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Zhengyuan Yang

Publications and source records attributed to Zhengyuan Yang.

At least 19 recordsLinked to original sources

Cross-Task Generalization Between Understanding and Generation in Unified Vision-Language Models: A Controlled Study

Unified vision-language models (VLMs) aim to support both visual understanding and generation within a single framework, but it remains unclear when mixed training benefits both capabilities and when it introduces conflicts. This paper presents a controlled empirical study of cross-task generalization between understanding and generation in unified VLMs. We construct two controllable image-text benchmarks, SmartWatch and modified CelebA, with paired VQA, captioning, and text-to-image generation tasks, and evaluate multiple LLM-based unified architectures built from SigLIP and VQ-VAE visual spaces. Our experiments show that mixed understanding-generation training can improve both tasks over task-specific training, but the benefit depends strongly on the relation between vision input and output spaces. Unified models with better aligned visual spaces exhibit stronger cross-task transfer, while reversible affine distortions of the input visual space substantially weaken this effect and can turn mutual benefits into conflicts. We further find that increasing data from one task can initially improve the other, but excessive imbalance between understanding and generation data may degrade the complementary task. By controlling attribute frequencies, we show that generation supervision can help recover underrepresented visual concepts for understanding. Adapter analyses suggest that this transfer is not primarily caused by richer visual adapter features, but by the base language model learning relationships that generalize across aligned visual spaces. A real-case experiment on LLaVA provides additional evidence that mixed understanding-generation training can benefit visual understanding beyond controlled benchmarks.

cs.CV

Rubrics as Visual-Repair Context for Self-Evolving UI-to-Code Generation

Large vision-language models have shown strong progress in UI-to-code generation, yet their test-time self-evolution remains unstable. We first identify a fundamental obstacle, termed visual repair coupling: a local code edit may propagate through layout, style, and component dependencies, correcting one visual mismatch while degrading regions that were previously faithful. To address this issue, we present RubSE, a Rubric-guided Self-Evolution framework that uses rubrics to represent visual feedback as a structured visual-repair context. At each refinement round, RubSE generates typed candidate rubrics, selects one prioritized repair target, and stores previously selected rubrics as history, thereby steering each revision toward a well-scoped visual repair while discouraging repeated or over-broad changes. Evaluations across six VLMs and three UI-to-code benchmarks demonstrate that RubSE substantially outperforms naïve self-evolution in final-round and best-round settings, achieving more stable refinement trajectories and a higher trajectory-level performance ceiling. Further analysis shows that RubSE mitigates trajectory collapse by improving recovery from severe visual regressions, and that stronger rubric generators can transfer effective visual-repair guidance to weaker code improvers.

cs.CV

Multimodal Reinforcement Learning with Adaptive Verifier for AI Agents

Agentic reasoning models trained with multimodal reinforcement learning (MMRL) have become increasingly capable, yet they are almost universally optimized using sparse, outcome-based rewards computed based on the final answers. Richer rewards computed from the reasoning tokens can improve learning significantly by providing more fine-grained guidance. However, it is challenging to compute more informative rewards in MMRL beyond those based on outcomes since different samples may require different scoring functions and teacher models may provide noisy reward signals too. In this paper, we introduce the Argos (Agentic Reward for Grounded & Objective Scoring), a principled reward agent to train multimodal reasoning models for agentic tasks. For each sample, Argos selects from a pool of teacher-model derived and rule-based scoring functions to simultaneously evaluate: (i) final response accuracy, (ii) spatiotemporal localization of referred entities and actions, and (iii) the quality of the reasoning process. We find that by leveraging our agentic verifier across both SFT data curation and RL training, our model achieves state-of-the-art results across multiple agentic tasks such as spatial reasoning, visual hallucination as well as robotics and embodied AI benchmarks. Critically, we demonstrate that just relying on SFT post-training on highly curated reasoning data is insufficient, as agents invariably collapse to ungrounded solutions during RL without our online verification. We also show that our agentic verifier can help to reduce reward-hacking in MMRL. Finally, we also provide a theoretical justification for the effectiveness of Argos through the concept of pareto-optimality.

cs.AI

FlowInOne:Unifying Multimodal Generation as Image-in, Image-out Flow Matching

Multimodal generation has long been dominated by text-driven pipelines where language dictates vision but cannot reason or create within it. We challenge this paradigm by asking whether all modalities, including textual descriptions, spatial layouts, and editing instructions, can be unified into a single visual representation. We present FlowInOne, a framework that reformulates multimodal generation as a purely visual flow, converting all inputs into visual prompts and enabling a clean image-in, image-out pipeline governed by a single flow matching model. This vision-centric formulation naturally eliminates cross-modal alignment bottlenecks, noise scheduling, and task-specific architectural branches, unifying text-to-image generation, layout-guided editing, and visual instruction following under one coherent paradigm. To support this, we introduce VisPrompt-5M, a large-scale dataset of 5 million visual prompt pairs spanning diverse tasks including physics-aware force dynamics and trajectory prediction, alongside VP-Bench, a rigorously curated benchmark assessing instruction faithfulness, spatial precision, visual realism, and content consistency. Extensive experiments demonstrate that FlowInOne achieves state-of-the-art performance among open-source models across all unified generation tasks while remaining competitive with leading commercial systems, thereby establishing a new foundation for fully vision-centric generative modeling, in which perception and creation coexist within a unified continuous visual space. Our code and models are released on https://csu-jpg.github.io/FlowInOne.github.io/

cs.CV

Efficient Frame Selection for Long Videos at Test Time with Attention-Based MLLM Selectors

Understanding long videos with multimodal large language models (MLLMs) requires selecting a compact set of frames from thousands of candidates, yet identifying the right frames seemingly requires understanding the video first. We resolve this circular dependency with a simple observation: cross-modal attention at validation-selected extraction layers in MLLMs already provides query-relevant frame evidence without requiring autoregressive generation. We exploit this property to build DAFS (Dynamic Attention-based Budget-aware Frame Selection), a training-free frame selector. A lightweight MLLM selector, even with only 2B parameters, can extract frame-level evidence by converting selected-layer attention into relevance scores through query-conditioned aggregation. This enables cross-frame comparison without autoregressive decoding. To handle the selector's own context constraint, we formulate the joint allocation of candidate pool size and per-frame token budget as a discrete optimization problem solved by dynamic programming. Under a 32-frame budget, our selector improves over uniform sampling by up to 6.4 points on Video-MME and outperforms prior training-based selectors under matched frame budgets, while generalizing across selector and answerer backbones, and across tasks, without retraining.

cs.CV

Planning with the Views

Can VLMs predict how each camera move changes the view, and plan many such moves ahead? We call this capability view planning, requiring (1)understanding how a single action transforms the view, and (2)composing many such transformations across multi-turn plans to identify a target view. We probe both abilities in our proposed ViewSuite, a 3D point-cloud environment on real ScanNet scenes. Across 13 frontier VLMs, a critical planning gap emerges: they possess basic view-action knowledge but fail to compose it across multi-turn plans, with the gap widening as viewpoint distance grows. To close this gap, we propose an iterative framework that alternates self-exploration with view graph distillation. The key insight is that all exploration trajectories, regardless of their outcome, collectively form a view graph that compactly captures how viewpoints connect across a scene. Distilling this graph into diverse supervised tasks reshapes the policy distribution and overcomes the sparse rewards that stall pure RL. This improves Qwen2.5-VL-7B from 2.5% to 47.8% on interactive view planning, surpassing GPT-5.4 Pro (18.5%) and Gemini 3.1 Pro (21.4%). Self-exploration emerges as a promising path toward VLMs that can actively reason and plan in 3D space. Code and Data are at https://viewsuite.github.io.

cs.AI

Toward Generalist Autonomous Research via Hypothesis-Tree Refinement

Scientific progress depends on a repeated loop of exploration, experimentation, and abstraction. Researchers test candidate directions, interpret the evidence, and carry the resulting lessons into later attempts. We study how an AI agent can run this loop autonomously over long horizons. We introduce Arbor, a general framework for autonomous research that combines a long-lived coordinator, short-lived executors, and Hypothesis Tree Refinement (HTR), a persistent tree that links hypotheses, artifacts, evidence, and distilled insights across time. The coordinator manages global research strategy over the tree, while executors implement and test individual hypotheses in isolated worktrees. As results return, Arbor updates the tree, propagates reusable lessons, refines the search frontier, and admits verified improvements. This design turns autonomous research from a sequence of local attempts into a cumulative process in which strategy, execution, and evidence are carried across time. We evaluate Arbor under Autonomous Optimization (AO), an operational setting where an agent improves an initial research artifact through iterative experimentation without step-level human supervision. Across six real research tasks in model training, harness engineering, and data synthesis, Arbor achieves the best held-out result on all six tasks, attaining more than 2.5x the average relative held-out gain of Codex and Claude Code under the same task interface and resource budget. On MLE-Bench Lite, Arbor reaches 86.36% Any Medal with GPT-5.5, the strongest result in our comparison.

cs.CL

3D-CoS: A New 3D Reconstruction Paradigm Based on VLM Code Synthesis

Most recent 3D reconstruction and editing systems operate on implicit and explicit representations such as NeRF, point clouds, or meshes. While these representations enable high-fidelity rendering, they are fundamentally low-level and hard to control programmatically. In contrast, we propose and systematically evaluate a new 3D reconstruction paradigm, 3D Code Synthesis (3D-CoS), where 3D assets are constructed as executable Blender code, a programmatic and interpretable medium. To assess how well current VLMs can use code to represent 3D objects, we evaluate representative open-source and closed-source VLMs in code-based reconstruction under a unified protocol. We further introduce a suite of structured code-synthesis workflows, including blueprint-based planning, Retrieval-Augmented Generation (RAG) over Blender API documentation, few-shot geometric demonstrations, and a component-level Agent workflow for part-wise code generation. To demonstrate the unique advantages of this representation, we further evaluate localized text-driven modifications and compare our code-based edits with a point-cloud-based 3D editing baseline. Our study shows that code as a 3D representation offers strong controllability and locality, yielding stronger edit fidelity and better preservation of unedited regions in our targeted editing evaluation. Our work also analyzes the potential of this paradigm, delineates the current capability frontier of VLMs for programmatic 3D modeling, and highlights code synthesis as a promising direction for editable 3D reconstruction.

cs.CV

Residual Decoder Adapter: ID-Preserving Tokenizer Adaption for Autoregressive Text Rendering

Visual Autoregressive (AR) models generate images by predicting discrete tokens that are decoded by a visual tokenizer. Despite demonstrating strong overall image generation ability, they still underperform on text rendering with blur strokes and disrupt letter shapes. In this work, we trace this limitation to the visual tokenizer, which struggles to reconstruct fine-grained detail. Improving the tokenizer is straightforward but expensive, as it necessitates retraining both the tokenizer and the AR model. Can we improve text rendering performance of AR models without retraining the existing tokenizer and AR model? To achieve this, we propose the Residual Decoder Adapter(RDA) that upgrades an existing tokenizer post-hoc without changing its token space. Specifically, it refines the decoder output of the visual tokenizer by introducing two novel components: (i) a paired codebook that shares the token distribution with the original one; (ii) a parallel branch to learn the tiny differences (residual) between the reconstructed image and the ground-truth images in the pixel space. This residual design allows us to enhance the tokenizer non-invasively while preserving compatibility with prior AR models. RDA substantially improves text rendering significantly by a large margin. For instance, we boost finetuned Janus-Pro OCR accuracy rises from 24.52% to 58.26% (TextVisionBlend), from 12.75% to 36.81% (StyledTextSynth) on competitive TextAtlas benchmark. The code is available at https://github.com/CSU-JPG/RDA

cs.CV

SceneCode: Executable World Programs for Editable Indoor Scenes with Articulated Objects

Indoor scene synthesis underpins embodied AI, robotic manipulation, and simulation-based policy evaluation, where a useful scene must specify not only what the environment looks like, but also how its objects are structured. Existing pipelines, however, typically represent generated content as static meshes and inherit articulation only from curated asset libraries, which limits object-level controllability and prevents new interactable assets from being produced on demand. We address this gap by formulating physically interactable indoor scene synthesis as programmatic world generation, and present SceneCode, a framework that compiles a natural language prompt into an executable, code-driven indoor world rather than a collection of opaque meshes. A room-level agentic backbone first turns the prompt into a structured house layout and emits per-object AssetRequests through a planner--designer--critic loop. Each request is then routed to one of five code-generation strategies and converted into a synthesized part-wise Blender Python programs that are validated through an execution-guided repair-and-refine loop. The resulting programs are compiled into simulation-ready assets, and exported as SDF for physics simulation. A persistent scene-state registry links object requests, executable programs, rendered geometry, and simulation assets, turning scene assembly into a traceable and locally editable world-building process. We evaluate SceneCode across scene-level synthesis, object-level asset quality, human judgment, and downstream robot interaction. Results show that executable world programs improve prompt-faithful indoor scene generation and produce assets with cleaner mesh structure, and simulator-loadable articulation metadata. Project page: https://scene-code.github.io/.

cs.AI

TextGround4M: A Prompt-Aligned Dataset for Layout-Aware Text Rendering

Despite recent advances in text-to-image generation, models still struggle to accurately render prompt-specified text with correct spatial layout -- especially in multi-span, structured settings. This challenge is driven not only by the lack of datasets that align prompts with the exact text and layout expected in the image, but also by the absence of effective metrics for evaluating layout quality. To address these issues, we introduce TextGround4M, a large-scale dataset of over 4 million prompt-image pairs, each annotated with span-level text grounded in the prompt and corresponding bounding boxes. This enables fine-grained supervision for layout-aware, prompt-grounded text rendering. Building on this, we propose a lightweight training strategy for autoregressive T2I models that appends layout-aware span tokens during training, without altering model architecture or inference behavior. We further construct a benchmark with stratified layout complexity to evaluate both open-source and proprietary models in a zero-shot setting. In addition, we introduce two layout-aware metrics to address the long-standing lack of spatial evaluation in text rendering. Our results show that models trained on TextGround4M outperform strong baselines in text fidelity, spatial accuracy, and prompt consistency, highlighting the importance of fine-grained layout supervision for grounded T2I generation.

cs.CV

V-MAGE: A Game Evaluation Framework for Assessing Vision-Centric Capabilities in Multimodal Large Language Models

Recent advancements in Multimodal Large Language Models (MLLMs) have demonstrated impressive capabilities in visual-text processing. However, existing static image-text benchmarks are insufficient for evaluating their dynamic perception and interactive reasoning abilities. We introduce Vision-centric Multiple Abilities Game Evaluation (V-MAGE), a novel game-based evaluation framework designed to systematically assess MLLMs' visual reasoning in interactive, continuous-space environments. V-MAGE features five distinct video games comprising over 30 carefully constructed evaluation scenarios. These scenarios are set in free-form, visually complex environments that require models to interpret dynamic game states and make decisions based solely on visual input, thereby closely reflecting the conditions encountered by human players. To ensure robust and interpretable comparisons across models, V-MAGE employs a dynamic ELO-based ranking system that accounts for varying difficulty levels and task diversity. Benchmarking state-of-the-art MLLMs against human baselines reveals that while leading models approach human-level performance in simple tasks, their performance drops significantly in complex scenarios requiring advanced reasoning and task orchestration. This persistent performance gap highlights fundamental limitations in current MLLMs' ability to perform vision-grounded, interactive frame-by-frame control in simulated continuous-time environments. Through extensive analyses, we demonstrate the utility of V-MAGE in uncovering these limitations and providing actionable insights for improving the visual and reasoning capabilities of MLLMs in dynamic, interactive settings. Code is publicly available at https://github.com/CSU-JPG/V-MAGE.

cs.CV

MM-WebAgent: A Hierarchical Multimodal Web Agent for Webpage Generation

The rapid progress of Artificial Intelligence Generated Content (AIGC) tools enables images, videos, and visualizations to be created on demand for webpage design, offering a flexible and increasingly adopted paradigm for modern UI/UX. However, directly integrating such tools into automated webpage generation often leads to style inconsistency and poor global coherence, as elements are generated in isolation. We propose MM-WebAgent, a hierarchical agentic framework for multimodal webpage generation that coordinates AIGC-based element generation through hierarchical planning and iterative self-reflection. MM-WebAgent jointly optimizes global layout, local multimodal content, and their integration, producing coherent and visually consistent webpages. We further introduce a benchmark for multimodal webpage generation and a multi-level evaluation protocol for systematic assessment. Experiments demonstrate that MM-WebAgent outperforms code-generation and agent-based baselines, especially on multimodal element generation and integration. Code & Data: https://aka.ms/mm-webagent.

cs.CV

RAGEN-2: Reasoning Collapse in Agentic RL

RL training of multi-turn LLM agents is inherently unstable, and reasoning quality directly determines task performance. Entropy is widely used to track reasoning stability. However, entropy only measures diversity within the same input, and cannot tell whether reasoning actually responds to different inputs. In RAGEN-2, we find that even with stable entropy, models can rely on fixed templates that look diverse but are input-agnostic. We call this template collapse, a failure mode invisible to entropy and all existing metrics. To diagnose this failure, we decompose reasoning quality into within-input diversity (Entropy) and cross-input distinguishability (Mutual Information, MI), and introduce a family of mutual information proxies for online diagnosis. Across diverse tasks, mutual information correlates with final performance much more strongly than entropy, making it a more reliable proxy for reasoning quality. We further explain template collapse with a signal-to-noise ratio (SNR) mechanism. Low reward variance weakens task gradients, letting regularization terms dominate and erase cross-input reasoning differences. To address this, we propose SNR-Aware Filtering to select high-signal prompts per iteration using reward variance as a lightweight proxy. Across planning, math reasoning, web navigation, and code execution, the method consistently improves both input dependence and task performance.

cs.LG

BizGenEval: A Systematic Benchmark for Commercial Visual Content Generation

Recent advances in image generation models have expanded their applications beyond aesthetic imagery toward practical visual content creation. However, existing benchmarks mainly focus on natural image synthesis and fail to systematically evaluate models under the structured and multi-constraint requirements of real-world commercial design tasks. In this work, we introduce BizGenEval, a systematic benchmark for commercial visual content generation. The benchmark spans five representative document types: slides, charts, webpages, posters, and scientific figures, and evaluates four key capability dimensions: text rendering, layout control, attribute binding, and knowledge-based reasoning, forming 20 diverse evaluation tasks. BizGenEval contains 400 carefully curated prompts and 8000 human-verified checklist questions to rigorously assess whether generated images satisfy complex visual and semantic constraints. We conduct large-scale benchmarking on 26 popular image generation systems, including state-of-the-art commercial APIs and leading open-source models. The results reveal substantial capability gaps between current generative models and the requirements of professional visual content creation. We hope BizGenEval serves as a standardized benchmark for real-world commercial visual content generation.

cs.CV

TechImage-Bench: Rubric-Based Evaluation for Technical Image Generation

We study technical image generation, where a model must synthesize information-dense, scientifically precise illustrations from detailed descriptions rather than merely produce visually plausible pictures. To quantify the progress, we introduce TechImage-Bench, a rubric-based benchmark that targets biology schematics, engineering/patent drawings, and general technical illustrations. For 654 figures collected from real textbooks and technical reports, we construct detailed image instructions and a hierarchy of rubrics that decompose correctness into 6,076 criteria and 44,131 binary checks. Rubrics are derived from surrounding text and reference figures using large multimodal models, and are evaluated by an automated LMM-based judge with a principled penalty scheme that aggregates sub-question outcomes into interpretable criterion scores. We benchmark several representative text-to-image models on TechImage-Bench and find that, despite strong open-domain performance, the best base model reaches only 0.801 rubric accuracy and 0.576 criterion score overall, revealing substantial gaps in fine-grained scientific fidelity. Finally, we show that the same rubrics provide actionable supervision: feeding failed checks back into an editing model for iterative refinement boosts a strong generator from 0.660 to 0.865 in rubric accuracy and from 0.382 to 0.697 in criterion score. TechImage-Bench thus offers both a rigorous diagnostic for technical image generation and a scalable signal for improving specification-faithful scientific illustrations.

cs.CV

EdiVal-Agent: An Object-Centric Framework for Automated, Fine-Grained Evaluation of Multi-Turn Editing

Instruction-based image editing has advanced rapidly, yet reliable and interpretable evaluation remains a bottleneck. Current protocols either (i) depend on paired reference images, resulting in limited coverage and inheriting biases from prior generative models or (ii) rely solely on zero-shot vision language models (VLMs), whose prompt-based assessments of instruction following, content consistency, and visual quality are often imprecise. To address this, we introduce EdiVal, an automated and fine-grained evaluation framework grounded in an object-centric perspective, designed to assess not only standard single-turn but also multi-turn instruction-based editing with precision. Given an input image, EdiVal first decomposes it into semantically meaningful objects, then synthesizes diverse, context-aware editing instructions while dynamically updating object pools across turns. These two stages enable two novel object centric metrics tailored for multi turn evaluation and one global metric of visual quality: 1) EdiVal-IF, which measures instruction following by combining open vocabulary object detectors for symbolic checks with VLMs for semantic verification on detector guided crops; 2) EdiVal-CC, which evaluates content consistency by calculating semantic similarity of unchanged objects and background using the evolving object pools; and 3) EdiVal-VQ, which quantifies changes in overall visual quality with human preference models. Instantiating this pipeline, we build EdiVal Bench, a multi-turn editing benchmark covering 9 instruction types and 16 state-of-the-art editing models, spanning in-context, flow-matching, and diffusion paradigms. We demonstrate that EdiVal can be used to identify existing failure modes, thereby informing the development of the next generation of editing models.

cs.CV

STITCH: Simultaneous Thinking and Talking with Chunked Reasoning for Spoken Language Models

Spoken Language Models (SLMs) are designed to take speech inputs and produce spoken responses. However, current SLMs lack the ability to perform an internal, unspoken thinking process before responding. In contrast, humans typically engage in complex mental reasoning internally, enabling them to communicate ideas clearly and concisely. Thus, integrating an unspoken thought process into SLMs is highly desirable. While naively generating a complete chain-of-thought (CoT) reasoning before starting to talk can enable thinking for SLMs, this induces additional latency for the speech response, as the CoT reasoning can be arbitrarily long. To solve this issue, we propose Stitch, a novel generation method that alternates between the generation of unspoken reasoning chunks and spoken response chunks. Since the audio duration of a chunk of spoken response is much longer than the time to generate the tokens in a chunk of spoken response, we use the remaining free time to generate the unspoken reasoning tokens. When a chunk of audio is played to the user, the model continues to generate the next unspoken reasoning chunk, achieving simultaneous thinking and talking. Remarkably, Stitch matches the latency of baselines that cannot generate unspoken CoT by design while outperforming those baselines by 15% on math reasoning datasets; Stitch also performs equally well on non-reasoning datasets as those baseline models. Some animations and demonstrations are on the project page: https://d223302.github.io/STITCH.

cs.CL