Scene graph generation is the process of creating structured representations of scenes that capture the relationships between objects.
Open-set task execution can significantly benefit from seamlessly switching between coarse and fine scene representations depending on the context and the evolving information as the robot explores the environment. For example, it is often sufficient to start with a coarse scene representation initially and only employ a finer, more granular scene representation when the robot encounters regions which are likely to contain the task relevant objects. Hence, in this work, we propose BiMoSG, a bimodal 3D scene graph generation approach for open-set tasks. BiMoSG employs a "fast" mode by default to efficiently generate a coarse 3D scene graph and can switch to a "slow" mode for generating a finer open vocabulary 3D scene graph of task relevant objects. We demonstrate that our proposed 3D scene graph generation approach is significantly faster than the open-source state-of-the-art approaches. This allows us to integrate the scene graph generation process with task execution for real-time deployment.
Active scene reconstruction enables robots/UAVs to autonomously plan trajectories and reconstruct environments without costly manual data acquisition. Unlike passive methods, active reconstruction requires real-time construction of high-confidence occupancy maps for collision-free navigation. Existing approaches rely on depth sensors for occupancy map updates, increasing platform cost and weight. To advance spatial intelligence, we aim for a vision-only monocular solution. However, current monocular scene reconstruction methods operate offline and fail to deliver globally consistent dense depth at the frame rates required for robots/UAVs navigation. To bridge this gap, we introduce ActMVS, the first framework for monocular active reconstruction. Our framework integrates a view factor graph construction for informed Multi-View Stereo depth prediction, along with a global depth optimization, to enable the online generation of high-quality, globally consistent dense depth maps. This enables monocular robots/UAVs to maintain reliable occupancy maps for safe trajectory planning during reconstruction. Experiments on Replica datasets demonstrate performance competitive with RGB-D methods. Our code and data are available at https://github.com/TrickyGo/ActMVS.
In scene graph generation, a central challenge is modeling polysemous predicates whose meanings shift across contexts. Prior approaches address this issue by decomposing predicates into multiple static prototypes or retrieving semantically similar exemplars. However, these strategies keep predicate representations static and cannot reorganize semantics to reflect image-specific evidence, leading to systematic confusions in ambiguous contexts. We propose AlignG, which learns context-conditioned predicate semantics via prototype feedback. AlignG infers context-conditioned predicate semantics from the relation candidates within each image and feeds the adapted semantics back to recalibrate relation representations. The learning objective anchors this adaptation to global semantic centers, preventing semantic drift while still allowing selective reorganization when the scene provides consistent relational cues. Experiments on VG-150 and GQA-200 show consistent improvements over state-of-the-art baselines, with F@100 improvements of +1.4 on VG-150 and +2.7 on GQA-200 under SGDet. We further visualize per-image prototype similarity shifts and observe coherent context-dependent reorganization where prototypes selectively merge or separate predicates according to scene evidence. The code is available at https://github.com/Namgyu97/AlignG-SGG.pytorch.
Network faults propagate layer by layer along topology and protocol dependencies, yet operations systems typically observe only symptomatic alerts at the tail end of propagation chains, where distinct root-cause faults may produce highly similar end-point symptoms. Existing approaches, whether rule-based, machine learning (ML)-based, or large language model (LLM)-based, fundamentally map the alert set to a diagnosis in a single pass and are structurally incapable of resolving this end-point ambiguity. This paper proposes PropLLM, which is the first to integrate the hop-by-hop scene reconstruction paradigm with the generative reasoning capabilities of LLMs. Starting from end-point alerts, PropLLM traces back hop-by-hop along the propagation path, retrieving verifiable factual evidence from a dual-layer knowledge graph (KG) at each hop, while the proposed Temporal Causal Propagation Attention (TCPA) mechanism encodes known topological causal priors directly into the attention computation to guide the model along the correct causal direction, ultimately localizing the root cause and determining the fault type through a fully evidenced causal chain. On a real-world Wi-Fi multimodal fault dataset, PropLLM improves fault type diagnosis accuracy by 3.9\% and root cause localization accuracy by 4.7\% over the strongest baseline, while reducing the hallucination rate by 50.8\%. Supplementary experiments on the TeleLogs 5G dataset further demonstrate the effectiveness of the proposed method across different network scenarios.
Portrait photography is largely decided before the shutter opens: the subject's pose, the camera configuration, and the lighting devices must be coordinated within the surrounding 3D scene. In contrast, most existing computational methods focus on post-production in 2D image space, such as retouching, relighting, or editing images that already exist; pre-capture photographic planning remains largely unexplored. We introduce 3D aesthetic portrait planning, the task of generating human pose, camera, lighting, and exposure plans that produce visually compelling portraits while satisfying geometric and photometric feasibility in a 3D scene. Our approach builds a Photographic Scene Graph that represents scene affordances, subject-scene relations, and portrait-relevant lighting structure. Built on this representation, we perform aesthetic-guided comparative planning over previous attempts and current viewfinder observations. Experiments across diverse indoor and outdoor scenes show that our method produces portraits preferred by human raters and MLLM evaluators over competitive baselines, while maintaining high physical plausibility. Together, our results suggest a path from post-capture correction toward pre-capture computational portrait planning. Project repository: https://github.com/songrise/Before-the-Shutter
Multimodal large language models (MLLMs) have shown strong capabilities in perception, reasoning, and action generation. However, their ability to sustain exploration in dynamic open worlds remains unclear. Existing embodied and game-based benchmarks often compress interaction into short-horizon tasks or entangle success with domain-specific game mechanics. In this paper, we introduce MineExplorer benchmark for evaluating open-world exploration capabilities of MLLM agents in Minecraft. We first filter atomic tasks whose solutions rely heavily on Minecraft-specific knowledge to better reflect general open-world reasoning. Then we organize the benchmark around a ReAct-style capability formulation and compose atomic tasks into implicit multi-hop tasks. To further construct reliable instances, MineExplorer uses a multi-agent synthesis workflow that jointly designs task graphs, sandbox scenes, and rule-based milestone evaluators. Human evaluation shows that the multi-agent synthesis workflow produces significantly more reliable instances than a single-agent baseline. Experiments with advanced MLLM agents show that open-world exploration remains challenging, as strong models can handle many single-hop tasks but degrade sharply when hidden prerequisites must be coordinated over longer trajectories. Further analysis finds that task difficulty tracks agent completion, and larger models or thinking modes do not consistently translate into better performance. Code and dataset are available at https://github.com/Jometeorie/MineExplorer.
Collaborative driving systems leverage vehicle-to-everything (V2X) communication for multi-agent collaborative perception to enhance driving safety, yet they remain constrained by scarce annotated real-world V2X driving datasets and limited generalization across diverse driving conditions. While image generation technology offers a feasible solution for data augmentation, existing methods tailored for single-vehicle multi-view scenarios face two fundamental challenges in multi-agent driving settings: (1) the expansion of the learning objective degrades generation quality, and (2) the highly dynamic variations across agents hinder the modeling of consistency for physical attributes (e.g., color, category) in jointly observed objects. To bridge this gap, we propose V2XCrafter, the first framework for generating controllable and realistic collaborative driving scene across agents' camera views. For effective learning, we develop a progressive multi-agent diffusion model based on a single-agent backbone, using neighboring agents' latent states as reference signals to progressively guide the single-to-multi diffusion. To address cross-vehicle inconsistency, we propose a cross-agent attention module that leverages a collaboration view graph and learnable jointly observed object representation to model the dynamic cross-agent camera view relationships. Experiments have shown that V2XCrafter can generate high-fidelity and controllable street views with consistency across agents, thereby effectively enhancing the downstream collaborative 3D object detection tasks.
Whether large language models (LLMs) construct internal spatial world models from pure-text descriptions remains contested, and whether such capabilities transfer across languages has not been systematically studied. We introduce MentalMap, a multilingual diagnostic benchmark with a six-level capability hierarchy (L0-L5) spanning atomic spatial facts to generative world-graph construction, together with four diagnostic axes probing frame of reference, reading-direction bias, reasoning-effort allocation, and hallucination. MentalMap is built from 100 ProcTHOR household scenes, covers eight typologically diverse languages plus a structured-text control, and contains 39 task families across 1,950 evaluation cells. Evaluating thirteen LLMs across scales and model families, we identify a universal L3 reasoning cliff: no model retains even half of its L0 performance on viewpoint reasoning once baseline atomic accuracy exceeds 40%. The cliff persists across languages, scales, and prompting strategies, while structured-output failures and reasoning patterns vary substantially across models. Human evaluation under the identical pure-text protocol reproduces the same failure pattern, suggesting that the bottleneck arises from text-only working memory constraints rather than being specific to current LLM architectures. Our findings reframe pure-text spatial reasoning as a multi-axis world-modeling problem and motivate multimodal and scratchpad-augmented reasoning as future directions.
Open-vocabulary 3D scene graph generation seeks to describe object instances and their relations with flexible natural-language predicates. The central difficulty is not only vocabulary expansion, but supervision reliability: relation annotations in 3D scene graph datasets are selective, and many valid object-pair relations are unannotated. We propose RelWitness, a framework for open-vocabulary 3D scene graph generation from posed RGB-D sequences under incomplete relation supervision. The key concept is a relation witness: a concrete visual-geometric cue that makes a relation observable in the captured scene. Support relations require contact and vertical ordering; containment requires enclosure; proximity requires metric closeness; orientation requires facing direction; and stable relations should persist across views where both objects are visible. RelWitness constructs relation witness records from RGB views, depth maps, reconstructed 3D geometry, role-sensitive text, object-prior null views, and multi-view consistency. A visual-geometric witness verifier assigns unannotated relation candidates to verified missing positives, reliable negatives, or uncertain unlabeled cases. A witness-guided positive-unlabeled objective then learns from incomplete annotations without turning every missing label into a negative. We further introduce witness-consistent decoding and an RGB-D missing-relation audit protocol. Simulated manuscript-planning experiments on 3DSSG/3RScan and ScanNet-derived open-vocabulary splits show the intended behavior: improved unseen-relation recognition, higher witness precision, lower hallucination, and reduced redundant relation phrases. All numerical results are planning values and must be replaced by reproduced measurements before submission
3D Gaussian Splatting (3DGS) provides an efficient method for high-quality scene reconstruction using anisotropic Gaussians. Recently, 3DGS-based methods have significantly improved the rendering quality of human avatars while enabling real-time performance. However, existing methods suffer from a magnitude mismatch in the number of Gaussians generated by image-based and 3DMM-based approaches. This discrepancy results in reconstructed expressions that lack fine-grained detail. In this paper, we introduce a novel method for reconstructing an animatable head avatar from a single image. We propose a Graph splitting network to progressively generate Gaussians from coarse to fine using an autoregressive architecture. To address the graph inconsistency caused by split Gaussians, we employ a mesh topology extension method to align the GNN's connectivity with the increased Gaussian count. Furthermore, we introduce a novel density control method that includes a gating mechanism that generates soft masks for Gaussians, preventing over-densification after the splitting operation. This allows for dynamic control over Gaussian density across different facial regions. For smooth and rapid training, we employ a delayed filtering strategy to avoid re-computing the graph topology during training. Experimental results demonstrate that our autoregressive structure effectively improves expression representation ability by progressively splitting Gaussians. This process, enabled by the GNN-guided splitting, synthesizes more precise facial details and achieves higher reconstruction quality.