Abstract:Diffusion large language models (DLLMs) enable non-autoregressive generation by iteratively denoising corrupted token sequences with bidirectional context. Despite their ability to update multiple positions in parallel, inference remains costly due to the many denoising steps required for high-quality generation. We propose SAID, a Scaffold-Aware Iterative Decoding framework that accelerates DLLMs by reallocating computation across tokens. SAID first spends denoising computation on scaffold tokens to establish the coarse semantic structure, and then completes predictable detail tokens with fewer steps. We further adapt SAID to block-wise diffusion decoding and introduce Confidence-Hierarchical Layered Generation (CHLG), which assigns additional steps only to low-confidence tokens. Experiments on LLaDA-8B and LLaDA 1.5 across math, coding, and knowledge benchmarks show that SAID significantly accelerates DLLM inference with a maximum speedup of 9.1x while maintaining competitive performance. Our code is publicly available: https://github.com/TH-AI-Lab-PKU/SAID.
Abstract:Diffusion language models (DLMs) generate text through iterative denoising, and blockwise decoding improves their practicality by committing tokens in local blocks. However, existing blockwise methods typically rely on fixed block sizes or delimiter-based runtime signals, which do not necessarily align with semantic boundaries. In this paper, we propose SemBlock, a semantic-boundary-driven dynamic block decoding framework for diffusion LLMs. SemBlock formulates dynamic block construction as semantic boundary prediction and trains lightweight predictors on frozen LLaDA hidden states. To provide supervision, we construct SemBound, a semantic-boundary dataset that derives boundary labels from discourse units, reasoning steps, and implementation spans across natural language, math, and code tasks. During inference, SemBlock uses predicted boundary probabilities to select the ending position of each dynamic block. Experiments on GSM8K, IFEval, MATH, and HumanEval show that SemBlock consistently improves over fixed-block decoding and AdaBlock. Our code is publicly available: https://github.com/TH-AI-Lab-PKU/SemBlock.
Abstract:Interactive world models for first-person shooter (FPS) games must resolve high-frequency overlapping control signals at every frame without disrupting unaffected regions. Existing methods inject actions globally and train on single titles, failing under dense FPS inputs. We observe that FPS actions are spatially selective: discrete events such as firing or reloading affect only a localized region around the weapon (the scope), while continuous camera and movement signals govern stable surroundings. We propose SCOPE, which inserts a conditioning module into each transformer block of a pretrained video diffusion model. It reshapes features into per-pixel temporal sequences so that each position computes its action response from local visual content. This separates in-scope effects from out-of-scope generation without segmentation labels. We also introduce CrossFPS, the first multi-game FPS dataset with frame-aligned action telemetry. It comprises 69K clips from 7 titles with 10-DoF controller signals, curated to remove gameplay bias. The model learns general visual-to-action mappings rather than game-specific patterns, enabling zero-shot transfer to unseen scenes. Experiments confirm strong action responsiveness, precise scope separation, and effective cross-game generalization.
Abstract:Recent speech language models rely on encoders that are optimized separately from autoregressive models. Since these encoders are unaware of the downstream objectives, the extracted representations may not be optimal for downstream tasks. To address this limitation, we introduce a discrete latent variable model on mel spectrograms that jointly optimizes the encoder and the speech language model. Joint optimization not only brings improvements over codec-based and other mel-spectrogram-based baselines on zero-shot Text-to-Speech (TTS) and Speech-to-Text (STT) tasks, but also effectively alleviates common issues in autoregressive mel-spectrogram modeling, such as prolonged silence generation and word omissions.
Abstract:Worldwide image geo-localization aims to infer the geographic location of an image captured anywhere on Earth, spanning street, city, regional, national, and continental scales. Existing methods rely on visual features that are sensitive to environmental variations (e.g., lighting, season, and weather) and lack effective post-processing to filter outlier candidates, limiting localization accuracy. To address these limitations, we propose DualGeo, a two-stage framework for worldwide image geo-localization. First, it establishes a geo-representational foundation by fusing image and semantic segmentation features via bidirectional cross-attention. The fused features are then aligned with GPS coordinates through dual-view contrastive learning to build a global retrieval database. Second, it performs geo-cognitive refinement by re-ranking retrieved candidates using geographic clustering. It then feeds them into large multimodal models (LMMs) for final coordinate prediction. Experiments on IM2GPS, IM2GPS3k, and YFCC4k show that DualGeo outperforms state-of-the-art methods, improving street-level (<1 km) and city-level (<25 km) localization accuracy by 3.6%-16.58% and 1.29%-8.77%, respectively. Our code and datasets are available : https://github.com/CJ310177/DualGeo.
Abstract:Scene graph representations enable structured visual understanding by modeling objects and their relationships, and have been widely used for multiview and 3D scene reasoning. Existing methods such as MSG learn scene graph embeddings in Euclidean space using contrastive learning and attention based association. However, Euclidean geometry does not explicitly capture hierarchical entailment relationships between places and objects, limiting the structural consistency of learned representations. To address this, we propose Hyperbolic Scene Graph (HSG), which learns scene graph embeddings in hyperbolic space where hierarchical relationships are naturally encoded through geometric distance. Our results show that HSG improves hierarchical structure quality while maintaining strong retrieval performance. The largest gains are observed in graph level metrics: HSG achieves a PP IoU of 33.17 and the highest Graph IoU of 33.51, outperforming the best AoMSG variant (25.37) by 8.14, highlighting the effectiveness of hyperbolic representation learning for scene graph modeling. Code: https://github.com/AIGeeksGroup/HSG.
Abstract:Recent advances in 3D vision have led to specialized models for either 3D understanding (e.g., shape classification, segmentation, reconstruction) or 3D generation (e.g., synthesis, completion, and editing). However, these tasks are often tackled in isolation, resulting in fragmented architectures and representations that hinder knowledge transfer and holistic scene modeling. To address these challenges, we propose UniMesh, a unified framework that jointly learns 3D generation and understanding within a single architecture. First, we introduce a novel Mesh Head that acts as a cross model interface, bridging diffusion based image generation with implicit shape decoders. Second, we develop Chain of Mesh (CoM), a geometric instantiation of iterative reasoning that enables user driven semantic mesh editing through a closed loop latent, prompting, and re generation cycle. Third, we incorporate a self reflection mechanism based on an Actor Evaluator Self reflection triad to diagnose and correct failures in high level tasks like 3D captioning. Experimental results demonstrate that UniMesh not only achieves competitive performance on standard benchmarks but also unlocks novel capabilities in iterative editing and mutual enhancement between generation and understanding. Code: https://github.com/AIGeeksGroup/UniMesh. Website: https://aigeeksgroup.github.io/UniMesh.
Abstract:3D texture generation is receiving increasing attention, as it enables the creation of realistic and aesthetic texture materials for untextured 3D meshes. However, existing 3D texture generation methods are limited to producing only a few types of non-emissive PBR materials (e.g., albedo, metallic maps and roughness maps), making them difficult to replicate highly popular styles, such as cyberpunk, failing to achieve effects like realistic LED emissions. To address this limitation, we propose a novel task, emission texture generation, which enables the synthesized 3D objects to faithfully reproduce the emission materials from input reference images. Our key contributions include: first, We construct the Objaverse-Emission dataset, the first dataset that contains 40k 3D assets with high-quality emission materials. Second, we propose EmissionGen, a novel baseline for the emission texture generation task. Third, we define detailed evaluation metrics for the emission texture generation task. Our results demonstrate significant potential for future industrial applications. Dataset will be available at https://github.com/yx345kw/EmissionGen.
Abstract:Cross-domain few-shot object detection (CD-FSOD) remains a challenging problem for existing object detectors and few-shot learning approaches, particularly when generalizing across distinct domains. As part of NTIRE 2026, we hosted the second CD-FSOD Challenge to systematically evaluate and promote progress in detecting objects in unseen target domains under limited annotation conditions. The challenge received strong community interest, with 128 registered participants and a total of 696 submissions. Among them, 31 teams actively participated, and 19 teams submitted valid final results. Participants explored a wide range of strategies, introducing innovative methods that push the performance frontier under both open-source and closed-source tracks. This report presents a detailed overview of the NTIRE 2026 CD-FSOD Challenge, including a summary of the submitted approaches and an analysis of the final results across all participating teams. Challenge Codes: https://github.com/ohMargin/NTIRE2026_CDFSOD.
Abstract:Reasoning models think in long, unstructured streams with no mechanism for compressing or organizing their own intermediate state. We introduce MEMENTO: a method that teaches models to segment reasoning into blocks, compress each block into a memento, i.e., a dense state summary, and reason forward by attending only to mementos, reducing context, KV cache, and compute. To train MEMENTO models, we release OpenMementos, a public dataset of 228K reasoning traces derived from OpenThoughts-v3, segmented and annotated with intermediate summaries. We show that a two-stage SFT recipe on OpenMementos is effective across different model families (Qwen3, Phi-4, Olmo 3) and scales (8B--32B parameters). Trained models maintain strong accuracy on math, science, and coding benchmarks while achieving ${\sim}2.5\times$ peak KV cache reduction. We extend vLLM to support our inference method, achieving ${\sim}1.75\times$ throughput improvement while also enabling us to perform RL and further improve accuracy. Finally, we identify a dual information stream: information from each reasoning block is carried both by the memento text and by the corresponding KV states, which retain implicit information from the original block. Removing this channel drops accuracy by 15\,pp on AIME24.