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Aug 13

From Synthesis to Removal: Physics-Grounded Reflection Simulation and Diffusion-Based Video Dereflection

Videos captured through glass often contain reflections that degrade visual quality and interfere with downstream vision tasks. Although single-image reflection removal has been extensively studied, video reflection removal remains largely underexplored due to the lack of paired video data, temporally coherent removal models, and dedicated evaluation benchmarks. We present a closed-loop framework that unifies physics-grounded reflection simulation, diffusion-based video dereflection, and benchmark evaluation. Our S2R-Synthesis pipeline generates paired reflected and reflection-free videos by performing physics-grounded augmentation in the structure space and rendering realistic reflected videos with a trained video diffusion renderer; the augmentation models key glass-related effects including roughness-induced blur, thickness-induced ghosting, and reflectance variation. Based on the synthesized data, we introduce S2R-Removal, the first diffusion-based video reflection removal model, which adapts a pretrained video diffusion prior through reflection-aware latent adaptation and one-step pixel-geometric refinement, recovering the clean transmission in a single denoising step. We further build S2R-Bench, the first benchmark for video reflection removal, supporting both full-reference evaluation and real-world human perceptual assessment. Experiments on S2R-Bench and multiple public image benchmarks demonstrate state-of-the-art performance and faster inference than even non-diffusion baselines, and validate the effectiveness of S2R-Synthesis. Project page: https://codingwzp.github.io/VideoDereflection_S2R.

Agents in the Sandbox: End-to-End Crash Bug Reproduction for Minecraft

Reproducing game bugs, particularly crash bugs in continuously evolving games like Minecraft, is a notoriously manual, time-consuming, and challenging process to automate; insights from a key decision maker from Minecraft we interviewed confirm this, highlighting that a substantial portion of crash reports necessitate manual scenario reconstruction. Despite the success of LLM-driven bug reproduction in other software domains, games, with their complex interactive environments, remain largely unaddressed. This paper introduces BugCraft, a novel end-to-end framework designed to automate the reproduction of crash bugs in Minecraft directly from user-submitted bug reports, addressing the critical gap in automated game bug reproduction. BugCraft employs a two-stage approach: first, a Step Synthesizer leverages LLMs and Minecraft Wiki knowledge to transform bug reports into high-quality, structured steps to reproduce (S2R). Second, an Action Model, powered by a vision-based LLM agent and a custom macro API, executes these S2R steps within Minecraft to trigger the reported crash. To facilitate evaluation, we introduce BugCraft-Bench, a curated dataset of Minecraft crash bug reports. On BugCraft-Bench, our framework end-to-end reproduced 34.9% of crash bugs with GPT-4.1, outperforming baseline computer-use models by 37%. BugCraft demonstrates the feasibility of automated reproduction of crash bugs in complex game environments using LLMs, opening promising avenues for game testing and development. Finally, we make our code open at https://bugcraft2025.github.io

  • 3 authors
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Mar 25, 2025 1