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Zhixiang Wang

Publications and source records attributed to Zhixiang Wang.

At least 19 recordsLinked to original sources

KaiNinja: Extending Native 3D Generators to the Part Level

Native 3D generators turn one image into a single mesh. TRELLIS.2 and its peers deliver high-fidelity non-watertight geometry with materials, but the output is one fused object, while downstream work such as editing, rigging and simulation operates on part-level assets. A naive idea is to run a 3D segmentation network on the fused mesh that TRELLIS.2 generates, but such pipelines are slow and bounded by the accuracy of the segmentation. We want a simple way to extend an existing native 3D generator to the part level. But we face a critical problem: the O-Voxel grid stores one sheet of surface per voxel, so a single volume cannot represent the interface where two parts touch, at any resolution. We introduce a dual-volume representation to solve this problem and put forward KaiNinja, a part-level extension of TRELLIS.2 built on a dual-volume form of its O-Voxel representation. KaiNinja keeps the generation speed and quality of TRELLIS.2 while extending it to the part level, with no mask or segmenter in the pipeline. Its training data come from sources of many kinds, including CAD models and assets authored by an LLM-driven agent; to our knowledge it is the first 3D generative model trained on agent-authored part data. Surprisingly, we also find that whole-object fidelity improves over the same backbone fine-tuned on the same dataset. Against part generation pipelines of different paradigms, it lowers whole-object Chamfer distance by 40% and raises strict part F-score by 16%.

cs.GR

Programmable World Model

Recent video world models generate increasingly realistic and interactive visual experiences, yet lack reliable mechanisms for maintaining persistent world state and enforcing programmable rules over extended interactions. We introduce Programmable World Model, a framework that decouples world-state evolution from visual observation generation. An agent translates natural-language instructions into executable programs that specify entity states and state-transition rules, enabling direct control over individual entities and their interactions. A lightweight engine executes these programs to update and maintain an explicit, persistent global world state, including off-screen entities and non-visual attributes. To connect world state with visual generation, we introduce state-augmented 3D oriented bounding boxes (OBBs) as an intermediate representation. This representation, together with the target camera trajectory, is deterministically compiled into pixel-aligned spatiotemporal conditioning signals for a pretrained video model serving as the generative renderer. This design allows users to create playable games with predefined mechanics, direct control over individual entities, and persistent world state throughout gameplay. We further introduce CombatStateBench, a benchmark for evaluating programmable world models. On CombatStateBench, our method achieves 94% Count Accuracy and 98% State Accuracy, substantially outperforming existing interactive video world models while supporting coherent long-horizon generation. These results demonstrate the effectiveness of separating explicit state evolution from generative rendering for building persistent, programmable worlds.

cs.CV

WorldSculpt: Generating Compositional Worlds from Grounded Videos

We study the problem of generating a compositional 3D representation of a cluttered scene containing hundreds of objects. The goal is to represent the scene as a collection of individual object meshes placed in a shared world frame, as required by downstream applications such as gaming, AR/VR, simulation, and robotics. This task is challenging in densely cluttered scenes, where objects heavily occlude one another and each view reveals only a fraction of their geometry. Geometry-based approaches typically reconstruct the scene as a single representation and leave incomplete geometry in occluded regions, while existing compositional methods with generative priors are largely limited to relatively simple scenes. We show that complex scenes with hundreds of objects can instead be generated compositionally by adapting a strong single-object 3D generative prior to multi-view observations. We instantiate this paradigm with Pixal3D, extending it with a multi-view conditioning pathway that grounds object generation in multiple posed observations. Although the model is finetuned entirely on single objects in canonical space, it generalizes to large scenes with severe occlusion without any scene-level training, demonstrating the feasibility and scalability of this paradigm. We further introduce UE-MeshyScene, a photorealistic benchmark of densely cluttered scenes with hundreds of objects, per-object annotations, and ground-truth meshes. Across single-object, controlled multi-object, and UE-MeshyScene evaluations, our method consistently outperforms prior approaches, with larger gains as scene complexity and occlusion increase. Finally, we demonstrate broader applicability by converting generated 3DGS worlds, such as Marble and HY-World 2.0, into compositional mesh scenes.

cs.CV

Stream-DiffVSR: Low-Latency Streamable Video Super-Resolution via Auto-Regressive Diffusion

Diffusion-based video super-resolution (VSR) methods deliver strong perceptual quality but are often unsuitable for latency-sensitive scenarios due to reliance on future frames and expensive multi-step denoising. We propose Stream-DiffVSR, a causally conditioned diffusion framework for efficient online VSR. Operating strictly on past frames, Stream-DiffVSR integrates a four-step distilled denoiser for fast inference, an Auto-regressive Temporal Guidance (ARTG) module that injects motion-aligned cues during latent denoising, and a lightweight temporal-aware decoder with a Temporal Processor Module (TPM) to enhance detail and temporal coherence. Unlike chunk-wise streaming inference, our strictly frame-by-frame causal design avoids sequence-level waiting, substantially reducing time-to-first-frame and end-to-end latency. Stream-DiffVSR processes 720p frames in 0.328 seconds on an RTX 4090 and consistently outperforms prior diffusion-based baselines. Compared with the online state-of-the-art TMP, it improves perceptual quality (LPIPS +0.095). Compared with prior diffusion-based VSR methods such as MGLD-VSR, it reduces per-frame runtime by over 130x. Moreover, Stream-DiffVSR substantially lowers time-to-first-frame for diffusion-based VSR, reducing initial delay from over 4600 seconds to 0.328 seconds, making diffusion-based VSR markedly more practical for low-latency online and streaming deployment. Project page: https://jamichss.github.io/stream-diffvsr-project-page/

cs.CV

AlayaWorld: Interactive Long-Horizon World Modeling - Full Technical Report (v1.1)

This report presents an improved version of AlayaWorld. While the backbone architecture, chunk-wise autoregressive generation scheme, and training data remain unchanged from the previous release, we substantially revise how conditioning signals are represented and integrated into the model. The new design is guided by a simple principle: conditioning signals should match the generated content as closely as possible in both latent representation and temporal structure. To this end, we make two major changes. First, we replace the previous depth-warping-based spatial memory with a streaming 3D point-cache renderer. Second, we redesign the conditioning pipeline so that visual conditions are encoded in the same causal-VAE latent space, with temporal statistics consistent with those of the generated video. Concretely, the new version introduces six modifications: (1) replacing static-frame image conditioning with motion-aware latent conditioning; (2) causally encoding re-rendered spatial memory as a continuous sequence; (3) aligning the temporal-memory window in pixel space; (4) adopting hard memory dropout that removes memory tokens rather than zeroing them; (5) unifying the VAE encoding and decoding protocol across training and inference; and (6) removing the camera AdaLN branch, such that viewpoint control is provided entirely through the re-rendered spatial condition.

cs.AI

Gaussian Meta-Space Augmentation for Stacking Ensembles in Multimodal IPMN Risk Stratification

Pancreatic cancer is among the most lethal malignancies; risk stratification of intraductal papillary mucinous neoplasms (IPMNs) offers a crucial opportunity for early intervention but typically requires invasive tissue biopsy. Dominant vision-based approaches, including radiomics and deep learning, provide promising but initially separate discrimination opportunities. Similarly, multisequence MRI (T1W/T2W) and anatomically decomposed (head, body and tail) analysis of the pancreas provide additional and potentially complementary signals. Effective fusion of this information is crucial in ordinal IPMN dysplasia risk prediction and can be accomplished via a meticulously regularized and calibrated ensemble stacking combiner. We present cUPMI, a class-conditional Gaussian augmentation of a combiner's log-probability meta-features, and test it on various prediction paradigms. In our multi-center analysis, we find cUPMI adds limited value to properly regularized L2-logistic binary classification stacks, but consistently regularizes higher-capacity tree combiners in the binary and radiomics-only setting (RF +0.015 and XGBoost +0.024 binary AUC, positive in all seeds). Its cleanest ordinal benefit appears for XGBoost on an 8-stream radiomics task (3-class no < low < high, +0.022 QWK in all seeds). Separately, fold-locked fusion of radiomics and 2.5D CNN streams yields the strongest overall model, an RF stack reaching QWK 0.595 (95% CI [0.54, 0.64]) and binary AUC 0.839, surpassing radiomics, 2.5D ResNet, and 3D DenseNet-121 baselines.

cs.CV

Generative World Renderer at the Speed of Play

Generative world renderer AlayaRenderer receives structured world states exported from physics engines and synthesizes RGB frames. Unlike models that generate frames from text/control-hints prompts, AlayaRenderer preserves scene structure without altering the underlying world dynamics. This demonstrates an alternative path toward interactive world modeling and user-controllable play. However, the original AlayaRenderer is too computationally expensive for real-time deployment. This technical report introduces AlayaRenderer-Flash, a real-time-oriented generative forward world renderer that pushes AlayaRenderer from 0.56 FPS to 31.54 FPS, reaching the speed of play. AlayaRenderer-Flash reformulates the original renderer as a few-step autoregressive streaming model and introduces lightweight distilled codecs for efficient latent encoding and frame reconstruction. It retains the teacher model's G-buffer and text-prompt interfaces while enabling continuous rendering over input streams of unbounded length. We evaluate AlayaRenderer-Flash on G-buffer streams across content preservation, temporal consistency, cross-window stability, prompt controllability, and runtime efficiency. Our results show that AlayaRenderer-Flash substantially reduces inference cost while preserving the core rendering capabilities of the teacher model. By integrating AlayaRenderer-Flash with a physics engine, we build a fully playable generative world running at 30 FPS.

cs.CV

AlayaWorld: Interactive Long-Horizon World Modeling -- Full Technical Report

Unlike conventional video game development, which relies on labor-intensive pipelines for asset production, animation, physics, and programming, video world models generate interactive environments from user inputs instantly. It enable us to create customized, explorable, and continuously evolving virtual world from text, an image, or video. Realizing this vision requires four tightly coupled capabilities: interaction, persistent spatiotemporal consistency, stable long-horizon generation, and efficient response. We present AlayaWorld, an interactive long-horizon video world model that generates 24-fps video at 540p and 720p. Built on a 15B video diffusion transformer, AlayaWorld generates short latent chunks autoregressively under camera trajectories and switchable text prompts. Its bounded visual context combines a persistent sink frame, compressed temporal history, geometry-aligned spatial memory, and recent-frame conditioning. To reduce long-term drift, the model is trained with corrupted histories and prediction residuals collected from its own roll-outs. We further introduce a discrete autoregressive distillation formulation that combines distribution-matching distillation, self-forcing++, and consistency distillation, reducing inference from approximately 30 sampling steps to four steps per chunk. On iWorld-Bench, AlayaWorld achieves the best performance over long-horizon generation. Conceived as a full-stack, open-source, and long-term project, AlayaWorld is intended to provide an extensible foundation for future research on interactive video world models.

cs.AI

AlayaWorld: Long-Horizon and Playable Video World Generation

Game worlds have traditionally been built through labor-intensive production pipelines, making them costly to develop, difficult to customization, and expensive to modify after deployment. Recent advances in video world models offer a fundamentally different paradigm. Rather than explicitly authoring every component of a virtual environment, these models autoregressively synthesize future observations conditioned on the current world state and user interactions, enabling playable worlds to be generated online. Trained on both gameplay recordings and real-world videos, they can capture diverse visual appearances and physical dynamics, opening new opportunities for interactive applications beyond gaming, including embodied intelligence. In this paper, we present \textbf{AlayaWorld}, a full-stack open-source framework for building interactive generative worlds. AlayaWorld enables open-ended real-time interaction, allowing users to freely navigate and perform diverse actions such as combat, spell casting, and monster summoning. The framework unifies the complete development-from data preparation model architecture, model training, inference acceleration, and deployment-within a modular and extensible architecture. Alongside the framework, we release reproducible pipelines, reference implementations, evaluation tools, and comprehensive documentation, establishing a practical foundation for future research and real-time applications of generative world models.

cs.CV

Emergence of half-semiconductor behavior and tunable magnetism via carrier doping in Janus VXSe (X=Cl, Br, I) monolayers

Two-dimensional ferromagnetic semiconductors with high Curie temperature, large magnetic anisotropy, and electrically tunable properties are highly sought for nanoscale spintronics. Here, using first-principles calculations, we predict a new class of Janus VXSe (X=Cl, Br, I) monolayers. All three compounds are intrinsic ferromagnetic semiconductors with indirect band gaps of 1.66-2.33 eV, Curie temperatures up to 128 K, and magnetic anisotropy energies up to 910 ueV per V, leading to easy-plane magnetization for VClSe and VBrSe and an out-of-plane easy axis for VISe. The robust ferromagnetic order originates from the competition between superexchange and itinerant magnetism. Remarkably, VISe is a pristine half-semiconductor, whereas carrier doping unlocks fully spin-polarized states in the initially non-ideal VClSe and VBrSe. We also find that hole doping can switch the magnetic easy axis of VBrSe from in-plane to out-of-plane, enabling a spin-field-effect transistor with giant magnetoresistance. Our findings highlight carrier doping as a key to unlock hidden half-semiconducting behavior and establish Janus VXSe as a promising platform for 2D spintronics and magnetoelectric devices.

cond-mat.mtrl-sci

Position: The Systemic Lack of Agency in Visual Reasoning

This paper argues that a systemic lack of Agency constrains the implicit reasoning capabilities of current Vision-Language Models (VLMs). Implicit reasoning refers to the ability to autonomously discover and utilize hidden visual evidence to bridge information gaps, rather than merely relying on explicitly specified targets. This capacity underlies human visual understanding and everyday reasoning. We argue that this limitation arises from a tendency to approach visual reasoning primarily as passive semantic retrieval, rather than as active, situated reasoning that depends on autonomous visual exploration. As a result, most existing benchmarks primarily assess Passive Capacity, leaving this aspect of reasoning largely unmeasured. To address this gap, we introduce the Visual Implicit Reasoning Diagnosing Benchmark (V-IRD), which targets this missing quadrant by requiring models to derive answers strictly through autonomous visual analysis. Our results show that, despite strong retrieval abilities, prominent VLMs struggle to utilize reference objects and to attend to visual evidence that requires self-directed inquiry. Simply put, strong semantic recognition does not equate to active visual exploration, revealing a critical gap in current VLMs. More information can be found at https://haoychen.github.io/Implicit-Reasoning/

cs.CV

Learning Adaptive Parallel Execution for Efficient Code Localization

Code localization constitutes a key bottleneck in automated software development pipelines. While concurrent tool execution can enhance discovery speed, current agents demonstrate a 34.9% redundant invocation rate, which negates parallelism benefits. We propose FuseSearch, reformulating parallel code localization as a joint quality-efficiency optimization} task. Through defining tool efficiency -- the ratio of unique information gain to invocation count -- we utilize a two-phase SFT and RL training approach for learning adaptive parallel strategies. Different from fixed-breadth approaches, FuseSearch dynamically modulates search breadth according to task context, evolving from exploration phases to refinement stages. Evaluated on SWE-bench Verified, FuseSearch-4B achieves SOTA-level performance (84.7% file-level and 56.4% function-level F1 scores) with 93.6% speedup, utilizing 67.7% fewer turns and 68.9% fewer tokens. Results indicate that efficiency-aware training naturally improves quality through eliminating noisy redundant signals, enabling high-performance cost-effective localization agents.

cs.AI

Reflection Separation from a Single Image via Joint Latent Diffusion

Single-image reflection separation is highly challenging under extreme conditions like glare or weak reflections. Existing methods often struggle to recover both layers in glare or weak-reflection scenarios because of insufficient information. This paper presents a diffusion model explicitly fine-tuned for this task, leveraging generative diffusion priors for robust separation. Our method simultaneously generates transmission and reflection layers through a unified diffusion model, incorporating a novel cross-layer self-attention mechanism for better feature disentanglement. We further introduce a disjoint sampling strategy to iteratively reduce interference between the layers during diffusion and a latent optimization step with a learned composition function for improved results in complex real-world scenarios. Extensive experiments demonstrate that our approach surpasses state-of-the-art methods on multiple real-world benchmarks. Project page: https://brian90709.github.io/diff-reflection-separation/

cs.CV

YoCausal: How Far is Video Generation from World Model? A Causality Perspective

As video diffusion models (VDMs) advance toward world models, a key question arises: do they truly understand causality, or merely overfit to statistical temporal patterns? Existing benchmarks mostly rely on synthetic data, limiting real-world generalization due to the sim-to-real gap. We present YoCausal, a two-level benchmark inspired by the Violation of Expectation (VoE) paradigm from cognitive science. By temporally reversing real-world videos at zero cost as natural counterfactual samples, YoCausal establishes an arbitrarily extensible evaluation protocol. Level 1 introduces the Reverse Surprise Index (RSI), quantifying arrow-of-time perception via denoising loss. Level 2 introduces the Causality Cognition Index (CCI), which leverages a VLM to stratify datasets into causal and non-causal subsets, disentangling genuine causal reasoning from temporal bias. Evaluation of 13 state-of-the-art VDMs reveals that perceiving the arrow of time does not imply understanding causality, and a significant gap persists relative to human-level causal cognition.

cs.CV

One Tool Is Enough: Reinforcement Learning for Repository-Level LLM Agents

Locating files and functions requiring modification in large software repositories is challenging due to their scale and structural complexity. Existing LLM-based methods typically treat this as a repository-level retrieval task and rely on multiple auxiliary tools, which often overlook code execution logic and complicate model control. We propose RepoNavigator, an LLM agent equipped with a single execution-aware tool: jumping to the definition of an invoked symbol. This unified design reflects the actual flow of code execution while simplifying tool manipulation. RepoNavigator is trained end-to-end via Reinforcement Learning (RL) directly from a base pretrained model, without relying on closed-source distillation. Experiments demonstrate that RL-trained RepoNavigator achieves state-of-the-art performance, with the 7B model outperforming 14B baselines, the 14B model surpassing 32B competitors, and the 32B model exceeding closed-source models such as GPT-5 on most metrics. These results confirm that integrating a single, structurally grounded tool with RL training provides an efficient and scalable solution for repository-level issue localization.

cs.SE

Generative World Renderer

Scaling generative inverse and forward rendering to real-world scenarios is bottlenecked by the limited realism and temporal coherence of existing synthetic datasets. To bridge this persistent domain gap, we introduce a large-scale, dynamic dataset curated from visually complex AAA games. Using a novel dual-screen stitched capture method, we extracted 4M continuous frames (720p/30 FPS) of synchronized RGB and five G-buffer channels across diverse scenes, visual effects, and environments, including adverse weather and motion-blur variants. This dataset uniquely advances bidirectional rendering: enabling robust in-the-wild geometry and material decomposition, and facilitating high-fidelity G-buffer-guided video generation. Furthermore, to evaluate the real-world performance of inverse rendering without ground truth, we propose a novel VLM-based assessment protocol measuring semantic, spatial, and temporal consistency. Experiments demonstrate that inverse renderers fine-tuned on our data achieve superior cross-dataset generalization and controllable generation, while our VLM evaluation strongly correlates with human judgment. Combined with our toolkit, our forward renderer enables users to edit styles of AAA games from G-buffers using text prompts.

cs.CV

Securing the Floor and Raising the Ceiling: A Merging-based Paradigm for Multi-modal Search Agents

Recent advances in Vision-Language Models (VLMs) have motivated the development of multi-modal search agents that can actively invoke external search tools and integrate retrieved evidence through multi-step reasoning. While promising, existing approaches typically rely on large-scale supervised trajectories or expensive reinforcement learning (RL), leading to high training cost, instability, and a severe cold-start problem for standard VLMs. We propose a training-free paradigm to empower VLMs with autonomous search capabilities via cross-modal model merging. By fusing a text-based search agent with a base VLM, we show that multi-modal search capabilities can be effectively composed without any additional multi-modal training data. To mitigate parameter interference during cross-modal integration, we introduce Optimal Brain Merging (OBM), a saliency-aware merging algorithm that identifies task-critical parameters based on their impact on model loss using only a small set of calibration samples. Extensive experiments on search-intensive benchmarks (e.g., InfoSeek, MMSearch) reveal that: (1) Model merging secures a reasonable performance floor as a zero-shot agent, with OBM achieving superior search rates; (2) OBM significantly raises the performance ceiling as a warm-start strategy, achieving faster convergence and higher peak accuracy than standard VLM initialization.

cs.AI

EGSS: Entropy-guided Stepwise Scaling for Reliable Software Engineering

Agentic Test-Time Scaling (TTS) has delivered state-of-the-art (SOTA) performance on complex software engineering tasks such as code generation and bug fixing. However, its practical adoption remains limited due to significant computational overhead, primarily driven by two key challenges: (1) the high cost associated with deploying excessively large ensembles, and (2) the lack of a reliable mechanism for selecting the optimal candidate solution, ultimately constraining the performance gains that can be realized. To address these challenges, we propose Entropy-Guided Stepwise Scaling (EGSS), a novel TTS framework that dynamically balances efficiency and effectiveness through entropy-guided adaptive search and robust test-suite augmentation. Extensive experiments on SWE-Bench-Verified demonstrate that EGSS consistently boosts performance by 5-10% across all evaluated models. Specifically, it increases the resolved ratio of Kimi-K2-Intruct from 63.2% to 72.2%, and GLM-4.6 from 65.8% to 74.6%. Furthermore, when paired with GLM-4.6, EGSS achieves a new state-of-the-art among open-source large language models. In addition to these accuracy improvements, EGSS reduces inference-time token usage by over 28% compared to existing TTS methods, achieving simultaneous gains in both effectiveness and computational efficiency.

cs.SE