NVIDIA, University of Toronto, Vector Institute
Abstract:Despite advances in depth estimation, flying points remain a persistent failure mode: near object boundaries, depth estimators often predict spurious 3D points in the empty space between foreground and background surfaces. We trace this artifact to a standard modeling choice: assigning each pixel a single depth hypothesis. At boundaries, a pixel can straddle a foreground and a background surface, so its true depth is ambiguous between the two. A model that predicts a single depth cannot keep both possibilities, so training instead pulls the prediction toward an intermediate depth that lies on neither surface. We address this with MDA, a mixture-density representation that lets the model predict multiple depth hypotheses and their associated probabilities for each pixel. Near boundaries, different hypotheses can align with different surfaces, and the decoded depth is selected from one of these hypotheses rather than placed in the empty space between them. Across different backbones, MDA substantially improves boundary reconstruction and largely removes flying-point artifacts even under severe input blur, while adding negligible runtime overhead. The same mixture-density framework naturally extends to transparent objects, where it predicts multiple depth layers at transparent pixels, and to sky regions, where a dedicated component separates the unbounded sky from finite-depth regions, producing flying-point-free skylines. Project Page: https://biansy000.github.io/mda-site/.
Abstract:Affordance understanding bridges visual perception and physical action, serving as an explainable interface for robot manipulation in open and unstructured real-world environments. Yet, building an affordance foundation model that not only understands where and how the interaction should happen, but also generalizes across diverse environments, objects, and tasks, remains a long-standing research challenge. Existing methods typically address only part of this challenge, either localizing task-relevant regions without specifying executable motion, or predicting motion but with limited scalability. In this paper, we present ourmodel, a step towards an affordance foundation model for functionality understanding. From a single RGB-D observation and a language task description, ourmodel predicts a task-conditional functional mask (where to interact) and a 3D post-contact motion curve (how to interact). To support open-world generalization, we build a large-scale standardized data pipeline that converts heterogeneous robot, human, simulation, and real-world scan data into a shared affordance schema with language, masks, and object-centric 3D motion labels. We evaluate ourmodel from three aspects: for affordance segmentation, ourmodel outperforms all baselines by a large margin across 8 test sets from 4 benchmarks, improving mean gIoU/cIoU by +23.9/+26.3; for contact-point prediction, it predicts substantially more accurate points, with a 12.7--61.3% hit-rate gain over the best baseline; and for 3D motion, it achieves the best performance on all three test sets. ourmodel can be deployed for real-world robot manipulation without finetuning for robot embodiment or using task-specific heuristics, demonstrating the ability to adapt to open-world affordance tasks. Project page: https://www.zhaoningwang.com/AFUN
Abstract:Parameter-efficient fine-tuning (PEFT) is usually treated as a cheaper alternative to full fine-tuning. We study a broader role: small trainable adapters as persistent local state on top of strong shared foundation models. In this framing, the base model provides shared competence while adapters carry instance-specific behavior such as preferences, skills, tool habits, and memory-like updates. We organize the problem around three scaling axes: Scale Up, where stronger shared priors make small local updates more useful; Scale Down, where we study how small adapters can be while remaining reliable; and Scale Out, where many persistent adapted instances coexist. MinT provides one infrastructure example for managing adapter identity, revision, provenance, evaluation, and serving residency. Together, the results suggest that PEFT can be a compact substrate for persistent personal models rather than only a budget substitute for full fine-tuning.
Abstract:World models for interactive video generation have largely focused on single-agent settings, where future observations are generated from a single control signal. However, many generated environments require multi-agent interaction: multiple players, robots, or embodied agents act simultaneously within a shared space. Scaling world models to such settings requires a principled multi-agent design: agents should remain independently controllable, permutation-symmetric, and support efficient inference while maintaining consistency across time and perspectives. In this paper, we present our generative multi-agent world model for interactive simulation. It introduces Simplex Rotary Agent Encoding, a parameter-free extension of 3D RoPE that represents agents as vertices of a regular simplex in rotary angle space. This gives each agent a distinct phase while making all agents permutation-equivalent, enabling scalable agent identity without learned per-slot identities or a fixed agent ordering. To avoid dense all-to-all attention across agents, we further propose Sparse Hub Attention, where learnable hub tokens mediate token interaction across agents, reducing cross-agent attention cost from quadratic to linear in the number of agents. For real-time rollout, we distill a full-context diffusion teacher into a causal student that generates temporal blocks sequentially with KV caching, enabling action-responsive generation at 24 FPS. Experiments in multiplayer virtual environments show that our model improves video fidelity, action controllability, and inter-agent consistency over slot-based and dense-attention baselines, while generalizing from two to four players without additional training.
Abstract:Recent feed-forward geometry foundation models have demonstrated impressive generalization by recovering depth and poses in a single forward pass. However, these models are typically constrained by a global coordinate frame assumption. This dependency becomes a significant bottleneck for long-context and streaming reconstruction, as it forces the network to maintain an arbitrary temporal origin and handle translation magnitudes that grow unbounded over time. Our solution, which we call $R^3$, employs relative regression. We employ a lightweight MLP to predict confidence-weighted relative constraints. These confidences serve as a unified anchor: weighting losses during training and guiding pose aggregation during inference. $R^3$ supports both full-context offline reconstruction and causal, bounded-memory streaming. Our evaluation in both offline and streaming settings validates the effectiveness of our relative mechanism. Project page: https://kevinxu02.github.io/r3-site
Abstract:On-policy knowledge distillation has proven effective for language models, yet its application to vision-language models (VLMs) remains underexplored. We observe that standard on-policy distillation can improve a student's output quality while failing to strengthen its reliance on visual input: on vision-critical tokens, the student's predictions remain largely unchanged whether or not fine-grained visual detail is present, even though the teacher's predictions depend heavily on it.To make this difference observable, we introduce visual advantage (VA), the token-level log-probability difference when the teacher scores a student-generated rollout with versus without access to fine-grained visual detail. VA is concentrated in a small minority of tokens, and these high-VA tokens are the ones that actually carry the visual supervision signal. This motivates a distillation objective that treats them differently from language scaffolding, so their contribution is not diluted by the abundant surrounding language tokens.We propose Visual-Advantage On-Policy Distillation (VA-OPD), which uses VA at two granularities: rollout-level reweighting by trajectory-averaged VA, and token-level KL averaged within high-VA and low-VA groups separately. We train on two math datasets (Geometry3K and ViRL39K) and evaluate on eight benchmarks covering both mathematical reasoning and visual understanding, across three teacher sizes (4B, 8B, and 32B) on the Qwen3-VL family. VA-OPD improves over standard on-policy distillation on every benchmark, with the gain growing monotonically along both the teacher-size and data-scale axes, suggesting that these factors compound consistently.
Abstract:We present MindLab Toolkit (MinT), a managed infrastructure system for Low-Rank Adaptation (LoRA) post-training and online serving. MinT targets a setting where many trained policies are produced over a small number of expensive base-model deployments. Instead of materializing each policy as a merged full checkpoint, MinT keeps the base model resident and moves exported LoRA adapter revisions through rollout, update, export, evaluation, serving, and rollback, hiding distributed training, serving, scheduling, and data movement behind a service interface. MinT scales this path along three axes. Scale Up extends LoRA RL to frontier-scale dense and MoE architectures, including MLA and DSA attention paths, with training and serving validated beyond 1T total parameters. Scale Down moves only the exported LoRA adapter, which can be under 1% of base-model size in rank-1 settings; adapter-only handoff reduces the measured step by 18.3x on a 4B dense model and 2.85x on a 30B MoE, while concurrent multi-policy GRPO shortens wall time by 1.77x and 1.45x without raising peak memory. Scale Out separates durable policy addressability from CPU/GPU working sets: a tensor-parallel deployment supports 10^6-scale addressable catalogs (measured single-engine sweeps through 100K) and thousand-adapter active waves at cluster scale, with cold loading treated as scheduled service work and packed MoE LoRA tensors improving live engine loading by 8.5-8.7x. MinT thus manages million-scale LoRA policy catalogs while training and serving selected adapter revisions over shared 1T-class base models.
Abstract:Fingerprinting-based localization often suffers from poor cross-environment generalization, especially when only a few labeled samples are available in the target environment. Existing methods mitigate distribution shifts through domain adaptation or improved signal representations, but they usually ignore environmental geometry or use it in a deterministic manner, limiting their ability to capture diverse multipath variations in complex propagation conditions. To address this issue, we propose EnvCoLoc, an environment-conditioned diffusion meta-learning framework for few-shot fingerprinting localization. EnvCoLoc extracts structured descriptors from 3D point clouds and uses them to condition a latent diffusion generator, which produces environment-specific parameter offsets to modulate a shared meta-learned initialization. This design injects geometry-aware priors into the adaptation process and provides more informative initializations for new environments. To learn the stochastic mapping from coarse environmental descriptors to high-dimensional parameter corrections under limited data, the diffusion generator and localization network are jointly optimized within a two-loop meta-learning framework. The generated offsets capture systematic environment-dependent variations, while gradient-based inner-loop adaptation further refines the model to reduce residual task-specific mismatch. We also provide an excess-loss analysis for finite-step adaptation, theoretically supporting the benefit of geometry-aware initialization. Real-world experiments show that EnvCoLoc consistently improves localization accuracy over baseline methods, achieving up to a 20.0% reduction in mean localization error in NLOS scenarios with only 10 support samples.
Abstract:Universal speech enhancement (USE) aims to restore speech signals from diverse distortions across multiple sampling rates. We propose UniPASE, an extension of the low-hallucination PASE framework tailored for USE. At its core is DeWavLM-Omni, a unified representation-level enhancement module fine-tuned from WavLM via knowledge distillation on a large-scale supervised multi-distortion dataset. This module directly converts degraded waveforms into clean and linguistically faithful phonetic representations, ensuring robust enhancement with minimal linguistic hallucination. Based on these enhanced phonetic representations, an Adapter generates enhanced acoustic representations containing rich acoustic details, which a neural Vocoder uses to reconstruct corresponding high-fidelity 16-kHz waveforms. A PostNet then converts the waveforms to 48~kHz before resampling them to their original rates, enabling seamless handling of inputs and outputs at multiple sampling rates. Experimental results on several evaluation datasets, covering sub-tasks and full tasks, demonstrate that UniPASE achieves superior or competitive performance compared with existing state-of-the-art models. The proposed model also serves as the backbone of our submission to the URGENT 2026 Challenge, which achieved 1st place in the objective evaluation. The source code and audio demos are available at https://github.com/xiaobin-rong/unipase/.
Abstract:Recent advances in video generation enable a new paradigm for 3D scene creation: generating camera-controlled videos that simulate scene walkthroughs, then lifting them to 3D via feed-forward reconstruction techniques. This generative reconstruction approach combines the visual fidelity and creative capacity of video models with 3D outputs ready for real-time rendering and simulation. Scaling to large, complex environments requires 3D-consistent video generation over long camera trajectories with large viewpoint changes and location revisits, a setting where current video models degrade quickly. Existing methods for long-horizon generation are fundamentally limited by two forms of degradation: spatial forgetting and temporal drifting. As exploration proceeds, previously observed regions fall outside the model's temporal context, forcing the model to hallucinate structures when revisited. Meanwhile, autoregressive generation accumulates small synthesis errors over time, gradually distorting scene appearance and geometry. We present Lyra 2.0, a framework for generating persistent, explorable 3D worlds at scale. To address spatial forgetting, we maintain per-frame 3D geometry and use it solely for information routing -- retrieving relevant past frames and establishing dense correspondences with the target viewpoints -- while relying on the generative prior for appearance synthesis. To address temporal drifting, we train with self-augmented histories that expose the model to its own degraded outputs, teaching it to correct drift rather than propagate it. Together, these enable substantially longer and 3D-consistent video trajectories, which we leverage to fine-tune feed-forward reconstruction models that reliably recover high-quality 3D scenes.