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Zhengxue Cheng

Publications and source records attributed to Zhengxue Cheng.

At least 19 recordsLinked to original sources

A Low-Latency Interactive System for Real-Time Video Understanding Based on VLMs

Vision-language models are extending video understanding from offline clip analysis to continuous interactive streaming, but most research still emphasizes model capability rather than deployable low-latency interaction. This paper presents a unified edge-cloud system for real-time video VLM applications. Lightweight phone, smart glasses, PC, and pseudo-replay clients publish video and speech to a server runtime that provides shared ASR/TTS, session orchestration, backend adaptation, response delivery, and archive-backed measurement. The system integrates six representative video VLM backends with streaming or interaction-oriented capabilities and evaluates them across backend runtime, media transport, client-observed latency, and interaction behavior. With suitable backend selection and the WebRTC path, the tested system reaches approximately 0.9 to 1.0 s to first VLM text and 1.3 to 1.5 s to first non-silent TTS audio, while exposing backend adaptation costs and differences in real-time interaction behavior.

cs.MM

Decoupled Self-Forcing Distillation for Streaming Talking Head Generation

Streaming talking-head generation produces each frame as its driving audio arrives, yet fidelity and efficiency have so far pulled in opposite directions: end-to-end methods condition a video diffusion model on audio directly and achieve high quality but only at large scale, while cheaper two-stage methods generate an intermediate motion representation and trail in fidelity. We argue the cost of the former lies in the target of fusion: the video latent is dominated by identity, appearance and background, none of which audio bears on, so coupling audio to every pixel blurs detail and wastes capacity. We instead fuse conditions in a low-dimensional identity-disentangled motion space, routing audio and motion captions by their temporal granularity, and generate motion latents with a small causal autoregressive transformer that a pretrained diffusion renderer turns into video. Conditions thus control video transitively, and high fidelity no longer requires a large backbone. Streaming this decomposition needs both models to be causal, and the exposure-bias problem could be solved by self-forcing given a bidirectional teacher. But there is no such teacher in motion space. Our decoupled self-forcing distillation resolves both models under one frozen teacher: conditioned on motion, it distills the renderer into a block-causal student; unconditionally, it scores rendered rollouts against real videos, supervising motion by the video it produces. This lifts the fidelity ceiling from the motion generator onto the stronger renderer. The two models run as parallel causal streams, reaching 15.4 FPS at 1.3 s latency with no quality degradation.

cs.CV

EgoTac: In-the-wild Tactile Prediction from Egocentric Vision

Touch is fundamental to dexterous manipulation, yet most egocentric human data increasingly used for robot learning lacks tactile information. Directly collecting large-scale tactile data is challenging due to sensor limitations, while human video data is abundant, contact-rich, and easily scalable. This motivates a natural question: can tactile signals be inferred purely from vision? To address this, we introduce EgoTac, a generalizable model that predicts rich tactile information directly from egocentric human videos. EgoTac is trained on a unified corpus of over 5.7M image-tactile pairs, covering both continuous force measurements and binary contacts. By learning from this diverse dataset, EgoTac captures nuanced touch dynamics across varied interactions. Experiments demonstrate strong performance: in-domain prediction achieves an average force error below 0.06N. On out-of-domain contact prediction benchmarks, EgoTac consistently outperforms the state-of-the-art contact estimator. It also captures the rise and fall patterns of real tactile data and enables zero-shot predictions on unconstrained real-world videos. Scaling analyses further reveal that both data diversity and volume improve performance steadily. Overall, EgoTac provides a scalable pathway to extract tactile priors from egocentric human videos, enabling broadly applicable tactile-aware robot learning.

cs.CV

AdvDex: Learning Dexterous Manipulation from Human Demonstrations via Joint-Aligned Actions and Adversarial Learning

Dexterous manipulation is a fundamental capability for embodied intelligence, but scaling it remains difficult because robot demonstrations are expensive to collect and action spaces vary across embodiments. Policies trained on heterogeneous data can also entangle task-relevant visual cues with embodiment-specific appearance, limiting cross-embodiment generalization. We present AdvDex, a unified Vision-Language-Action framework for learning dexterous manipulation from human and robot demonstrations. First, we introduce OmniShare, a large-scale multimodal dataset of human manipulation demonstrations that provides high-quality kinematic supervision and tactile measurements while reducing reliance on robot teleoperation. Second, we propose the Joint-Aligned Action Space (JAAS), a canonical action representation comprising an $\mathrm{SE}(3)$ wrist pose and 15 finger joints, thereby functionally aligning human hands, dexterous robot hands, and parallel grippers. Finally, we use domain-adversarial learning to reduce embodiment-specific information in the learned visual representation. Experiments on hand-action prediction and real-world dexterous manipulation show consistent improvements over baselines, effective zero-shot human-to-robot skill transfer, generalization to unseen objects and environments, and data-efficient few-shot adaptation.

cs.RO

Visual Token Codec: Unleashing Spatial Redundancy for ViT Feature Coding

Distributed deployment of large vision foundation models often partitions a ViT backbone and exchanges intermediate token features between computing nodes, making efficient feature compression critical under bandwidth and computation constraints. Existing ViT feature codecs typically flatten heterogeneous global and patch tokens into an L x C pseudo image, causing entropy models to mainly capture sequence-axis dependencies while overlooking the native two-dimensional patch-grid structure. In this paper, we show that ViT patch tokens retain strong local spatial correlations on the original grid. To exploit this structural prior, we propose the Visual Token Codec (VTC), a dual-path learned codec that separates global and patch tokens into dedicated coding paths. Global tokens are compressed with a lightweight factorized prior, whereas patch tokens are encoded on the patch-token grid using a spatial-channel context entropy model. To support intermediate-layer compression and practical rate adaptation, VTC further incorporates feature-matching supervision after subsequent ViT blocks and variable-rate modules within a single codec. Experiments on DINOv2 and SAM3 show that VTC consistently outperforms representative ViT feature coding baselines on classification, segmentation, and detection tasks. At 90% of uncompressed-feature performance, VTC reduces bitrate by 15.7x-37.4x across these tasks. We further provide intermediate-layer rate-utility analyses for practical transmission- and storage-oriented deployment scenarios.

cs.CV

MIEScore: Human-Aligned Evaluation for Multi-Source Image Editing

Recent advances in unified multimodal models have significantly improved text-guided image editing abilities. In particular, models such as Nano-Banana-Pro and GPT-Image-2 demonstrate emerging capabilities in multi-source image editing (MIE), including tasks such as object synthesis, person-background composition, and cross-image style fusion. However, existing benchmarks and image editing assessment (IEQA) methods remain primarily focused on single-image editing tasks and largely overlook the more challenging setting of MIE. This highlights the urgent need for a comprehensive and human-aligned benchmark for MIE. To this end, we introduce MIE-Bench, the first large-scale multiple image editing benchmark with fine-grained human preference annotations. Specifically, MIE-Bench includes 3,000 editing instances across 16 tasks, each involving more than two source images and an editing prompt, together with 36K edited images produced by 12 state-of-the-art editing models and over 108K mean opinion scores (MOSs) covering visual quality, instruction following, and attribute preservation. Based on MIE-Bench, we propose MIEScore, a multimodal large language model (MLLM)-based evaluation model enhanced with skill optimization and multi-dimensional supervised fine-tuning, to provide human-aligned feedback for MIE. Extensive experiments show that MIEScore achieves state-of-the-art performance in aligning with human preferences and generalizes well across other IEQA datasets. Both the dataset and the model are available at https://github.com/IntMeGroup/MIEScore.

cs.CV

Hidden Failure Modes of Gradient Modification under Adam in Continual Learning, and Adaptive Decoupled Moment Routing as a Repair

Many continual-learning methods modify gradients upstream (e.g., projection, penalty rescaling, replay mixing) while treating Adam as a neutral backend. We show this composition has a hidden failure mode. In a high-overlap, non-adaptive 8-domain continual LM, all shared-routing projection baselines collapse close to vanilla forgetting (12.5--12.8 vs. 13.2). A 0.5% replay buffer is the strongest shared alternative but still reaches 11.6, while fixed-strength decoupling falls below vanilla at 14.1. Only adaptive decoupled routing remains stable at 9.4, improving over vanilla by 3.8 units. On a 16-domain stream, its gain over the strongest shared-routing projection baseline grows to 4.5--4.8 units. The failure is largely invisible on clean benchmarks. We explain this effect through Adam's second-moment pathway: in the tested regime, projection induces a 1/(1-alpha) inflation of the old-direction effective learning rate, matching measurements within 8% across eight alpha values. The same conflict appears with penalty methods, replay mixing, and at 7B scale under LoRA. Our fix routes the modified gradient only to the first moment while preserving magnitude-faithful second-moment statistics, with overlap-aware adaptive strength. This simple change is the only tested configuration that consistently avoids collapse across methods, optimizers, and scale.

cs.LG

AuditRepairBench: A Paired-Execution Trace Corpus for Evaluator-Channel Ranking Instability in Agent Repair

Agent-repair leaderboards reorder under evaluator reconfiguration, and a measurable share of the reordering is produced by methods that consult evaluator-derived signal during internal selection of candidate repairs. We document this failure mode on a public leaderboard and release AuditRepairBench, a paired-execution trace corpus of 576,000 registered cells (96,000 executed) that operationalizes evaluator-channel-blocking ranking instability within a declared observability boundary. A modular screening architecture decides pathway-blocking through four interchangeable implementations, a learned influence proxy, a rule-based channel-exposure ratio that uses no trained model, a counterfactual sensitivity proxy, and a sparse human-audit proxy, combined into a screening posterior that feeds a cell-level flip functional, a set-valued label, a stratified system score, and a set-valued leaderboard. The resource is supported by mechanism-anchored validation on an 80-case source-level channel-surgery subset, an independent-discovery protocol under which two annotator groups separated from the pipeline developers discover coupling patterns blinded to the screening design and the frozen ensemble attains pooled AUROC 0.83 on their 79 cases, implementation robustness, uncertainty propagation that raises 95% coverage from 0.81 to 0.95, and forward transfer with pooled community-evaluator Spearman \r{ho} = 0.65. Screening-guided blinding patches reduce rank displacement by 55--74% (mean 62%) at fewer than 50 lines of code, whereas random channel blinding produces at most 7% reduction and generic retraining at most 13%. AuditRepairBench-Lite, a rule-only configuration on a 12,000-cell subset, preserves the leaderboard at Kendall τ = 0.88 under twenty-four GPU-hours and is the primary release artifact at 42 GB.

cs.AI

LLMCodec: Adapting Video Codecs for Efficient Weight Compression of Large Language Models

The rapid development of large language models(LLMs) has led to remarkable advances in natural language processing. However, the increasing scale of these models introduces substantial challenges in terms of storage, transmission, and deployment. Though great efforts have been devoted to model compression and quantization, existing methods often rely on fine-tuning or calibration data, which exhibit limited generalization across different tensor types. In this paper, we argue that video codecs offer a promising solution for LLM compression, due to their inherent compatibility with matrix structured data, configurable compression strategies, and the availability of highly optimized, off-the-shelf implementations. Therefore, we present LLMCodec, a video codec-based LLM compression method that integrates affine quantization with the recent VVC/H.266 video codec. Beyond VVC, we further compare a range of video codecs and encoding profiles to evaluate their impact on compression performance. Experiments on different models demonstrate the robustness and generality of LLMCodec. Notably, on LLaMA-3-8B at 2-bit precision, LLMCodec reduces perplexity by over 1.5x and improves downstream task accuracy by 21% compared with the existing method.

cs.MM

OmniVTLA: Vision-Tactile-Language-Action Models with Semantic-Aligned Tactile Sensing

Recent vision-language-action (VLA) models build upon vision-language foundations, and have achieved promising results and exhibit the possibility of task generalization in robot manipulation. However, due to the heterogeneity of tactile sensors and the difficulty of acquiring tactile data, current VLA models significantly overlook the importance of tactile perception and fail in contact-rich tasks. To address this issue, this paper proposes OmniVTLA, a novel architecture involving tactile sensing. Specifically, our contributions are threefold. First, our OmniVTLA features a dual-path tactile encoder framework. This framework enhances tactile perception across diverse vision-based and force-based tactile sensors by using a pretrained vision transformer (ViT) and a semantically-aligned tactile ViT (SA-ViT). Second, we introduce ObjTac, a comprehensive force-based tactile dataset capturing textual, visual, and tactile information for 56 objects across 10 categories. With 135K tri-modal samples, ObjTac supplements existing visuo-tactile datasets. Third, leveraging this dataset, we train a semantically-aligned tactile encoder to learn a unified tactile representation, serving as a better initialization for OmniVTLA. Real-world experiments demonstrate substantial improvements over state-of-the-art VLA baselines, achieving 96.9% success rates with grippers, (21.9% higher over baseline) and 100% success rates with dexterous hands (6.2% higher over baseline) in pick-and-place tasks. Besides, OmniVTLA significantly reduces task completion time and generates smoother trajectories through tactile sensing compared to existing VLA. Our ObjTac dataset can be found at https://readerek.github.io/Objtac.github.io

cs.RO

Benchmarking Neural Speech Compression from a Rate-Distortion Perspective

Learning-based speech compression has achieved promising low-bitrate performance, but many neural speech codecs still describe quantized latents with preset-rate discrete symbols or apply entropy coding only after symbol generation. Such designs decouple representation learning from probability modeling, limiting their ability to exploit the non-uniform usage and temporal dependencies of learned speech latents. In this paper, we benchmark neural speech compression from a rate--distortion perspective and further investigate entropy-constrained coding for low-bitrate speech compression. We first formulate a unified learning-based speech coding pipeline and provide a benchmark-style analysis of recent neural speech codecs, showing that explicit probability modeling remains underexplored in learned speech compression. We then propose ECC, an Entropy-Constrained Codec that combines scalar quantization with a learned entropy model. ECC integrates hyperprior-based side information, channel-wise context modeling, latent residual prediction, and lightweight temporal modeling to estimate latent likelihoods for rate estimation during training and arithmetic coding during inference. To further improve low-bitrate efficiency, ECC introduces entropy skip, which omits highly predictable residual symbols using decoder-available scale estimates without transmitting additional skip masks. Extensive experiments show that ECC achieves a favorable low-bitrate rate--distortion trade-off over conventional and neural codec baselines, reducing BD-rate by 39.9% on ViSQOL and 76.3% on PESQ on average over two widely-used test sets. Ablation and diagnostic studies further validate the effectiveness of entropy modeling. Project Page: https://avery-xu.github.io/ECC-demo/

eess.AS

Full-4D: Generating Full-Scope 4D Scenes from a Single-View Video

Generating 4D scenes from a single-view video is inherently ill-posed: a single viewpoint lacks the information needed to recover a complete, dynamic scene with full coverage. Existing methods are typically limited to monocular videos, simple 3D effects, or only small viewpoint perturbations around the original viewpoint, falling short of true 4D generation. Meanwhile, the lack of large-scale datasets capturing full-scope 4D scenes with synchronized multi-view videos further hinders progress in this direction. We propose a novel single-view video-to-4D framework that casts full-scope 4D generation as a multi-view video synthesis followed by optimization-based 4D reconstruction from the generated views. To instantiate this formulation end-to-end, we make three key contributions. First, we introduce Real-MV-4D, a large-scale dataset of synchronized multi-view videos captured in diverse real-world environments to provide the 4D supervision. Second, we train a multi-view video diffusion model driven by a novel fused time(T)-view(V) attention mechanism that directly embeds geometric reprojection priors and explicit camera conditioning into its view-time interactions. Unlike basic feature fusion, this direct binding strictly aligns the generation process with physical 3D priors to produce a dense, synchronized T$\times $V video grid. Third, rather than relying on non-interactive and inconsistent 2D video interpolations, we lift the synthesized multi-view videos into an explicit 4D representation (i.e. 4DGS), regularized by a Flow Matching Distillation loss that exploits the multi-view prior to improve novel-view rendering. Extensive experiments demonstrate that our method outperforms existing approaches in both visual fidelity and geometric consistency, enabling full-scope 4D scene generation from single-view videos.

cs.CV

GAC: Noise-Aware Adaptive Mixing for Hybrid SFT-RL Post-Training

Hybrid post-training usually combines supervised fine-tuning and reinforcement learning, but fixed mixing schedules cannot adapt when the relative noise of the two signals changes over time. We propose GAC, a noise-aware controller that derives an adaptive mixing weight from online estimates of gradient variance and disagreement between the two training signals. The method adds smoothing, prior guidance, and bounded updates while reusing existing training tensors. Experiments on math, code, science, and logic benchmarks show that GAC consistently improves hybrid post-training over strong fixed and rule-based baselines, with larger gains at larger model scales and less than 1% training overhead.

cs.LG

Dual-Latent Collaborative Decoding for Fidelity-Perception Balanced Image Compression

Learned image compression (LIC) increasingly requires reconstructions that balance distortion fidelity and perceptual realism across a wide range of bitrates. However, most existing methods still rely on a single compressed latent representation to simultaneously carry structural details, semantic cues, and perceptual priors, requiring the same latent representation to serve multiple, potentially conflicting roles. This tension becomes evident across different latent paradigms: scalar-quantized (SQ) continuous latents provide rate-scalable fidelity but tend to lose perceptual details at low rates, while vector-quantized (VQ) discrete tokens preserve compact semantic cues but suffer from limited structural fidelity and bitrate scalability. To address this issue, we propose Mixture of Decoder Experts (MoDE), a dual-latent collaborative decoding framework that decomposes reconstruction responsibilities across complementary latent paradigms. Specifically, MoDE treats the SQ branch as a fidelity-oriented expert and the VQ branch as a perception-oriented expert, and coordinates them through two decoder-side modules: Expert-Specific Enhancement (ESE), which preserves branch-specific expert references, and Cross-Expert Modulation (CEM), which enables selective complementary transfer during reconstruction. The resulting framework supports selective cross-latent collaboration under a shared dual-stream bitstream and enables both fidelity-anchored and perception-anchored decoding. Extensive experiments demonstrate that MoDE achieves a more favorable fidelity-perception balance than representative distortion-oriented, perception-oriented, generative, and dual-latent baselines across a wide bitrate range, highlighting decoder-side expert collaboration as an effective design for wide-range fidelity-perception balanced LIC.

cs.CV

Maximizing Rollout Informativeness under a Fixed Budget: A Submodular View of Tree Search for Tool-Use Agentic Reinforcement Learning

We formalize Rollout Informativeness under a Fixed Budget (RIFB) as the expected non-vanishing policy-gradient mass that a tool-use rollout set injects into Group Relative Policy Optimization (GRPO). We prove that any budget-agnostic independent sampler suffers a collapse rate bounded away from zero for hard prompts regardless of the budget. Motivated by this, we recast intermediate state selection as a monotone submodular maximization problem, where a greedy one-step selector enjoys a 1 minus 1/e approximation guarantee. Our Uncertainty-aware Upper Confidence Bound (UUCB) terms arise as closed-form marginal gains of this objective. This turns the token-level entropy bonus from an empirical trick into an analytic consequence of the formulation. We present InfoTree, a training-time tree-search framework coupling UUCB with a learned Adaptive Budget Allocator (ABA) and an asynchronous Speculative Expansion scheme. ABA rescues prompts whose initial tree is wasted on uniform outcomes, lifting the mixed-outcome ratio from 58.1 percent to 76.3 percent with less than 5 percent budget overhead. Speculative Expansion reduces wall-clock overhead from 14.3 percent to 4.8 percent by tolerating bounded staleness in UUCB scores. Across nine benchmarks spanning math reasoning (AIME 2024 and 2025, MATH-500, OlympiadBench, USAMO), web-search agents (GAIA, HLE-100, BrowseComp-lite), and tool-rich coding and OS agents (APPS-verified, AgentBench-OS), InfoTree outperforms flat GRPO, DeepSearch, Tree-GRPO, AT2PO, CW-GRPO, and RC-GRPO. Head-to-head compositions with Tree-GRPO prefix sharing and CW-GRPO contribution weights deliver further gains, confirming that our selector operates orthogonally to rollout reuse and trajectory re-weighting. A 5 by 5 by 5 robustness grid reveals that over three quarters of the hyperparameter space lies on a performance plateau, confirming UUCB robustness.

stat.ML

AudioGS: Spectrogram-Based Audio Gaussian Splatting for Sound Field Reconstruction

Spatial audio is fundamental to immersive virtual experiences, yet synthesizing high-fidelity binaural audio from sparse observations remains a significant challenge. Existing methods typically rely on implicit neural representations conditioned on visual priors, which often struggle to capture fine-grained acoustic structures. Inspired by 3D Gaussian Splatting (3DGS), we introduce AudioGS, a novel visual-free framework that explicitly encodes the sound field as a set of Audio Gaussians based on spectrograms. AudioGS associates each time-frequency bin with an Audio Gaussian equipped with dual Spherical Harmonic (SH) coefficients and a decay coefficient. For a target pose, we render binaural audio by evaluating the SH field to capture directionality, incorporating geometry-guided distance attenuation and phase correction, and reconstructing the waveform. Experiments on the Replay-NVAS dataset demonstrate that AudioGS successfully captures complex spatial cues and outperforms state-of-the-art visual-dependent baselines. Specifically, AudioGS reduces the magnitude reconstruction error (MAG) by over 14% and reduces the perceptual quality metric (DPAM) by approximately 25% compared to the best performing visual-guided method.

cs.SD

DP-DeGauss: Dynamic Probabilistic Gaussian Decomposition for Egocentric 4D Scene Reconstruction

Egocentric video is crucial for next-generation 4D scene reconstruction, with applications in AR/VR and embodied AI. However, reconstructing dynamic first-person scenes is challenging due to complex ego-motion, occlusions, and hand-object interactions. Existing decomposition methods are ill-suited, assuming fixed viewpoints or merging dynamics into a single foreground. To address these limitations, we introduce DP-DeGauss, a dynamic probabilistic Gaussian decomposition framework for egocentric 4D reconstruction. Our method initializes a unified 3D Gaussian set from COLMAP priors, augments each with a learnable category probability, and dynamically routes them into specialized deformation branches for background, hands, or object modeling. We employ category-specific masks for better disentanglement and introduce brightness and motion-flow control to improve static rendering and dynamic reconstruction. Extensive experiments show that DP-DeGauss outperforms baselines by +1.70dB in PSNR on average with SSIM and LPIPS gains. More importantly, our framework achieves the first and state-of-the-art disentanglement of background, hand, and object components, enabling explicit, fine-grained separation, paving the way for more intuitive ego scene understanding and editing.

cs.CV

IQ-LUT: interpolated and quantized LUT for efficient image super-resolution

Lookup table (LUT) methods demonstrate considerable potential in accelerating image super-resolution inference. However, pursuing higher image quality through larger receptive fields and bit-depth triggers exponential growth in the LUT's index space, creating a storage bottleneck that limits deployment on resource-constrained devices. We introduce IQ-LUT, which achieves a reduction in LUT size while simultaneously enhancing super-resolution quality. First, we integrate interpolation and quantization into the single-input, multiple-output ECNN, which dramatically reduces the index space and thereby the overall LUT size. Second, the integration of residual learning mitigates the dependence on LUT bit-depth, which facilitates training stability and prioritizes the reconstruction of fine-grained details for superior visual quality. Finally, guided by knowledge distillation, our non-uniform quantization process optimizes the quantization levels, thereby reducing storage while also compensating for quantization loss. Extensive benchmarking demonstrates our approach substantially reduces storage costs (by up to 50x compared to ECNN) while achieving superior super-resolution quality.

cs.CV