significant viewpoint changes often lead to missing appearance details on the human body. To eliminate the computational cost, we first introduce a novel pose correlation module to compute similarities between non-aligned target and source poses, and then propose an adaptive reference selection strategy, utilizing the attention map to identify key regions for animation generation. To train our model, we curated a large dataset from public TED talks featuring varied shots of the same character, helping the model learn synthesis for different perspectives. Our experimental results show that with the same number of reference images, our model performs favorably compared to the current SOTA methods under large viewpoint change. We further show that the adaptive reference selection is able to choose the most relevant reference regions to generate humans under free viewpoints.

cs.CV↗

Move-in-2D: 2D-Conditioned Human Motion Generation

Generating realistic human videos remains a challenging task, with the most effective methods currently relying on a human motion sequence as a control signal. Existing approaches often use existing motion extracted from other videos, which restricts applications to specific motion types and global scene matching. We propose Move-in-2D, a novel approach to generate human motion sequences conditioned on a scene image, allowing for diverse motion that adapts to different scenes. Our approach utilizes a diffusion model that accepts both a scene image and text prompt as inputs, producing a motion sequence tailored to the scene. To train this model, we collect a large-scale video dataset featuring single-human activities, annotating each video with the corresponding human motion as the target output. Experiments demonstrate that our method effectively predicts human motion that aligns with the scene image after projection. Furthermore, we show that the generated motion sequence improves human motion quality in video synthesis tasks.

cs.CV↗

Global well-posedness of the MHD boundary layer equations in the Sobolev Space

We study the two-dimensional MHD boundary layer equations. For small perturbation around a tangential background magnetic field, we obtain the global-in-time existence and uniqueness of solutions in Sobolev spaces. The proof relies on the novel combination of the well-explored cancellation mechanism and the idea of linearly-good unknowns, and we use the former idea to deal with the top tangential derivatives and the latter one admitting fast decay rate to control lower-order derivatives.

math.AP↗

NECA: Neural Customizable Human Avatar

Human avatar has become a novel type of 3D asset with various applications. Ideally, a human avatar should be fully customizable to accommodate different settings and environments. In this work, we introduce NECA, an approach capable of learning versatile human representation from monocular or sparse-view videos, enabling granular customization across aspects such as pose, shadow, shape, lighting and texture. The core of our approach is to represent humans in complementary dual spaces and predict disentangled neural fields of geometry, albedo, shadow, as well as an external lighting, from which we are able to derive realistic rendering with high-frequency details via volumetric rendering. Extensive experiments demonstrate the advantage of our method over the state-of-the-art methods in photorealistic rendering, as well as various editing tasks such as novel pose synthesis and relighting. The code is available at https://github.com/iSEE-Laboratory/NECA.

cs.CV↗