SearcharxivSearch

arXiv subjects

Zhihang Zhong

Publications and source records attributed to Zhihang Zhong.

At least 19 recordsLinked to original sources

GRADE: Benchmarking Discipline-Informed Reasoning in Image Editing

Unified multimodal models target joint understanding, reasoning, and generation, but current image editing benchmarks are largely confined to natural images and shallow commonsense reasoning, offering limited assessment of this capability under structured, domain-specific constraints. In this work, we introduce GRADE, the first benchmark to assess discipline-informed knowledge and reasoning in image editing. GRADE comprises 520 carefully curated samples across 10 academic domains, spanning from natural science to social science. To support rigorous evaluation, we propose a multi-dimensional evaluation protocol that jointly assesses Discipline Reasoning, Visual Consistency, and Logical Readability. Extensive experiments on 20 state-of-the-art open-source and closed-source models reveal substantial limitations in current models under implicit, knowledge-intensive editing settings, leading to large performance gaps. Beyond quantitative scores, we conduct rigorous analyses and ablations to expose model shortcomings and identify the constraints within disciplinary editing. Together, GRADE pinpoints key directions for the future development of unified multimodal models, advancing the research on discipline-informed image editing and reasoning. Our benchmark and evaluation code are publicly released.

cs.CV

V-ICAL Bench: Evaluating Video In-Context Learning for Multimodal Agents in Interactive Environments

While In-Context Learning (ICL) enables models to adapt from exemplars without parameter updates, multimodal ICL remains largely underexplored, particularly regarding video demonstrations in interactive environments. For multimodal agents, learning from videos presents unique challenges: they must translate in-context demonstrations into executable policies, ground these policies in novel visual states, and iteratively refine actions based on environmental feedback. We introduce V-ICAL, a novel benchmark designed to evaluate video-based ICL for multimodal agents. Comprising 342 interactive tasks across 37 environments, V-ICAL utilizes human-curated demonstration videos as task-specific behavioral exemplars, evaluating agents through sustained interaction from a target initialization. The benchmark seamlessly connects in-context knowledge induction with core agentic capabilities, including state grounding, temporal memory, planning, and adaptation in dynamic environments. Extensive evaluations across 19 state-of-the-art multimodal agents reveal significant limitations: the best-performing model, Seed-2.1-Pro, achieves a score of only 54.4/100, while other leading models (e.g., Gemini-3.1-Pro, GPT-5.6) fail to surpass 50, far below the human baseline of 83.6. Controlled comparisons further demonstrate that current agents struggle to reliably translate video exemplars into effective policies, failing to yield consistent performance gains. Ultimately, V-ICAL exposes a critical gap in the ICL capabilities of multimodal agents, underscoring an urgent need for future research.

cs.CV

Towards Vision-Language Geo-Foundation Model: A Survey

Vision-Language Foundation Models (VLFMs) have made remarkable progress on various multimodal tasks, such as image captioning, image-text retrieval, visual question answering, and visual grounding. However, most methods rely on training with general image datasets, and the lack of geospatial data leads to poor performance on earth observation. Numerous geospatial image-text pair datasets and VLFMs fine-tuned on them have been proposed recently. These new approaches aim to leverage large-scale, multimodal geospatial data to build versatile intelligent models with diverse geo-perceptive capabilities, which we refer to as Vision-Language Geo-Foundation Models (VLGFMs). This paper thoroughly reviews VLGFMs, summarizing and analyzing recent developments in the field. In particular, we introduce the background and motivation behind the rise of VLGFMs, highlighting their unique research significance. Then, we systematically summarize the core technologies employed in VLGFMs, including data construction, model architectures, and applications of various multimodal geospatial tasks. Finally, we conclude with insights, issues, and discussions regarding future research directions. To the best of our knowledge, this is the first comprehensive literature review of VLGFMs. We keep tracing related works at https://github.com/zytx121/Awesome-VLGFM.

cs.CV

DisciplineGen-1M: A Large-Scale Dataset for Multidisciplinary Visual Generation and Editing

Recent image generation and editing models can produce visually appealing natural images, yet they remain unreliable when the target image is a knowledge-intensive diagram whose correctness depends on disciplinary concepts, symbolic structure, and precise spatial relations. We introduce DisciplineGen-1M, a million-scale multidisciplinary dataset that supports text-to-image generation and image editing. It contains 1.2M samples spanning mathematics, physics, chemistry, biology, geography, computer science, economics, history, music, and sports. To construct the dataset, we design a scalable framework that combines structured rendering, OCR-based editing, specialized programmatic synthesis, and large-scale text-to-image filtering. These pipelines produce captions, editing instructions, structured annotations, and paired images with controllable semantic differences. Building on DisciplineGen-1M, we further introduce a discipline-informed reasoning-generation model for both text-to-image generation and image editing. Experiments on discipline-related benchmarks, GenExam and GRADE, show substantial improvements over open-source baselines, while evaluations on general reasoning-informed benchmarks, WISE and RISE, further indicate broader transfer. The results suggest that large-scale structured academic visual data is a key ingredient for moving image generation from aesthetic plausibility toward verifiable knowledge-grounded visual creation. We will publicly release our dataset, model, and source code of the data curation pipeline to ensure reproducibility and benefit future research.

cs.CV

Motion-Aware Animatable Gaussian Avatars Deblurring

The creation of 3D human avatars from multi-view videos is a significant yet challenging task in computer vision. However, existing techniques rely on high-quality, sharp images as input, which are often impractical to obtain in real-world scenarios due to variations in human motion speed and intensity. This paper introduces a novel method for directly reconstructing sharp 3D human Gaussian avatars from blurry videos. The proposed approach incorporates a 3D-aware, physics-based model of blur formation caused by human motion, together with a 3D human motion model designed to resolve ambiguities in motion-induced blur. This framework enables the joint optimization of the avatar representation and motion parameters from a coarse initialization. Comprehensive benchmarks are established using both a synthetic dataset and a real-world dataset captured with a 360-degree synchronous hybrid-exposure camera system. Extensive evaluations demonstrate the effectiveness of the model across diverse conditions. Codes Available: https://github.com/MyNiuuu/MAD-Avatar

cs.CV

DA-NBV: A Direction-Aware Next-Best-View Planner for Efficient 3D Reconstruction of Ships at Sea

Accurate 3D reconstruction of ships at sea is important for maritime supervision, damage assessment, and autonomous maritime operations. Although 3D reconstruction has advanced considerably, high-quality data acquisition still largely relies on manually designed trajectories or skilled operators, resulting in high costs and limited scalability. Next-best-view (NBV) planning automates this process by selecting subsequent viewpoints based on the current state. However, existing NBV policies mainly model spatial occupancy while overlooking directional observation history. This limitation is particularly problematic for ships: their complex superstructures and severe self-occlusions require observations from multiple viewpoints, and insufficient directional coverage often yields incomplete reconstructions. These challenges are further amplified at sea, where wave-induced heave, roll, and pitch continuously alter the ship's pose and surface visibility. Meanwhile, wind disturbances and limited onboard power impose stricter requirements on scanning efficiency. To address these challenges, we propose DA-NBV, a direction-aware NBV policy that augments the conventional occupancy state with directional observation statistics. We introduce a learnable Position Advantage Field (PAF) that uses directional information to guide viewpoint selection. The policy further adopts a locally constrained action space and a nonlinear coverage-shaping reward to improve scanning efficiency. We also develop the ship-oriented SeaShip-3D dataset and a configurable sea-state simulation environment. Experiments under varying heave, roll, and pitch conditions show that DA-NBV improves reconstruction completeness by approximately 3 percentage points and reduces Chamfer distance by 43% while achieving higher path efficiency.

cs.RO

AniCrafter: Customizing Realistic Human-Centric Animation via Avatar-Background Conditioning in Video Diffusion Models

Recent advances in video diffusion models have substantially enhanced character animation techniques. However, existing methods primarily depend on structural conditions, such as DWPose or SMPL-X, to animate character images, which limits their effectiveness in open-domain scenarios involving dynamic backgrounds or complex character-scene interactions. This study presents AniCrafter, a diffusion-based human-centric animation model designed to seamlessly integrate and animate a given character within open-domain dynamic backgrounds while adhering to specified human motion sequences. Built upon advanced Image-to-Video (I2V) diffusion architectures, the model introduces an innovative "avatar-background" conditioning mechanism that reformulates open-domain human-centric animation as a restoration problem, thereby achieving versatile, occlusion-aware animation results. Experimental evaluations demonstrate that the proposed approach outperforms current state-of-the-art methods and exhibits an exceptional capability in handling challenging scenarios. Codes and model are available at: https://github.com/MyNiuuu/AniCrafter

cs.CV

Toward Robust and 3D-Aware RGB-NIR Imaging in the Dark

Robust low-light imaging remains challenging for the community. Recent studies have explored fusing Near-Infrared (NIR) with noisy RGB to achieve improved enhancement, yet most methods depend on carefully curated training data pairs, with limited robustness under different scenarios. This paper offers a new perspective for RGB-NIR low-light imaging by incorporating 3D-aware neural modeling. Without using clean RGB supervision, a powerful model can be optimized to implicitly fuse extremely noisy RGB observations with NIR cues in 3D space, effectively recovering clean RGB images. The proposed model obviates the requirement for clean RGB data collection, generalizes across different noise levels. Extensive evaluations on synthetic and real data demonstrate its superiority. Codes available: https://github.com/MyNiuuu/3DarkFusion

cs.CV

Ideas Have Genomes: Benchmarking Scientific Lineage Reasoning and Lineage-Grounded Idea Generation

Scientific ideas rarely start from a blank page. They inherit mechanisms, repair known limitations, and recombine pieces of earlier work, much like biological genomes. Current benchmarks still say little about whether AI systems can follow this inheritance structure. We present IdeaGene-Bench (IG-Bench), a benchmark for scientific lineage reasoning and lineage-grounded idea generation. IG-Bench is organized around the IdeaGene framework: each paper or proposal is represented as a set of minimal, typed, evidence-grounded Idea Genome objects, and a GenomeDiff aligns these objects to record inheritance, mutation, loss, external import, and novel insertion under six operational evolutionary dynamics. The benchmark contains 1,961 golden lineage traces, 1,085 curated Idea Genome objects, and 920 pairwise GenomeDiff records across 10 scientific domains. It supports two evaluations. IG-Exam (42 task types, 1,029 instances) tests closed-form lineage reasoning across Idea Genome abstraction, inheritance tracing, evolutionary reasoning, and lineage verification. IG-Arena evaluates generation with a lineage-conditioned Population-Evolution Score(PES), asking whether a proposal can be inserted as a coherent descendant of a given lineage population: it should inherit the right Idea Genome objects, vary meaningfully from nearby work, and offer selection value for future research. Experiments on 14 LLM-based scientists expose a compositional bottleneck. The strongest system reaches only 27.3% exact accuracy on lineage reasoning, and structured lineage context reshuffles system rankings rather than helping every participant uniformly.

cs.AI

Proxy-GS: Unified Occlusion Priors for Training and Inference in Structured 3D Gaussian Splatting

3D Gaussian Splatting (3DGS) has emerged as an efficient approach for achieving photorealistic rendering. Recent MLP-based variants further improve visual fidelity but introduce substantial decoding overhead during rendering. To alleviate computation cost, several pruning strategies and level-of-detail (LOD) techniques have been introduced, aiming to effectively reduce the number of Gaussian primitives in large-scale scenes. However, our analysis reveals that significant redundancy still remains due to the lack of occlusion awareness. In this work, we propose Proxy-GS, a novel pipeline that exploits a proxy to introduce Gaussian occlusion awareness from any view. At the core of our approach is a fast proxy system capable of producing precise occlusion depth maps at a resolution of 1000x1000 under 1ms. This proxy serves two roles: first, it guides the culling of anchors and Gaussians to accelerate rendering speed. Second, it guides the densification towards surfaces during training, avoiding inconsistencies in occluded regions, and improving the rendering quality. In heavily occluded scenarios, such as the MatrixCity Streets dataset, Proxy-GS not only equips MLP-based Gaussian splatting with stronger rendering capability but also achieves faster rendering speed. Specifically, it achieves more than 2.5x speedup over Octree-GS, and consistently delivers substantially higher rendering quality. Code will be public upon acceptance.

cs.CV

SpaceDG: Benchmarking Spatial Intelligence under Visual Degradation

Multimodal Large Language Models (MLLMs) have made rapid progress in spatial intelligence, yet existing spatial reasoning benchmarks largely assume pristine visual inputs and overlook the degradations that commonly occur in real-world deployment, such as motion blur, low light, adverse weather, lens distortion, and compression artifacts. This raises a fundamental question: how robust is the spatial intelligence of current MLLMs when visual observations are imperfect? To answer this question, we introduce SpaceDG, the first large-scale dataset for degradation-aware spatial understanding. It is constructed with a physically grounded degradation synthesis engine that embeds degradation formation process into 3D Gaussian Splatting (3DGS) rendering, enabling realistic simulation of nine degradation types. The resulting dataset contains approximately 1M QA pairs from nearly 1,000 indoor scenes. We further introduce SpaceDG-Bench, an human-verified benchmark with 1,102 questions spanning 11 reasoning categories and 9 visual degradation types, yielding over 10K VQA instances. Evaluating 25 open- and closed-source MLLMs reveals that visual degradations consistently and substantially impair spatial reasoning, exposing a critical robustness gap. Finally, we show that finetuning on SpaceDG markedly improves degradation robustness and can even surpass human performance under degraded conditions without any performance drop on clean images, highlighting the promise of degradation-aware training for robust spatial intelligence.

cs.CV

CoCoSI: Collaborative Cognitive Map Construction for Spatial Intelligence

Spatial intelligence is a key frontier for multimodal large language models (MLLMs), enabling them to reason about the physical world from visual experience. Inspired by human spatial cognition, recent approaches construct grid-based cognitive maps from multi-frame visual inputs to maintain coherent spatial representations over time. However, limited context lengths still challenge spatial understanding, while existing methods, such as long-context modeling and external memory, often require architectural changes, memory modules, or finetuning, limiting their applicability to off-the-shelf pretrained MLLMs. This motivates a lightweight, model-agnostic method for preserving spatial information beyond the native context window. To this end, we propose a plug-and-play multi-agent framework that collaboratively constructs cognitive maps as structured spatial memory, enhancing the spatial understanding of arbitrary pretrained MLLMs without architectural modification or additional training. Our framework features local-global agent coordination, cognitive map construction with atomic commits, and cross-agent verification. Extensive experiments demonstrate that our method achieves superior performance on spatial understanding tasks while remaining fully training-free. Code will be released.

cs.CV

Segment and Select: Vision-Language Segmentation in 3D Scenarios

3D vision-language segmentation aims to segment target objects in 3D scenarios according to the linguistic instructions and visual observations. Prior art heavily relies on the coarse superpoint representation to reduce the computation complexity, which suffers from poor segmentation quality and messy object boundaries. In this paper, we propose the SEGment-And-select (SEGA3D) paradigm for 3D visionlanguage segmentation that directly operates on the fine-grained visual information and is free from the superpoint dependency. Specifically, we first leverage a mask candidate generator to provide fine-grained categorical mask candidates, substantially improving the quality of candidate masks over the superpoint counterparts. Then, a Large Language Model (LLM) is utilized to generate the semantic and spatial information based on the linguistic description and visual features. The LLM output and visual features are fed to the Semantic-Spatial Selector (SSS) to produce the top-ranking mask candidates. Eventually, the Loopback Verification Module (LVM) is designed to yield the segmentation mask from the selected candidate masks. Our SEGA3D attains competitive performance on ScanRefer, ScanNet and Matterport3D benchmarks. Notably, our SEGA3D surpasses the top-performing counterpart by 8.3 mIoU and 5.3 mIoU on ScanNet and Matterport3D, respectively. Codes will be available upon publication.

cs.CV

Moment-Video: Diagnosing Temporal Fidelity of Video MLLMs on Momentary Visual Events

Video multimodal large language models (MLLMs) have made rapid progress on general and long-form video understanding, yet their ability to preserve brief answer-critical visual evidence remains underexplored. Many practical questions are determined by momentary visual events: localized actions or state transitions that may last only a few frames. Such evidence can be skipped by sparse frame sampling, suppressed by visual-token compression, or diluted by coarse temporal aggregation, causing failures that language-side reasoning cannot reliably recover. We introduce Moment-Video, a benchmark for diagnosing the temporal fidelity of video MLLMs through momentary visual event understanding. Each question is grounded in a localized, visually observable, and sampling-sensitive event, requiring models to notice, count, describe, or reason about transient evidence rather than rely on persistent objects, global scene context, or language priors. Moment-Video contains 1,000 human-verified video-QA pairs across 7 domains and 25 fine-grained subcategories, covering four task types: Temporal Occurrence, Temporal Counting, Action Description, and Temporal Reasoning. We evaluate 33 proprietary and open-source MLLMs on Moment-Video. The best-performing model, Seed-2.0-Pro, achieves only 39.6% overall accuracy, while most open-source models remain below 25%, revealing a substantial gap in momentary visual event understanding. Diagnostic analyses show that denser frame sampling improves some models but does not eliminate the bottleneck, and longer videos introduce stronger temporal-localization challenges. These findings suggest that current video MLLMs still lack temporally faithful representations for capturing, preserving, and using brief but decisive visual evidence.

cs.CV

PhotoFlow: Agentic 3D Virtual Photography Missions

Virtual photography asks an agent to enter a prepared 3D scene with no preselected camera pose or reference image, infer a suitable shot from scene information and a language intent, choose executable camera parameters, and render the final photograph. Recent progress in vision-language models makes this kind of spatial agent increasingly plausible, but the task stresses two capabilities that remain hard to evaluate together: complex 3D spatial understanding and abstract aesthetic judgment. We introduce PhotoFlow, a Director-Reviewer-Reflector agent for closed-loop camera search. The Director builds a soft photographic blueprint and proposes diverse candidate cameras; the Reviewer combines rule checks, visual critique, and pairwise incumbent selection; and the Reflector converts failures into region memory, dead-zone suppression, and high-explore relocation. We also introduce VPhotoBench, a benchmark of 47 open-license Blender scenes and 141 language-conditioned photography missions spanning subject placement, relational composition, and atmosphere/style. On held-out experiments, PhotoFlow achieves the strongest external quality-alignment composite and success rate among one-shot prediction, single-chain reflection, anchor-bank selection, and random search under a six-round rendering budget. To our knowledge, this is the first work to make language-conditioned virtual photography in arbitrary Blender scenes an executable agent task, and our results show that an LLM-centered spatial agent can already produce strong photographs in a setting designed to challenge both 3D reasoning and aesthetic choice.

cs.CV

Perceptual Flow Network for Visually Grounded Reasoning

Despite the success of Large-Vision Language Models (LVLMs), general optimization objectives (e.g., standard MLE) fail to constrain visual trajectories, leading to language bias and hallucination. To mitigate this, current methods introduce geometric priors from visual experts as additional supervision. However, we observe that such supervision is typically suboptimal: it is biased toward geometric precision and offers limited reasoning utility. To bridge this gap, we propose Perceptual Flow Network (PFlowNet), which eschews rigid alignment with the expert priors and achieves interpretable yet more effective visual reasoning. Specifically, PFlowNet decouples perception from reasoning to establish a self-conditioned generation process. Based on this, it integrates multi-dimensional rewards with vicinal geometric shaping via variational reinforcement learning, thereby facilitating reasoning-oriented perceptual behaviors while preserving visual reliability. PFlowNet delivers a provable performance guarantee and competitive empirical results, particularly setting new SOTA records on V* Bench (90.6%) and MME-RealWorld-lite (67.0%).

cs.CV

COSMO-Agent: Tool-Augmented Agent for Closed-loop Optimization,Simulation,and Modeling Orchestration

Iterative industrial design-simulation optimization is bottlenecked by the CAD-CAE semantic gap: translating simulation feedback into valid geometric edits under diverse, coupled constraints. To fill this gap, we propose COSMO-Agent (Closed-loop Optimization, Simulation, and Modeling Orchestration), a tool-augmented reinforcement learning (RL) framework that teaches LLMs to complete the closed-loop CAD-CAE process. Specifically, we cast CAD generation, CAE solving, result parsing, and geometry revision as an interactive RL environment, where an LLM learns to orchestrate external tools and revise parametric geometries until constraints are satisfied. To make this learning stable and industrially usable, we design a multi-constraint reward that jointly encourages feasibility, toolchain robustness, and structured output validity. In addition, we contribute an industry-aligned dataset that covers 25 component categories with executable CAD-CAE tasks to support realistic training and evaluation. Experiments show that COSMO-Agent training substantially improves small open-source LLMs for constraint-driven design, exceeding large open-source and strong closed-source models in feasibility, efficiency, and stability.

cs.AI

Tool-Augmented Agent for Closed-loop Optimization,Simulation,and Modeling Orchestration

Iterative industrial design-simulation optimization is bottlenecked by the CAD-CAE semantic gap: translating simulation feedback into valid geometric edits under diverse, coupled constraints. To fill this gap, we propose COSMO-Agent (Closed-loop Optimization, Simulation, and Modeling Orchestration), a tool-augmented reinforcement learning (RL) framework that teaches LLMs to complete the closed-loop CAD-CAE process. Specifically, we cast CAD generation, CAE solving, result parsing, and geometry revision as an interactive RL environment, where an LLM learns to orchestrate external tools and revise parametric geometries until constraints are satisfied. To make this learning stable and industrially usable, we design a multi-constraint reward that jointly encourages feasibility, toolchain robustness, and structured output validity. In addition, we contribute an industry-aligned dataset that covers 25 component categories with executable CAD-CAE tasks to support realistic training and evaluation. Experiments show that COSMO-Agent training substantially improves small open-source LLMs for constraint-driven design, exceeding large open-source and strong closed-source models in feasibility, efficiency, and stability.

cs.AI