Abstract:Text-to-image generation powers content creation across design, media, and data augmentation. Post-training of text-to-image generative models is a promising path to better match human preferences, factuality, and improved aesthetics. We introduce SOLACE (Adaptive Rewarding by self-Confidence), a post-training framework that replaces external reward supervision with an internal self-confidence signal, obtained by evaluating how accurately the model recovers injected noise under self-denoising probes. SOLACE converts this intrinsic signal into scalar rewards, enabling fully unsupervised optimization without additional datasets, annotators, or reward models. Empirically, by reinforcing high-confidence generations, SOLACE delivers consistent gains in compositional generation, text rendering and text-image alignment over the baseline. We also find that integrating SOLACE with external rewards results in a complementary improvement, with alleviated reward hacking.
Abstract:World models provide a powerful framework for simulating environment dynamics conditioned on actions or instructions, enabling downstream tasks such as action planning or policy learning. Recent approaches leverage world models as learned simulators, but its application to decision-time planning remains computationally prohibitive for real-time control. A key bottleneck lies in latent representations: conventional tokenizers encode each observation into hundreds of tokens, making planning both slow and resource-intensive. To address this, we propose CompACT, a discrete tokenizer that compresses each observation into as few as 8 tokens, drastically reducing computational cost while preserving essential information for planning. An action-conditioned world model that occupies CompACT tokenizer achieves competitive planning performance with orders-of-magnitude faster planning, offering a practical step toward real-world deployment of world models.
Abstract:Forecasting dynamic scenes remains a fundamental challenge in computer vision, as limited observations make it difficult to capture coherent object-level motion and long-term temporal evolution. We present Motion Group-aware Gaussian Forecasting (MoGaF), a framework for long-term scene extrapolation built upon the 4D Gaussian Splatting representation. MoGaF introduces motion-aware Gaussian grouping and group-wise optimization to enforce physically consistent motion across both rigid and non-rigid regions, yielding spatially coherent dynamic representations. Leveraging this structured space-time representation, a lightweight forecasting module predicts future motion, enabling realistic and temporally stable scene evolution. Experiments on synthetic and real-world datasets demonstrate that MoGaF consistently outperforms existing baselines in rendering quality, motion plausibility, and long-term forecasting stability. Our project page is available at https://slime0519.github.io/mogaf
Abstract:Despite recent advancements in Multi-modal Large Language Models (MLLMs) on diverse understanding tasks, these models struggle to solve problems which require extensive multi-step reasoning. This is primarily due to the progressive dilution of visual information during long-context generation, which hinders their ability to fully exploit test-time scaling. To address this issue, we introduce Vision-aligned Latent Reasoning (VaLR), a simple, yet effective reasoning framework that dynamically generates vision-aligned latent tokens before each Chain of Thought reasoning step, guiding the model to reason based on perceptual cues in the latent space. Specifically, VaLR is trained to preserve visual knowledge during reasoning by aligning intermediate embeddings of MLLM with those from vision encoders. Empirical results demonstrate that VaLR consistently outperforms existing approaches across a wide range of benchmarks requiring long-context understanding or precise visual perception, while exhibiting test-time scaling behavior not observed in prior MLLMs. In particular, VaLR improves the performance significantly from 33.0% to 52.9% on VSI-Bench, achieving a 19.9%p gain over Qwen2.5-VL.
Abstract:Promptable segmentation has emerged as a powerful paradigm in computer vision, enabling users to guide models in parsing complex scenes with prompts such as clicks, boxes, or textual cues. Recent advances, exemplified by the Segment Anything Model (SAM), have extended this paradigm to videos and multi-view images. However, the lack of 3D awareness often leads to inconsistent results, necessitating costly per-scene optimization to enforce 3D consistency. In this work, we introduce MV-SAM, a framework for multi-view segmentation that achieves 3D consistency using pointmaps -- 3D points reconstructed from unposed images by recent visual geometry models. Leveraging the pixel-point one-to-one correspondence of pointmaps, MV-SAM lifts images and prompts into 3D space, eliminating the need for explicit 3D networks or annotated 3D data. Specifically, MV-SAM extends SAM by lifting image embeddings from its pretrained encoder into 3D point embeddings, which are decoded by a transformer using cross-attention with 3D prompt embeddings. This design aligns 2D interactions with 3D geometry, enabling the model to implicitly learn consistent masks across views through 3D positional embeddings. Trained on the SA-1B dataset, our method generalizes well across domains, outperforming SAM2-Video and achieving comparable performance with per-scene optimization baselines on NVOS, SPIn-NeRF, ScanNet++, uCo3D, and DL3DV benchmarks. Code will be released.
Abstract:Language-driven dexterous grasp generation requires the models to understand task semantics, 3D geometry, and complex hand-object interactions. While vision-language models have been applied to this problem, existing approaches directly map observations to grasp parameters without intermediate reasoning about physical interactions. We present DextER, Dexterous Grasp Generation with Embodied Reasoning, which introduces contact-based embodied reasoning for multi-finger manipulation. Our key insight is that predicting which hand links contact where on the object surface provides an embodiment-aware intermediate representation bridging task semantics with physical constraints. DextER autoregressively generates embodied contact tokens specifying which finger links contact where on the object surface, followed by grasp tokens encoding the hand configuration. On DexGYS, DextER achieves 67.14% success rate, outperforming state-of-the-art by 3.83%p with 96.4% improvement in intention alignment. We also demonstrate steerable generation through partial contact specification, providing fine-grained control over grasp synthesis.
Abstract:This paper addresses the problem of affordance grounding from RGBD images of an object, which aims to localize surface regions corresponding to a text query that describes an action on the object. While existing methods predict affordance regions only on visible surfaces, we propose Affostruction, a generative framework that reconstructs complete geometry from partial observations and grounds affordances on the full shape including unobserved regions. We make three core contributions: generative multi-view reconstruction via sparse voxel fusion that extrapolates unseen geometry while maintaining constant token complexity, flow-based affordance grounding that captures inherent ambiguity in affordance distributions, and affordance-driven active view selection that leverages predicted affordances for intelligent viewpoint sampling. Affostruction achieves 19.1 aIoU on affordance grounding (40.4\% improvement) and 32.67 IoU for 3D reconstruction (67.7\% improvement), enabling accurate affordance prediction on complete shapes.




Abstract:Recent advancements in computer vision have successfully extended Open-vocabulary segmentation (OVS) to the 3D domain by leveraging 3D Gaussian Splatting (3D-GS). Despite this progress, efficiently rendering the high-dimensional features required for open-vocabulary queries poses a significant challenge. Existing methods employ codebooks or feature compression, causing information loss, thereby degrading segmentation quality. To address this limitation, we introduce Quantile Rendering (Q-Render), a novel rendering strategy for 3D Gaussians that efficiently handles high-dimensional features while maintaining high fidelity. Unlike conventional volume rendering, which densely samples all 3D Gaussians intersecting each ray, Q-Render sparsely samples only those with dominant influence along the ray. By integrating Q-Render into a generalizable 3D neural network, we also propose Gaussian Splatting Network (GS-Net), which predicts Gaussian features in a generalizable manner. Extensive experiments on ScanNet and LeRF demonstrate that our framework outperforms state-of-the-art methods, while enabling real-time rendering with an approximate ~43.7x speedup on 512-D feature maps. Code will be made publicly available.
Abstract:3D Visual Grounding (3DVG) is a critical bridge from vision-language perception to robotics, requiring both language understanding and 3D scene reasoning. Traditional supervised models leverage explicit 3D geometry but exhibit limited generalization, owing to the scarcity of 3D vision-language datasets and the limited reasoning capabilities compared to modern vision-language models (VLMs). We propose PanoGrounder, a generalizable 3DVG framework that couples multi-modal panoramic representation with pretrained 2D VLMs for strong vision-language reasoning. Panoramic renderings, augmented with 3D semantic and geometric features, serve as an intermediate representation between 2D and 3D, and offer two major benefits: (i) they can be directly fed to VLMs with minimal adaptation and (ii) they retain long-range object-to-object relations thanks to their 360-degree field of view. We devise a three-stage pipeline that places a compact set of panoramic viewpoints considering the scene layout and geometry, grounds a text query on each panoramic rendering with a VLM, and fuses per-view predictions into a single 3D bounding box via lifting. Our approach achieves state-of-the-art results on ScanRefer and Nr3D, and demonstrates superior generalization to unseen 3D datasets and text rephrasings.




Abstract:Social interactions often emerge from subtle, fine-grained cues such as facial expressions, gaze, and gestures. However, existing methods for social interaction detection overlook such nuanced cues and primarily rely on holistic representations of individuals. Moreover, they directly detect social groups without explicitly modeling the underlying interactions between individuals. These drawbacks limit their ability to capture localized social signals and introduce ambiguity when group configurations should be inferred from social interactions grounded in nuanced cues. In this work, we propose a part-aware bottom-up group reasoning framework for fine-grained social interaction detection. The proposed method infers social groups and their interactions using body part features and their interpersonal relations. Our model first detects individuals and enhances their features using part-aware cues, and then infers group configuration by associating individuals via similarity-based reasoning, which considers not only spatial relations but also subtle social cues that signal interactions, leading to more accurate group inference. Experiments on the NVI dataset demonstrate that our method outperforms prior methods, achieving the new state of the art.