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Aug 4

CHORUS: Learning Canonicalized 3D Human-Object Spatial Relations from Unbounded Synthesized Images

We present a method for teaching machines to understand and model the underlying spatial common sense of diverse human-object interactions in 3D in a self-supervised way. This is a challenging task, as there exist specific manifolds of the interactions that can be considered human-like and natural, but the human pose and the geometry of objects can vary even for similar interactions. Such diversity makes the annotating task of 3D interactions difficult and hard to scale, which limits the potential to reason about that in a supervised way. One way of learning the 3D spatial relationship between humans and objects during interaction is by showing multiple 2D images captured from different viewpoints when humans interact with the same type of objects. The core idea of our method is to leverage a generative model that produces high-quality 2D images from an arbitrary text prompt input as an "unbounded" data generator with effective controllability and view diversity. Despite its imperfection of the image quality over real images, we demonstrate that the synthesized images are sufficient to learn the 3D human-object spatial relations. We present multiple strategies to leverage the synthesized images, including (1) the first method to leverage a generative image model for 3D human-object spatial relation learning; (2) a framework to reason about the 3D spatial relations from inconsistent 2D cues in a self-supervised manner via 3D occupancy reasoning with pose canonicalization; (3) semantic clustering to disambiguate different types of interactions with the same object types; and (4) a novel metric to assess the quality of 3D spatial learning of interaction.

  • 2 authors
·
Aug 23, 2023

Text2HOI: Text-guided 3D Motion Generation for Hand-Object Interaction

This paper introduces the first text-guided work for generating the sequence of hand-object interaction in 3D. The main challenge arises from the lack of labeled data where existing ground-truth datasets are nowhere near generalizable in interaction type and object category, which inhibits the modeling of diverse 3D hand-object interaction with the correct physical implication (e.g., contacts and semantics) from text prompts. To address this challenge, we propose to decompose the interaction generation task into two subtasks: hand-object contact generation; and hand-object motion generation. For contact generation, a VAE-based network takes as input a text and an object mesh, and generates the probability of contacts between the surfaces of hands and the object during the interaction. The network learns a variety of local geometry structure of diverse objects that is independent of the objects' category, and thus, it is applicable to general objects. For motion generation, a Transformer-based diffusion model utilizes this 3D contact map as a strong prior for generating physically plausible hand-object motion as a function of text prompts by learning from the augmented labeled dataset; where we annotate text labels from many existing 3D hand and object motion data. Finally, we further introduce a hand refiner module that minimizes the distance between the object surface and hand joints to improve the temporal stability of the object-hand contacts and to suppress the penetration artifacts. In the experiments, we demonstrate that our method can generate more realistic and diverse interactions compared to other baseline methods. We also show that our method is applicable to unseen objects. We will release our model and newly labeled data as a strong foundation for future research. Codes and data are available in: https://github.com/JunukCha/Text2HOI.

  • 4 authors
·
Mar 31, 2024

HAT-4D: Lifting Monocular Video for 4D Multi-Object Interactions via Human-Agent Collaboration

Extracting dynamic 4D object interactions from massive, in-the-wild monocular videos offers a highly efficient data collection pathway for scaling Embodied AI and training VLAs. However, existing monocular 4D reconstruction methods primarily focus on isolated objects, often failing under the severe occlusions and complex dynamics inherent in multi-object interactions. To bridge this gap, we propose HAT-4D, the first agentic framework designed to reconstruct the 3D geometry, temporal dynamics, and physical interactions of multiple objects from a single video. By integrating VLMs with a multi-level human-in-the-loop feedback mechanism, HAT-4D efficiently resolves depth ambiguities and interaction-induced occlusions during 3D generation and 4D propagation, yielding physically plausible assets without relying on expensive multicamera rigs. As a scalable data engine, HAT-4D facilitates the creation of MVOIK-4D, an open-world benchmark for monocular 4D interaction reconstruction, accompanied by a novel multi-dimensional evaluation protocol focused on physical plausibility and temporal consistency. Extensive experiments demonstrate that HAT-4D achieves SOTA performance on most evaluation metrics, while maintaining competitive semantic alignment. Ablation studies show that introducing a small amount of human feedback improves interaction reconstruction. Moreover, the data produced by HAT-4D effectively improves baseline performance when used for fine-tuning. Our data and code are available at https://lijiaxin0111.github.io/HAT4D/

  • 14 authors
·
Jun 25

MagicWorld: Interactive Geometry-driven Video World Exploration

Recent interactive video world model methods generate scene evolution conditioned on user instructions. Although they achieve impressive results, two key limitations remain. First, they fail to fully exploit the correspondence between instruction-driven scene motion and the underlying 3D geometry, which results in structural instability under viewpoint changes. Second, they easily forget historical information during multi-step interaction, resulting in error accumulation and progressive drift in scene semantics and structure. To address these issues, we propose MagicWorld, an interactive video world model that integrates 3D geometric priors and historical retrieval. MagicWorld starts from a single scene image, employs user actions to drive dynamic scene evolution, and autoregressively synthesizes continuous scenes. We introduce the Action-Guided 3D Geometry Module (AG3D), which constructs a point cloud from the first frame of each interaction and the corresponding action, providing explicit geometric constraints for viewpoint transitions and thereby improving structural consistency. We further propose History Cache Retrieval (HCR) mechanism, which retrieves relevant historical frames during generation and injects them as conditioning signals, helping the model utilize past scene information and mitigate error accumulation. Experimental results demonstrate that MagicWorld achieves notable improvements in scene stability and continuity across interaction iterations.

  • 8 authors
·
Nov 24, 2025 3

Microscale stress-geometry interactions in an additively manufactured NiTi cardiovascular stent: A synchrotron dual imaging tomography and diffraction study

This study explores cardiovascular stents fabricated using laser powder bed fusion (LPBF); an emerging method to offer patient-specific customisable parts. Here, the shape memory alloy NiTi, in a near equiatomic composition, was investigated to deconvolve the material response from macroscopic component effects. Specifically, stress-geometry interactions were revealed, in-situ, for a minaturised cardiovascular stent subjected to an externally applied cylindrical stress whilst acquiring synchrotron X-ray imaging and diffraction data. The approach enabled the collection of spatially resolved micromechanical deformation data; the formation of stress-induced martensite and R-phase was evident, occurring in locations near junctions between stent ligaments where stress concentrations exist. In the as-fabricated condition, hardness maps were obtained through nanoindentation, demonstrating that the localised deformation and deformation patterning is further controlled by porosity and microstructural heterogeneity. Electron backscatter diffraction (EBSD) supported these observations, showing a finer grain structure near stent junctions with higher associated lattice curvature. These features, combined with stress concentrations when loaded will initiate localised phase transformations. If the stent was subjected to repeated loading, representing in-vivo conditions, these regions would be susceptible to cyclic damage through transformation memory loss, leading to premature component failure. This study highlights the challenges that must be addressed for the post-processing treatment of LABF-processed stents for healthcare-related applications.

  • 11 authors
·
Dec 12, 2023

Geometry-aware RL for Manipulation of Varying Shapes and Deformable Objects

Manipulating objects with varying geometries and deformable objects is a major challenge in robotics. Tasks such as insertion with different objects or cloth hanging require precise control and effective modelling of complex dynamics. In this work, we frame this problem through the lens of a heterogeneous graph that comprises smaller sub-graphs, such as actuators and objects, accompanied by different edge types describing their interactions. This graph representation serves as a unified structure for both rigid and deformable objects tasks, and can be extended further to tasks comprising multiple actuators. To evaluate this setup, we present a novel and challenging reinforcement learning benchmark, including rigid insertion of diverse objects, as well as rope and cloth manipulation with multiple end-effectors. These tasks present a large search space, as both the initial and target configurations are uniformly sampled in 3D space. To address this issue, we propose a novel graph-based policy model, dubbed Heterogeneous Equivariant Policy (HEPi), utilizing SE(3) equivariant message passing networks as the main backbone to exploit the geometric symmetry. In addition, by modeling explicit heterogeneity, HEPi can outperform Transformer-based and non-heterogeneous equivariant policies in terms of average returns, sample efficiency, and generalization to unseen objects. Our project page is available at https://thobotics.github.io/hepi.

  • 5 authors
·
Feb 10, 2025

Draw2Think: Harnessing Geometry Reasoning through Constraint Engine Interaction

Vision-language models solve geometry problems with rising accuracy, yet their intermediate states remain latent and unverifiable: a relation expressed in textual reasoning or drawing code carries no guarantee that a constraint-satisfying configuration realizes it. We observe that existing externalization methods based on rendered pixels or one-shot scripts fail to provide exact, per-action geometric guarantees. Enforcing geometric relations by algebraic definition closes this gap: the workspace becomes a constraint-checked evolving canvas. We present Draw2Think, a framework that recasts geometric reasoning from latent spatial inference into agentic interaction with the GeoGebra constraint engine. In a Propose-Draw-Verify loop, Draw2Think externalizes hypotheses onto an executable canvas, measures exact geometric quantities, and feeds structured observations back to the model, so subsequent reasoning proceeds from checked canvas state grounded by the shared workspace. This externalization makes two properties separately auditable: model-level Construction Fidelity (whether the canvas realizes the intended configuration) and engine-level Measurement Faithfulness (exact values and relations from canvas constraints). Across construction, outcome, and rendering evaluations, Draw2Think builds canvases that pass 95.9% predicate-level and 84.0% strict problem-level construction checks on GeoGoal, improves outcome accuracy by up to 4.1%/16.4% on planar/solid benchmarks, and attains 68.2%/90.5% strict/relaxed rendering scores on GenExam-math. Project page is available at https://draw2think.github.io/

SyncMV4D: Synchronized Multi-view Joint Diffusion of Appearance and Motion for Hand-Object Interaction Synthesis

Hand-Object Interaction (HOI) generation plays a critical role in advancing applications across animation and robotics. Current video-based methods are predominantly single-view, which impedes comprehensive 3D geometry perception and often results in geometric distortions or unrealistic motion patterns. While 3D HOI approaches can generate dynamically plausible motions, their dependence on high-quality 3D data captured in controlled laboratory settings severely limits their generalization to real-world scenarios. To overcome these limitations, we introduce SyncMV4D, the first model that jointly generates synchronized multi-view HOI videos and 4D motions by unifying visual prior, motion dynamics, and multi-view geometry. Our framework features two core innovations: (1) a Multi-view Joint Diffusion (MJD) model that co-generates HOI videos and intermediate motions, and (2) a Diffusion Points Aligner (DPA) that refines the coarse intermediate motion into globally aligned 4D metric point tracks. To tightly couple 2D appearance with 4D dynamics, we establish a closed-loop, mutually enhancing cycle. During the diffusion denoising process, the generated video conditions the refinement of the 4D motion, while the aligned 4D point tracks are reprojected to guide next-step joint generation. Experimentally, our method demonstrates superior performance to state-of-the-art alternatives in visual realism, motion plausibility, and multi-view consistency.

  • 7 authors
·
Nov 24, 2025 3

CARVE: Certified Affordable Repair of Vetoed Maneuvers via Envelopes for Interactive Driving

Interactive driving exposes a failure mode that is easy to miss in rule-aware autonomous-driving stacks: a hard-rule margin can be negative for an ego candidate even though a small lawful accommodation by a non-priority agent would restore feasibility. Existing rulebooks, shields, and reachability filters are strong at vetoing unsafe actions, while prediction-based planners model likely responses. Neither returns a runtime proof object that states which bounded multi-agent edit repairs the maneuver, who owns the edit, whether the request is right-of-way affordable, and what ego fallback remains if the request is not observed. We formulate this missing object as *interactive repair certification* and introduce *CARVE*, a prediction-free certificate layer over a finite lattice of ego-owned and agent-owned tactical operators. Agent-owned requests are admissible only inside \(B_j(s) = β(π_j)α_j^{\max}(s)\), a cooperation envelope that separates kinematic reachability from normative priority. The resulting certificate records the binding rule, repair category, repair set, responsibility-weighted cost split, and fallback. On 589 Lanelet2-geometry-grounded INTERACTION replay episodes, CARVE-Greedy accepts 98.64% of initially vetoed maneuvers and recovers 370/378 human-resolved false vetoes, while preserving 589/589 right-of-way respect, zero priority-agent false positives, and 400/400 negative-stress vetoes. We prove certificate soundness, structural right-of-way respect, exact finite-lattice minimality, fallback contingency, and blame-consistency conditions. CARVE does not predict or require another driver's compliance; it certifies whether a proposed interaction is bounded, attributable, and normatively admissible under declared assumptions.

  • 1 authors
·
May 30 2

GREAT: Geometry-Intention Collaborative Inference for Open-Vocabulary 3D Object Affordance Grounding

Open-Vocabulary 3D object affordance grounding aims to anticipate ``action possibilities'' regions on 3D objects with arbitrary instructions, which is crucial for robots to generically perceive real scenarios and respond to operational changes. Existing methods focus on combining images or languages that depict interactions with 3D geometries to introduce external interaction priors. However, they are still vulnerable to a limited semantic space by failing to leverage implied invariant geometries and potential interaction intentions. Normally, humans address complex tasks through multi-step reasoning and respond to diverse situations by leveraging associative and analogical thinking. In light of this, we propose GREAT (GeometRy-intEntion collAboraTive inference) for Open-Vocabulary 3D Object Affordance Grounding, a novel framework that mines the object invariant geometry attributes and performs analogically reason in potential interaction scenarios to form affordance knowledge, fully combining the knowledge with both geometries and visual contents to ground 3D object affordance. Besides, we introduce the Point Image Affordance Dataset v2 (PIADv2), the largest 3D object affordance dataset at present to support the task. Extensive experiments demonstrate the effectiveness and superiority of GREAT. The code and dataset are available at https://yawen-shao.github.io/GREAT/.

  • 6 authors
·
Nov 29, 2024

TwinOR: Photorealistic Digital Twins of Dynamic Operating Rooms for Embodied AI Research

Developing embodied AI for intelligent surgical systems requires safe, controllable environments for continual learning and evaluation. However, safety regulations and operational constraints in operating rooms (ORs) limit embodied agents from freely perceiving and interacting in realistic settings. Digital twins provide high-fidelity, risk-free environments for exploration and training. How we may create photorealistic and dynamic digital representations of ORs that capture relevant spatial, visual, and behavioral complexity remains unclear. We introduce TwinOR, a framework for constructing photorealistic, dynamic digital twins of ORs for embodied AI research. The system reconstructs static geometry from pre-scan videos and continuously models human and equipment motion through multi-view perception of OR activities. The static and dynamic components are fused into an immersive 3D environment that supports controllable simulation and embodied exploration. The proposed framework reconstructs complete OR geometry with centimeter level accuracy while preserving dynamic interaction across surgical workflows, enabling realistic renderings and a virtual playground for embodied AI systems. In our experiments, TwinOR simulates stereo and monocular sensor streams for geometry understanding and visual localization tasks. Models such as FoundationStereo and ORB-SLAM3 on TwinOR-synthesized data achieve performance within their reported accuracy on real indoor datasets, demonstrating that TwinOR provides sensor-level realism sufficient for perception and localization challenges. By establishing a real-to-sim pipeline for constructing dynamic, photorealistic digital twins of OR environments, TwinOR enables the safe, scalable, and data-efficient development and benchmarking of embodied AI, ultimately accelerating the deployment of embodied AI from sim-to-real.

  • 14 authors
·
Nov 10, 2025

SurroundNEXO: Ego-Centric Metric Bridging for Spatially Consistent Geometry in Autonomous Driving

Modern autonomous driving depends on accurate metric 3D understanding for perception, reconstruction, and planning, which in turn requires reliable multi-camera depth prediction. However, the outward-facing nature of vehicle-mounted surround-view camera rigs inherently limits visual overlap across views, challenging the correspondence-based assumptions that underpin conventional multi-view geometry. To bridge this gap, we present SurroundNEXO, named after the Spanish word nexo for a geometric link, a low-overlap multi-camera metric depth framework that grounds cross-view reasoning in ego-centric geometry rather than dense visual correspondences. Instead of directly enforcing early global fusion, SurroundNEXO first assigns image tokens globally comparable ego-frame viewing directions through Ego-Ray Positional Encoding, then uses sparse LiDAR measurements as metric anchors to propagate absolute scale cues, and finally expands feature interaction progressively from view-local modeling to decomposed spatio-temporal reasoning and global integration. This design enables metric-scale depth prediction with improved spatial consistency across weakly overlapping cameras. Across low-overlap autonomous driving benchmarks, including NuScenes, Waymo and DDAD, SurroundNEXO reduces single-view error by 33.2%, improves cross-view consistency by 10.5%, and enhances metric reconstruction quality by 25.6% compared with SOTA methods. It further remains robust under extremely sparse depth prompts and exhibits strong zero-shot generalization to unseen camera layouts.

  • 11 authors
·
Jun 14

PACE: Data-Driven Virtual Agent Interaction in Dense and Cluttered Environments

We present PACE, a novel method for modifying motion-captured virtual agents to interact with and move throughout dense, cluttered 3D scenes. Our approach changes a given motion sequence of a virtual agent as needed to adjust to the obstacles and objects in the environment. We first take the individual frames of the motion sequence most important for modeling interactions with the scene and pair them with the relevant scene geometry, obstacles, and semantics such that interactions in the agents motion match the affordances of the scene (e.g., standing on a floor or sitting in a chair). We then optimize the motion of the human by directly altering the high-DOF pose at each frame in the motion to better account for the unique geometric constraints of the scene. Our formulation uses novel loss functions that maintain a realistic flow and natural-looking motion. We compare our method with prior motion generating techniques and highlight the benefits of our method with a perceptual study and physical plausibility metrics. Human raters preferred our method over the prior approaches. Specifically, they preferred our method 57.1% of the time versus the state-of-the-art method using existing motions, and 81.0% of the time versus a state-of-the-art motion synthesis method. Additionally, our method performs significantly higher on established physical plausibility and interaction metrics. Specifically, we outperform competing methods by over 1.2% in terms of the non-collision metric and by over 18% in terms of the contact metric. We have integrated our interactive system with Microsoft HoloLens and demonstrate its benefits in real-world indoor scenes. Our project website is available at https://gamma.umd.edu/pace/.

  • 2 authors
·
Mar 24, 2023

StyleSculptor: Zero-Shot Style-Controllable 3D Asset Generation with Texture-Geometry Dual Guidance

Creating 3D assets that follow the texture and geometry style of existing ones is often desirable or even inevitable in practical applications like video gaming and virtual reality. While impressive progress has been made in generating 3D objects from text or images, creating style-controllable 3D assets remains a complex and challenging problem. In this work, we propose StyleSculptor, a novel training-free approach for generating style-guided 3D assets from a content image and one or more style images. Unlike previous works, StyleSculptor achieves style-guided 3D generation in a zero-shot manner, enabling fine-grained 3D style control that captures the texture, geometry, or both styles of user-provided style images. At the core of StyleSculptor is a novel Style Disentangled Attention (SD-Attn) module, which establishes a dynamic interaction between the input content image and style image for style-guided 3D asset generation via a cross-3D attention mechanism, enabling stable feature fusion and effective style-guided generation. To alleviate semantic content leakage, we also introduce a style-disentangled feature selection strategy within the SD-Attn module, which leverages the variance of 3D feature patches to disentangle style- and content-significant channels, allowing selective feature injection within the attention framework. With SD-Attn, the network can dynamically compute texture-, geometry-, or both-guided features to steer the 3D generation process. Built upon this, we further propose the Style Guided Control (SGC) mechanism, which enables exclusive geometry- or texture-only stylization, as well as adjustable style intensity control. Extensive experiments demonstrate that StyleSculptor outperforms existing baseline methods in producing high-fidelity 3D assets.

  • 6 authors
·
Sep 16, 2025

Human Interaction-Aware 3D Reconstruction from a Single Image

Reconstructing textured 3D human models from a single image is fundamental for AR/VR and digital human applications. However, existing methods mostly focus on single individuals and thus fail in multi-human scenes, where naive composition of individual reconstructions often leads to artifacts such as unrealistic overlaps, missing geometry in occluded regions, and distorted interactions. These limitations highlight the need for approaches that incorporate group-level context and interaction priors. We introduce a holistic method that explicitly models both group- and instance-level information. To mitigate perspective-induced geometric distortions, we first transform the input into a canonical orthographic space. Our primary component, Human Group-Instance Multi-View Diffusion (HUG-MVD), then generates complete multi-view normals and images by jointly modeling individuals and group context to resolve occlusions and proximity. Subsequently, the Human Group-Instance Geometric Reconstruction (HUG-GR) module optimizes the geometry by leveraging explicit, physics-based interaction priors to enforce physical plausibility and accurately model inter-human contact. Finally, the multi-view images are fused into a high-fidelity texture. Together, these components form our complete framework, HUG3D. Extensive experiments show that HUG3D significantly outperforms both single-human and existing multi-human methods, producing physically plausible, high-fidelity 3D reconstructions of interacting people from a single image. Project page: https://jongheean11.github.io/HUG3D_project

  • 5 authors
·
Apr 6

GARDEN: Gravity-Aligned Reconstruction of Disentangled ENvironments from RGB images

Converting multi-view RGB observations into simulation-ready 3D environments remains challenging because current reconstruction pipelines produce monolithic scene representations without explicit physical structure. They are typically defined up to an arbitrary global rotation and entangle rigid foreground objects with background geometry, which hinders stable physical interaction. Existing solutions often recover interactivity by replacing reconstructed objects with retrieved CAD assets, but this introduces a slow retrieval-and-replacement stage and weakens scene-specific geometric fidelity. We propose GARDEN, an RGB-only framework that reformulates reconstruction as physically-grounded scene factorization and outputs a structured hybrid scene representation. The key idea is to use gravity as a universal physical prior: we first align the reconstruction to a unified Gravity-View frame to resolve gauge ambiguity, then recover object-centric rigid meshes with accurate 6-DoF placement, and finally remove duplicate object geometry from the background through conditional 3D point classification. The resulting representation combines explicit rigid bodies with a decoupled background, enabling direct physics simulation while preserving visual realism. Experiments on both simulated and real multi-view scenes show that GARDEN improves object placement reliability, disentanglement quality, and rendering-simulation efficiency compared with retrieval-based baselines.

  • 6 authors
·
Jun 2

SADGE: Structure and Appearance Domain Gap Estimation of Synthetic and Real Data

We propose SADGE, a quantitative similarity metric that predicts the performance of synthetic image datasets for common computer vision tasks without downstream model training. Estimating whether a synthetic dataset will lead to a model that performs well on real-world data remains a bottleneck in model development. Existing evaluation metrics (e.g., PSNR, FID, CLIP) primarily measure semantic alignment between real and synthetic images (Appearance Similarity Score). Less commonly, structural similarity between images is considered to assess the domain gap (Geometric Similarity Score). However, to the best of our knowledge there exists no studies that evaluate which similarity metric is the best downstream predictor for a given synthetic dataset. In this paper, we show over a wide variety of different synthetic datasets and downstream tasks that neither appearance nor geometry alone can reliably predict downstream performance; rather, it is their non-linear interplay that dictates synthetic data utility. Specifically, we measure how commonly used Appearance and Geometric Similarity metrics computed between synthetic and real images correlate with downstream performance in object detection, semantic segmentation, and pose estimation. Across five public synthetic-to-real benchmark families and 15 dataset-level variants (79k image pairs), SADGE achieves the strongest association with downstream transfer performance under both linear and rank-based criteria, reaching Pearson r=0.88 and Spearman rho=0.77. We compute for each combination of geometry-based methods and appearance-based approaches SADGE scores across all benchmark families. The best configuration is obtained by fusing DINOv3 appearance similarity with MASt3R geometric consistency through a constrained bilinear interaction, outperforming both the strongest geometry-only baseline and the strongest appearance-only baseline .

  • 5 authors
·
May 20

ForeHOI: Feed-forward 3D Object Reconstruction from Daily Hand-Object Interaction Videos

The ubiquity of monocular videos capturing daily hand-object interactions presents a valuable resource for embodied intelligence. While 3D hand reconstruction from in-the-wild videos has seen significant progress, reconstructing the involved objects remains challenging due to severe occlusions and the complex, coupled motion of the camera, hands, and object. In this paper, we introduce ForeHOI, a novel feed-forward model that directly reconstructs 3D object geometry from monocular hand-object interaction videos within one minute of inference time, eliminating the need for any pre-processing steps. Our key insight is that, the joint prediction of 2D mask inpainting and 3D shape completion in a feed-forward framework can effectively address the problem of severe occlusion in monocular hand-held object videos, thereby achieving results that outperform the performance of optimization-based methods. The information exchanges between the 2D and 3D shape completion boosts the overall reconstruction quality, enabling the framework to effectively handle severe hand-object occlusion. Furthermore, to support the training of our model, we contribute the first large-scale, high-fidelity synthetic dataset of hand-object interactions with comprehensive annotations. Extensive experiments demonstrate that ForeHOI achieves state-of-the-art performance in object reconstruction, significantly outperforming previous methods with around a 100x speedup. Code and data are available at: https://github.com/Tao-11-chen/ForeHOI.

  • 7 authors
·
Feb 5

CRISP: Contact-Guided Real2Sim from Monocular Video with Planar Scene Primitives

We introduce CRISP, a method that recovers simulatable human motion and scene geometry from monocular video. Prior work on joint human-scene reconstruction relies on data-driven priors and joint optimization with no physics in the loop, or recovers noisy geometry with artifacts that cause motion tracking policies with scene interactions to fail. In contrast, our key insight is to recover convex, clean, and simulation-ready geometry by fitting planar primitives to a point cloud reconstruction of the scene, via a simple clustering pipeline over depth, normals, and flow. To reconstruct scene geometry that might be occluded during interactions, we make use of human-scene contact modeling (e.g., we use human posture to reconstruct the occluded seat of a chair). Finally, we ensure that human and scene reconstructions are physically-plausible by using them to drive a humanoid controller via reinforcement learning. Our approach reduces motion tracking failure rates from 55.2\% to 6.9\% on human-centric video benchmarks (EMDB, PROX), while delivering a 43\% faster RL simulation throughput. We further validate it on in-the-wild videos including casually-captured videos, Internet videos, and even Sora-generated videos. This demonstrates CRISP's ability to generate physically-valid human motion and interaction environments at scale, greatly advancing real-to-sim applications for robotics and AR/VR.

SAM3D-Phys: Towards Multi-Object Interactive Simulation in Real World

This work addresses the problem of recovering complete, simulatable object geometry from reconstructed real-world scenes, enabling physics-based interaction with objects embedded in the scene. While modern multi-view reconstruction methods can produce visually accurate environments, objects are often incomplete due to occlusions and limited observations, making them unsuitable for physics simulation. To address this limitation, we propose SAM3D-Phys, a framework that integrates scene reconstruction with generative 3D priors of SAM3D to recover physically simulatable objects. Our approach first reconstructs the scene from multi-view images to obtain scene geometry and partial observations of objects. We then leverage SAM3D to infer complete object geometry from these partial observations. To ensure that the recovered objects remain consistent with the reconstructed scene, we restore scene-consistent object states through two complementary strategies: a physics-constrained spatial optimization algorithm that iteratively aligns the recovered object to its original location, and a mask-guided appearance distillation module that refines texture fidelity based on the observed images. By recovering complete object geometry and restoring its pose and appearance within the scene, SAM3D-Phys produces clean object representations suitable for physics-based simulation, enabling simultaneous and physically consistent interactive simulation of multiple objects within a reconstructed scene. Project page: https://chnxindong.github.io/sam3d-phys/

  • 6 authors
·
May 27

GENIE: Gaussian Encoding for Neural Radiance Fields Interactive Editing

Neural Radiance Fields (NeRF) and Gaussian Splatting (GS) have recently transformed 3D scene representation and rendering. NeRF achieves high-fidelity novel view synthesis by learning volumetric representations through neural networks, but its implicit encoding makes editing and physical interaction challenging. In contrast, GS represents scenes as explicit collections of Gaussian primitives, enabling real-time rendering, faster training, and more intuitive manipulation. This explicit structure has made GS particularly well-suited for interactive editing and integration with physics-based simulation. In this paper, we introduce GENIE (Gaussian Encoding for Neural Radiance Fields Interactive Editing), a hybrid model that combines the photorealistic rendering quality of NeRF with the editable and structured representation of GS. Instead of using spherical harmonics for appearance modeling, we assign each Gaussian a trainable feature embedding. These embeddings are used to condition a NeRF network based on the k nearest Gaussians to each query point. To make this conditioning efficient, we introduce Ray-Traced Gaussian Proximity Search (RT-GPS), a fast nearest Gaussian search based on a modified ray-tracing pipeline. We also integrate a multi-resolution hash grid to initialize and update Gaussian features. Together, these components enable real-time, locality-aware editing: as Gaussian primitives are repositioned or modified, their interpolated influence is immediately reflected in the rendered output. By combining the strengths of implicit and explicit representations, GENIE supports intuitive scene manipulation, dynamic interaction, and compatibility with physical simulation, bridging the gap between geometry-based editing and neural rendering. The code can be found under (https://github.com/MikolajZielinski/genie)

  • 4 authors
·
Aug 4, 2025 2

SIM1: Physics-Aligned Simulator as Zero-Shot Data Scaler in Deformable Worlds

Robotic manipulation with deformable objects represents a data-intensive regime in embodied learning, where shape, contact, and topology co-evolve in ways that far exceed the variability of rigids. Although simulation promises relief from the cost of real-world data acquisition, prevailing sim-to-real pipelines remain rooted in rigid-body abstractions, producing mismatched geometry, fragile soft dynamics, and motion primitives poorly suited for cloth interaction. We posit that simulation fails not for being synthetic, but for being ungrounded. To address this, we introduce SIM1, a physics-aligned real-to-sim-to-real data engine that grounds simulation in the physical world. Given limited demonstrations, the system digitizes scenes into metric-consistent twins, calibrates deformable dynamics through elastic modeling, and expands behaviors via diffusion-based trajectory generation with quality filtering. This pipeline transforms sparse observations into scaled synthetic supervision with near-demonstration fidelity. Experiments show that policies trained on purely synthetic data achieve parity with real-data baselines at a 1:15 equivalence ratio, while delivering 90% zero-shot success and 50% generalization gains in real-world deployment. These results validate physics-aligned simulation as scalable supervision for deformable manipulation and a practical pathway for data-efficient policy learning.

CamI2V: Camera-Controlled Image-to-Video Diffusion Model

Recent advancements have integrated camera pose as a user-friendly and physics-informed condition in video diffusion models, enabling precise camera control. In this paper, we identify one of the key challenges as effectively modeling noisy cross-frame interactions to enhance geometry consistency and camera controllability. We innovatively associate the quality of a condition with its ability to reduce uncertainty and interpret noisy cross-frame features as a form of noisy condition. Recognizing that noisy conditions provide deterministic information while also introducing randomness and potential misguidance due to added noise, we propose applying epipolar attention to only aggregate features along corresponding epipolar lines, thereby accessing an optimal amount of noisy conditions. Additionally, we address scenarios where epipolar lines disappear, commonly caused by rapid camera movements, dynamic objects, or occlusions, ensuring robust performance in diverse environments. Furthermore, we develop a more robust and reproducible evaluation pipeline to address the inaccuracies and instabilities of existing camera control metrics. Our method achieves a 25.64% improvement in camera controllability on the RealEstate10K dataset without compromising dynamics or generation quality and demonstrates strong generalization to out-of-domain images. Training and inference require only 24GB and 12GB of memory, respectively, for 16-frame sequences at 256x256 resolution. We will release all checkpoints, along with training and evaluation code. Dynamic videos are best viewed at https://zgctroy.github.io/CamI2V.

  • 6 authors
·
Oct 21, 2024

Wayformer: Motion Forecasting via Simple & Efficient Attention Networks

Motion forecasting for autonomous driving is a challenging task because complex driving scenarios result in a heterogeneous mix of static and dynamic inputs. It is an open problem how best to represent and fuse information about road geometry, lane connectivity, time-varying traffic light state, and history of a dynamic set of agents and their interactions into an effective encoding. To model this diverse set of input features, many approaches proposed to design an equally complex system with a diverse set of modality specific modules. This results in systems that are difficult to scale, extend, or tune in rigorous ways to trade off quality and efficiency. In this paper, we present Wayformer, a family of attention based architectures for motion forecasting that are simple and homogeneous. Wayformer offers a compact model description consisting of an attention based scene encoder and a decoder. In the scene encoder we study the choice of early, late and hierarchical fusion of the input modalities. For each fusion type we explore strategies to tradeoff efficiency and quality via factorized attention or latent query attention. We show that early fusion, despite its simplicity of construction, is not only modality agnostic but also achieves state-of-the-art results on both Waymo Open MotionDataset (WOMD) and Argoverse leaderboards, demonstrating the effectiveness of our design philosophy

  • 6 authors
·
Jul 12, 2022

Bidirectional Regression for Monocular 6DoF Head Pose Estimation and Reference System Alignment

Precise six-degree-of-freedom (6DoF) head pose estimation is crucial for safety-critical applications and human-computer interaction scenarios, yet existing monocular methods still struggle with robust pose estimation. We revisit this problem by introducing TRGv2, a lightweight extension of our previous Translation, Rotation, and Geometry (TRG) network, which explicitly models the bidirectional interaction between facial geometry and head pose. TRGv2 jointly infers facial landmarks and 6DoF pose through an iterative refinement loop with landmark-to-image projection, ensuring metric consistency among face size, rotation, and depth. To further improve generalization to out-of-distribution data, TRGv2 regresses correction parameters instead of directly predicting translation, combining them with a pinhole camera model for analytic depth estimation. In addition, we identify a previously overlooked source of bias in cross-dataset evaluations due to inconsistent head center definitions across different datasets. To address this, we propose a reference system alignment strategy that quantifies and corrects translation bias, enabling fair comparisons across datasets. Extensive experiments on ARKitFace, BIWI, and the challenging DD-Pose benchmarks demonstrate that TRGv2 outperforms state-of-the-art methods in both accuracy and efficiency. Code and newly annotated landmarks for DD-Pose will be publicly available.

  • 4 authors
·
Jul 19, 2024

PartRM: Modeling Part-Level Dynamics with Large Cross-State Reconstruction Model

As interest grows in world models that predict future states from current observations and actions, accurately modeling part-level dynamics has become increasingly relevant for various applications. Existing approaches, such as Puppet-Master, rely on fine-tuning large-scale pre-trained video diffusion models, which are impractical for real-world use due to the limitations of 2D video representation and slow processing times. To overcome these challenges, we present PartRM, a novel 4D reconstruction framework that simultaneously models appearance, geometry, and part-level motion from multi-view images of a static object. PartRM builds upon large 3D Gaussian reconstruction models, leveraging their extensive knowledge of appearance and geometry in static objects. To address data scarcity in 4D, we introduce the PartDrag-4D dataset, providing multi-view observations of part-level dynamics across over 20,000 states. We enhance the model's understanding of interaction conditions with a multi-scale drag embedding module that captures dynamics at varying granularities. To prevent catastrophic forgetting during fine-tuning, we implement a two-stage training process that focuses sequentially on motion and appearance learning. Experimental results show that PartRM establishes a new state-of-the-art in part-level motion learning and can be applied in manipulation tasks in robotics. Our code, data, and models are publicly available to facilitate future research.

  • 9 authors
·
Mar 25, 2025

Training-Free Text-Guided Color Editing with Multi-Modal Diffusion Transformer

Text-guided color editing in images and videos is a fundamental yet unsolved problem, requiring fine-grained manipulation of color attributes, including albedo, light source color, and ambient lighting, while preserving physical consistency in geometry, material properties, and light-matter interactions. Existing training-free methods offer broad applicability across editing tasks but struggle with precise color control and often introduce visual inconsistency in both edited and non-edited regions. In this work, we present ColorCtrl, a training-free color editing method that leverages the attention mechanisms of modern Multi-Modal Diffusion Transformers (MM-DiT). By disentangling structure and color through targeted manipulation of attention maps and value tokens, our method enables accurate and consistent color editing, along with word-level control of attribute intensity. Our method modifies only the intended regions specified by the prompt, leaving unrelated areas untouched. Extensive experiments on both SD3 and FLUX.1-dev demonstrate that ColorCtrl outperforms existing training-free approaches and achieves state-of-the-art performances in both edit quality and consistency. Furthermore, our method surpasses strong commercial models such as FLUX.1 Kontext Max and GPT-4o Image Generation in terms of consistency. When extended to video models like CogVideoX, our approach exhibits greater advantages, particularly in maintaining temporal coherence and editing stability. Finally, our method also generalizes to instruction-based editing diffusion models such as Step1X-Edit and FLUX.1 Kontext dev, further demonstrating its versatility.

  • 10 authors
·
Aug 12, 2025 2

Towards Autonomous Mathematics Research

Recent advances in foundational models have yielded reasoning systems capable of achieving a gold-medal standard at the International Mathematical Olympiad. The transition from competition-level problem-solving to professional research, however, requires navigating vast literature and constructing long-horizon proofs. In this work, we introduce Aletheia, a math research agent that iteratively generates, verifies, and revises solutions end-to-end in natural language. Specifically, Aletheia is powered by an advanced version of Gemini Deep Think for challenging reasoning problems, a novel inference-time scaling law that extends beyond Olympiad-level problems, and intensive tool use to navigate the complexities of mathematical research. We demonstrate the capability of Aletheia from Olympiad problems to PhD-level exercises and most notably, through several distinct milestones in AI-assisted mathematics research: (a) a research paper (Feng26) generated by AI without any human intervention in calculating certain structure constants in arithmetic geometry called eigenweights; (b) a research paper (LeeSeo26) demonstrating human-AI collaboration in proving bounds on systems of interacting particles called independent sets; and (c) an extensive semi-autonomous evaluation (Feng et al., 2026a) of 700 open problems on Bloom's Erdos Conjectures database, including autonomous solutions to four open questions. In order to help the public better understand the developments pertaining to AI and mathematics, we suggest codifying standard levels quantifying autonomy and novelty of AI-assisted results. We conclude with reflections on human-AI collaboration in mathematics.

google Google
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Feb 10 1

TriDi: Trilateral Diffusion of 3D Humans, Objects, and Interactions

Modeling 3D human-object interaction (HOI) is a problem of great interest for computer vision and a key enabler for virtual and mixed-reality applications. Existing methods work in a one-way direction: some recover plausible human interactions conditioned on a 3D object; others recover the object pose conditioned on a human pose. Instead, we provide the first unified model - TriDi which works in any direction. Concretely, we generate Human, Object, and Interaction modalities simultaneously with a new three-way diffusion process, allowing to model seven distributions with one network. We implement TriDi as a transformer attending to the various modalities' tokens, thereby discovering conditional relations between them. The user can control the interaction either as a text description of HOI or a contact map. We embed these two representations into a shared latent space, combining the practicality of text descriptions with the expressiveness of contact maps. Using a single network, TriDi unifies all the special cases of prior work and extends to new ones, modeling a family of seven distributions. Remarkably, despite using a single model, TriDi generated samples surpass one-way specialized baselines on GRAB and BEHAVE in terms of both qualitative and quantitative metrics, and demonstrating better diversity. We show the applicability of TriDi to scene population, generating objects for human-contact datasets, and generalization to unseen object geometry. The project page is available at: https://virtualhumans.mpi-inf.mpg.de/tridi.

  • 4 authors
·
Dec 9, 2024

InteractAnything: Zero-shot Human Object Interaction Synthesis via LLM Feedback and Object Affordance Parsing

Recent advances in 3D human-aware generation have made significant progress. However, existing methods still struggle with generating novel Human Object Interaction (HOI) from text, particularly for open-set objects. We identify three main challenges of this task: precise human-object relation reasoning, affordance parsing for any object, and detailed human interaction pose synthesis aligning description and object geometry. In this work, we propose a novel zero-shot 3D HOI generation framework without training on specific datasets, leveraging the knowledge from large-scale pre-trained models. Specifically, the human-object relations are inferred from large language models (LLMs) to initialize object properties and guide the optimization process. Then we utilize a pre-trained 2D image diffusion model to parse unseen objects and extract contact points, avoiding the limitations imposed by existing 3D asset knowledge. The initial human pose is generated by sampling multiple hypotheses through multi-view SDS based on the input text and object geometry. Finally, we introduce a detailed optimization to generate fine-grained, precise, and natural interaction, enforcing realistic 3D contact between the 3D object and the involved body parts, including hands in grasping. This is achieved by distilling human-level feedback from LLMs to capture detailed human-object relations from the text instruction. Extensive experiments validate the effectiveness of our approach compared to prior works, particularly in terms of the fine-grained nature of interactions and the ability to handle open-set 3D objects.

  • 6 authors
·
May 30, 2025

CoDA: Coordinated Diffusion Noise Optimization for Whole-Body Manipulation of Articulated Objects

Synthesizing whole-body manipulation of articulated objects, including body motion, hand motion, and object motion, is a critical yet challenging task with broad applications in virtual humans and robotics. The core challenges are twofold. First, achieving realistic whole-body motion requires tight coordination between the hands and the rest of the body, as their movements are interdependent during manipulation. Second, articulated object manipulation typically involves high degrees of freedom and demands higher precision, often requiring the fingers to be placed at specific regions to actuate movable parts. To address these challenges, we propose a novel coordinated diffusion noise optimization framework. Specifically, we perform noise-space optimization over three specialized diffusion models for the body, left hand, and right hand, each trained on its own motion dataset to improve generalization. Coordination naturally emerges through gradient flow along the human kinematic chain, allowing the global body posture to adapt in response to hand motion objectives with high fidelity. To further enhance precision in hand-object interaction, we adopt a unified representation based on basis point sets (BPS), where end-effector positions are encoded as distances to the same BPS used for object geometry. This unified representation captures fine-grained spatial relationships between the hand and articulated object parts, and the resulting trajectories serve as targets to guide the optimization of diffusion noise, producing highly accurate interaction motion. We conduct extensive experiments demonstrating that our method outperforms existing approaches in motion quality and physical plausibility, and enables various capabilities such as object pose control, simultaneous walking and manipulation, and whole-body generation from hand-only data.

  • 4 authors
·
May 27, 2025 2

X-RAY: Mapping LLM Reasoning Capability via Formalized and Calibrated Probes

Large language models (LLMs) achieve promising performance, yet their ability to reason remains poorly understood. Existing evaluations largely emphasize task-level accuracy, often conflating pattern matching with reasoning capability. We present X-RAY, an explainable reasoning analysis system that maps the LLM reasoning capability using calibrated, formally verified probes. We model reasoning capability as a function of extractable structure, operationalized through formal properties such as constraint interaction, reasoning depth, and solution-space geometry. X-Ray generates probes via formal tools with controlled structural variations, enabling precise isolation of incremental structural information through formal calibration and verification. We evaluate state-of-the-art LLMs on problems ranging from junior-level to advanced in mathematics, physics, and chemistry. Our analysis reveals a systematic asymmetry in LLM reasoning: models are relatively robust to constraint refinement, where additional conditions shrink an existing solution space, but degrade sharply under solution-space restructuring, where modifications alter the underlying structural form of the solution manifold. Moreover, calibrated formal probes differentiate models that appear indistinguishable on standard benchmarks and reveal failure modes that are structurally interpretable rather than opaque. Beyond evaluation, our framework is contamination-free and supports the training and testing of reasoning models.

  • 4 authors
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Mar 4

Nonequilibrium Phenomena in Driven and Active Coulomb Field Theories

The classical Coulomb gas model has served as one of the most versatile frameworks in statistical physics, connecting a vast range of phenomena across many different areas. Nonequilibrium generalisations of this model have so far been studied much more scarcely. With the abundance of contemporary research into active and driven systems, one would naturally expect that such generalisations of systems with long-ranged Coulomb-like interactions will form a fertile playground for interesting developments. Here, we present two examples of novel macroscopic behaviour that arise from nonequilibrium fluctuations in long-range interacting systems, namely (1) unscreened long-ranged correlations in strong electrolytes driven by an external electric field and the associated fluctuation-induced forces in the confined Casimir geometry, and (2) out-of-equilibrium critical behaviour in self-chemotactic models that incorporate the particle polarity in the chemotactic response of the cells. Both of these systems have nonlocal Coulomb-like interactions among their constituent particles, namely, the electrostatic interactions in the case of the driven electrolyte, and the chemotactic forces mediated by fast-diffusing signals in the case of self-chemotactic systems. The results presented here hint to the rich phenomenology of nonequilibrium effects that can arise from strong fluctuations in Coulomb interacting systems, and a rich variety of potential future directions, which are discussed.

  • 2 authors
·
Jul 1, 2022

LEXIS: LatEnt ProXimal Interaction Signatures for 3D HOI from an Image

Reconstructing 3D Human-Object Interaction from an RGB image is essential for perceptive systems. Yet, this remains challenging as it requires capturing the subtle physical coupling between the body and objects. While current methods rely on sparse, binary contact cues, these fail to model the continuous proximity and dense spatial relationships that characterize natural interactions. We address this limitation via InterFields, a representation that encodes dense, continuous proximity across the entire body and object surfaces. However, inferring these fields from single images is inherently ill-posed. To tackle this, our intuition is that interaction patterns are characteristically structured by the action and object geometry. We capture this structure in LEXIS, a novel discrete manifold of interaction signatures learned via a VQ-VAE. We then develop LEXIS-Flow, a diffusion framework that leverages LEXIS signatures to estimate human and object meshes alongside their InterFields. Notably, these InterFields help in a guided refinement that ensures physically-plausible, proximity-aware reconstructions without requiring post-hoc optimization. Evaluation on Open3DHOI and BEHAVE shows that LEXIS-Flow significantly outperforms existing SotA baselines in reconstruction, contact, and proximity quality. Our approach not only improves generalization but also yields reconstructions perceived as more realistic, moving us closer to holistic 3D scene understanding. Code & models will be public at https://anticdimi.github.io/lexis.

  • 5 authors
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Apr 21

Geometry Conflict: Explaining and Controlling Forgetting in LLM Continual Post-Training

Continual post-training aims to extend large language models (LLMs) with new knowledge, skills, and behaviors, yet it remains unclear when sequential updates enable capability transfer and when they cause catastrophic forgetting. Existing methods mitigate forgetting through sequential fine-tuning, replay, regularization, or model merging, but offer limited criteria for determining when incorporating new updates is beneficial or harmful. In this work, we study LLM continual post-training through three questions: What drives forgetting? When do sequentially acquired capabilities transfer or interfere? How can compatibility be used to control update integration? We address these questions through task geometry: we represent each post-training task by its parameter update and study the covariance geometry induced by the update. Our central finding is that: forgetting can be considered as a state-relative update-integration failure, it arises when the covariance geometries induced by tasks misalign with the geometry of the evolving model state. Sequential updates transfer when they remain compatible with the model state shaped by previous updates, and interfere when state-relative geometry conflict becomes high. Motivated by this finding, we propose Geometry-Conflict Wasserstein Merging (GCWM), a data-free update-integration method that constructs a shared Wasserstein metric via Gaussian Wasserstein barycenters and uses geometry conflict to gate geometry-aware correction. Across Qwen3 0.6B--14B on domain-continual and capability-continual settings, GCWM consistently outperforms data-free baselines, improving retention and final performance without replay data. These results identify geometry conflict as both an explanatory signal for forgetting and a practical control signal for LLM continual post-training.

Seamless and Efficient Interactions within a Mixed-Dimensional Information Space

Mediated by today's visual displays, information space allows users to discover, access and interact with a wide range of digital and physical information. The information presented in this space may be digital, physical or a blend of both, and appear across different dimensions - such as texts, images, 3D content and physical objects embedded within real-world environment. Navigating within the information space often involves interacting with mixed-dimensional entities, visually represented in both 2D and 3D. At times, interactions also involve transitioning among entities represented in different dimensions. We introduce the concept of mixed-dimensional information space, encompassing entities represented in both 2D and 3D. Interactions within the mixed-dimensional information space should be seamless and efficient: users should be able to focus on their primary tasks without being distracted by interactions with or transitions between entities. While incorporating 3D representations into the mixed-dimensional information space offers intuitive and immersive ways to interact with complex information, it is important to address potential seams and inefficiencies that arise while interacting with both 2D and 3D entities. This dissertation introduces new interactive techniques and systems to realize seamless and efficient interactions within the mixed-dimensional information space. This dissertation introduces three interactive systems: MemoVis which aims to use emergent generative AI to help users create reference images for 3D design feedback; PaperToPlace which demonstrates how paper-based instruction documents can be transformed and spatialized into a context-aware MR experience; and VRContour which explores how contour delineation workflow can be brought into VR.

  • 1 authors
·
Jun 4, 2025

Manifold Steering Reveals the Shared Geometry of Neural Network Representation and Behavior

Neural representations carry rich geometric structure; but does that structure causally shape behavior? To address this question, we intervene along paths through activation space defined by different geometries, and measure the behavioral trajectories they induce. In particular, we test whether interventions that respect the geometry of activation space will yield behaviors close to those the model exhibits naturally. Concretely, we first fit an activation manifold M_h to representations and a behavior manifold M_y to output probability distributions. We then test the link M_h leftrightarrow M_y via interventions: we find that steering along M_h, which we term manifold steering, yields behavioral trajectories that follow M_y, while linear steering -- which assumes a Euclidean geometry -- cuts through off-manifold regions and hence produces unnatural outputs. Moreover, optimizing interventions in activation space to produce paths along M_y recovers activation trajectories that trace the curvature of M_h. We demonstrate this bidirectional relationship between the geometry of representation and behavior across tasks and modalities. In language models, we use reasoning tasks with cyclic and sequential geometries as well as in-context learning tasks with more complex graph geometries. In a video world model, we use a task with geometry corresponding to physical dynamics. Overall, our work shows that geometry in neural representation is not merely incidental, but is in fact the proper object for enabling principled control via intervention on internals. This recasts the core problem of steering from finding the right direction to finding the right geometry.

  • 16 authors
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May 5

EqMotion: Equivariant Multi-agent Motion Prediction with Invariant Interaction Reasoning

Learning to predict agent motions with relationship reasoning is important for many applications. In motion prediction tasks, maintaining motion equivariance under Euclidean geometric transformations and invariance of agent interaction is a critical and fundamental principle. However, such equivariance and invariance properties are overlooked by most existing methods. To fill this gap, we propose EqMotion, an efficient equivariant motion prediction model with invariant interaction reasoning. To achieve motion equivariance, we propose an equivariant geometric feature learning module to learn a Euclidean transformable feature through dedicated designs of equivariant operations. To reason agent's interactions, we propose an invariant interaction reasoning module to achieve a more stable interaction modeling. To further promote more comprehensive motion features, we propose an invariant pattern feature learning module to learn an invariant pattern feature, which cooperates with the equivariant geometric feature to enhance network expressiveness. We conduct experiments for the proposed model on four distinct scenarios: particle dynamics, molecule dynamics, human skeleton motion prediction and pedestrian trajectory prediction. Experimental results show that our method is not only generally applicable, but also achieves state-of-the-art prediction performances on all the four tasks, improving by 24.0/30.1/8.6/9.2%. Code is available at https://github.com/MediaBrain-SJTU/EqMotion.

  • 7 authors
·
Mar 20, 2023

Touch2Insert: Zero-Shot Peg Insertion by Touching Intersections of Peg and Hole

Reliable insertion of industrial connectors remains a central challenge in robotics, requiring sub-millimeter precision under uncertainty and often without full visual access. Vision-based approaches struggle with occlusion and limited generalization, while learning-based policies frequently fail to transfer to unseen geometries. To address these limitations, we leverage tactile sensing, which captures local surface geometry at the point of contact and thus provides reliable information even under occlusion and across novel connector shapes. Building on this capability, we present Touch2Insert, a tactile-based framework for arbitrary peg insertion. Our method reconstructs cross-sectional geometry from high-resolution tactile images and estimates the relative pose of the hole with respect to the peg in a zero-shot manner. By aligning reconstructed shapes through registration, the framework enables insertion from a single contact without task-specific training. To evaluate its performance, we conducted experiments with three diverse connectors in both simulation and real-robot settings. The results indicate that Touch2Insert achieved sub-millimeter pose estimation accuracy for all connectors in simulation, and attained an average success rate of 86.7\% on the real robot, thereby confirming the robustness and generalizability of tactile sensing for real-world robotic connector insertion.

  • 5 authors
·
Mar 3

MTPano: Multi-Task Panoramic Scene Understanding via Label-Free Integration of Dense Prediction Priors

Comprehensive panoramic scene understanding is critical for immersive applications, yet it remains challenging due to the scarcity of high-resolution, multi-task annotations. While perspective foundation models have achieved success through data scaling, directly adapting them to the panoramic domain often fails due to severe geometric distortions and coordinate system discrepancies. Furthermore, the underlying relations between diverse dense prediction tasks in spherical spaces are underexplored. To address these challenges, we propose MTPano, a robust multi-task panoramic foundation model established by a label-free training pipeline. First, to circumvent data scarcity, we leverage powerful perspective dense priors. We project panoramic images into perspective patches to generate accurate, domain-gap-free pseudo-labels using off-the-shelf foundation models, which are then re-projected to serve as patch-wise supervision. Second, to tackle the interference between task types, we categorize tasks into rotation-invariant (e.g., depth, segmentation) and rotation-variant (e.g., surface normals) groups. We introduce the Panoramic Dual BridgeNet, which disentangles these feature streams via geometry-aware modulation layers that inject absolute position and ray direction priors. To handle the distortion from equirectangular projections (ERP), we incorporate ERP token mixers followed by a dual-branch BridgeNet for interactions with gradient truncation, facilitating beneficial cross-task information sharing while blocking conflicting gradients from incompatible task attributes. Additionally, we introduce auxiliary tasks (image gradient, point map, etc.) to fertilize the cross-task learning process. Extensive experiments demonstrate that MTPano achieves state-of-the-art performance on multiple benchmarks and delivers competitive results against task-specific panoramic specialist foundation models.

  • 8 authors
·
Feb 5

MoGe-3: Fine-Detail Monocular Geometry Estimation with Self-Guided Sparse Volumetric Refinement

Monocular geometry estimation has recently achieved impressive performance across diverse scenes. However, state-of-the-art models still face notable distortion in local 3D structure, especially in fine details, like thin structures and small objects. We attribute this limitation to an architectural mismatch: most current models decode 3D geometry within a 2D parameterization, where feature interactions are governed by image-plane proximity rather than true 3D spatial relationships. This inadvertently mixes features from geometrically distant surfaces, resulting in over-smoothed geometry particularly around thin or elongated structure. In this paper, we propose MoGe-3, a fine-detail monocular geometry estimation model with Self-Guided Sparse 3D Refinement (SSR) that lifts monocular geometry modeling from 2D image space to 3D space for high-fidelity metric-scale point maps. MoGe-3 lifts the coarse point map from a foundation base model onto a sparse voxel shell and refines it via SSR. The SSR employs sparse convolutions that aggregate features based on 3D spatial locality, avoiding feature mixing across depth discontinuities. Extensive experiments on diverse datasets demonstrate that MoGe-3 significantly outperforms existing approaches in recovering fine detailed 3D geometry across both quantitative metrics and qualitative visualizations. Project page: https://qft-333.github.io/moge3page/

  • 7 authors
·
Jul 20

Auditing Cascading Risks in Multi-Agent Systems via Semantic-Geometric Co-evolution

Large Language model (LLM)-based Multi-Agent Systems (MAS) are prone to cascading risks, where early-stage interactions remain semantically fluent and policy-compliant, yet the underlying interaction dynamics begin to distort in ways that amplify latent instability or misalignment. Traditional auditing methods that focus on per-message semantic content are inherently reactive and lagging, failing to capture these early structural precursors. In this paper, we propose a principled framework for cascading-risk detection grounded in semantic--geometric co-evolution. We model MAS interactions as dynamic graphs and introduce Ollivier--Ricci Curvature (ORC) -- a discrete geometric measure -- to characterize information redundancy and bottleneck formation in communication topologies. By coupling semantic flow signals with graph geometry, the framework learns the normal co-evolutionary dynamics of trusted collaboration and treats deviations from this coupled manifold as early-warning signals. Experiments on a suite of cascading-risk scenarios aligned with the risk category demonstrate that curvature anomalies systematically precede explicit semantic violations by several interaction turns, enabling proactive intervention. Furthermore, the local nature of Ricci curvature provides principled interpretability for root-cause attribution, identifying specific agents or links that precipitate the collapse of trustworthy collaboration.

  • 5 authors
·
Mar 3

Geometry Meets Vision: Revisiting Pretrained Semantics in Distilled Fields

Semantic distillation in radiance fields has spurred significant advances in open-vocabulary robot policies, e.g., in manipulation and navigation, founded on pretrained semantics from large vision models. While prior work has demonstrated the effectiveness of visual-only semantic features (e.g., DINO and CLIP) in Gaussian Splatting and neural radiance fields, the potential benefit of geometry-grounding in distilled fields remains an open question. In principle, visual-geometry features seem very promising for spatial tasks such as pose estimation, prompting the question: Do geometry-grounded semantic features offer an edge in distilled fields? Specifically, we ask three critical questions: First, does spatial-grounding produce higher-fidelity geometry-aware semantic features? We find that image features from geometry-grounded backbones contain finer structural details compared to their counterparts. Secondly, does geometry-grounding improve semantic object localization? We observe no significant difference in this task. Thirdly, does geometry-grounding enable higher-accuracy radiance field inversion? Given the limitations of prior work and their lack of semantics integration, we propose a novel framework SPINE for inverting radiance fields without an initial guess, consisting of two core components: coarse inversion using distilled semantics, and fine inversion using photometric-based optimization. Surprisingly, we find that the pose estimation accuracy decreases with geometry-grounded features. Our results suggest that visual-only features offer greater versatility for a broader range of downstream tasks, although geometry-grounded features contain more geometric detail. Notably, our findings underscore the necessity of future research on effective strategies for geometry-grounding that augment the versatility and performance of pretrained semantic features.

  • 3 authors
·
Oct 3, 2025

Wu's Method can Boost Symbolic AI to Rival Silver Medalists and AlphaGeometry to Outperform Gold Medalists at IMO Geometry

Proving geometric theorems constitutes a hallmark of visual reasoning combining both intuitive and logical skills. Therefore, automated theorem proving of Olympiad-level geometry problems is considered a notable milestone in human-level automated reasoning. The introduction of AlphaGeometry, a neuro-symbolic model trained with 100 million synthetic samples, marked a major breakthrough. It solved 25 of 30 International Mathematical Olympiad (IMO) problems whereas the reported baseline based on Wu's method solved only ten. In this note, we revisit the IMO-AG-30 Challenge introduced with AlphaGeometry, and find that Wu's method is surprisingly strong. Wu's method alone can solve 15 problems, and some of them are not solved by any of the other methods. This leads to two key findings: (i) Combining Wu's method with the classic synthetic methods of deductive databases and angle, ratio, and distance chasing solves 21 out of 30 methods by just using a CPU-only laptop with a time limit of 5 minutes per problem. Essentially, this classic method solves just 4 problems less than AlphaGeometry and establishes the first fully symbolic baseline strong enough to rival the performance of an IMO silver medalist. (ii) Wu's method even solves 2 of the 5 problems that AlphaGeometry failed to solve. Thus, by combining AlphaGeometry with Wu's method we set a new state-of-the-art for automated theorem proving on IMO-AG-30, solving 27 out of 30 problems, the first AI method which outperforms an IMO gold medalist.

  • 5 authors
·
Apr 9, 2024

GDRNPP: A Geometry-guided and Fully Learning-based Object Pose Estimator

6D pose estimation of rigid objects is a long-standing and challenging task in computer vision. Recently, the emergence of deep learning reveals the potential of Convolutional Neural Networks (CNNs) to predict reliable 6D poses. Given that direct pose regression networks currently exhibit suboptimal performance, most methods still resort to traditional techniques to varying degrees. For example, top-performing methods often adopt an indirect strategy by first establishing 2D-3D or 3D-3D correspondences followed by applying the RANSAC-based PnP or Kabsch algorithms, and further employing ICP for refinement. Despite the performance enhancement, the integration of traditional techniques makes the networks time-consuming and not end-to-end trainable. Orthogonal to them, this paper introduces a fully learning-based object pose estimator. In this work, we first perform an in-depth investigation of both direct and indirect methods and propose a simple yet effective Geometry-guided Direct Regression Network (GDRN) to learn the 6D pose from monocular images in an end-to-end manner. Afterwards, we introduce a geometry-guided pose refinement module, enhancing pose accuracy when extra depth data is available. Guided by the predicted coordinate map, we build an end-to-end differentiable architecture that establishes robust and accurate 3D-3D correspondences between the observed and rendered RGB-D images to refine the pose. Our enhanced pose estimation pipeline GDRNPP (GDRN Plus Plus) conquered the leaderboard of the BOP Challenge for two consecutive years, becoming the first to surpass all prior methods that relied on traditional techniques in both accuracy and speed. The code and models are available at https://github.com/shanice-l/gdrnpp_bop2022.

  • 7 authors
·
Feb 24, 2021

VidSplat: Gaussian Splatting Reconstruction with Geometry-Guided Video Diffusion Priors

Gaussian Splatting has achieved remarkable progress in multi-view surface reconstruction, yet it exhibits notable degradation when only few views are available. Although recent efforts alleviate this issue by enhancing multi-view consistency to produce plausible surfaces, they struggle to infer unseen, occluded, or weakly constrained regions beyond the input coverage. To address this limitation, we present VidSplat, a training-free generative reconstruction framework that leverages powerful video diffusion priors to iteratively synthesize novel views that compensate for missing input coverage, and thereby recover complete 3D scenes from sparse inputs. Specifically, we tackle two key challenges that enable the effective integration of generation and reconstruction. First, for 3D consistent generation, we elaborate a training-free, stage-wise denoising strategy that adaptively guides the denoising direction toward the underlying geometry using the rendered RGB and mask images. Second, to enhance the reconstruction, we develop an iterative mechanism that samples camera trajectories, explores unobserved regions, synthesizes novel views, and supplements training through confidence weighted refinement. VidSplat performs robustly to sparse input and even a single image. Extensive experiments on widely used benchmarks demonstrate our superior performance in sparse-view scene reconstruction.

  • 8 authors
·
May 11

Proposing and solving olympiad geometry with guided tree search

Mathematics olympiads are prestigious competitions, with problem proposing and solving highly honored. Building artificial intelligence that proposes and solves olympiads presents an unresolved challenge in automated theorem discovery and proving, especially in geometry for its combination of numerical and spatial elements. We introduce TongGeometry, a Euclidean geometry system supporting tree-search-based guided problem proposing and solving. The efficient geometry system establishes the most extensive repository of geometry theorems to date: within the same computational budget as the existing state-of-the-art, TongGeometry discovers 6.7 billion geometry theorems requiring auxiliary constructions, including 4.1 billion exhibiting geometric symmetry. Among them, 10 theorems were proposed to regional mathematical olympiads with 3 of TongGeometry's proposals selected in real competitions, earning spots in a national team qualifying exam or a top civil olympiad in China and the US. Guided by fine-tuned large language models, TongGeometry solved all International Mathematical Olympiad geometry in IMO-AG-30, outperforming gold medalists for the first time. It also surpasses the existing state-of-the-art across a broader spectrum of olympiad-level problems. The full capabilities of the system can be utilized on a consumer-grade machine, making the model more accessible and fostering widespread democratization of its use. By analogy, unlike existing systems that merely solve problems like students, TongGeometry acts like a geometry coach, discovering, presenting, and proving theorems.

  • 8 authors
·
Dec 13, 2024

FormalGeo: An Extensible Formalized Framework for Olympiad Geometric Problem Solving

This is the first paper in a series of work we have accomplished over the past three years. In this paper, we have constructed a consistent formal plane geometry system. This will serve as a crucial bridge between IMO-level plane geometry challenges and readable AI automated reasoning. Within this formal framework, we have been able to seamlessly integrate modern AI models with our formal system. AI is now capable of providing deductive reasoning solutions to IMO-level plane geometry problems, just like handling other natural languages, and these proofs are readable, traceable, and verifiable. We propose the geometry formalization theory (GFT) to guide the development of the geometry formal system. Based on the GFT, we have established the FormalGeo, which consists of 88 geometric predicates and 196 theorems. It can represent, validate, and solve IMO-level geometry problems. we also have crafted the FGPS (formal geometry problem solver) in Python. It serves as both an interactive assistant for verifying problem-solving processes and an automated problem solver. We've annotated the formalgeo7k and formalgeo-imo datasets. The former contains 6,981 (expand to 133,818 through data augmentation) geometry problems, while the latter includes 18 (expand to 2,627 and continuously increasing) IMO-level challenging geometry problems. All annotated problems include detailed formal language descriptions and solutions. Implementation of the formal system and experiments validate the correctness and utility of the GFT. The backward depth-first search method only yields a 2.42% problem-solving failure rate, and we can incorporate deep learning techniques to achieve lower one. The source code of FGPS and datasets are available at https://github.com/BitSecret/FGPS.

  • 20 authors
·
Oct 27, 2023

TV-3DG: Mastering Text-to-3D Customized Generation with Visual Prompt

In recent years, advancements in generative models have significantly expanded the capabilities of text-to-3D generation. Many approaches rely on Score Distillation Sampling (SDS) technology. However, SDS struggles to accommodate multi-condition inputs, such as text and visual prompts, in customized generation tasks. To explore the core reasons, we decompose SDS into a difference term and a classifier-free guidance term. Our analysis identifies the core issue as arising from the difference term and the random noise addition during the optimization process, both contributing to deviations from the target mode during distillation. To address this, we propose a novel algorithm, Classifier Score Matching (CSM), which removes the difference term in SDS and uses a deterministic noise addition process to reduce noise during optimization, effectively overcoming the low-quality limitations of SDS in our customized generation framework. Based on CSM, we integrate visual prompt information with an attention fusion mechanism and sampling guidance techniques, forming the Visual Prompt CSM (VPCSM) algorithm. Furthermore, we introduce a Semantic-Geometry Calibration (SGC) module to enhance quality through improved textual information integration. We present our approach as TV-3DG, with extensive experiments demonstrating its capability to achieve stable, high-quality, customized 3D generation. Project page: https://yjhboy.github.io/TV-3DG

  • 11 authors
·
Oct 16, 2024

Multi-Domain Riemannian Graph Gluing for Building Graph Foundation Models

Multi-domain graph pre-training integrates knowledge from diverse domains to enhance performance in the target domains, which is crucial for building graph foundation models. Despite initial success, existing solutions often fall short of answering a fundamental question: how is knowledge integrated or transferred across domains? This theoretical limitation motivates us to rethink the consistency and transferability between model pre-training and domain adaptation. In this paper, we propose a fresh Riemannian geometry perspective, whose core idea is to merge any graph dataset into a unified, smooth Riemannian manifold, enabling a systematic understanding of knowledge integration and transfer. To achieve this, our key contribution is the theoretical establishment of neural manifold gluing, which first characterizes local geometry using an adaptive orthogonal frame and then "glues" the local pieces together into a coherent whole. Building on this theory, we present the GraphGlue framework, which supports batched pre-training with EMA prototyping and provides a transferability measure based on geometric consistence. Extensive experiments demonstrate its superior performance across diverse graph domains. Moreover, we empirically validated GraphGlue's geometric scaling law, showing that larger quantities of datasets improve model transferability by producing a smoother manifold. Codes are available at https://github.com/RiemannGraph/GraphGlue.

  • 7 authors
·
Feb 28 2

The SAM2-to-SAM3 Gap in the Segment Anything Model Family: Why Prompt-Based Expertise Fails in Concept-Driven Image Segmentation

This paper investigates the fundamental discontinuity between the latest two Segment Anything Models: SAM2 and SAM3. We explain why the expertise in prompt-based segmentation of SAM2 does not transfer to the multimodal concept-driven paradigm of SAM3. SAM2 operates through spatial prompts points, boxes, and masks yielding purely geometric and temporal segmentation. In contrast, SAM3 introduces a unified vision-language architecture capable of open-vocabulary reasoning, semantic grounding, contrastive alignment, and exemplar-based concept understanding. We structure this analysis through five core components: (1) a Conceptual Break Between Prompt-Based and Concept-Based Segmentation, contrasting spatial prompt semantics of SAM2 with multimodal fusion and text-conditioned mask generation of SAM3; (2) Architectural Divergence, detailing pure vision-temporal design of SAM2 versus integration of vision-language encoders, geometry and exemplar encoders, fusion modules, DETR-style decoders, object queries, and ambiguity-handling via Mixture-of-Experts in SAM3; (3) Dataset and Annotation Differences, contrasting SA-V video masks with multimodal concept-annotated corpora of SAM3; (4) Training and Hyperparameter Distinctions, showing why SAM2 optimization knowledge does not apply to SAM3; and (5) Evaluation, Metrics, and Failure Modes, outlining the transition from geometric IoU metrics to semantic, open-vocabulary evaluation. Together, these analyses establish SAM3 as a new class of segmentation foundation model and chart future directions for the emerging concept-driven segmentation era.

cornell Cornell University
·
Dec 4, 2025 2

Diagnosing Generalization Failures from Representational Geometry Markers

Generalization, the ability to perform well beyond the training context, is a hallmark of biological and artificial intelligence, yet anticipating unseen failures remains a central challenge. Conventional approaches often take a ``bottom-up'' mechanistic route by reverse-engineering interpretable features or circuits to build explanatory models. While insightful, these methods often struggle to provide the high-level, predictive signals for anticipating failure in real-world deployment. Here, we propose using a ``top-down'' approach to studying generalization failures inspired by medical biomarkers: identifying system-level measurements that serve as robust indicators of a model's future performance. Rather than mapping out detailed internal mechanisms, we systematically design and test network markers to probe structure, function links, identify prognostic indicators, and validate predictions in real-world settings. In image classification, we find that task-relevant geometric properties of in-distribution (ID) object manifolds consistently forecast poor out-of-distribution (OOD) generalization. In particular, reductions in two geometric measures, effective manifold dimensionality and utility, predict weaker OOD performance across diverse architectures, optimizers, and datasets. We apply this finding to transfer learning with ImageNet-pretrained models. We consistently find that the same geometric patterns predict OOD transfer performance more reliably than ID accuracy. This work demonstrates that representational geometry can expose hidden vulnerabilities, offering more robust guidance for model selection and AI interpretability.

  • 4 authors
·
Mar 2

Deep sequence models tend to memorize geometrically; it is unclear why

Deep sequence models are said to store atomic facts predominantly in the form of associative memory: a brute-force lookup of co-occurring entities. We identify a dramatically different form of storage of atomic facts that we term as geometric memory. Here, the model has synthesized embeddings encoding novel global relationships between all entities, including ones that do not co-occur in training. Such storage is powerful: for instance, we show how it transforms a hard reasoning task involving an ell-fold composition into an easy-to-learn 1-step navigation task. From this phenomenon, we extract fundamental aspects of neural embedding geometries that are hard to explain. We argue that the rise of such a geometry, as against a lookup of local associations, cannot be straightforwardly attributed to typical supervisory, architectural, or optimizational pressures. Counterintuitively, a geometry is learned even when it is more complex than the brute-force lookup. Then, by analyzing a connection to Node2Vec, we demonstrate how the geometry stems from a spectral bias that -- in contrast to prevailing theories -- indeed arises naturally despite the lack of various pressures. This analysis also points out to practitioners a visible headroom to make Transformer memory more strongly geometric. We hope the geometric view of parametric memory encourages revisiting the default intuitions that guide researchers in areas like knowledge acquisition, capacity, discovery, and unlearning.

google Google
·
Oct 30, 2025

Finding Kissing Numbers with Game-theoretic Reinforcement Learning

Since Isaac Newton first studied the Kissing Number Problem in 1694, determining the maximal number of non-overlapping spheres around a central sphere has remained a fundamental challenge. This problem is the local analogue of Hilbert's 18th problem, bridging geometry, number theory, and information theory. Although significant progress has been made through lattices and codes, the irregularities of high-dimensional geometry, dimensional structure variability, and combinatorial explosion beyond Go limit the scalability and generality of existing methods. Here we model the problem as a two-player matrix completion game and train the reinforcement learning system, PackingStar, to play the games. The matrix entries represent pairwise cosines of sphere center vectors. One player fills entries while another corrects suboptimal ones to improve exploration quality, cooperatively maximizing the matrix size, corresponding to the kissing number. These matrices are decomposed into representative substructures, providing diverse bases and structural constraints that steer subsequent games and make extremely large spaces tractable. PackingStar surpasses records from dimensions 25 to 31 and sets new lower bounds for generalized kissing numbers under various angular constraints. It achieves the first breakthrough beyond rational structures from 1971 in 13 dimensions and discovers over 6000 new structures in other dimensions. Notably, some configurations challenge long-held antipodal paradigms, revealing algebraic correspondences with finite simple groups as well as geometric relationships across dimensions. Inspired by these patterns, humans devised further improved constructions. These results demonstrate AI's power to explore high-dimensional spaces beyond human intuition via extreme-scale reinforcement learning and open new pathways for the Kissing Number Problem and broader geometry research.

  • 9 authors
·
Feb 10

Achieving Olympia-Level Geometry Large Language Model Agent via Complexity Boosting Reinforcement Learning

Large language model (LLM) agents exhibit strong mathematical problem-solving abilities and can even solve International Mathematical Olympiad (IMO) level problems with the assistance of formal proof systems. However, due to weak heuristics for auxiliary constructions, AI for geometry problem solving remains dominated by expert models such as AlphaGeometry 2, which rely heavily on large-scale data synthesis and search for both training and evaluation. In this work, we make the first attempt to build a medalist-level LLM agent for geometry and present InternGeometry. InternGeometry overcomes the heuristic limitations in geometry by iteratively proposing propositions and auxiliary constructions, verifying them with a symbolic engine, and reflecting on the engine's feedback to guide subsequent proposals. A dynamic memory mechanism enables InternGeometry to conduct more than two hundred interactions with the symbolic engine per problem. To further accelerate learning, we introduce Complexity-Boosting Reinforcement Learning (CBRL), which gradually increases the complexity of synthesized problems across training stages. Built on InternThinker-32B, InternGeometry solves 44 of 50 IMO geometry problems (2000-2024), exceeding the average gold medalist score (40.9), using only 13K training examples, just 0.004% of the data used by AlphaGeometry 2, demonstrating the potential of LLM agents on expert-level geometry tasks. InternGeometry can also propose novel auxiliary constructions for IMO problems that do not appear in human solutions. We will release the model, data, and symbolic engine to support future research.

ShanghaiAiLab shanghai ailab
·
Dec 11, 2025 2

The Data Manifold under the Microscope

A significant gap exists between theory and practice in deep learning. Generalization and approximation error bounds are often derived for simplified models or are too loose to be informative. Many rely on the manifold hypothesis and on geometric regularity such as intrinsic dimension, curvature, and reach. Progress requires insight into data-manifold geometry and suitable benchmarks, yet existing options are polarized: analytic manifolds with known geometry but limited applicability, or real-world datasets where geometry is only coarsely estimable. We introduce a benchmarking framework for studying data geometry. We repurpose and extend dSprites and COIL-20 with additional transformation dimensions and dense, axis-aligned sampling, and pair them with finite-difference estimators that recover curvature, reach, and volume at near-ground-truth accuracy in a regime where general-purpose estimators are unreliable or difficult to deploy. The framework is intended as a controlled testbed, useful as a calibration environment for geometric estimators and a sandbox for probing theoretical assumptions. To illustrate its use, we present two application studies, namely assessing the scaling behavior of the bounds of Genovese et al. and Fefferman et al., and tracking the layer-wise geometry of a β-VAE, highlighting the behavior of current bounds and the value of controlled benchmarks for guiding and validating future theory. A reference implementation is available at https://github.com/koulakis/manifold-microscope.

  • 2 authors
·
Jun 13 8

PAGER: Bridging the Semantic-Execution Gap in Point-Precise Geometric GUI Control

Large vision-language models have significantly advanced GUI agents, enabling executable interaction across web, mobile, and desktop interfaces. Yet these gains largely rely on a forgiving region-tolerant paradigm, where many nearby pixels inside the same component remain valid. Precise geometric construction breaks this assumption: actions must land on points in continuous canvas space rather than tolerant regions. Because geometric primitives carry ontological dependencies, a local coordinate error can induce cascading topological failures that distort downstream objects and invalidate the final construction. We identify this regime as precision-sensitive GUI tasks, requiring point-level accuracy, geometry-aware verification, and robustness to dependency-driven error propagation. To benchmark it, we introduce PAGE Bench, with 4,906 problems and over 224K process-supervised, pixel-level GUI actions. We further propose PAGER, a topology-aware agent that decomposes construction into dependency-structured planning and pixel-level execution. Pixel-grounded supervised tuning establishes executable action grammar, while precision-aligned reinforcement learning mitigates rollout-induced exposure bias through state-conditioned geometric feedback. Experiments reveal a pronounced Semantic-Execution Gap: general multimodal models can exceed 88% action type accuracy yet remain below 6% task success. PAGER closes this gap, delivering 4.1x higher task success than the strongest evaluated general baseline and raising step success rate from below 9% for GUI-specialized agents to over 62%, establishing a new state of the art for point-precise GUI control.

opendatalab OpenDataLab
·
May 14 1

MaMi-HOI: Harmonizing Global Kinematics and Local Geometry for Human-Object Interaction Generation

Generating realistic 3D Human-Object Interactions (HOI) is a fundamental task for applications ranging from embodied AI to virtual content creation, which requires harmonizing high-level semantic intent with strict low-level physical constraints. Existing methods excel at semantic alignment, however, they struggle to maintain precise object contact. We reveal a key finding termed Geometric Forgetting: as diffusion model depth increases, semantic feature tend to overshadow object geometry feature, causing the model to lose its perception to object geometry. To address this, we propose MaMi-HOI, a hierarchical framework reconciling Macro-level kinematic fluidity with Micro-level spatial precision. First, to counteract geometric forgetting, we introduce the Geometry-Aware Proximity Adapter (GAPA), which explicitly re-injects dense object details to perform residual snapping corrections for precise contact. Nevertheless, such aggressive local enforcement can disrupt global dynamics, leading to robotic stiffness. In response, we introduce the Kinematic Harmony Adapter (KHA), which proactively aligns whole-body posture with spatial objectives, ensuring the skeleton actively accommodates constraints without compromising naturalness. Extensive experiments validate that MaMi-HOI simultaneously achieves natural motion and precise contact. Crucially, it extends generation capabilities to long-term tasks with complex trajectories, effectively bridging the gap between global navigation and high-fidelity manipulation in 3D scenes. Code is available at https://github.com/DON738110198/MaMi-HOI.git

  • 3 authors
·
May 6