Abstract:We introduce T5Gemma 2, the next generation of the T5Gemma family of lightweight open encoder-decoder models, featuring strong multilingual, multimodal and long-context capabilities. T5Gemma 2 follows the adaptation recipe (via UL2) in T5Gemma -- adapting a pretrained decoder-only model into an encoder-decoder model, and extends it from text-only regime to multimodal based on the Gemma 3 models. We further propose two methods to improve the efficiency: tied word embedding that shares all embeddings across encoder and decoder, and merged attention that unifies decoder self- and cross-attention into a single joint module. Experiments demonstrate the generality of the adaptation strategy over architectures and modalities as well as the unique strength of the encoder-decoder architecture on long context modeling. Similar to T5Gemma, T5Gemma 2 yields comparable or better pretraining performance and significantly improved post-training performance than its Gemma 3 counterpart. We release the pretrained models (270M-270M, 1B-1B and 4B-4B) to the community for future research.
Abstract:6D object pose estimation, which predicts the transformation of an object relative to the camera, remains challenging for unseen objects. Existing approaches typically rely on explicitly constructing feature correspondences between the query image and either the object model or template images. In this work, we propose PoseGAM, a geometry-aware multi-view framework that directly predicts object pose from a query image and multiple template images, eliminating the need for explicit matching. Built upon recent multi-view-based foundation model architectures, the method integrates object geometry information through two complementary mechanisms: explicit point-based geometry and learned features from geometry representation networks. In addition, we construct a large-scale synthetic dataset containing more than 190k objects under diverse environmental conditions to enhance robustness and generalization. Extensive evaluations across multiple benchmarks demonstrate our state-of-the-art performance, yielding an average AR improvement of 5.1% over prior methods and achieving up to 17.6% gains on individual datasets, indicating strong generalization to unseen objects. Project page: https://windvchen.github.io/PoseGAM/ .




Abstract:Generating realistic human geometry animations remains a challenging task, as it requires modeling natural clothing dynamics with fine-grained geometric details under limited data. To address these challenges, we propose two novel designs. First, we propose a compact distribution-based latent representation that enables efficient and high-quality geometry generation. We improve upon previous work by establishing a more uniform mapping between SMPL and avatar geometries. Second, we introduce a generative animation model that fully exploits the diversity of limited motion data. We focus on short-term transitions while maintaining long-term consistency through an identity-conditioned design. These two designs formulate our method as a two-stage framework: the first stage learns a latent space, while the second learns to generate animations within this latent space. We conducted experiments on both our latent space and animation model. We demonstrate that our latent space produces high-fidelity human geometry surpassing previous methods ($90\%$ lower Chamfer Dist.). The animation model synthesizes diverse animations with detailed and natural dynamics ($2.2 \times$ higher user study score), achieving the best results across all evaluation metrics.
Abstract:Recent large language model (LLM) research has undergone an architectural shift from encoder-decoder modeling to nowadays the dominant decoder-only modeling. This rapid transition, however, comes without a rigorous comparative analysis especially \textit{from the scaling perspective}, raising concerns that the potential of encoder-decoder models may have been overlooked. To fill this gap, we revisit encoder-decoder LLM (RedLLM), enhancing it with recent recipes from decoder-only LLM (DecLLM). We conduct a comprehensive comparison between RedLLM, pretrained with prefix language modeling (LM), and DecLLM, pretrained with causal LM, at different model scales, ranging from $\sim$150M to $\sim$8B. Using RedPajama V1 (1.6T tokens) for pretraining and FLAN for instruction tuning, our experiments show that RedLLM produces compelling scaling properties and surprisingly strong performance. While DecLLM is overall more compute-optimal during pretraining, RedLLM demonstrates comparable scaling and context length extrapolation capabilities. After instruction tuning, RedLLM achieves comparable and even better results on various downstream tasks while enjoying substantially better inference efficiency. We hope our findings could inspire more efforts on re-examining RedLLM, unlocking its potential for developing powerful and efficient LLMs.
Abstract:Large language models (LLMs) generate high-dimensional embeddings that capture rich semantic and syntactic information. However, high-dimensional embeddings exacerbate computational complexity and storage requirements, thereby hindering practical deployment. To address these challenges, we propose a novel training framework named Sequential Matryoshka Embedding Compression (SMEC). This framework introduces the Sequential Matryoshka Representation Learning(SMRL) method to mitigate gradient variance during training, the Adaptive Dimension Selection (ADS) module to reduce information degradation during dimension pruning, and the Selectable Cross-batch Memory (S-XBM) module to enhance unsupervised learning between high- and low-dimensional embeddings. Experiments on image, text, and multimodal datasets demonstrate that SMEC achieves significant dimensionality reduction while maintaining performance. For instance, on the BEIR dataset, our approach improves the performance of compressed LLM2Vec embeddings (256 dimensions) by 1.1 points and 2.7 points compared to the Matryoshka-Adaptor and Search-Adaptor models, respectively.
Abstract:Function fitting/approximation plays a fundamental role in computer graphics and other engineering applications. While recent advances have explored neural networks to address this task, these methods often rely on architectures with many parameters, limiting their practical applicability. In contrast, we pursue high-quality function approximation using parameter-efficient representations that eliminate the dependency on neural networks entirely. We first propose a novel framework for continuous function modeling. Most existing works can be formulated using this framework. We then introduce a compact function representation, which is based on polynomials interpolated using radial basis functions, bypassing both neural networks and complex/hierarchical data structures. We also develop memory-efficient CUDA-optimized algorithms that reduce computational time and memory consumption to less than 10% compared to conventional automatic differentiation frameworks. Finally, we validate our representation and optimization pipeline through extensive experiments on 3D signed distance functions (SDFs). The proposed representation achieves comparable or superior performance to state-of-the-art techniques (e.g., octree/hash-grid techniques) with significantly fewer parameters.




Abstract:We present layered ray intersections (LaRI), a new method for unseen geometry reasoning from a single image. Unlike conventional depth estimation that is limited to the visible surface, LaRI models multiple surfaces intersected by the camera rays using layered point maps. Benefiting from the compact and layered representation, LaRI enables complete, efficient, and view-aligned geometric reasoning to unify object- and scene-level tasks. We further propose to predict the ray stopping index, which identifies valid intersecting pixels and layers from LaRI's output. We build a complete training data generation pipeline for synthetic and real-world data, including 3D objects and scenes, with necessary data cleaning steps and coordination between rendering engines. As a generic method, LaRI's performance is validated in two scenarios: It yields comparable object-level results to the recent large generative model using 4% of its training data and 17% of its parameters. Meanwhile, it achieves scene-level occluded geometry reasoning in only one feed-forward.
Abstract:While decoder-only large language models (LLMs) have shown impressive results, encoder-decoder models are still widely adopted in real-world applications for their inference efficiency and richer encoder representation. In this paper, we study a novel problem: adapting pretrained decoder-only LLMs to encoder-decoder, with the goal of leveraging the strengths of both approaches to achieve a more favorable quality-efficiency trade-off. We argue that adaptation not only enables inheriting the capability of decoder-only LLMs but also reduces the demand for computation compared to pretraining from scratch. We rigorously explore different pretraining objectives and parameter initialization/optimization techniques. Through extensive experiments based on Gemma 2 (2B and 9B) and a suite of newly pretrained mT5-sized models (up to 1.6B), we demonstrate the effectiveness of adaptation and the advantage of encoder-decoder LLMs. Under similar inference budget, encoder-decoder LLMs achieve comparable (often better) pretraining performance but substantially better finetuning performance than their decoder-only counterpart. For example, Gemma 2B-2B outperforms Gemma 2B by $\sim$7\% after instruction tuning. Encoder-decoder adaptation also allows for flexible combination of different-sized models, where Gemma 9B-2B significantly surpasses Gemma 2B-2B by $>$3\%. The adapted encoder representation also yields better results on SuperGLUE. We will release our checkpoints to facilitate future research.
Abstract:This paper propose iFlame, a novel transformer-based network architecture for mesh generation. While attention-based models have demonstrated remarkable performance in mesh generation, their quadratic computational complexity limits scalability, particularly for high-resolution 3D data. Conversely, linear attention mechanisms offer lower computational costs but often struggle to capture long-range dependencies, resulting in suboptimal outcomes. To address this trade-off, we propose an interleaving autoregressive mesh generation framework that combines the efficiency of linear attention with the expressive power of full attention mechanisms. To further enhance efficiency and leverage the inherent structure of mesh representations, we integrate this interleaving approach into an hourglass architecture, which significantly boosts efficiency. Our approach reduces training time while achieving performance comparable to pure attention-based models. To improve inference efficiency, we implemented a caching algorithm that almost doubles the speed and reduces the KV cache size by seven-eighths compared to the original Transformer. We evaluate our framework on ShapeNet and Objaverse, demonstrating its ability to generate high-quality 3D meshes efficiently. Our results indicate that the proposed interleaving framework effectively balances computational efficiency and generative performance, making it a practical solution for mesh generation. The training takes only 2 days with 4 GPUs on 39k data with a maximum of 4k faces on Objaverse.




Abstract:We present V2M4, a novel 4D reconstruction method that directly generates a usable 4D mesh animation asset from a single monocular video. Unlike existing approaches that rely on priors from multi-view image and video generation models, our method is based on native 3D mesh generation models. Naively applying 3D mesh generation models to generate a mesh for each frame in a 4D task can lead to issues such as incorrect mesh poses, misalignment of mesh appearance, and inconsistencies in mesh geometry and texture maps. To address these problems, we propose a structured workflow that includes camera search and mesh reposing, condition embedding optimization for mesh appearance refinement, pairwise mesh registration for topology consistency, and global texture map optimization for texture consistency. Our method outputs high-quality 4D animated assets that are compatible with mainstream graphics and game software. Experimental results across a variety of animation types and motion amplitudes demonstrate the generalization and effectiveness of our method. Project page:https://windvchen.github.io/V2M4/.