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Zilong Huang

Publications and source records attributed to Zilong Huang.

At least 19 recordsLinked to original sources

Let ViT Speak: Generative Language-Image Pre-training

In this paper, we present \textbf{Gen}erative \textbf{L}anguage-\textbf{I}mage \textbf{P}re-training (GenLIP), a minimalist generative pretraining framework for Vision Transformers (ViTs) designed for multimodal large language models (MLLMs). To better align vision encoders with the autoregressive nature of LLMs, GenLIP trains a ViT to predict language tokens directly from visual tokens using a standard language modeling objective, without contrastive batch construction or an additional text decoder. This design offers three key advantages: (1) \textbf{Simplicity}: a single transformer jointly models visual and textual tokens; (2) \textbf{Scalability}: it scales effectively with both data and model size; and (3) \textbf{Performance}: it achieves competitive or superior results across diverse multimodal benchmarks. Trained on 8B samples from Recap-DataComp-1B, GenLIP matches or surpasses strong baselines despite using substantially less pretraining data. After continued pretraining on multi-resolution images at native aspect ratios, GenLIP further improves on detail-sensitive tasks such as OCR and chart understanding, making it a strong foundation for vision encoders in MLLMs.

cs.CV

Editable Visual Design

While diffusion base models such as GPT-Image-2 and Nano-Banana exhibit remarkable visual expressiveness, their end-to-end generation inherently yields flattened bitmaps with error-prone text, precluding layer-wise post-editing. Conversely, code-based visual generation via Coding Agents provides precise layout control and decoupled layers, yet remains constrained by a lack of global aesthetic intuition and the difficulty of coding complex visual assets. To address this, we propose Editable Visual Design, a new paradigm driven by a Coding Agent. We designate the VLM as the ``creative brain'' for requirement comprehension, task planning, and aesthetic judgment, while utilizing the image generation model as an on-demand ``visual world simulator'' to synthesize standalone visual assets. Operating under an ``imagine first, then act'' closed-loop workflow, the agent generates isolated assets, writes native HTML/CSS, and iteratively refines the design against visual rendering feedback. Furthermore, Agent Design Replay faithfully reproduces the creative and reasoning trajectory akin to that of professional human designers. Ultimately, the system delivers editable artifacts with decoupled layers and real text, enabling users to perform intuitive mouse dragging and layout adjustments on a graphical user interface. Validations on posters, infographics, and other scenarios show that this paradigm successfully achieves both refined aesthetics and production-grade editability.

cs.CV

To See a World in a Living Context: Unified Indoor-Outdoor Urban World Generation

Text-driven 3D generation has advanced rapidly in creating large-scale outdoor environments and detailed indoor scenes, but these domains are usually synthesized independently, lacking the correspondence required for a coherent urban world. We present HoloWorld, a unified indoor-outdoor urban world generation framework built on a continuously updated cross-scale world context. Initializing from a user description, HoloWorld progressively represents and updates the diverse world information, from city-scale planning to individual buildings, allowing generated interiors to maintain explicit correspondence with their associated exterior buildings. Conditioned on the evolving context and previously generated neighboring blocks, HoloWorld autoregressively generates urban exteriors with consistent spatial organization and visual identity across blocks. The generated exterior representations are further grounded in 3D building instances and footprints, enabling building-specific indoor generation with geometry-constrained layouts and inherited appearance characteristics. To our knowledge, HoloWorld is the first framework to unify indoor and outdoor generation within a coherent 3D urban world. Extensive experiments demonstrate that HoloWorld achieves superior urban exterior generation performance, improving the average AQS score over the SOTA by 7.68\% and obtaining the highest average RDR score, while maintaining strong building-level indoor-outdoor correspondence and cross-block continuity within a unified 3D urban world. Our project page: https://huangxb326.github.io/HoloWorld/.

cs.CV

Learning to Prefer Reliably: Error-Augmented Emotion Preference Optimization with Calibrated Fusion

Emotion preference learning uses pairwise comparisons between candidate descriptions to align multimodal large language models (MLLMs) with human judgments of open-ended emotion descriptions and to train reward models that capture human emotional preferences. However, conventional pairwise supervision is often sparse, typically providing only a single negative description for each positive description, and therefore offers limited coverage of the diverse ways in which an emotion description can be incorrect. In particular, models may be insufficiently exposed to semantically fluent but emotionally inconsistent descriptions. Beyond this data-level limitation, relying on a single MLLM judge introduces a distinct model-level concern: its judgments can be affected by model-specific biases when interpreting fine-grained or ambiguous multimodal emotional cues. To address these limitations, we propose Error-Augmented Preference Optimization (EAPO), a framework for improving the reliability of MLLM-based emotion preference judgment at both the data and model levels. First, we construct an error-augmented dataset by generating multiple controlled and emotion-aware negative descriptions from each preferred description. We then adapt multiple independent MLLM judges to this richer supervision and aggregate their preference margins using margin-calibrated soft fusion, which maps heterogeneous margins to a common scale before aggregation. Experiments on the MER2026-EmoPrefer Challenge dataset and our error-augmented dataset demonstrate that EAPO improves emotion preference prediction and enhances the robustness of MLLM judges when evaluating fluent descriptions that conflict with the video's multimodal emotional evidence. Our code is available at https://github.com/slash1028/EAPO-EmoPrefer.

cs.MM

Sa2VA: Marrying SAM2 with MLLM for Dense Grounded Understanding of Images and Videos

This work presents Sa2VA, the first comprehensive, unified model for dense grounded understanding of both images and videos. Unlike existing multi-modal large language models, which are often limited to specific modalities and tasks, Sa2VA supports a wide range of image and video tasks, including referring segmentation and conversation, with minimal single-stage instruction tuning. Sa2VA combines SAM-2, a foundation video segmentation model, with MLLM, advanced vision-language models, and unifies text, image, and video into a shared LLM token space. Using the LLM, Sa2VA generates instruction tokens that guide SAM-2 in producing precise masks, enabling a grounded, multi-modal understanding of both static and dynamic visual content. Additionally, we introduce Ref-SAV, an auto-labeled dataset containing over 72k object expressions in complex video scenes, designed to boost model performance. We also manually validate 2k video objects in the Ref-SAV datasets to benchmark referring video object segmentation in complex environments. Experiments show that Sa2VA achieves strong performance across multiple tasks, particularly in referring video object segmentation, highlighting its potential for complex real-world applications. In addition, Sa2VA can be easily extended into various MLLMs, including Qwen-VL and Intern-VL, which can be updated with rapid process in current open-sourced MLLMs. Code and models have been provided to the community.

cs.CV

UI-Mate: Advancing Open-Weight Foundation GUI Agents with In-Context Demonstrations

Foundation GUI agents can automate complex digital tasks, but deployment is hindered by scarce and biased training data, ambiguous prompts, and unreliable execution. Routine workflows rely on user-specific tools and tacit conventions, so unstated instructions can produce arbitrary variations across runs. We present UI-Mate, a foundation GUI agent that integrates an environment-grounded training stack with in-context demonstration learning. UI-Mate makes three contributions: A Scalable Environment-Grounded Training Stack: A closed-loop data engine automates task generation, environment construction, rollout, filtering, capability balancing, SFT, and online RL across massively parallel environments via unified task-verifier bundles. In-Context Demonstration Learning: A mechanism that transforms multimodal demonstrations into flexible subtask-level workflows, follows relevant demonstrated steps, and re-plans from the live interface. OSWorkerBench Benchmark and Insights: A benchmark of 100 long-horizon office tasks across 41 applications that supports instruction-only and demonstration-guided evaluation. Its demonstration resources separate a 33-task self-demo setting, built from successful strong-agent rollouts of the same targets, from a 45-task variant-demo setting, built from human recordings of related but non-identical tasks. Experiments show that UI-Mate-27B sets a new open-weight state of the art on general computer-use benchmarks, scoring 77.0% on OSWorld-Verified and 66.2% on WindowsAgentArena. On OSWorkerBench, it reaches 41.0% strict success and 76.9% progress, outperforming its Qwen3.6-27B base by 17.7 and 24.5 points. On the 33-task self-demo subset, one demonstration raises strict success from 17.2% to 35.4% and progress from 67.9% to 81.1%, substantially improving long-horizon reliability. Project page: https://ui-mate.github.io.

cs.AI

Beyond Residual Connections: Manifold-Constrained Hyper-Connections for Robust Speaker Representation Learning

Residual connections are fundamental to deep speaker recogni- tion models, such as ECAPA-TDNN and ResNet. However, standard identity mapping limits information flow to a sin- gle path, constraining representation capacity. We introduce Manifold-Constrained Hyper-Connections (mHC), reformulat- ing residual paths as a multi-stream evolution where informa- tion is mixed through a doubly stochastic matrix. By employing Sinkhorn-Knopp iterations, mHC ensures energy conservation by preserving signal intensity and feature mean, which stabi- lizes gradients and mitigates signal degradation in complex net- works. We evaluate mHC by replacing standard residual con- nections in backbones including ECAPA-TDNN, ResNet-34, Res2Net, and E-Res2Net. Extensive experiments on VoxCeleb1 demonstrate that mHC connections consistently enhance per- formance across all architectures, highlighting its effectiveness for robust speaker representation learning.

cs.SD

WorldClaw: Agentic 3D Open-World Generation at Scale

Generating large-scale, freely explorable 3D worlds from open-ended text remains challenging because a system must jointly maintain global spatial coherence, rich local content, and explicit assets suitable for downstream editing and reuse. We present WorldClaw, a fully agentic, coarse-to-fine framework for open-world 3D scene generation. Planning agents translate a text prompt into a structured specification of regions, terrain, assets, materials, and spatial relations. WorldClaw then builds a globally coherent terrain foundation from semantic layouts, reusable assets, generative or procedural materials, and a region-aware height field. For detail-demanding regions, it generates terrain-conditioned compositions, reconstructs editable textured meshes, and recovers their placement on the terrain; render-based agents further refine terrain, objects, appearance, and contacts. Across diverse open-world prompts, WorldClaw produces large-scale scenes with coherent spatial organization, visually compelling local content, and editable instance-level assets while preserving a consistent global terrain structure.

cs.AI

EII-SCL: Harnessing Emotional Inertia for Multimodal Emotion Recognition in Conversation

Multimodal emotion recognition in conversation (MERC) achieves accurate predictions by integrating multimodal and contextual information in dialogues. While current MERC approaches focus on modeling complex contextual dependencies in conversation, they often overlook the impact of contextual emotional inertia in emotion shift, leading to sub-optimal performance. To address this issue, we propose a novel Emotional Inertia-Informed Supervised Contrastive Learning module (EII-SCL) that informs the contrastive objective by constructing inertia-affected samples within temporal windows, effectively leveraging emotional inertia as a prior while enabling seamless integration with existing MERC models without requiring additional data. Extensive experiments on IEMOCAP and MELD show that our approach consistently outperforms state-of-the-art methods.

cs.MM

EmoEUS: Uncertainty Supervision for Multimodal Emotion Recognition in Conversation

Multimodal emotion recognition in conversation (MERC) can leverage multimodal and contextual cues to boost recognition performance. However, existing fusion approaches in MERC often ignore modality-specific uncertainty across utterances caused by conflicting cues, varying noise, and missing modality-specific signals. We propose EmoEUS, an explicit uncertainty supervision framework for MERC. EmoEUS performs uncertainty-aware multimodal fusion by dynamically weighting modalities using learned variance estimates. We also introduce an explicitly supervised loss that aligns each utterance's predicted variance with the distance between the utterance's distributional representation and its emotion- and modality-specific cluster center. Experiments on IEMOCAP and MELD show that EmoEUS consistently outperforms state-of-the-art methods.

cs.MM

DeskCraft: Benchmarking Desktop Agents on Professional Workflows and Human-in-the-Loop Collaboration

Real-world professional desktop workflows in specialized creative and engineering software unfold over long horizons and often require human-in-the-loop coordination, where agents proactively seek necessary information and users provide additional instructions, clarifications, feedback, or corrections as the task progresses. Yet existing desktop GUI benchmarks mostly reduce this setting to short, simplified tasks with all user instructions provided upfront. To address this issue, we introduce DeskCraft, a desktop GUI benchmark targeting long horizon creative and engineering workflows and proactive human-agent collaboration. DeskCraft organizes tasks into a multilevel difficulty taxonomy, with long horizon tasks requiring over 50 execution steps, and covers professional creative software across design, video, audio, and 3D creation. Furthermore, DeskCraft formalizes human-agent collaboration into an interaction protocol covering mid-turn and post-turn exchanges. Mid-turn interaction captures both agent-initiated clarification under uncertainty and user-initiated interruption during execution, while post-turn interaction accommodates user-driven feedback after the agent signals completion, together spanning the full space of realistic collaboration patterns. We evaluate 18 proprietary and open source agents on 538 tasks and find that GPT-5.4 reaches 31.6% on standard tasks and 27.6% on interactive tasks. Further analyses reveal persistent failures in long horizon workflow delivery and proactive clarification. We will open-source all evaluation codes, tasks, and data at https://github.com/mrwwk/DeskCraft.

cs.AI

GenClaw: Code-Driven Agentic Image Generation

Image generation models have evolved from text-conditioned pixel synthesis toward multimodal agents endowed with visual comprehension and tool invocation capabilities. Yet, existing agents remain at the mercy of underlying black-box image models. Their workflow is trapped in a repetitive cycle of prompt rewriting for generation refinement, leaving them with no mechanism to directly manipulate the canvas. In essence, the potential of LLMs to serve as a genuine "brush" for precise visual construction remains largely untapped. In this paper, we propose GenClaw, a code-driven agentic image generation paradigm that empowers the agent to create like a human artist: first conceptualizing, then sketching, and finally coloring. Specifically, the agent first constructs the conceptual knowledge and context through search and reasoning. It then utilizes code (e.g., SVG, HTML, ThreeJS) to render executable visual sketches. Finally, it employs an image generation model to supplement textures, materials, and photorealism. In this workflow, code serves as a controllable intermediate canvas bridging linguistic reasoning and pixel synthesis, seamlessly integrating programmatic logic with the visual expressiveness of generative models. By transforming image generation from a black-box paradigm into a staged process akin to authentic human creation, GenClaw offers a step toward for highly controllable and interpretable visual generation systems.

cs.CV

ArchSIBench: Benchmarking the Architectural Spatial Intelligence of Vision-Language Models

Architectural spatial intelligence, the ability to recognize and infer architectural space, is fundamental to tasks such as robot navigation, embodied interaction, and 3D scene understanding and generation. Although extensive research has evaluated the basic spatial skills of Vision-Language Models (VLMs) such as relative orientation, distance comparison, and object counting, these tasks cover only the most elementary levels of spatial cognition and largely overlook higher-level cognition of architectural space, including layout understanding, circulation patterns, and functional zoning. In this work, we present ArchSIBench, a Benchmark for Architectural Spatial Intelligence based on the perspectives from architecture, cognitive science, and psychology. ArchSIBench covers five core dimensions: perception, reasoning, navigation, transformation, and configuration, comprising 17 fine-grained subtasks. Through careful manual annotation by experts with architectural backgrounds, we construct 3,000 question-answer pairs to enable comprehensive evaluation of architectural spatial intelligence. Based on ArchSIBench, we evaluate various VLMs and find that the architectural spatial intelligence of most models shows significant differences from human baselines; additionally, models exhibit substantial variability across capability dimensions. Some state-of-the-art models can approach the level of human evaluators without architectural training. However, a clear gap remains compared to human evaluators with architectural training, particularly in spatial transformation and configuration reasoning. We believe that ArchSIBench will provide important insights and systematic resources for measuring and advancing the architectural spatial intelligence of VLMs. The dataset and code are available at https://huggingface.co/datasets/ArchSIBench/ArchSIBench.

cs.CV

UNet-Based Fusion and Exponential Moving Average Adaptation for Noise-Robust Speaker Recognition

The joint training of speech enhancement and speaker embedding networks for speaker recognition is widely adopted under noisy acoustic environments. While effective, this paradigm often fails to leverage the generalization and robustness benefits inherent in large-scale speech enhancement pre-training. Moreover, maintaining the speaker information in the denoised speech is not an explicit objective of the speech enhancement process. To address these limitations, we proposed a scalable \textbf{U}Net-based \textbf{F}usion framework (UF-EMA) that considers the noisy and enhanced speech as a multi-channel input, thereby enabling the speaker encoder to exploit speaker information effectively. In addition, an \textbf{E}xponential \textbf{M}oving \textbf{A}verage strategy is applied to a speaker encoder pre-trained on clean speech to mitigate overfitting and facilitate a smooth transition from clean to noisy conditions. Experimental results on multiple noise-contaminated test sets showcase the superiority of the proposed approach.

eess.AS

SatSAM2: Motion-Constrained Video Object Tracking in Satellite Imagery using Promptable SAM2 and Kalman Priors

Existing satellite video tracking methods often struggle with generalization, requiring scenario-specific training to achieve satisfactory performance, and are prone to track loss in the presence of occlusion. To address these challenges, we propose SatSAM2, a zero-shot satellite video tracker built on SAM2, designed to adapt foundation models to the remote sensing domain. SatSAM2 introduces two core modules: a Kalman Filter-based Constrained Motion Module (KFCMM) to exploit temporal motion cues and suppress drift, and a Motion-Constrained State Machine (MCSM) to regulate tracking states based on motion dynamics and reliability. To support large-scale evaluation, we propose MatrixCity Video Object Tracking (MVOT), a synthetic benchmark containing 1,500+ sequences and 157K annotated frames with diverse viewpoints, illumination, and occlusion conditions. Extensive experiments on two satellite tracking benchmarks and MVOT show that SatSAM2 outperforms both traditional and foundation model-based trackers, including SAM2 and its variants. Notably, on the OOTB dataset, SatSAM2 achieves a 5.84% AUC improvement over state-of-the-art methods. Our code and dataset will be publicly released to encourage further research.

cs.CV

CodeDance: A Dynamic Tool-integrated MLLM for Executable Visual Reasoning

Recent releases such as o3 highlight human-like "thinking with images" reasoning that combines tool use with stepwise verification, yet most open-source approaches still rely on text-only chains, rigid visual schemas, or single-step pipelines, limiting flexibility, interpretability, and transferability on complex tasks. We introduce CodeDance, which explores executable code as a general solver for visual reasoning. Unlike fixed-schema calls (e.g., only predicting bounding-box coordinates), CodeDance defines, composes, and executes code to orchestrate multiple tools, compute intermediate results, and render visual artifacts (e.g., boxes, lines, plots) that support transparent, self-checkable reasoning. To guide this process, we introduce a reward for balanced and adaptive tool calling, which balances exploration with efficiency and mitigates tool overuse. Interestingly, beyond the expected capabilities taught by atomic supervision, we empirically observe novel emergent behaviors during RL training: CodeDance demonstrates novel tool invocations, unseen compositions, and cross-task transfer. These behaviors arise without task-specific fine-tuning, suggesting a general and scalable mechanism for executable visual reasoning. Extensive experiments across reasoning benchmarks (e.g., visual search, math, chart QA) show that CodeDance not only consistently outperforms schema-driven and text-only baselines, but also surpasses closed models such as GPT-4o and larger open-source models.

cs.CV

Mixture-of-Depths Attention

Scaling depth is a key driver for large language models (LLMs). Yet, as LLMs become deeper, they often suffer from signal degradation: informative features formed in shallow layers are gradually diluted by repeated residual updates, making them harder to recover in deeper layers. We introduce mixture-of-depths attention (MoDA), a mechanism that allows each attention head to attend to sequence KV pairs at the current layer and depth KV pairs from preceding layers. We further describe a hardware-efficient algorithm for MoDA that resolves non-contiguous memory-access patterns, achieving 97.3% of FlashAttention-2's efficiency at a sequence length of 64K. Experiments on 1.5B-parameter models demonstrate that MoDA consistently outperforms strong baselines. Notably, it improves average perplexity by 0.2 across 10 validation benchmarks and increases average performance by 2.11% on 10 downstream tasks, with a negligible 3.7% FLOPs computational overhead. We also find that combining MoDA with post-norm yields better performance than using it with pre-norm. These results suggest that MoDA is a promising primitive for depth scaling. Code is released at https://github.com/hustvl/MoDA .

cs.CL

EVATok: Adaptive Length Video Tokenization for Efficient Visual Autoregressive Generation

Autoregressive (AR) video generative models rely on video tokenizers that compress pixels into discrete token sequences. The length of these token sequences is crucial for balancing reconstruction quality against downstream generation computational cost. Traditional video tokenizers apply a uniform token assignment across temporal blocks of different videos, often wasting tokens on simple, static, or repetitive segments while underserving dynamic or complex ones. To address this inefficiency, we introduce $\textbf{EVATok}$, a framework to produce $\textbf{E}$fficient $\textbf{V}$ideo $\textbf{A}$daptive $\textbf{Tok}$enizers. Our framework estimates optimal token assignments for each video to achieve the best quality-cost trade-off, develops lightweight routers for fast prediction of these optimal assignments, and trains adaptive tokenizers that encode videos based on the assignments predicted by routers. We demonstrate that EVATok delivers substantial improvements in efficiency and overall quality for video reconstruction and downstream AR generation. Enhanced by our advanced training recipe that integrates video semantic encoders, EVATok achieves superior reconstruction and state-of-the-art class-to-video generation on UCF-101, with at least 24.4% savings in average token usage compared to the prior state-of-the-art LARP and our fixed-length baseline.

cs.CV