Abstract:AI agents may soon become capable of autonomously completing valuable, long-horizon tasks in diverse domains. Current benchmarks either do not measure real-world tasks, or are not sufficiently difficult to meaningfully measure frontier models. To this end, we present Terminal-Bench 2.0: a carefully curated hard benchmark composed of 89 tasks in computer terminal environments inspired by problems from real workflows. Each task features a unique environment, human-written solution, and comprehensive tests for verification. We show that frontier models and agents score less than 65\% on the benchmark and conduct an error analysis to identify areas for model and agent improvement. We publish the dataset and evaluation harness to assist developers and researchers in future work at https://www.tbench.ai/ .
Abstract:Image retrieval is a critical step for alleviating the quadratic complexity of image matching in unconstrained Structure-from-Motion (SfM). However, in this context, image retrieval typically focuses more on the image pairs of geometric matchability than on those of semantic similarity, a nuance that most existing deep learning-based methods guided by batched binaries (overlapping vs. non-overlapping pairs) fail to capture. In this paper, we introduce SupScene, a novel solution that learns global descriptors tailored for finding overlapping image pairs of similar geometric nature for SfM. First, to better underline co-visible regions, we employ a subgraph-based training strategy that moves beyond equally important isolated pairs, leveraging ground-truth geometric overlapping relationships with various weights to provide fine-grained supervision via a soft supervised contrastive loss. Second, we introduce DiVLAD, a DINO-inspired VLAD aggregator that leverages the inherent multi-head attention maps from the last block of ViT. And then, a learnable gating mechanism is designed to adaptively utilize these semantically salient cues with visual features, enabling a more discriminative global descriptor. Extensive experiments on the GL3D dataset demonstrate that our method achieves state-of-the-art performance, significantly outperforming NetVLAD while introducing a negligible number of additional trainable parameters. Furthermore, we show that the proposed training strategy brings consistent gains across different aggregation techniques. Code and models are available at https://anonymous.4open.science/r/SupScene-5B73.
Abstract:Retargeting motion between characters with different skeleton structures is a fundamental challenge in computer animation. When source and target characters have vastly different bone arrangements, maintaining the original motion's semantics and quality becomes increasingly difficult. We present PALUM, a novel approach that learns common motion representations across diverse skeleton topologies by partitioning joints into semantic body parts and applying attention mechanisms to capture spatio-temporal relationships. Our method transfers motion to target skeletons by leveraging these skeleton-agnostic representations alongside target-specific structural information. To ensure robust learning and preserve motion fidelity, we introduce a cycle consistency mechanism that maintains semantic coherence throughout the retargeting process. Extensive experiments demonstrate superior performance in handling diverse skeletal structures while maintaining motion realism and semantic fidelity, even when generalizing to previously unseen skeleton-motion combinations. We will make our implementation publicly available to support future research.
Abstract:With the rapid development of deep learning, a growing number of pre-trained models have been publicly available. However, deploying these fixed models in real-world IoT applications is challenging because different devices possess heterogeneous computational and memory resources, making it impossible to deploy a single model across all platforms. Although traditional compression methods, such as pruning, quantization, and knowledge distillation, can improve efficiency, they become inflexible once applied and cannot adapt to changing resource constraints. To address these issues, we propose ReStNet, a Reusable and Stitchable Network that dynamically constructs a hybrid network by stitching two pre-trained models together. Implementing ReStNet requires addressing several key challenges, including how to select the optimal stitching points, determine the stitching order of the two pre-trained models, and choose an effective fine-tuning strategy. To systematically address these challenges and adapt to varying resource constraints, ReStNet determines the stitching point by calculating layer-wise similarity via Centered Kernel Alignment (CKA). It then constructs the hybrid model by retaining early layers from a larger-capacity model and appending deeper layers from a smaller one. To facilitate efficient deployment, only the stitching layer is fine-tuned. This design enables rapid adaptation to changing budgets while fully leveraging available resources. Moreover, ReStNet supports both homogeneous (CNN-CNN, Transformer-Transformer) and heterogeneous (CNN-Transformer) stitching, allowing to combine different model families flexibly. Extensive experiments on multiple benchmarks demonstrate that ReStNet achieve flexible accuracy-efficiency trade-offs at runtime while significantly reducing training cost.
Abstract:The recent advancements in 2D generation technology have sparked a widespread discussion on using 2D priors for 3D shape and texture content generation. However, these methods often overlook the subsequent user operations, such as texture aliasing and blurring that occur when the user acquires the 3D model and simplifies its structure. Traditional graphics methods partially alleviate this issue, but recent texture synthesis technologies fail to ensure consistency with the original model's appearance and cannot achieve high-fidelity restoration. Moreover, background noise frequently arises in high-resolution texture synthesis, limiting the practical application of these generation technologies.In this work, we propose a high-resolution and high-fidelity texture restoration technique that uses the rough texture as the initial input to enhance the consistency between the synthetic texture and the initial texture, thereby overcoming the issues of aliasing and blurring caused by the user's structure simplification operations. Additionally, we introduce a background noise smoothing technique based on a self-supervised scheme to address the noise problem in current high-resolution texture synthesis schemes. Our approach enables high-resolution texture synthesis, paving the way for high-definition and high-detail texture synthesis technology. Experiments demonstrate that our scheme outperforms currently known schemes in high-fidelity texture recovery under high-resolution conditions.
Abstract:Generative models for 3D object synthesis have seen significant advancements with the incorporation of prior knowledge distilled from 2D diffusion models. Nevertheless, challenges persist in the form of multi-view geometric inconsistencies and slow generation speeds within the existing 3D synthesis frameworks. This can be attributed to two factors: firstly, the deficiency of abundant geometric a priori knowledge in optimization, and secondly, the entanglement issue between geometry and texture in conventional 3D generation methods.In response, we introduce MetaDreammer, a two-stage optimization approach that leverages rich 2D and 3D prior knowledge. In the first stage, our emphasis is on optimizing the geometric representation to ensure multi-view consistency and accuracy of 3D objects. In the second stage, we concentrate on fine-tuning the geometry and optimizing the texture, thereby achieving a more refined 3D object. Through leveraging 2D and 3D prior knowledge in two stages, respectively, we effectively mitigate the interdependence between geometry and texture. MetaDreamer establishes clear optimization objectives for each stage, resulting in significant time savings in the 3D generation process. Ultimately, MetaDreamer can generate high-quality 3D objects based on textual prompts within 20 minutes, and to the best of our knowledge, it is the most efficient text-to-3D generation method. Furthermore, we introduce image control into the process, enhancing the controllability of 3D generation. Extensive empirical evidence confirms that our method is not only highly efficient but also achieves a quality level that is at the forefront of current state-of-the-art 3D generation techniques.