Abstract:Large Language Models (LLMs) represent a new frontier of digital infrastructure that can support a wide range of public-sector applications, from general purpose citizen services to specialized and sensitive state functions. When expanding AI access, governments face a set of strategic choices over whether to buy existing services, build domestic capabilities, or adopt hybrid approaches across different domains and use cases. These are critical decisions especially when leading model providers are often foreign corporations, and LLM outputs are increasingly treated as trusted inputs to public decision-making and public discourse. In practice, these decisions are not intended to mandate a single approach across all domains; instead, national AI strategies are typically pluralistic, with sovereign, commercial and open-source models coexisting to serve different purposes. Governments may rely on commercial models for non-sensitive or commodity tasks, while pursuing greater control for critical, high-risk or strategically important applications. This paper provides a strategic framework for making this decision by evaluating these options across dimensions including sovereignty, safety, cost, resource capability, cultural fit, and sustainability. Importantly, "building" does not imply that governments must act alone: domestic capabilities may be developed through public research institutions, universities, state-owned enterprises, joint ventures, or broader national ecosystems. By detailing the technical requirements and practical challenges of each pathway, this work aims to serve as a reference for policy-makers to determine whether a buy or build approach best aligns with their specific national needs and societal goals.
Abstract:We introduce MotionCrafter, a video diffusion-based framework that jointly reconstructs 4D geometry and estimates dense motion from a monocular video. The core of our method is a novel joint representation of dense 3D point maps and 3D scene flows in a shared coordinate system, and a novel 4D VAE to effectively learn this representation. Unlike prior work that forces the 3D value and latents to align strictly with RGB VAE latents-despite their fundamentally different distributions-we show that such alignment is unnecessary and leads to suboptimal performance. Instead, we introduce a new data normalization and VAE training strategy that better transfers diffusion priors and greatly improves reconstruction quality. Extensive experiments across multiple datasets demonstrate that MotionCrafter achieves state-of-the-art performance in both geometry reconstruction and dense scene flow estimation, delivering 38.64% and 25.0% improvements in geometry and motion reconstruction, respectively, all without any post-optimization. Project page: https://ruijiezhu94.github.io/MotionCrafter_Page
Abstract:The evolution of Large Language Models (LLMs) into autonomous agents necessitates the management of extensive, dynamic contexts. Current benchmarks, however, remain largely static, relying on passive retrieval tasks that fail to simulate the complexities of agent-environment interaction, such as non-linear reasoning and iterative feedback. To address this, we introduce \textbf{AgentLongBench}, which evaluates agents through simulated environment rollouts based on Lateral Thinking Puzzles. This framework generates rigorous interaction trajectories across knowledge-intensive and knowledge-free scenarios. Experiments with state-of-the-art models and memory systems (32K to 4M tokens) expose a critical weakness: while adept at static retrieval, agents struggle with the dynamic information synthesis essential for workflows. Our analysis indicates that this degradation is driven by the minimum number of tokens required to resolve a query. This factor explains why the high information density inherent in massive tool responses poses a significantly greater challenge than the memory fragmentation typical of long-turn dialogues.
Abstract:In this paper, we find that the generation of 3D human motions and 2D human videos is intrinsically coupled. 3D motions provide the structural prior for plausibility and consistency in videos, while pre-trained video models offer strong generalization capabilities for motions, which necessitate coupling their generation processes. Based on this, we present CoMoVi, a co-generative framework that couples two video diffusion models (VDMs) to generate 3D human motions and videos synchronously within a single diffusion denoising loop. To achieve this, we first propose an effective 2D human motion representation that can inherit the powerful prior of pre-trained VDMs. Then, we design a dual-branch diffusion model to couple human motion and video generation process with mutual feature interaction and 3D-2D cross attentions. Moreover, we curate CoMoVi Dataset, a large-scale real-world human video dataset with text and motion annotations, covering diverse and challenging human motions. Extensive experiments demonstrate the effectiveness of our method in both 3D human motion and video generation tasks.
Abstract:We present UniSH, a unified, feed-forward framework for joint metric-scale 3D scene and human reconstruction. A key challenge in this domain is the scarcity of large-scale, annotated real-world data, forcing a reliance on synthetic datasets. This reliance introduces a significant sim-to-real domain gap, leading to poor generalization, low-fidelity human geometry, and poor alignment on in-the-wild videos. To address this, we propose an innovative training paradigm that effectively leverages unlabeled in-the-wild data. Our framework bridges strong, disparate priors from scene reconstruction and HMR, and is trained with two core components: (1) a robust distillation strategy to refine human surface details by distilling high-frequency details from an expert depth model, and (2) a two-stage supervision scheme, which first learns coarse localization on synthetic data, then fine-tunes on real data by directly optimizing the geometric correspondence between the SMPL mesh and the human point cloud. This approach enables our feed-forward model to jointly recover high-fidelity scene geometry, human point clouds, camera parameters, and coherent, metric-scale SMPL bodies, all in a single forward pass. Extensive experiments demonstrate that our model achieves state-of-the-art performance on human-centric scene reconstruction and delivers highly competitive results on global human motion estimation, comparing favorably against both optimization-based frameworks and HMR-only methods. Project page: https://murphylmf.github.io/UniSH/
Abstract:Regularization techniques such as L2 regularization (Weight Decay) and Dropout are fundamental to training deep neural networks, yet their underlying physical mechanisms regarding feature frequency selection remain poorly understood. In this work, we investigate the Spectral Bias of modern Convolutional Neural Networks (CNNs). We introduce a Visual Diagnostic Framework to track the dynamic evolution of weight frequencies during training and propose a novel metric, the Spectral Suppression Ratio (SSR), to quantify the "low-pass filtering" intensity of different regularizers. By addressing the aliasing issue in small kernels (e.g., 3x3) through discrete radial profiling, our empirical results on ResNet-18 and CIFAR-10 demonstrate that L2 regularization suppresses high-frequency energy accumulation by over 3x compared to unregularized baselines. Furthermore, we reveal a critical Accuracy-Robustness Trade-off: while L2 models are sensitive to broadband Gaussian noise due to over-specialization in low frequencies, they exhibit superior robustness against high-frequency information loss (e.g., low resolution), outperforming baselines by >6% in blurred scenarios. This work provides a signal-processing perspective on generalization, confirming that regularization enforces a strong spectral inductive bias towards low-frequency structures.
Abstract:Monocular 3D tracking aims to capture the long-term motion of pixels in 3D space from a single monocular video and has witnessed rapid progress in recent years. However, we argue that the existing monocular 3D tracking methods still fall short in separating the camera motion from foreground dynamic motion and cannot densely track newly emerging dynamic subjects in the videos. To address these two limitations, we propose TrackingWorld, a novel pipeline for dense 3D tracking of almost all pixels within a world-centric 3D coordinate system. First, we introduce a tracking upsampler that efficiently lifts the arbitrary sparse 2D tracks into dense 2D tracks. Then, to generalize the current tracking methods to newly emerging objects, we apply the upsampler to all frames and reduce the redundancy of 2D tracks by eliminating the tracks in overlapped regions. Finally, we present an efficient optimization-based framework to back-project dense 2D tracks into world-centric 3D trajectories by estimating the camera poses and the 3D coordinates of these 2D tracks. Extensive evaluations on both synthetic and real-world datasets demonstrate that our system achieves accurate and dense 3D tracking in a world-centric coordinate frame.
Abstract:Surface reconstruction has been widely studied in computer vision and graphics. However, existing surface reconstruction works struggle to recover accurate scene geometry when the input views are extremely sparse. To address this issue, we propose MeshSplat, a generalizable sparse-view surface reconstruction framework via Gaussian Splatting. Our key idea is to leverage 2DGS as a bridge, which connects novel view synthesis to learned geometric priors and then transfers these priors to achieve surface reconstruction. Specifically, we incorporate a feed-forward network to predict per-view pixel-aligned 2DGS, which enables the network to synthesize novel view images and thus eliminates the need for direct 3D ground-truth supervision. To improve the accuracy of 2DGS position and orientation prediction, we propose a Weighted Chamfer Distance Loss to regularize the depth maps, especially in overlapping areas of input views, and also a normal prediction network to align the orientation of 2DGS with normal vectors predicted by a monocular normal estimator. Extensive experiments validate the effectiveness of our proposed improvement, demonstrating that our method achieves state-of-the-art performance in generalizable sparse-view mesh reconstruction tasks. Project Page: https://hanzhichang.github.io/meshsplat_web




Abstract:Reconstructing 4D spatial intelligence from visual observations has long been a central yet challenging task in computer vision, with broad real-world applications. These range from entertainment domains like movies, where the focus is often on reconstructing fundamental visual elements, to embodied AI, which emphasizes interaction modeling and physical realism. Fueled by rapid advances in 3D representations and deep learning architectures, the field has evolved quickly, outpacing the scope of previous surveys. Additionally, existing surveys rarely offer a comprehensive analysis of the hierarchical structure of 4D scene reconstruction. To address this gap, we present a new perspective that organizes existing methods into five progressive levels of 4D spatial intelligence: (1) Level 1 -- reconstruction of low-level 3D attributes (e.g., depth, pose, and point maps); (2) Level 2 -- reconstruction of 3D scene components (e.g., objects, humans, structures); (3) Level 3 -- reconstruction of 4D dynamic scenes; (4) Level 4 -- modeling of interactions among scene components; and (5) Level 5 -- incorporation of physical laws and constraints. We conclude the survey by discussing the key challenges at each level and highlighting promising directions for advancing toward even richer levels of 4D spatial intelligence. To track ongoing developments, we maintain an up-to-date project page: https://github.com/yukangcao/Awesome-4D-Spatial-Intelligence.
Abstract:Large Language Models (LLMs) have demonstrated impressive reasoning abilities through test-time computation (TTC) techniques such as chain-of-thought prompting and tree-based reasoning. However, we argue that current reasoning LLMs (RLLMs) lack the ability to systematically explore the solution space. This paper formalizes what constitutes systematic problem solving and identifies common failure modes that reveal reasoning LLMs to be wanderers rather than systematic explorers. Through qualitative and quantitative analysis across multiple state-of-the-art LLMs, we uncover persistent issues: invalid reasoning steps, redundant explorations, hallucinated or unfaithful conclusions, and so on. Our findings suggest that current models' performance can appear to be competent on simple tasks yet degrade sharply as complexity increases. Based on the findings, we advocate for new metrics and tools that evaluate not just final outputs but the structure of the reasoning process itself.