Abstract:Designing learnable information-theoretic objectives for robot exploration remains challenging. Such objectives aim to guide exploration toward data that reduces uncertainty in model parameters, yet it is often unclear what information the collected data can actually reveal. Although reinforcement learning (RL) can optimize a given objective, constructing objectives that reflect parametric learnability is difficult in high-dimensional robotic systems. Many parameter directions are weakly observable or unidentifiable, and even when identifiable directions are selected, omitted directions can still influence exploration and distort information measures. To address this challenge, we propose Quasi-Optimal Experimental Design (Q{\footnotesize OED}), an adaptive information objective grounded in optimal experimental design. Q{\footnotesize OED} (i) performs eigenspace analysis of the Fisher information matrix to identify an observable subspace and select identifiable parameter directions, and (ii) modifies the exploration objective to emphasize these directions while suppressing nuisance effects from non-critical parameters. Under bounded nuisance influence and limited coupling between critical and nuisance directions, Q{\footnotesize OED} provides a constant-factor approximation to the ideal information objective that explores all parameters. We evaluate Q{\footnotesize OED} on simulated and real-world navigation and manipulation tasks, where identifiable-direction selection and nuisance suppression yield performance improvements of \SI{35.23}{\percent} and \SI{21.98}{\percent}, respectively. When integrated as an exploration objective in model-based policy optimization, Q{\footnotesize OED} further improves policy performance over established RL baselines.
Abstract:Humanoid Visual Search (HVS) requires agents to actively explore immersive 360$^\circ$ environments. While prior methods treat this as a monolithic task relying on cumulative, multi-turn Chain-of-Thought (CoT) reasoning, they impose heavy cognitive burdens and require expensive trajectory-level annotations. In this paper, we propose Imagining in 360$^\circ$, a novel framework that decouples the exploration process into a specialized Imaginator and an Actor. The Imaginator functions as a probabilistic predictor of spatial priors; instead of maintaining a cumulative reasoning chain, it infers the semantic layout of both observed and unobserved regions in a single step. By sampling multiple hypotheses within this semantic space, we provide the Actor with a distribution of effective spatial information, offering robust guidance that hedges against uncertainty during active search. This decoupled architecture significantly lowers data engineering costs by eliminating the need for full-trajectory CoT annotations, enabling the generation of over 1.96 million curated training samples. Extensive experiments demonstrate that explicitly modeling semantic spatial priors drastically improves search efficiency and success rates in complex, in-the-wild environments.
Abstract:This paper reorganizes the current manuscript around the DPO versus DDO-RM preference-optimization project and focuses on two parts: the algorithmic view and the preliminary held-out benchmark. The benchmark asks a narrow question: even in a minimal pairwise chosen-versus-rejected setting, can a reward-guided decision-distribution update outperform a direct pairwise objective? We compare Direct Preference Optimization (DPO) against DDO-RM on EleutherAI/pythia-410m using HuggingFaceH4/ultrafeedback\_binarized, evaluate on the held-out test\_prefs split, and report results for seeds 42, 13, and 3407. Algorithmically, DDO-RM treats each prompt as a finite decision problem over candidate responses. Instead of optimizing only a binary chosen-rejected relation, it forms a policy distribution over candidates, centers reward-model scores under that distribution, and distills a reward-guided target distribution back into the policy. In the current public benchmark, DDO-RM improves mean pair accuracy from 0.5238 to 0.5602, AUC from 0.5315 to 0.5382, and mean margin from 0.1377 to 0.5353 relative to DPO. These are encouraging but still preliminary results: the study covers one model family, one dataset, one held-out evaluation split, and three seeds.
Abstract:Recent advancements in autoregressive transformers have demonstrated remarkable potential for generating artist-quality meshes. However, the token ordering strategies employed by existing methods typically fail to meet professional artist standards, where coordinate-based sorting yields inefficiently long sequences, and patch-based heuristics disrupt the continuous edge flow and structural regularity essential for high-quality modeling. To address these limitations, we propose Strips as Tokens (SATO), a novel framework with a token ordering strategy inspired by triangle strips. By constructing the sequence as a connected chain of faces that explicitly encodes UV boundaries, our method naturally preserves the organized edge flow and semantic layout characteristic of artist-created meshes. A key advantage of this formulation is its unified representation, enabling the same token sequence to be decoded into either a triangle or quadrilateral mesh. This flexibility facilitates joint training on both data types: large-scale triangle data provides fundamental structural priors, while high-quality quad data enhances the geometric regularity of the outputs. Extensive experiments demonstrate that SATO consistently outperforms prior methods in terms of geometric quality, structural coherence, and UV segmentation.
Abstract:Most digital videos are stored in 8-bit low dynamic range (LDR) formats, where much of the original high dynamic range (HDR) scene radiance is lost due to saturation and quantization. This loss of highlight and shadow detail precludes mapping accurate luminance to HDR displays and limits meaningful re-exposure in post-production workflows. Although techniques have been proposed to convert LDR images to HDR through dynamic range expansion, they struggle to restore realistic detail in the over- and underexposed regions. To address this, we present DiffHDR, a framework that formulates LDR-to-HDR conversion as a generative radiance inpainting task within the latent space of a video diffusion model. By operating in Log-Gamma color space, DiffHDR leverages spatio-temporal generative priors from a pretrained video diffusion model to synthesize plausible HDR radiance in over- and underexposed regions while recovering the continuous scene radiance of the quantized pixels. Our framework further enables controllable LDR-to-HDR video conversion guided by text prompts or reference images. To address the scarcity of paired HDR video data, we develop a pipeline that synthesizes high-quality HDR video training data from static HDRI maps. Extensive experiments demonstrate that DiffHDR significantly outperforms state-of-the-art approaches in radiance fidelity and temporal stability, producing realistic HDR videos with considerable latitude for re-exposure.
Abstract:Sparse-view 3D modeling represents a fundamental tension between reconstruction fidelity and generative plausibility. While feed-forward reconstruction excels in efficiency and input alignment, it often lacks the global priors needed for structural completeness. Conversely, diffusion-based generation provides rich geometric details but struggles with multi-view consistency. We present UniRecGen, a unified framework that integrates these two paradigms into a single cooperative system. To overcome inherent conflicts in coordinate spaces, 3D representations, and training objectives, we align both models within a shared canonical space. We employ disentangled cooperative learning, which maintains stable training while enabling seamless collaboration during inference. Specifically, the reconstruction module is adapted to provide canonical geometric anchors, while the diffusion generator leverages latent-augmented conditioning to refine and complete the geometric structure. Experimental results demonstrate that UniRecGen achieves superior fidelity and robustness, outperforming existing methods in creating complete and consistent 3D models from sparse observations.
Abstract:Simulating physically realistic garment deformations is an essential task for virtual immersive experience, which is often achieved by physics simulation methods. However, these methods are typically time-consuming, computationally demanding, and require costly hardware, which is not suitable for real-time applications. Recent learning-based methods tried to resolve this problem by training graph neural networks to learn the garment deformation on vertices, which, however, fail to capture the intricate deformation of complex garment meshes with complex topologies. In this paper, we introduce a novel neural deformation field-based method, named UNIC, to animate the garments of an avatar in real time, given the motion sequences. Our key idea is to learn the instance-specific neural deformation field to animate the garment meshes. Such an instance-specific learning scheme does not require UNIC to generalize to new garments but only to new motion sequences, which greatly reduces the difficulty in training and improves the deformation quality. Moreover, neural deformation fields map the 3D points to their deformation offsets, which not only avoids handling topologies of the complex garments but also injects a natural smoothness constraint in the deformation learning. Extensive experiments have been conducted on various kinds of garment meshes to demonstrate the effectiveness and efficiency of UNIC over baseline methods, making it potentially practical and useful in real-world interactive applications like video games.
Abstract:Recovering high-fidelity 3D hand geometry from images is a critical task in computer vision, holding significant value for domains such as robotics, animation and VR/AR. Crucially, scalable applications demand both accuracy and deployment flexibility, requiring the ability to leverage massive amounts of unstructured image data from the internet or enable deployment on consumer-grade RGB cameras without complex calibration. However, current methods face a dilemma. While single-view approaches are easy to deploy, they suffer from depth ambiguity and occlusion. Conversely, multi-view systems resolve these uncertainties but typically demand fixed, calibrated setups, limiting their real-world utility. To bridge this gap, we draw inspiration from 3D foundation models that learn explicit geometry directly from visual data. By reformulating hand reconstruction from arbitrary views as a visual-geometry grounded task, we propose a feed-forward architecture that, for the first time in literature, jointly infers 3D hand meshes and camera poses from uncalibrated views. Extensive evaluations show that our approach outperforms state-of-the-art benchmarks and demonstrates strong generalization to uncalibrated, in-the-wild scenarios. Here is the link of our project page: https://lym29.github.io/HGGT/.
Abstract:3D Gaussian Splatting (3DGS) has demonstrated remarkable performance in novel view synthesis and 3D scene reconstruction, yet its quality often degrades in real-world environments due to transient distractors, such as moving objects and varying shadows. Existing methods commonly rely on semantic cues extracted from pre-trained vision models to identify and suppress these distractors, but such semantics are misaligned with the binary distinction between static and transient regions and remain fragile under the appearance perturbations introduced during 3DGS optimization. We propose 3DGS-HPC, a framework that circumvents these limitations by combining two complementary principles: a patch-wise classification strategy that leverages local spatial consistency for robust region-level decisions, and a hybrid classification metric that adaptively integrates photometric and perceptual cues for more reliable separation. Extensive experiments demonstrate the superiority and robustness of our method in mitigating distractors to improve 3DGS-based novel view synthesis.
Abstract:Emotion recognition from multi-modal physiological and behavioral signals plays a pivotal role in affective computing, yet most existing models remain constrained to the prediction of singular emotions in controlled laboratory settings. Real-world human emotional experiences, by contrast, are often characterized by the simultaneous presence of multiple affective states, spurring recent interest in mixed emotion recognition as an emotion distribution learning problem. Current approaches, however, often neglect the valence consistency and structured correlations inherent among coexisting emotions. To address this limitation, we propose a Memory-guided Prototypical Co-occurrence Learning (MPCL) framework that explicitly models emotion co-occurrence patterns. Specifically, we first fuse multi-modal signals via a multi-scale associative memory mechanism. To capture cross-modal semantic relationships, we construct emotion-specific prototype memory banks, yielding rich physiological and behavioral representations, and employ prototype relation distillation to ensure cross-modal alignment in the latent prototype space. Furthermore, inspired by human cognitive memory systems, we introduce a memory retrieval strategy to extract semantic-level co-occurrence associations across emotion categories. Through this bottom-up hierarchical abstraction process, our model learns affectively informative representations for accurate emotion distribution prediction. Comprehensive experiments on two public datasets demonstrate that MPCL consistently outperforms state-of-the-art methods in mixed emotion recognition, both quantitatively and qualitatively.