



Abstract:LangDriveCTRL is a natural-language-controllable framework for editing real-world driving videos to synthesize diverse traffic scenarios. It leverages explicit 3D scene decomposition to represent driving videos as a scene graph, containing static background and dynamic objects. To enable fine-grained editing and realism, it incorporates an agentic pipeline in which an Orchestrator transforms user instructions into execution graphs that coordinate specialized agents and tools. Specifically, an Object Grounding Agent establishes correspondence between free-form text descriptions and target object nodes in the scene graph; a Behavior Editing Agent generates multi-object trajectories from language instructions; and a Behavior Reviewer Agent iteratively reviews and refines the generated trajectories. The edited scene graph is rendered and then refined using a video diffusion tool to address artifacts introduced by object insertion and significant view changes. LangDriveCTRL supports both object node editing (removal, insertion and replacement) and multi-object behavior editing from a single natural-language instruction. Quantitatively, it achieves nearly $2\times$ higher instruction alignment than the previous SoTA, with superior structural preservation, photorealism, and traffic realism. Project page is available at: https://yunhe24.github.io/langdrivectrl/.




Abstract:Vision systems in nature show remarkable diversity, from simple light-sensitive patches to complex camera eyes with lenses. While natural selection has produced these eyes through countless mutations over millions of years, they represent just one set of realized evolutionary paths. Testing hypotheses about how environmental pressures shaped eye evolution remains challenging since we cannot experimentally isolate individual factors. Computational evolution offers a way to systematically explore alternative trajectories. Here we show how environmental demands drive three fundamental aspects of visual evolution through an artificial evolution framework that co-evolves both physical eye structure and neural processing in embodied agents. First, we demonstrate computational evidence that task specific selection drives bifurcation in eye evolution - orientation tasks like navigation in a maze leads to distributed compound-type eyes while an object discrimination task leads to the emergence of high-acuity camera-type eyes. Second, we reveal how optical innovations like lenses naturally emerge to resolve fundamental tradeoffs between light collection and spatial precision. Third, we uncover systematic scaling laws between visual acuity and neural processing, showing how task complexity drives coordinated evolution of sensory and computational capabilities. Our work introduces a novel paradigm that illuminates evolutionary principles shaping vision by creating targeted single-player games where embodied agents must simultaneously evolve visual systems and learn complex behaviors. Through our unified genetic encoding framework, these embodied agents serve as next-generation hypothesis testing machines while providing a foundation for designing manufacturable bio-inspired vision systems.
Abstract:Neural radiance fields (NeRFs) show potential for transforming images captured worldwide into immersive 3D visual experiences. However, most of this captured visual data remains siloed in our camera rolls as these images contain personal details. Even if made public, the problem of learning 3D representations of billions of scenes captured daily in a centralized manner is computationally intractable. Our approach, DecentNeRF, is the first attempt at decentralized, crowd-sourced NeRFs that require $\sim 10^4\times$ less server computing for a scene than a centralized approach. Instead of sending the raw data, our approach requires users to send a 3D representation, distributing the high computation cost of training centralized NeRFs between the users. It learns photorealistic scene representations by decomposing users' 3D views into personal and global NeRFs and a novel optimally weighted aggregation of only the latter. We validate the advantage of our approach to learn NeRFs with photorealism and minimal server computation cost on structured synthetic and real-world photo tourism datasets. We further analyze how secure aggregation of global NeRFs in DecentNeRF minimizes the undesired reconstruction of personal content by the server.




Abstract:Most active depth sensors sample their visual field using a fixed pattern, decided by accuracy, speed and cost trade-offs, rather than scene content. However, a number of recent works have demonstrated that adapting measurement patterns to scene content can offer significantly better trade-offs. We propose a hardware LIDAR design that allows flexible real-time measurements according to dynamically specified measurement patterns. Our flexible depth sensor design consists of a controllable scanning LIDAR that can foveate, or increase resolution in regions of interest, and that can fully leverage the power of adaptive depth sensing. We describe our optical setup and calibration, which enables fast sparse depth measurements using a scanning MEMS (micro-electro mechanical) mirror. We validate the efficacy of our prototype LIDAR design by testing on over 75 static and dynamic scenes spanning a range of environments. We also show CNN-based depth-map completion of sparse measurements obtained by our sensor. Our experiments show that our sensor can realize adaptive depth sensing systems.