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Zhimin Fan

Publications and source records attributed to Zhimin Fan.

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Skill-Guided Continuation Distillation for GUI Agents

Improving GUI agents typically relies on behavior cloning on expert trajectories. However, as the current policy deviates from the expert policy, it inevitably encounters policy-induced off-trajectory states during closed-loop execution, i.e., states that fall outside the expert trajectories. Since expert trajectories provide no demonstrations for these unseen states, such states receive no effective supervision, leaving the policy unable to select the correct action. To close this supervision gap, we propose Skill-Guided Continuation Distillation (SGCD), an iterative self-improvement framework. SGCD first runs the plain policy without skill guidance for a few steps to reach realistic off-trajectory states. From these states, a skill-guided policy then completes the task and produces successful continuations, which are mixed with expert trajectories to supply supervision over policy-induced off-trajectory states. The skills are extracted from both successful and failed rollouts, consisting of Continuation Plans, Critical Targets, Failure Traps, and Success Criteria. On OSWorld-Verified, SGCD improves the success rate of three base models from the low-30\% range to over 50\%, demonstrating its effectiveness and generality.

cs.AI

AndroidDaily: A Verifiable Benchmark for Mobile GUI Agents on Real-World Closed-Source Applications

The rapid development of GUI foundation models and mobile GUI agents has spurred numerous evaluation benchmarks, yet most rely on simulated environments or open-source applications, leaving real-world closed-source applications largely unevaluated. The core difficulty is that closed-source applications do not expose internal states, making traditional automatic verification inapplicable. To bridge this gap, we introduce AndroidDaily, a large-scale benchmark comprising 350 realistic daily-use tasks across 94 high-frequency Android applications spanning transportation, shopping, local services, entertainment, content creation, social media, and everyday utilities. To enable automatic and verifiable assessment in these opaque environments, we propose Guideline-grounded Reviewer for Automatic Diagnostic Evaluation (GRADE), a process-aware evaluator built on a three-tiered system of observable external guidelines: operational obligations, output quality, and negative constraints. GRADE tracks the agent's visual trajectory against these criteria and produces step-level diagnostic judgments, turning long-horizon, open-ended mobile interactions into verifiable evaluation without relying on hidden internal states. Experiments show that GRADE achieves 87.37\% agreement with human evaluators. The strongest model reaches a 62.0\% success rate on AndroidDaily, highlighting a substantial gap between current reasoning capabilities and practical execution in realistic mobile workflows.

cs.CV

STEP3-VL-10B Technical Report

We present STEP3-VL-10B, a lightweight open-source foundation model designed to redefine the trade-off between compact efficiency and frontier-level multimodal intelligence. STEP3-VL-10B is realized through two strategic shifts: first, a unified, fully unfrozen pre-training strategy on 1.2T multimodal tokens that integrates a language-aligned Perception Encoder with a Qwen3-8B decoder to establish intrinsic vision-language synergy; and second, a scaled post-training pipeline featuring over 1k iterations of reinforcement learning. Crucially, we implement Parallel Coordinated Reasoning (PaCoRe) to scale test-time compute, allocating resources to scalable perceptual reasoning that explores and synthesizes diverse visual hypotheses. Consequently, despite its compact 10B footprint, STEP3-VL-10B rivals or surpasses models 10$\times$-20$\times$ larger (e.g., GLM-4.6V-106B, Qwen3-VL-235B) and top-tier proprietary flagships like Gemini 2.5 Pro and Seed-1.5-VL. Delivering best-in-class performance, it records 92.2% on MMBench and 80.11% on MMMU, while excelling in complex reasoning with 94.43% on AIME2025 and 75.95% on MathVision. We release the full model suite to provide the community with a powerful, efficient, and reproducible baseline.

cs.CV

Step-GUI Technical Report

Recent advances in multimodal large language models unlock unprecedented opportunities for GUI automation. However, a fundamental challenge remains: how to efficiently acquire high-quality training data while maintaining annotation reliability? We introduce a self-evolving training pipeline powered by the Calibrated Step Reward System, which converts model-generated trajectories into reliable training signals through trajectory-level calibration, achieving >90% annotation accuracy with 10-100x lower cost. Leveraging this pipeline, we introduce Step-GUI, a family of models (4B/8B) that achieves state-of-the-art GUI performance (8B: 80.2% AndroidWorld, 48.5% OSWorld, 62.6% ScreenShot-Pro) while maintaining robust general capabilities. As GUI agent capabilities improve, practical deployment demands standardized interfaces across heterogeneous devices while protecting user privacy. To this end, we propose GUI-MCP, the first Model Context Protocol for GUI automation with hierarchical architecture that combines low-level atomic operations and high-level task delegation to local specialist models, enabling high-privacy execution where sensitive data stays on-device. Finally, to assess whether agents can handle authentic everyday usage, we introduce AndroidDaily, a benchmark grounded in real-world mobile usage patterns with 3146 static actions and 235 end-to-end tasks across high-frequency daily scenarios (8B: static 89.91%, end-to-end 52.50%). Our work advances the development of practical GUI agents and demonstrates strong potential for real-world deployment in everyday digital interactions.

cs.CV

Bernstein Bounds for Caustics

Systematically simulating specular light transport requires an exhaustive search for primitive tuples containing admissible paths. Given the extreme inefficiency of enumerating all combinations, we propose to significantly reduce the search domain by sampling such tuples. The challenge is to design proper sampling probabilities that keep the noise level controllable. Our key insight is that by bounding the range of irradiance contributed by each primitive tuple at a given position, we can sample a subset of primitive tuples with potentially high contributions. Although low-contribution tuples are assigned a negligible probability, the overall variance remains low. Therefore, we derive vertex position and irradiance bounds for each primitive tuple, introducing a bounding property of rational functions on the Bernstein basis. When formulating position and irradiance expressions into rational functions, we handle non-rational components through remainder variables to maintain validity. Finally, we carefully design the sampling probabilities by optimizing the upper bound of the variance, expressed only using the position and irradiance bound. The proposed primitive sampling is intrinsically unbiased. It can be seamlessly combined with various unbiased and biased root-finding techniques within a local primitive domain. Extensive evaluations show that our method enables fast and reliable rendering of complex caustic effects.

cs.GR

Specular Polynomials

Finding valid light paths that involve specular vertices in Monte Carlo rendering requires solving many non-linear, transcendental equations in high-dimensional space. Existing approaches heavily rely on Newton iterations in path space, which are limited to obtaining at most a single solution each time and easily diverge when initialized with improper seeds. We propose specular polynomials, a Newton iteration-free methodology for finding a complete set of admissible specular paths connecting two arbitrary endpoints in a scene. The core is a reformulation of specular constraints into polynomial systems, which makes it possible to reduce the task to a univariate root-finding problem. We first derive bivariate systems utilizing rational coordinate mapping between the coordinates of consecutive vertices. Subsequently, we adopt the hidden variable resultant method for variable elimination, converting the problem into finding zeros of the determinant of univariate matrix polynomials. This can be effectively solved through Laplacian expansion for one bounce and a bisection solver for more bounces. Our solution is generic, completely deterministic, accurate for the case of one bounce, and GPU-friendly. We develop efficient CPU and GPU implementations and apply them to challenging glints and caustic rendering. Experiments on various scenarios demonstrate the superiority of specular polynomial-based solutions compared to Newton iteration-based counterparts.

cs.GR

Manifold Path Guiding for Importance Sampling Specular Chains

Complex visual effects such as caustics are often produced by light paths containing multiple consecutive specular vertices (dubbed specular chains), which pose a challenge to unbiased estimation in Monte Carlo rendering. In this work, we study the light transport behavior within a sub-path that is comprised of a specular chain and two non-specular separators. We show that the specular manifolds formed by all the sub-paths could be exploited to provide coherence among sub-paths. By reconstructing continuous energy distributions from historical and coherent sub-paths, seed chains can be generated in the context of importance sampling and converge to admissible chains through manifold walks. We verify that importance sampling the seed chain in the continuous space reaches the goal of importance sampling the discrete admissible specular chain. Based on these observations and theoretical analyses, a progressive pipeline, manifold path guiding, is designed and implemented to importance sample challenging paths featuring long specular chains. To our best knowledge, this is the first general framework for importance sampling discrete specular chains in regular Monte Carlo rendering. Extensive experiments demonstrate that our method outperforms state-of-the-art unbiased solutions with up to 40x variance reduction, especially in typical scenes containing long specular chains and complex visibility.

cs.CV