Abstract:In this paper, we propose SGFormer++, a novel Semantic Graph Transformer for 3D scene graph generation (SGG), which aims to parse point cloud scenes into semantic structural graphs, where nodes denote detected object instances and edges encode their pairwise relationships, with the core challenge lying in modeling complex global scene structure. While existing graph convolutional network (GCN)-based methods suffer from over-smoothing and limited receptive fields, SGFormer++ leverages Transformer layers as its backbone to enable global message passing. Specifically, we introduce two key components tailored for 3D SGG: (1) a Graph Embedding Layer++ that efficiently integrates edge-aware global context with linear computational complexity, and (2) a Semantic Injection Layer++ that enriches visual features with linguistic priors from large language models (LLMs) and vision-language models (VLMs), boosting semantic representation without introducing extra trainable parameters. To further address the practical challenge of incremental SGG (I-SGG), where new relationship categories arrive sequentially, we equip SGFormer++ with a novel Spatial-guided Feature Adapter, which calibrates predicate features using subject-object spatial geometry to counter scale variation, and a Cascaded Binary Prediction Head that mitigates catastrophic forgetting via task-incremental classifier expansion and logit distillation. Extensive experiments on the 3DSSG benchmark demonstrate that SGFormer++ achieves state-of-the-art performance in both standard and incremental settings: it yields a significant 4.49% absolute improvement in Predicate A@1 under the incremental setting. Code and data are available at: https://github.com/Andy20178/SGFormer.
Abstract:We present our solution to the 2025 SoccerNet Monocular Depth Estimation Competition Challenge. Predicting the relative depth in football scenarios is challenging, especially with only thousands of training samples available. To address this issue, our method leverages the powerful zero-shot capabilities of models pretrained on large-scale datasets to learn metric depth for effective relative depth prediction, achieving a score of $2.68 \times 10^{-3}$ on the challenge set.
Abstract:Traffic accident anticipation -- predicting the likelihood of an imminent collision at every frame of a dashcam video -- is safety-critical yet difficult to scale, because collecting in-domain annotated accident footage for every deployment scenario is prohibitively expensive. We study this task under a zero-shot setting where no target-domain training data is available: the model must learn exclusively from a publicly available binary-labelled driving-accident dataset and generalise to unseen dashcam footage. We propose a framework that bridges the gap between the frame-level temporal risk estimation task and coarsely labelled binary accident datasets by coupling a VideoMAE-v2 backbone with a per-frame prediction head under a sliding-window protocol. Our method achieves 2nd place in the 2026 CVPR@AUTOPILOT Zero-Shot Accident Anticipation competition. Code is available at https://github.com/TimeSouth/zero-shot-taa-solution.
Abstract:We present our submission to the CVPR 2026 Argoverse 2 Scenario Mining Challenge. Our system uses a four-stage pipeline: (1) autonomous code generation via a Claude Code agent powered by GLM~5.1, (2) iterative training set screening with Timestamp Balanced Accuracy threshold 0.8 to curate few-shot examples, (3) semantic code review by a separate Claude Code session, and (4) Qwen3-VL scene-level verification to filter false positives. We report results on the Argoverse 2 test set.
Abstract:Large Vision-Language Models have achieved significant reasoning performance in various tasks.However, there are few studies on text-to-3D indoor scene generation with LVLMs. The main challenge is that prevailing LVLM-based methods employ chain-of-thought sequential decision mechanisms that cannot revise earlier decisions, causing error propagation.In this paper, we consider the task as a planning problem constrained by spatial and layout commonsense.To solve this problem, we model it as a tree search problem with global and local trees, which differs from existing sequential decision-making approaches.In the global tree, we place each object iteratively and explore multiple attempts like humans furnishing a room, where the problem space is represented as a tree.To effectively search the tree, we propose a hierarchical scene representation and a PRM-guided MCTS method.The hierarchical representation abstracts a scene into room level, region level, floor object level, and supported object level.The PRM-guided MCTS method uses the PRM to prune unnecessary branches and the MCTS algorithm to balance exploration and exploitation to get an optimal solution with fewer attempts.In the local tree, it further decomposes the placement of each object into finer sub-steps, including the specific placement parameters.To make the whole appearance of the scene consistent, we leverage pre-trained diffusion image generative models to predict textures for all the objects in the scene.As existing benchmarks for text-to-3D indoor scene generation remain limited in scale and diversity, we collect a new large-scale diverse dataset that contains 65 scene types and 3,250 instructions with diverse sizes, layouts, and styles, named 3DTindo-bench, to better assess the capability of the state-of-the-art models. Our experiments show that our method generates more realistic 3D scenes than state-of-the-art approaches.
Abstract:The VRR-QA challenge evaluates visual relational reasoning in videos, where answers often depend on implicit spatial relations, event boundaries, target identity, and dialogue context rather than a single salient frame. We present a test-time reasoning pipeline built around a strong GPT-5.5 video QA solver and a set of question-aware evidence ledgers. The initial solver answers each question from a uniform video representation, while routed ledgers are prompted to make the required targets, count units, reference frames, and temporal or spatial scope explicit for counting, spatial, endpoint, viewpoint, and dialogue reasoning. External tools such as open-vocabulary detection, depth cues, pair crops, ASR, and scene-graph ledgers are used only as evidence sources. A conservative gate keeps the current answer unless independent evidence uniquely supports a different option. The final evidence-gated pipeline achieves 92.95% overall accuracy and 93.79% macro accuracy on the challenge test split.
Abstract:Enabling Vision-Language Models (VLMs) to perform spatial reasoning remains challenging. Existing approaches treat VLMs as passive observers, which is difficult for real-world applications. Moreover, reinforcement learning methods rely on sparse rewards, limiting their effectiveness for complex reasoning tasks. Inspired by pigeons' building and exploiting cognitive maps for navigation, we propose a novel agentic pipeline for spatial reasoning. First, we introduce a new \emph{dynamic cognitive map} parameterizing scene layout as object positions and orientations, serving as persistent memory for new observations. Second, we propose a novel \emph{Spatial Assertion Codes (SAC)}, Python expressions programmatically describing spatial relationships. By collaborating with the dynamic cognitive map, SAC enables verification of intermediate reasoning steps, providing dense reward signals. We optimize the model via supervised and reinforcement finetuning. Experiments on the MindCube benchmark demonstrate state-of-the-art performance with \emph{80.5\%} overall accuracy, outperforming the best current method by \emph{29.5} accuracy points (a relative improvement of \emph{53.2\%}) on the challenging \textsc{Rotation} subset. Our code and data are open-sourced at https://github.com/dw-dengwei/active-spatial-reasoning.git.




Abstract:Evaluating whether human action is standard or not and providing reasonable feedback to improve action standardization is very crucial but challenging in real-world scenarios. However, current video understanding methods are mainly concerned with what and where the action is, which is unable to meet the requirements. Meanwhile, most of the existing datasets lack the labels indicating the degree of action standardization, and the action quality assessment datasets lack explainability and detailed feedback. Therefore, we define a new Human Action Form Assessment (AFA) task, and introduce a new diverse dataset CoT-AFA, which contains a large scale of fitness and martial arts videos with multi-level annotations for comprehensive video analysis. We enrich the CoT-AFA dataset with a novel Chain-of-Thought explanation paradigm. Instead of offering isolated feedback, our explanations provide a complete reasoning process--from identifying an action step to analyzing its outcome and proposing a concrete solution. Furthermore, we propose a framework named Explainable Fitness Assessor, which can not only judge an action but also explain why and provide a solution. This framework employs two parallel processing streams and a dynamic gating mechanism to fuse visual and semantic information, thereby boosting its analytical capabilities. The experimental results demonstrate that our method has achieved improvements in explanation generation (e.g., +16.0% in CIDEr), action classification (+2.7% in accuracy) and quality assessment (+2.1% in accuracy), revealing great potential of CoT-AFA for future studies. Our dataset and source code is available at https://github.com/MICLAB-BUPT/EFA.
Abstract:The SoccerNet 2025 Challenges mark the fifth annual edition of the SoccerNet open benchmarking effort, dedicated to advancing computer vision research in football video understanding. This year's challenges span four vision-based tasks: (1) Team Ball Action Spotting, focused on detecting ball-related actions in football broadcasts and assigning actions to teams; (2) Monocular Depth Estimation, targeting the recovery of scene geometry from single-camera broadcast clips through relative depth estimation for each pixel; (3) Multi-View Foul Recognition, requiring the analysis of multiple synchronized camera views to classify fouls and their severity; and (4) Game State Reconstruction, aimed at localizing and identifying all players from a broadcast video to reconstruct the game state on a 2D top-view of the field. Across all tasks, participants were provided with large-scale annotated datasets, unified evaluation protocols, and strong baselines as starting points. This report presents the results of each challenge, highlights the top-performing solutions, and provides insights into the progress made by the community. The SoccerNet Challenges continue to serve as a driving force for reproducible, open research at the intersection of computer vision, artificial intelligence, and sports. Detailed information about the tasks, challenges, and leaderboards can be found at https://www.soccer-net.org, with baselines and development kits available at https://github.com/SoccerNet.




Abstract:Traditional temporal action localization (TAL) methods rely on large amounts of detailed annotated data, whereas few-shot TAL reduces this dependence by using only a few training samples to identify unseen action categories. However, existing few-shot TAL methods typically focus solely on video-level information, neglecting textual information, which can provide valuable semantic support for the localization task. Therefore, we propose a new few-shot temporal action localization method by Chain-of-Thought textual reasoning to improve localization performance. Specifically, we design a novel few-shot learning framework that leverages textual semantic information to enhance the model's ability to capture action commonalities and variations, which includes a semantic-aware text-visual alignment module designed to align the query and support videos at different levels. Meanwhile, to better express the temporal dependencies and causal relationships between actions at the textual level to assist action localization, we design a Chain of Thought (CoT)-like reasoning method that progressively guides the Vision Language Model (VLM) and Large Language Model (LLM) to generate CoT-like text descriptions for videos. The generated texts can capture more variance of action than visual features. We conduct extensive experiments on the publicly available ActivityNet1.3 and THUMOS14 datasets. We introduce the first dataset named Human-related Anomaly Localization and explore the application of the TAL task in human anomaly detection. The experimental results demonstrate that our proposed method significantly outperforms existing methods in single-instance and multi-instance scenarios. We will release our code, data and benchmark.