The University of Hong Kong
Abstract:Large Multimodal Models (LMMs) have shown promise for video quality assessment, but most methods still predict an absolute score for each video. Such pointwise supervision often mixes perceptual quality with dataset-specific calibration, including annotation protocols, rating habits, and score distributions. As a result, the learned scoring rule may work well within a benchmark but transfer poorly across unseen domains. We argue that relative comparisons alleviate the absolute-scale calibration bias by focusing purely on perceptual differences rather than dataset-specific rating habits. Consequently, we propose \textbf{VersusQ}, a pairwise margin reasoning framework driven entirely by direct comparisons. Specifically, VersusQ performs LMM-based comparison between two videos, reasons about their visual and temporal quality differences, and predicts a signed continuous margin that captures both the preferred choice and the degree of difference. Furthermore, to align interpretable comparison rationales with fine-grained numerical differences, we introduce Margin-Coupled GRPO, which jointly optimizes rollout-based relational reasoning and continuous margin regression. Extensive experiments on multiple public VQA benchmarks demonstrate that VersusQ achieves state-of-the-art performance, strong cross-domain generalization, and reliable fine-grained ranking under heterogeneous evaluation scenarios.
Abstract:In recent years, the field of artificial intelligence has undergone a paradigm shift from task-specific small-scale models to general-purpose large language models (LLMs). With the rapid iteration of LLMs, objective, quantitative, and comprehensive evaluation of their capabilities has become a critical link in advancing technological development. Currently, the mainstream static benchmark dataset-based evaluation methods face challenges such as the diversity of task types, inconsistent evaluation criteria, and fragmentation of data and processing workflows, making it difficult to efficiently conduct cross-domain and large-scale model evaluation. To address the aforementioned issues, this paper proposes and open-sources OpenCompass, a one-stop, scalable, and high-concurrency-supported general-purpose LLM evaluation platform. Adhering to the design philosophy of modularization and component decoupling, the platform boasts three core advantages: high compatibility, flexibility, and high concurrency. The core architecture of OpenCompass comprises five key components: the Configuration System, Task Partitioning Module, Execution and Scheduling Module, Task Execution Unit, and Result Visualization Module. Its workflow provides rule-based, LLM-as-a-Judge, and cascaded evaluators to adapt to the requirements of different task scenarios. Supporting mainstream benchmark datasets across multiple domains, including knowledge, reasoning, computation, science, language, code, etc., the platform offers a unified and efficient LLM evaluation tool for both academia and industry, facilitating the accurate identification of strengths and weaknesses of LLMs as well as their subsequent optimization.
Abstract:Recovering 4D human-object interaction (HOI) from monocular video is a key step toward scalable 3D content creation, embodied AI, and simulation-based learning. Recent methods can reconstruct temporally coherent human and object trajectories, but these trajectories often remain visual artifacts while failing to preserve stable contact, functional manipulation, or physical plausibility when used as reference motions for humanoid-object simulation. This reveals a fundamental interaction gap: HOI reconstruction should not stop at tracking a human and an object, but should recover the relation that makes their motion a coherent interaction. We introduce $\textbf{HA-HOI}$, a framework for reconstructing physically plausible 4D HOI animation from in-the-wild monocular videos. Instead of treating the human and object as independent entities in an ambiguous monocular 3D space, we propose a $\textit{human-first, object-follow}$ formulation. The human motion is recovered as the interaction anchor, and the object is reconstructed, aligned, and refined relative to the human action. The resulting kinematic trajectory is then projected into a physics-based humanoid-object simulation, where it acts as a teacher trajectory for stable physical rollout. Across benchmark and in-the-wild videos, $\textbf{HA-HOI}$ improves human-object alignment, contact consistency, temporal stability, and simulation readiness over prior monocular HOI reconstruction methods. By moving beyond visually plausible trajectory recovery toward physically grounded interaction animation, our work takes a step toward turning general monocular HOI videos into scalable demonstrations for humanoid-object behavior. Project page: https://knoxzhao.github.io/real2sim_in_HOI/
Abstract:Manual annotation of high-quality visual question answering with grounding (VQA-G) datasets, which pair visual questions with evidential grounding, is crucial for advancing vision-language models (VLMs), but remains unscalable. Existing automated methods are often hindered by two key issues: (1) inconsistent data fidelity due to model hallucinations; (2) brittle verification mechanisms based on simple heuristics. To address these limitations, we introduce AutoVQA-G, a self-improving agentic framework for automated VQA-G annotation. AutoVQA-G employs an iterative refinement loop where a Consistency Evaluation module uses Chain-of-Thought (CoT) reasoning for fine-grained visual verification. Based on this feedback, a memory-augmented Prompt Optimization agent analyzes critiques from failed samples to progressively refine generation prompts. Our experiments show that AutoVQA-G generates VQA-G datasets with superior visual grounding accuracy compared to leading multimodal LLMs, offering a promising approach for creating high-fidelity data to facilitate more robust VLM training and evaluation. Code: https://github.com/rohnson1999/AutoVQA-G
Abstract:While Large Multimodal Models (LMMs) demonstrate impressive visual perception, they remain epistemically constrained by their static parametric knowledge. To transcend these boundaries, multimodal search models have been adopted to actively interact with the external environment for evidence retrieval. Diverging from prevailing paradigms that merely retrofit general LMMs with search tools as modular extensions, we explore the potential of building a multimodal agentic search model from scratch. Specifically, we make the following contributions: (i) we introduce Agentic Seeding, a dedicated phase designed to weave the foundational precursors necessary for eliciting agentic behaviors; (ii) we uncover a performance bottleneck in long-horizon interactions, where the increasing volume of interaction history overwhelms the model's ability to locate ground-truth evidence. To mitigate this, we propose V-Fold, an adaptive history-aware compression scheme that preserves recent dialogue turns in high fidelity while folding historical context into the visual space via rendering; and (iii) we develop POINTS-Seeker-8B, a state-of-the-art multimodal agentic search model that consistently outperforms existing models across six diverse benchmarks, effectively resolving the challenges of long-horizon, knowledge-intensive visual reasoning.
Abstract:Recent Audio Large Language Models (AudioLLMs) exhibit a striking performance inversion: while excelling at complex reasoning tasks, they consistently underperform on fine-grained acoustic perception. We attribute this gap to a fundamental limitation of ASR-centric training, which provides precise linguistic targets but implicitly teaches models to suppress paralinguistic cues and acoustic events as noise. To address this, we propose Unified Audio Schema (UAS), a holistic and structured supervision framework that organizes audio information into three explicit components -- Transcription, Paralinguistics, and Non-linguistic Events -- within a unified JSON format. This design achieves comprehensive acoustic coverage without sacrificing the tight audio-text alignment that enables reasoning. We validate the effectiveness of this supervision strategy by applying it to both discrete and continuous AudioLLM architectures. Extensive experiments on MMSU, MMAR, and MMAU demonstrate that UAS-Audio yields consistent improvements, boosting fine-grained perception by 10.9% on MMSU over the same-size state-of-the-art models while preserving robust reasoning capabilities. Our code and model are publicly available at https://github.com/Tencent/Unified_Audio_Schema.
Abstract:Multimodal Large Language Models (MLLMs) have recently demonstrated remarkable capabilities in cross-modal understanding and generation. However, the rapid growth of visual token sequences--especially in long-video and streaming scenarios--poses a major challenge to their scalability and real-world deployment. Thus, we introduce POINTS-Long, a native dual-mode MLLM featuring dynamic visual token scaling inspired by the human visual system. The model supports two complementary perception modes: focus mode and standby mode, enabling users to dynamically trade off efficiency and accuracy during inference. On fine-grained visual tasks, the focus mode retains the optimal performance, while on long-form general visual understanding, the standby mode retains 97.7-99.7% of the original accuracy using only 1/40-1/10th of the visual tokens. Moreover, POINTS-Long natively supports streaming visual understanding via a dynamically detachable KV-cache design, allowing efficient maintenance of ultra-long visual memory. Our work provides new insights into the design of future MLLMs and lays the foundation for adaptive and efficient long-form visual understanding.
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:Generative video models have significantly advanced the photorealistic synthesis of adverse weather for autonomous driving; however, they consistently demand massive datasets to learn rare weather scenarios. While 3D-aware editing methods alleviate these data constraints by augmenting existing video footage, they are fundamentally bottlenecked by costly per-scene optimization and suffer from inherent geometric and illumination entanglement. In this work, we introduce AutoWeather4D, a feed-forward 3D-aware weather editing framework designed to explicitly decouple geometry and illumination. At the core of our approach is a G-buffer Dual-pass Editing mechanism. The Geometry Pass leverages explicit structural foundations to enable surface-anchored physical interactions, while the Light Pass analytically resolves light transport, accumulating the contributions of local illuminants into the global illumination to enable dynamic 3D local relighting. Extensive experiments demonstrate that AutoWeather4D achieves comparable photorealism and structural consistency to generative baselines while enabling fine-grained parametric physical control, serving as a practical data engine for autonomous driving.
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.