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Zhongzheng Ren

Publications and source records attributed to Zhongzheng Ren.

At least 19 recordsLinked to original sources

Elephant in the Fridge: Constant-Memory Frame Packing for Long Video Understanding

Hour-long videos, streaming feeds, and movie-length content are pushing vision-language models (VLMs) past their breaking point -- the standard recipe of encoding each frame into visual tokens yields sequences that grow linearly with video length, causing prohibitive memory consumption and inference latency. Existing approaches, such as token reduction and keyframe selection, shorten the token sequence but leave the O(n) scaling intact, failing to resolve the fundamental bottleneck. We propose FramePack-U, a strikingly simple, training-free frame packing framework that compresses arbitrarily long videos into a fixed size visual representation at constant memory cost. FramePack-U requires no fine-tuning or architectural modification -- it plugs directly into off-the-shelf VLMs at inference time. Inspired by FramePack from the generation literature, we propose a content-aware compression strategy for visual understanding under a fixed token budget. Specifically, FramePack-U (1) scores each frame by its semantic similarity to the text prompt and ranks frames in a diversity-driven manner, and (2) packs the selected frames at varying resolutions into a fixed-length context window. This concentrates the memory budget on frames that are both instruction-relevant and visually diverse. While FramePack-U can in theory pack arbitrarily many frames into the fixed budget, we identify an empirical instantiation that generalizes robustly across settings. Extensive experiments on LongVideoBench, MLVU, and Video-MME show that FramePack-U consistently outperforms full-resolution baselines and prior token reduction and keyframe selection methods across diverse model families, parameter scales, and frame budgets. Notably, on Qwen3.5-35B-A3B with a 128-frame budget, FramePack-U yields gains of +12.9\%, +10.6\%, and +9.7\% over the official model on the three benchmarks, respectively.

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Reflex: Visually Grounded Reactive Humanoid Control

Humans effortlessly react to the world; they adeptly return a tennis shot, catch a falling cup, step aside from a passing cart, or pass a box tossed during truck unloading. These everyday actions require anticipating a moving target and reflexively responding with the whole body within about a second. Such visual reactive whole-body control remains challenging for humanoids, which must (1) coordinate whole-body control, (2) react to object dynamics in real time, and (3) ground perception in egocentric vision. We study catching thrown boxes as a representative task that demands all three capabilities; existing systems cover only part of it, relying on end-effectors, motion capture, or marked objects. We present Reflex, a three-stage framework that learns these capabilities stage by stage while connecting them through a compact representation of object dynamics. First, a state-based policy learns whole-body catching with reinforcement learning. Second, the policy learns to infer the dynamics of a moving box from delayed and incomplete observations. Third, an egocentric RGB-D encoder learns to recover this dynamics representation directly from visual observations while keeping the whole-body controller fixed. This decomposition provides each capability with a direct training signal and makes visual learning substantially more scalable. In simulation, Reflex achieves 85.7% catch success from egocentric RGB-D, compared with 87.9% when given privileged box observations. Temporal visual history is critical: removing it reduces success by 35.6 and 39.8 points on centered and laterally offset throws. On a real Unitree G1, Reflex catches human-thrown boxes with 65% and 40% success at 2.5 and 5 m, reaching 76% and 59% of human catchers' success at the same distances.

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VFIG: Vectorizing Complex Figures in SVG with Vision-Language Models

Scalable Vector Graphics (SVG) are essential for technical illustration and digital design, offering resolution independence and semantic editability. In practice, original vector files are frequently lost, leaving only rasterized versions (e.g., PNG, JPEG) that resist modification, while manual reconstruction is prohibitively expensive. Progress on automating raster-to-SVG conversion has been bottlenecked by two gaps: existing SVG datasets are dominated by icons and decorative graphics that lack the complexity of professional diagrams, and existing benchmarks rely on pixel- or embedding-level similarity that fails to capture structural correctness (e.g., broken connectivity, misplaced arrows). We close both gaps with paired contributions targeting diagram-centric figures (e.g., model architectures, flowcharts, schematics). For training, we introduce VFIG-Data, the largest figure-to-SVG dataset of its kind at 66K pairs, combining real paper figures converted via a describe-and-generate pipeline with programmatic diagrams that supply noise-free supervision over arrow styles, fonts, and geometry. For evaluation, we introduce VFIG-Bench, a structure-aware evaluation suite, paired with VFIG-Bench-OOD, an out-of-distribution set of figures manually curated from highly cited arXiv papers. Beyond pixel and embedding similarity, our protocol reports rubric-based VLM-Judge scores and Elo ratings from pairwise human preference evaluation. Built on these contributions, VFIG is a VLM family trained with a simple-to-complex SFT curriculum followed by RL with rendering-aware rewards. VFIG achieves state-of-the-art open-source performance, outperforming the best open-source VLM baseline by over 30%, and matches Claude Sonnet 4.6 on VFIG-BENCH: Gemini-Judge 78.2% vs. 76.7% and GPT-Judge 87.5% vs. 87.4%. It remains slightly behind the strongest proprietary models GPT-5.2 and Gemini-3.

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TOPReward: Token Probabilities as Hidden Zero-Shot Rewards for Robotics

General-purpose robot learning requires dense, instruction-conditioned feedback that can distinguish meaningful task progress from stalled, failed, or partially completed behavior. Yet obtaining such feedback at scale remains difficult, since existing approaches often rely on manual progress annotations, task-specific demonstrations, or reward models trained on curated robot datasets. We introduce TOPReward, a training-free progress reward method that probes pretrained Video-Language Models (VLMs) through their internal token probabilities rather than asking them to generate numerical progress values. Given a video prefix and a language instruction, TOPReward measures the model's likelihood that the instructed task has been completed, converting latent video-language understanding into a dense reward signal without task-specific reward-model training or manually annotated progress labels. We evaluate TOPReward on ManiRewardBench, our real-world manipulation benchmark spanning 130 unique tasks and four robot platforms, as well as on Open X-Embodiment datasets. Across these settings, TOPReward substantially outperforms prior training-free VLM reward methods on open-source models and is competitive with a trained reward-model baseline on progress-estimation metrics, while requiring no reward-model training. Additional analyses show that the reward is sensitive to the specified instruction and is not explained by time index alone. Finally, TOPReward supports downstream applications including success detection and offline reward-weighted behavior cloning.

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MolmoMotion: Forecasting Point Trajectories in 3D with Language Instruction

Motion forecasting is central to visual intelligence: agents must anticipate how objects will move in order to plan actions, reason about physical interactions, and synthesize realistic futures. We argue that 3D points in world coordinates provide a general representation that is class-agnostic, view-stable, compact, and directly useful for downstream tasks. We formalize the task of goal-conditioned 3D point motion forecasting: given a short visual history, a set of 3D query points on an object of interest, and a language description of the intended goal, the model predicts the future 3D trajectory of each point. We introduce a full stack to study this task at scale: (1) MolmoMotion-1M is a large corpus of action-described, object-grounded 3D point trajectories annotated from 1.16M unconstrained videos; (2) PointMotionBench is a human-verified benchmark spanning 111 object categories and 61 motion types; and (3) MolmoMotion is a general motion forecasting model that supports both autoregressive coordinate prediction and flow-matching-based trajectory generation. MolmoMotion accurately predicts diverse motion patterns with different language instructions, and significantly outperforms existing motion prediction baselines on PointMotionBench. Finally, we show that the learned 3D motion prior transfers well to downstream applications: it improves training efficiency and generalization for robot manipulation, and its predicted trajectories provide effective motion guidance for generative models to synthesize videos with more realistic object motion.

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RefDecoder: Enhancing Visual Generation with Conditional Video Decoding

Video generation powers a vast array of downstream applications. However, while the de facto standard, i.e., latent diffusion models, typically employ heavily conditioned denoising networks, their decoders often remain unconditional. We observe that this architectural asymmetry leads to significant loss of detail and inconsistency relative to the input image. To address this, we argue that the decoder requires equal conditioning to preserve structural integrity. We introduce RefDecoder, a reference-conditioned video VAE decoder by injecting high-fidelity reference image signal directly into the decoding process via reference attention. Specifically, a lightweight image encoder maps the reference frame into the detail-rich high-dimensional tokens, which are co-processed with the denoised video latent tokens at each decoder up-sampling stage. We demonstrate consistent improvements across several distinct decoder backbones (e.g., Wan 2.1 and VideoVAE+), achieving up to +2.1dB PSNR over the unconditional baselines on the Inter4K, WebVid, and Large Motion reconstruction benchmarks. Notably, RefDecoder can be directly swapped into existing video generation systems without additional fine-tuning, and we report across-the-board improvements in subject consistency, background consistency, and overall quality scores on the VBench I2V benchmark. Beyond I2V, RefDecoder generalizes well to a wide range of visual generation tasks such as style transfer and video editing refinement.

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MolmoAct2: Action Reasoning Models for Real-world Deployment

Vision-Language-Action (VLA) models aim to provide a single generalist controller for robots, but today's systems fall short on the criteria that matter for real-world deployment. Frontier models are closed, open-weight alternatives are tied to expensive hardware, reasoning-augmented policies pay prohibitive latency for their grounding, and fine-tuned success rates remain below the threshold for dependable use. We present MolmoAct2, a fully open action reasoning model built for practical deployment, advancing its predecessor along five axes. We introduce MolmoER, a VLM backbone specialized for spatial and embodied reasoning, trained on a 3.3M-sample corpus with a specialize-then-rehearse recipe. We release three new datasets spanning low-to-medium cost platforms, including MolmoAct2-BimanualYAM, 720 hours of teleoperated bimanual trajectories that constitute the largest open bimanual dataset to date, together with quality-filtered Franka (DROID) and SO100/101 subsets. We provide OpenFAST, an open-weight, open-data action tokenizer trained on millions of trajectories across five embodiments. We redesign the architecture to graft a flow-matching continuous-action expert onto a discrete-token VLM via per-layer KV-cache conditioning. Finally, we propose MolmoThink, an adaptive-depth reasoning variant that re-predicts depth tokens only for scene regions that change between timesteps, retaining geometric grounding at a fraction of prior latency. In the most extensive empirical study of any open VLA to date, spanning 7 simulation and real-world benchmarks, MolmoAct2 outperforms strong baselines including Pi-05, while MolmoER surpasses GPT-5 and Gemini Robotics ER-1.5 across 13 embodied-reasoning benchmarks. We release model weights, training code, and complete training data. Project page: https://allenai.org/blog/molmoact2

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WildDet3D: Scaling Promptable 3D Detection in the Wild

Understanding objects in 3D from a single image is a cornerstone of spatial intelligence. A key step toward this goal is monocular 3D object detection--recovering the extent, location, and orientation of objects from an input RGB image. To be practical in the open world, such a detector must generalize beyond closed-set categories, support diverse prompt modalities, and leverage geometric cues when available. Progress is hampered by two bottlenecks: existing methods are designed for a single prompt type and lack a mechanism to incorporate additional geometric cues, and current 3D datasets cover only narrow categories in controlled environments, limiting open-world transfer. In this work we address both gaps. First, we introduce WildDet3D, a unified geometry-aware architecture that natively accepts text, point, and box prompts and can incorporate auxiliary depth signals at inference time. Second, we present WildDet3D-Data, the largest open 3D detection dataset to date, constructed by generating candidate 3D boxes from existing 2D annotations and retaining only human-verified ones, yielding over 1M images across 13.5K categories in diverse real-world scenes. WildDet3D establishes a new state-of-the-art across multiple benchmarks and settings. In the open-world setting, it achieves 22.6/24.8 AP3D on our newly introduced WildDet3D-Bench with text and box prompts. On Omni3D, it reaches 34.2/36.4 AP3D with text and box prompts, respectively. In zero-shot evaluation, it achieves 40.3/48.9 ODS on Argoverse 2 and ScanNet. Notably, incorporating depth cues at inference time yields substantial additional gains (+20.7 AP on average across settings).

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MolmoWeb: Open Visual Web Agent and Open Data for the Open Web

Web agents--autonomous systems that navigate and execute tasks on the web on behalf of users--have the potential to transform how people interact with the digital world. However, the most capable web agents today rely on proprietary models with undisclosed training data and recipes, limiting scientific understanding, reproducibility, and community-driven progress. We believe agents for the open web should be built in the open. To this end, we introduce (1) MolmoWebMix, a large and diverse mixture of browser task demonstrations and web-GUI perception data and (2) MolmoWeb, a family of fully open multimodal web agents. Specifically, MolmoWebMix combines over 100K synthetic task trajectories from multiple complementary generation pipelines with 30K+ human demonstrations, atomic web-skill trajectories, and GUI perception data, including referring expression grounding and screenshot question answering. MolmoWeb agents operate as instruction-conditioned visual-language action policies: given a task instruction and a webpage screenshot, they predict the next browser action, requiring no access to HTML, accessibility trees, or specialized APIs. Available in 4B and 8B size, on browser-use benchmarks like WebVoyager, Online-Mind2Web, and DeepShop, MolmoWeb agents achieve state-of-the-art results outperforming similar scale open-weight-only models such as Fara-7B, UI-Tars-1.5-7B, and Holo1-7B. MolmoWeb-8B also surpasses set-of-marks (SoM) agents built on much larger closed frontier models like GPT-4o. We further demonstrate consistent gains through test-time scaling via parallel rollouts with best-of-N selection, achieving 94.7% and 60.5% pass@4 (compared to 78.2% and 35.3% pass@1) on WebVoyager and Online-Mind2Web respectively. We will release model checkpoints, training data, code, and a unified evaluation harness to enable reproducibility and accelerate open research on web agents.

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Molmo2: Open Weights and Data for Vision-Language Models with Video Understanding and Grounding

Today's strongest video-language models (VLMs) remain proprietary. The strongest open-weight models either rely on synthetic data from proprietary VLMs, effectively distilling from them, or do not disclose their training data or recipe. As a result, the open-source community lacks the foundations needed to improve on the state-of-the-art video (and image) language models. Crucially, many downstream applications require more than just high-level video understanding; they require grounding -- either by pointing or by tracking in pixels. Even proprietary models lack this capability. We present Molmo2, a new family of VLMs that are state-of-the-art among open-source models and demonstrate exceptional new capabilities in point-driven grounding in single image, multi-image, and video tasks. Our key contribution is a collection of 7 new video datasets and 2 multi-image datasets, including a dataset of highly detailed video captions for pre-training, a free-form video Q&A dataset for fine-tuning, a new object tracking dataset with complex queries, and an innovative new video pointing dataset, all collected without the use of closed VLMs. We also present a training recipe for this data utilizing an efficient packing and message-tree encoding scheme, and show bi-directional attention on vision tokens and a novel token-weight strategy improves performance. Our best-in-class 8B model outperforms others in the class of open weight and data models on short videos, counting, and captioning, and is competitive on long-videos. On video-grounding Molmo2 significantly outperforms existing open-weight models like Qwen3-VL (35.5 vs 29.6 accuracy on video counting) and surpasses proprietary models like Gemini 3 Pro on some tasks (38.4 vs 20.0 F1 on video pointing and 56.2 vs 41.1 J&F on video tracking).

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PhysGen: Rigid-Body Physics-Grounded Image-to-Video Generation

We present PhysGen, a novel image-to-video generation method that converts a single image and an input condition (e.g., force and torque applied to an object in the image) to produce a realistic, physically plausible, and temporally consistent video. Our key insight is to integrate model-based physical simulation with a data-driven video generation process, enabling plausible image-space dynamics. At the heart of our system are three core components: (i) an image understanding module that effectively captures the geometry, materials, and physical parameters of the image; (ii) an image-space dynamics simulation model that utilizes rigid-body physics and inferred parameters to simulate realistic behaviors; and (iii) an image-based rendering and refinement module that leverages generative video diffusion to produce realistic video footage featuring the simulated motion. The resulting videos are realistic in both physics and appearance and are even precisely controllable, showcasing superior results over existing data-driven image-to-video generation works through quantitative comparison and comprehensive user study. PhysGen's resulting videos can be used for various downstream applications, such as turning an image into a realistic animation or allowing users to interact with the image and create various dynamics. Project page: https://stevenlsw.github.io/physgen/

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NeRFDeformer: NeRF Transformation from a Single View via 3D Scene Flows

We present a method for automatically modifying a NeRF representation based on a single observation of a non-rigid transformed version of the original scene. Our method defines the transformation as a 3D flow, specifically as a weighted linear blending of rigid transformations of 3D anchor points that are defined on the surface of the scene. In order to identify anchor points, we introduce a novel correspondence algorithm that first matches RGB-based pairs, then leverages multi-view information and 3D reprojection to robustly filter false positives in two steps. We also introduce a new dataset for exploring the problem of modifying a NeRF scene through a single observation. Our dataset ( https://github.com/nerfdeformer/nerfdeformer ) contains 113 synthetic scenes leveraging 47 3D assets. We show that our proposed method outperforms NeRF editing methods as well as diffusion-based methods, and we also explore different methods for filtering correspondences.

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GoMAvatar: Efficient Animatable Human Modeling from Monocular Video Using Gaussians-on-Mesh

We introduce GoMAvatar, a novel approach for real-time, memory-efficient, high-quality animatable human modeling. GoMAvatar takes as input a single monocular video to create a digital avatar capable of re-articulation in new poses and real-time rendering from novel viewpoints, while seamlessly integrating with rasterization-based graphics pipelines. Central to our method is the Gaussians-on-Mesh representation, a hybrid 3D model combining rendering quality and speed of Gaussian splatting with geometry modeling and compatibility of deformable meshes. We assess GoMAvatar on ZJU-MoCap data and various YouTube videos. GoMAvatar matches or surpasses current monocular human modeling algorithms in rendering quality and significantly outperforms them in computational efficiency (43 FPS) while being memory-efficient (3.63 MB per subject).

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StableDreamer: Taming Noisy Score Distillation Sampling for Text-to-3D

In the realm of text-to-3D generation, utilizing 2D diffusion models through score distillation sampling (SDS) frequently leads to issues such as blurred appearances and multi-faced geometry, primarily due to the intrinsically noisy nature of the SDS loss. Our analysis identifies the core of these challenges as the interaction among noise levels in the 2D diffusion process, the architecture of the diffusion network, and the 3D model representation. To overcome these limitations, we present StableDreamer, a methodology incorporating three advances. First, inspired by InstructNeRF2NeRF, we formalize the equivalence of the SDS generative prior and a simple supervised L2 reconstruction loss. This finding provides a novel tool to debug SDS, which we use to show the impact of time-annealing noise levels on reducing multi-faced geometries. Second, our analysis shows that while image-space diffusion contributes to geometric precision, latent-space diffusion is crucial for vivid color rendition. Based on this observation, StableDreamer introduces a two-stage training strategy that effectively combines these aspects, resulting in high-fidelity 3D models. Third, we adopt an anisotropic 3D Gaussians representation, replacing Neural Radiance Fields (NeRFs), to enhance the overall quality, reduce memory usage during training, and accelerate rendering speeds, and better capture semi-transparent objects. StableDreamer reduces multi-face geometries, generates fine details, and converges stably.

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Occupancy Planes for Single-view RGB-D Human Reconstruction

Single-view RGB-D human reconstruction with implicit functions is often formulated as per-point classification. Specifically, a set of 3D locations within the view-frustum of the camera are first projected independently onto the image and a corresponding feature is subsequently extracted for each 3D location. The feature of each 3D location is then used to classify independently whether the corresponding 3D point is inside or outside the observed object. This procedure leads to sub-optimal results because correlations between predictions for neighboring locations are only taken into account implicitly via the extracted features. For more accurate results we propose the occupancy planes (OPlanes) representation, which enables to formulate single-view RGB-D human reconstruction as occupancy prediction on planes which slice through the camera's view frustum. Such a representation provides more flexibility than voxel grids and enables to better leverage correlations than per-point classification. On the challenging S3D data we observe a simple classifier based on the OPlanes representation to yield compelling results, especially in difficult situations with partial occlusions due to other objects and partial visibility, which haven't been addressed by prior work.

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CASA: Category-agnostic Skeletal Animal Reconstruction

Recovering the skeletal shape of an animal from a monocular video is a longstanding challenge. Prevailing animal reconstruction methods often adopt a control-point driven animation model and optimize bone transforms individually without considering skeletal topology, yielding unsatisfactory shape and articulation. In contrast, humans can easily infer the articulation structure of an unknown animal by associating it with a seen articulated character in their memory. Inspired by this fact, we present CASA, a novel Category-Agnostic Skeletal Animal reconstruction method consisting of two major components: a video-to-shape retrieval process and a neural inverse graphics framework. During inference, CASA first retrieves an articulated shape from a 3D character assets bank so that the input video scores highly with the rendered image, according to a pretrained language-vision model. CASA then integrates the retrieved character into an inverse graphics framework and jointly infers the shape deformation, skeleton structure, and skinning weights through optimization. Experiments validate the efficacy of CASA regarding shape reconstruction and articulation. We further demonstrate that the resulting skeletal-animated characters can be used for re-animation.

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Neural Volumetric Object Selection

We introduce an approach for selecting objects in neural volumetric 3D representations, such as multi-plane images (MPI) and neural radiance fields (NeRF). Our approach takes a set of foreground and background 2D user scribbles in one view and automatically estimates a 3D segmentation of the desired object, which can be rendered into novel views. To achieve this result, we propose a novel voxel feature embedding that incorporates the neural volumetric 3D representation and multi-view image features from all input views. To evaluate our approach, we introduce a new dataset of human-provided segmentation masks for depicted objects in real-world multi-view scene captures. We show that our approach out-performs strong baselines, including 2D segmentation and 3D segmentation approaches adapted to our task.

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Total Variation Optimization Layers for Computer Vision

Optimization within a layer of a deep-net has emerged as a new direction for deep-net layer design. However, there are two main challenges when applying these layers to computer vision tasks: (a) which optimization problem within a layer is useful?; (b) how to ensure that computation within a layer remains efficient? To study question (a), in this work, we propose total variation (TV) minimization as a layer for computer vision. Motivated by the success of total variation in image processing, we hypothesize that TV as a layer provides useful inductive bias for deep-nets too. We study this hypothesis on five computer vision tasks: image classification, weakly supervised object localization, edge-preserving smoothing, edge detection, and image denoising, improving over existing baselines. To achieve these results we had to address question (b): we developed a GPU-based projected-Newton method which is $37\times$ faster than existing solutions.

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