Abstract:Monocular panoramic SLAM benefits from substantial visual overlap under large camera rotations, yet remains prone to errors caused by camera tilt, scale drift, and false loop closures. We show that a frozen panoramic geometry foundation model provides useful internal cues beyond its explicit geometric outputs: intermediate tokens encode gravity in the camera frame, while cross-view attention provides a compatibility cue for potential revisits. Building on these cues, we present HALO-SLAM. A gravity readout enables IMU-free spherical upright canonicalization. For loop closure, we introduce a cost-aware three-stage cascade combining DBoW2 event-level retrieval, attention-based compatibility filtering, and dense geometric validation through symmetric submap augmentation. Accepted revisits yield pixel-aligned 3D--3D correspondences in both local gauges, from which robust $\mathrm{Sim}(3)$ constraints are estimated and jointly optimized with sequential constraints in a global pose graph. Across 125 sequences from five real-world panoramic benchmarks, our method achieves \textbf{100\%} sequence success (\textbf{125/125}) under the stated criterion and the lowest ATE among the evaluated methods on all five benchmarks, reducing ATE by \textbf{30--88\%} relative to the best ERP-native baseline on each benchmark.
Abstract:In this paper, we are the first to examine the correlations between class frequency and the multi-scale noise schedule within diffusion models. For score-based generative models, low-density regions often lead to inaccurately estimated scores, thereby compromising the generation quality. Although the multi-scale noise schedule can alleviate this issue during the diffusion process, low-frequency classes still face the challenge of large low-density regions, resulting in more inaccurate estimated scores than high-frequency classes. Furthermore, high-frequency classes tend to dominate the score space, causing a convergence of most data points towards generating samples from these classes. Consequently, samples generated within low-frequency classes exhibit suboptimal quality and limited diversity. To address this challenge, we propose the \textit{Class-frequency Guided (CFRG)} noise schedule, leveraging the insight that low-frequency classes should be endowed with larger-scale noises. To illustrate the effectiveness of our method, we conduct experiments on various tasks, including image generation, image classification, and text-to-image generation, using imbalanced datasets, \textit{i.e.}, CIFAR-100-LT, and ImageNet-LT. By employing the CFRG noise schedule, we achieve substantial improvements over baselines, manifesting the crucial role of frequency statistics in noise schedule design.
Abstract:General-purpose embodied agents must understand multimodal instructions, anticipate how their environment will evolve, and produce precise control actions over extended horizons. Existing approaches typically specialize in visual-language reasoning, video-based world modeling, or action generation, while cascaded pipelines that first synthesize future observations and then infer actions can introduce interface bottlenecks and compound prediction errors. We present iFLYTEK-Embodied-Omni, a unified multimodal foundation model that jointly models vision(videos and images), language, and action within a single Omni framework. Its modality-specific visual-language, video-generation, and action-generation components communicate through shared multimodal self-attention. This design establishes brain-cerebellum collaboration: the vision-language modeland video generation model form a high-level brain for instruction understanding, task planning, progress tracking, and future visual-state prediction, whereas the action generation modelserves as a low-level cerebellum that directly converts planned subgoals and shared multimodal context into executable action chunks. To develop these capabilities, we combine action-annotated and action-free embodied videos from human demonstrations and robot interactions with embodied reasoning, embodied perception, and general-purpose image-text data to construct a comprehensive dataset. We further adopt a four-stage strategy that progressively trains the VLM, VGM, and AGM before jointly fine-tuning the complete model.
Abstract:3D Gaussian Splatting (3DGS) has emerged as a promising technique for novel view synthesis. However, 3DGS requires dense input views to achieve high-quality rendering. In sparse-view scenarios, 3DGS often prones to overfitting, resulting in noticeable artifacts and degraded rendering quality. Previous methods explore to address this issue by introducing additional priors (e.g. depth priors) or integrating regularization techniques (e.g. Dropout). However, these methods are often applied without principled guidance. In particular, prior-based augmentation typically samples novel viewpoints randomly, while Dropout-based regularization randomly removes Gaussians. The compounded randomness introduces uncertainty and instability, limiting the fidelity of novel view synthesis. In this paper, we propose a novel method for sparse-view 3DGS that incorporates Fisher Information to quantitatively guide the utilization of geometric priors and regularization. Specifically, our method comprises two key components: (1) Stereo augmentation with Fisher Information. By leveraging Fisher Information, we actively select most informative supporting views and use depth priors to curate reliable pseudo ground truths, which reduces randomness in augmentation and improves stability and rendering fidelity; (2) Uncertainty-aware regularization. We reduce the instability of Dropout-based regularization by using Fisher Information to quantitatively measure the uncertainty of each 3D Gaussian, and adaptively adjust the removal probability, leading to more stable and effective regularization. With these two components, our method effectively mitigates overfitting and improves the stability of optimization in sparse-view 3DGS, resulting in superior rendering fidelity. Extensive experiments show that our method achieves state-of-the-art performance in sparse-view novel view synthesis benchmarks.
Abstract:Video-driven human reaction generation aims to synthesize 3D human motions that directly react to observed video sequences, which is crucial for building human-like interactive AI systems. However, existing methods often fail to effectively leverage video inputs to steer human reaction synthesis, resulting in reaction motions that are mismatched with the content of video sequences. We reveal that this limitation arises from a severe relational distortion between visual observations and reaction types. In light of this, we propose MuSteerNet, a simple yet effective framework that generates 3D human reactions from videos via observation-reaction mutual steering. Specifically, we first propose a Prototype Feedback Steering mechanism to mitigate relational distortion by refining visual observations with a gated delta-rectification modulator and a relational margin constraint, guided by prototypical vectors learned from human reactions. We then introduce Dual-Coupled Reaction Refinement that fully leverages rectified visual cues to further steer the refinement of generated reaction motions, thereby effectively improving reaction quality and enabling MuSteerNet to achieve competitive performance. Extensive experiments and ablation studies validate the effectiveness of our method. Code coming soon: https://github.com/zhouyuan888888/MuSteerNet.
Abstract:Despite recent progress in calibration-free monocular SLAM via 3D vision foundation models, scale drift remains severe on long sequences. Motion-agnostic partitioning breaks contextual coherence and causes zero-motion drift, while conventional geometric alignment is computationally expensive. To address these issues, we propose VGGT-Motion, a calibration-free SLAM system for efficient and robust global consistency over kilometer-scale trajectories. Specifically, we first propose a motion-aware submap construction mechanism that uses optical flow to guide adaptive partitioning, prune static redundancy, and encapsulate turns for stable local geometry. We then design an anchor-driven direct Sim(3) registration strategy. By exploiting context-balanced anchors, it achieves search-free, pixel-wise dense alignment and efficient loop closure without costly feature matching. Finally, a lightweight submap-level pose graph optimization enforces global consistency with linear complexity, enabling scalable long-range operation. Experiments show that VGGT-Motion markedly improves trajectory accuracy and efficiency, achieving state-of-the-art performance in zero-shot, long-range calibration-free monocular SLAM.
Abstract:In this paper, we aim to create physical digital twins of deformable objects under interaction. Existing methods focus more on the physical learning of current state modeling, but generalize worse to future prediction. This is because existing methods ignore the intrinsic physical properties of deformable objects, resulting in the limited physical learning in the current state modeling. To address this, we present NeuSpring, a neural spring field for the reconstruction and simulation of deformable objects from videos. Built upon spring-mass models for realistic physical simulation, our method consists of two major innovations: 1) a piecewise topology solution that efficiently models multi-region spring connection topologies using zero-order optimization, which considers the material heterogeneity of real-world objects. 2) a neural spring field that represents spring physical properties across different frames using a canonical coordinate-based neural network, which effectively leverages the spatial associativity of springs for physical learning. Experiments on real-world datasets demonstrate that our NeuSping achieves superior reconstruction and simulation performance for current state modeling and future prediction, with Chamfer distance improved by 20% and 25%, respectively.
Abstract:To reconstruct the 3D geometry from calibrated images, learning-based multi-view stereo (MVS) methods typically perform multi-view depth estimation and then fuse depth maps into a mesh or point cloud. To improve the computational efficiency, many methods initialize a coarse depth map and then gradually refine it in higher resolutions. Recently, diffusion models achieve great success in generation tasks. Starting from a random noise, diffusion models gradually recover the sample with an iterative denoising process. In this paper, we propose a novel MVS framework, which introduces diffusion models in MVS. Specifically, we formulate depth refinement as a conditional diffusion process. Considering the discriminative characteristic of depth estimation, we design a condition encoder to guide the diffusion process. To improve efficiency, we propose a novel diffusion network combining lightweight 2D U-Net and convolutional GRU. Moreover, we propose a novel confidence-based sampling strategy to adaptively sample depth hypotheses based on the confidence estimated by diffusion model. Based on our novel MVS framework, we propose two novel MVS methods, DiffMVS and CasDiffMVS. DiffMVS achieves competitive performance with state-of-the-art efficiency in run-time and GPU memory. CasDiffMVS achieves state-of-the-art performance on DTU, Tanks & Temples and ETH3D. Code is available at: https://github.com/cvg/diffmvs.




Abstract:Drag-Based Image Editing (DBIE), which allows users to manipulate images by directly dragging objects within them, has recently attracted much attention from the community. However, it faces two key challenges: (\emph{\textcolor{magenta}{i}}) point-based drag is often highly ambiguous and difficult to align with users' intentions; (\emph{\textcolor{magenta}{ii}}) current DBIE methods primarily rely on alternating between motion supervision and point tracking, which is not only cumbersome but also fails to produce high-quality results. These limitations motivate us to explore DBIE from a new perspective -- redefining it as deformation, rotation, and translation of user-specified handle regions. Thereby, by requiring users to explicitly specify both drag areas and types, we can effectively address the ambiguity issue. Furthermore, we propose a simple-yet-effective editing framework, dubbed \textcolor{SkyBlue}{\textbf{DragNeXt}}. It unifies DBIE as a Latent Region Optimization (LRO) problem and solves it through Progressive Backward Self-Intervention (PBSI), simplifying the overall procedure of DBIE while further enhancing quality by fully leveraging region-level structure information and progressive guidance from intermediate drag states. We validate \textcolor{SkyBlue}{\textbf{DragNeXt}} on our NextBench, and extensive experiments demonstrate that our proposed method can significantly outperform existing approaches. Code will be released on github.
Abstract:Personalizing 3D scenes from a single reference image enables intuitive user-guided editing, which requires achieving both multi-view consistency across perspectives and referential consistency with the input image. However, these goals are particularly challenging due to the viewpoint bias caused by the limited perspective provided in a single image. Lacking the mechanisms to effectively expand reference information beyond the original view, existing methods of image-conditioned 3DGS personalization often suffer from this viewpoint bias and struggle to produce consistent results. Therefore, in this paper, we present Consistent Personalization for 3D Gaussian Splatting (CP-GS), a framework that progressively propagates the single-view reference appearance to novel perspectives. In particular, CP-GS integrates pre-trained image-to-3D generation and iterative LoRA fine-tuning to extract and extend the reference appearance, and finally produces faithful multi-view guidance images and the personalized 3DGS outputs through a view-consistent generation process guided by geometric cues. Extensive experiments on real-world scenes show that our CP-GS effectively mitigates the viewpoint bias, achieving high-quality personalization that significantly outperforms existing methods. The code will be released at https://github.com/Yuxuan-W/CP-GS.