Abstract:Real-time video restoration (VR) for live streams requires high-resolution outputs under strict per-frame latency constraints. Existing one-step diffusion-based VR models remain difficult to deploy on consumer-grade GPUs due to two main bottlenecks: quadratic spatial attention at high resolutions and the latency-memory overhead of large video autoencoders. We present SwiftVR, a streaming one-step generative VR framework that reduces both bottlenecks under a causal chunk-wise protocol. For attention, mask-free shifted-window self-attention gathers each spatial window into a dense tensor via deterministic indexing, keeping all attention calls on the dense scaled dot-product attention path without masks, cyclic shifts, padding, or hardware-specific sparse kernels. Because SwiftVR uses only standard dense SDPA calls, the trained model transfers to consumer GPUs without retraining or custom kernels. For autoencoding, a lightweight Restoration-aware Autoencoder enables fast chunk-wise decoding while preserving reconstruction quality. On a single H100, SwiftVR sustains 31~FPS at 2560x1440 and 14~FPS at 3840x2160, whereas all compared diffusion-based VR baselines exceed the memory limit at 4K. On a consumer RTX~5090, SwiftVR reaches 26~FPS at 1920x1080. To our knowledge, SwiftVR is the first generative VR model to achieve real-time 1080p streaming on a consumer-grade GPU, while attaining strong no-reference perceptual quality with lower inference cost. Project is available at https://h-oliday.github.io/SwiftVR.
Abstract:Vision-and-Language Navigation in continuous environments requires agents to understand the spatial structure of previously unseen environments in order to follow language instructions. Although foundation models have opened a promising path toward zero-shot navigation without task-specific policy training, many navigators still rely on local visual cues and linear history-based reasoning, overlooking the spatial nature of navigation across explored regions, traversed paths, landmarks, and their spatial relations. In this paper, we propose SpaceVLN, a navigation agent built around Spatial Cognitive Memory and Task-Guided Spatial Reasoning. Specifically, SpaceVLN introduces an efficient stagewise closed-loop framework where planning and execution are organized around verifiable space--landmark stages. During navigation, the agent progressively abstracts explored regions into Spatial Waypoints and dynamically maintains subtask-grounded landmark evidence, forming a hierarchical Spatial Cognitive Memory for progress localization and spatial-relation understanding. Built on this memory, Spatial-CoT integrates task-progress reasoning with spatial perception, analysis, and prediction, enabling Task-Guided Spatial Reasoning for embodied navigation. The unified stage interface enables SpaceVLN to address both Vision-and-Language Navigation and Object-Goal Navigation under a unified zero-shot setting, without task-specific policy training. Across R2R-CE, RxR-CE, GN-Bench, and HM3D-OVON, SpaceVLN achieves state-of-the-art zero-shot performance, and real-robot deployment further validates its applicability. These results highlight Spatial Cognitive Memory and Task-Guided Spatial Reasoning as a practical foundation for stronger embodied navigation agents.
Abstract:Recent progress in robot manipulation has been largely driven by learning from large-scale demonstrations. For humanoid robot loco-manipulation tasks, however, existing data sources force an unsatisfying tradeoff between trajectory quality and scalability. Real-world teleoperation provides the highest-quality trajectories but requires dedicated physical space and time-consuming scene resets. Simulation offers an alternative way out of this dilemma: it can produce clean, embodiment-aligned data at scale without any physical hardware. In this paper, we propose OASIS, a simulation-data-driven framework for humanoid loco-manipulation. OASIS automatically reconstructs realistic object assets from real-world images using a 3D generative model. Based on these assets, trajectories are first collected through teleoperation in simulation, and then augmented under diverse domain randomizations in a post-processing stage. With the resulting simulation data, we further design a hierarchical visuomotor policy for humanoid loco-manipulation. Extensive experiments on the real humanoid robot show that, under zero-shot deployment, the policy trained on our simulation data achieves higher success rates on most tasks than that trained on real-robot teleoperation data, owing largely to the broad lighting and environmental variations covered by our simulation rendering, which real-robot data fails to capture. The project page is available at https://oasis-humanoid.github.io/.
Abstract:Universal Manipulation Interface (UMI) enables scalable real-world robot data collection without hardware-specific teleoperation, yet leveraging UMI data to train large-scale Vision-Language-Action (VLA) models remains fundamentally challenging. We identify two critical mismatches: wrist-mounted fisheye views, with severe radial distortion and local gripper-centric perspectives, are out-of-distribution for pretrained VLMs; and human-collected trajectories frequently violate kinematic limits, incur collisions, or exceed controller bandwidth, teaching VLA policies physically infeasible actions. To address the challenges, we present VISTA, a framework that bridges this dual gap through three synergistic components. (i)~UMI-VQA, the first large-scale VQA dataset tailored to wrist-mounted fisheye observations, aligns VLM representations to the distorted visual regime via auxiliary vision-language supervision. (ii)~A systematic physical-validation pipeline performs a data-completeness pre-check and scores each valid trajectory for trajectory continuity, self-collision risk, and execution fidelity before it enters training. (iii)~A two-stage co-training recipe jointly learns vision-language grounding on UMI-VQA and action prediction on validated trajectories. Our experiments empirically show that incorporating UMI-VQA consistently improves downstream policy performance, and that physical-validation scores are strongly predictive of deployment success. On diverse simulation and real-world manipulation tasks, VISTA significantly outperforms strong baselines including $π_{0.5}$, LingBot-VLA, and Wall-X. We release the physical-validation pipeline, UMI-VQA, validated trajectory data, and the pre-trained model for the community.
Abstract:Although artificial neural network (ANN) based speech enhancement (SE) methods demonstrate excellent performance, the high computational complexity and high energy consumption hinder their deployment in practical front-end processing tasks.} Currently, the spiking neural networks (SNNs) have shown potential in reducing power consumption. However, the discrete binary activation and complex spatio-temporal dynamics of SNNs often result in information loss. The current challenge therefore focuses on how to maintain performance and reduce computational complexity. To address this issue, this work propose a Dual-Branch Hybrid Neural (DBHN) Network. 1) In terms of network architecture: A dual-branch network integrating ANN and SNN was designed, where the SNN branch reduces power consumption while the ANN branch addresses information loss; The BandSplit and Time-Frequency (TF) -Mamba modules were developed to simultaneously compress energy consumption and enhance model performance; Spiking Feature Extraction Group (SFEG) and Information Transformation Block (ITB) components were implemented with residual connections to mitigate information loss while further refining feature representations. 2) To facilitate inter-branch information fusion: An Interaction module was designed to promote information exchange at various stages of the dual-branch network; A TF-Cross Attention-Fusion module was designed to perform time-frequency domain fusion of dual-branch information while data-adaptively guiding the SNN branch to retain more critical information. Results show that the proposed model maintains superior performance across three public datasets while achieving an average 7.5 fold reduction in computational complexity compared to baseline models.
Abstract:Embodied navigation connects intelligent agents with the physical world and is fundamental for general robotic intelligence. Limited availability and quality of navigation data have constrained Vision-and-Language Navigation (VLN) systems' generalization and long-horizon capabilities. To address this, we curate diverse 3D scenes and develop an automated pipeline for large-scale navigation data, resulting in the GN-Matrix dataset. Building on a 3D Gaussian Splatting (3DGS) engine, we introduce a high-fidelity simulation platform supporting interactive roaming and collision-aware navigation. We further propose GN-Bench, the first BEV-based benchmark incorporating dynamic 3DGS avatars for human-robot interaction evaluation. To leverage the simulator, we develop an RL-driven navigation foundation model, Break and Establish (BAE). After supervised learning, DAgger exposes the model to rollout-induced states, breaking narrow expert-centric distributions and enabling downstream RL exploration. This unified VLN paradigm integrates map-based and map-free tasks, including instruction following, human following, and goal navigation. GN-BAE formalizes high-fidelity 3DGS-rendered Bird's Eye View representations as compact memory, unlocking latent spatial reasoning in VLMs. Extensive evaluations on GN-Bench and VLN-CE show that GN0 outperforms state-of-the-art VLN methods. Overall, GN-Matrix offers a unified framework spanning data, simulation, and learning, advancing embodied navigation in research and industrial applications.
Abstract:Hallucination in Large Language Models (LLMs), characterized by the generation of content inconsistent with contextual facts or logical constraints -- remains a persistent challenge for reliable deployment. In this work, we address this issue through a geometric framework rooted in the linear representation hypothesis. We propose that hallucinations manifest as orthogonal noise relative to the semantic manifold of the residual stream. Specifically, we hypothesize that while attention heads ideally propagate information congruent with the context subspace, hallucinations arise when specific heads introduce components orthogonal to this subspace, disrupting the coherence of the latent representation. Based on this formulation, we introduce Dynamic Contextual Orthogonalization (DCO), an inference-time intervention method. DCO utilizes the input residual stream as a dynamic context anchor to perform orthogonal decomposition on attention head outputs. To distinguish between context-aligned semantic updates and divergent noise, DCO employs a layer-wise Z-score suppression mechanism that selectively attenuates outlier orthogonal components based on statistical distributions. Evaluations on Llama-3-8B and 70B across benchmarks such as XSum, NQ-Swap, and IFEval demonstrate that DCO achieves superior contextual faithfulness compared to state-of-the-art intervention baselines. Furthermore, DCO maintains high performance on knowledge-intensive tasks like TriviaQA and TruthfulQA, effectively mitigating the trade-off between hallucination suppression and parametric knowledge retention often observed in existing methods. Our findings validate the geometric interpretation of hallucinations and establish DCO as a computationally efficient approach for enforcing manifold alignment.Our code is available at https://github.com/Harry-Miral/DCO
Abstract:Large Vision-Language Models (LVLMs) have shown strong visual understanding and language-guided grounding abilities, yet their capacity for multi-temporal visual reasoning remains underexplored. To bridge this gap, we introduce \textbf{Multi-temporal Referring Segmentation (MTRS)}, a new task that aims to segment language-described temporal changes from multi-temporal images. MTRS extends conventional referring segmentation and change detection by jointly requiring temporal correspondence reasoning, language grounding, and pixel-level mask prediction. We propose \textbf{CRAFT-Agent}, an automated data construction pipeline with human auditing, and build \textbf{MTRefSeg-21K}, the first MTRS benchmark, containing 21K high-quality multi-temporal image-text-mask triplets across diverse scenes, viewpoints, and domains. Benchmarking a broad set of VLM- and LVLM-based models reveals that direct inference performs poorly, while task-specific fine-tuning remains limited. To address this, we propose \textbf{MTRefSeg-R1}, a change-aware LVLM framework trained with a two-stage strategy. It first learns general temporal-change perception from 20K vision-only bi-temporal samples, and is then fine-tuned on MTRefSeg-21K for fine-grained language-guided temporal localization. MTRefSeg-R1 explicitly models cross-temporal visual differences, aligns language instructions with temporal variations, and predicts referred change masks. Extensive experiments show that MTRefSeg-R1 achieves strong and often superior performance compared with existing LVLM baselines, demonstrating the challenge and potential of MTRS.
Abstract:Group Relative Policy Optimization (GRPO) is widely used for training reasoning models, but updating all sampled completions in each group incurs substantial cost and can reinforce verbose reasoning trajectories. In this paper, we study whether all completions provide equally useful update signals in GRPO-style reasoning RL. Our gradient-similarity analysis shows that, within the same prompt group, same-class completions often induce highly similar update directions, whereas correct-incorrect pairs provide more distinct contrastive signals. Motivated by this observation, we propose Binary Prefix Policy Optimization (BPPO), which uses the shortest correct completion and the shortest incorrect completion as a compact update unit while preserving full-group advantage normalization. BPPO further improves efficiency with adaptive completion scheduling and prefix-focused optimization; by updating only response prefixes, it avoids reinforcing redundant suffixes and encourages more concise responses. Experiments on GSM8K, MATH, and Geo3K show that BPPO achieves up to 6.08x speedup over GRPO while maintaining competitive accuracy, and reduces mean response length by approximately 30-50% without modifying the reward with an explicit length penalty.
Abstract:Video spatial reasoning requires accumulating viewpoint-dependent evidence over time while retaining information useful to the question being asked. Existing spatial video-language models improve geometric perception and long-range context modeling, but often treat memory as a generic temporal cache, which can introduce redundant or irrelevant geometry and weaken long-horizon reasoning. We propose \textbf{\ours}, a question-guided geometric memory framework for video spatial reasoning. \ours injects camera-conditioned geometry into visual tokens and maintains two complementary memories: a Fine-Grained Context Bank for recent dense features and camera states, and a Semantic-Geometric Evidence Bank for compact long-range evidence. Each candidate frame is scored by the product of Q-Former-based question relevance and novelty with respect to the retained bank; this score is stored and reused during reading, while a capacity-based replacement rule keeps the bank compact. During reasoning, both memories are read before update and adaptively fused with the current frame representation. Experiments on VSI-Bench and VSTI-Bench show that \ours achieves state-of-the-art performance among evaluated spatial reasoning models, validating the effectiveness of question-guided geometric memory. Ablations further verify the contribution of the proposed evidence scoring mechanism.