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Anh Nguyen

Publications and source records attributed to Anh Nguyen.

At least 19 recordsLinked to original sources

The "Rubin 2036: Opportunities for Discovery" Workshop: A Community Roadmap for the Future of the Vera C. Rubin Observatory After the LSST

The NSF-DOE Vera C. Rubin Observatory will complete its ten-year Legacy Survey of Space and Time (LSST) in the mid-2030s. Its 8.4 m aperture and 9.6 square degree field of view give it an étendue unmatched by any facility planned for that era. The Rubin 2036: Opportunities for Discovery workshop (KIPAC/SLAC, 3-5 August 2026) brought together approximately 100 participants to discuss Rubin's future after LSST. This paper summarizes the workshop's structure and discussions across five working groups. The continued-surveying group explored a machine-learning foundation model pretrained on Rubin imaging for detection, deblending, and classification. The cadence group considered allocating post-LSST observing time and strategies for transiting exoplanets, Type Ia supernova cosmology, time-delay cosmography, and second-scale transients. The filter group explored broadband, medium-band, and narrowband filters for photometric redshifts, high-redshift large-scale structure, AGN reverberation mapping, Galactic archaeology, and emission-line imaging. The multi-messenger group explored follow-up of next-generation gravitational-wave and neutrino sources, including standard sirens, kilonovae, and Galactic supernovae. The technology group organized options by cost and lead time, including fast readout, new filters, a faster shutter, and summit edge computing. Cross-cutting topics included AI/ML, Chilean and Latin-American co-leadership, satellite megaconstellations, and weather and climate trends at Cerro Pachón. White papers and workshop talks are available through https://zenodo.org/communities/rubin2036workshop/ and https://rubin-observatory.github.io/Rubin-Beyond-LSST/pages/Rubin2036proceedings/.

astro-ph.IM↗

UltraFlash: Accelerating Megapixel Visual Synthesis

Megapixel visual synthesis with latent diffusion models requires operating far beyond the resolutions at which these models are typically trained. Cascade refinement is a leading strategy for this setting: it starts from a base image at a native resolution and progressively upsamples it to the target resolution through multiple refinement stages. Each stage typically performs a pixel-space resolution transition followed by latent-space denoising. While prior acceleration efforts mainly focus on reducing denoising cost, we identify a complementary and underexplored bottleneck: the repeated movement of representations through the VAE. We call these operations pixel-space transitions. In cascade pipelines, intermediate latents are often decoded to RGB, resized, and re-encoded before refinement, while final latents are decoded patch by patch with dense overlap to suppress boundary artifacts. We propose UltraFlash, a transition-efficient approach that accelerates these VAE-heavy operations. UltraFlash has two components. Latent Hyperloop replaces intermediate RGB round trips with a learned latent-space shortcut that approximates the decode-resize-encode transformation without repeated VAE decoding and encoding. Sparse Patch-based Decoding accelerates final reconstruction by addressing patch seams caused by inconsistent GroupNorm statistics and reusing cached statistics across patches, enabling sparse VAE decoding with much smaller overlap. Integrated into a state-of-the-art cascade baseline, UltraFlash reduces 4K generation latency by approximately 2x while improving image quality. These results show that optimizing pixel-space transitions can improve both efficiency and fidelity, offering an effective route toward fast, high-quality megapixel visual synthesis.

cs.CV↗

Mimetic Embodiment Transfer of Human-Humanoid Interaction from In-the-Wild Videos

Enabling a humanoid to interact naturally with human partners requires preserving not only individual motions but also the spatial, semantic, and contact relationships underlying the interaction (i.e., hugging, dancing, hand-shaking, etc.). Furthermore, a practical solution should generalize across various humanoid embodiments with distinct morphologies and kinematic constraints. To tackle this challenge, we propose HumiTransfer, a mimetic embodiment transfer framework that converts in-the-wild human-human interaction videos into physically plausible human-humanoid interactions. HumiTransfer first reconstructs 3D human motion with consistent foot-ground contact, then transfers one participant to a target humanoid embodiment via interaction modeling, using weighted joint-relative directions and anatomical offsets to prioritize interaction-critical inter-body relationships, while post-retargeting optimization enforces balance, contact, and collision avoidance. Subsequently, we apply HumiTransfer to 1,200 in-the-wild videos, producing approximately 500,000 frames of diverse interactions for the 26-DoF Unitree R1 Edu and the 23-DoF HighTorque Mini-hi humanoid robot, resulting in our HumiMimic dataset. Across both robots, HumiTransfer achieves superior motion fidelity, preserves inter-body relationships, and maintains contact accuracy compared with existing baselines. Moreover, we demonstrate that HumiMimic supports motion generation methods for synthesizing interactive humanoid motions following a human partner. Finally, our real robot deployments confirm the physical executability of the transferred motions in real-world settings.

cs.RO↗

CoMo3R-SLAM: Collaborative Monocular Dense SLAM with Learned 3D Reconstruction Priors for Outdoor Multi-Agent Systems

Outdoor robot teams need a shared dense map despite limited overlap, independent reference frames, and uncertain monocular scale. Collaborative dense SLAM systems typically resolve this with depth sensors, which add payload, power, and calibration cost. We present CoMo3R-SLAM, a collaborative monocular dense SLAM system that places learned feed-forward 3D reconstruction priors at the center of the multi-agent problem: their dense pointmaps anchor scale across agents and supply correspondences strong enough to verify inter-agent links geometrically. Each agent tracks and fuses its own keyframes from a single RGB stream, while a coordinator retrieves cross-agent keyframes over the prior's encoder features, verifies them by bidirectional dense pointmap matching, synchronizes the independent similarity gauges in closed form, and refines every keyframe in one unified multi-agent sim(3) graph. Finally, a pose-depth alternation over geometry-aware segments lets inter-agent observations constrain dense structure as well as trajectories. Requiring neither measured depth nor supplied intrinsics, CoMo3R-SLAM attains the lowest trajectory error on three of four Tanks and Temples scenes, and competitive accuracy on Waymo driving sequences, while running at approximately 6-8 FPS on RTX 3080 Ti. A long-horizon traversal, independently captured day and night streams, and teams of up to four agents further map its operating range.

cs.RO↗

OmniSpace: Efficient Geometry Awareness for Autonomous Vehicles MLLMs

Multimodal Large Language Models (MLLMs) have achieved remarkable performance on 2D visual tasks, yet enhancing their spatial intelligence for real-world applications such as Autonomous Vehicles (AV) remains an open challenge. Existing geometry-aware MLLMs typically rely on auxiliary 3D models at inference time, introducing pipeline complexity and the risk of cascading failures. In this paper, we present OmniSpace, a simple yet effective plug-and-play paradigm for geometry-aware spatial reasoning from purely 2D observations. Motivated by our finding that current MLLMs are bottlenecked by weak cross-view correspondence and depth estimation, OmniSpace introduces a Camera Pose Injector, a Multi-view Epipolar Attention module, and a 3D Geometric Distillation objective that jointly address these two limitations by transferring geometric knowledge into the model. Extensive experiments show that OmniSpace surpasses existing methods on planning benchmarks (nuScenes, Bench2Drive), risk detection (nuInstruct), language (Omnidrive), and generalization (DriveBench).

cs.CV↗

GazeLens for Efficient Egocentric Video Question Answering with Simple Gaze-Driven Adaptive Token Reduction

Smart glasses can help users understand their activities and surroundings, but small vision-language models must preserve useful evidence within limited computation. This is difficult because redundant frames consume the visual budget, while aggressive spatial compression can discard relevant details. Although gaze identifies the wearer's focus, the question may require evidence from the surrounding scene. To address these constraints, we propose GazeLens, which combines frame selection with gaze- and question-guided token reduction. First, HOG transitions and image sharpness select frames before visual encoding. For each selected frame, Gaussian pooling then forms gaze-focused and complementary summaries. Because their relevance depends on the question, a lightweight gate blends them into a primary token. Together with a global scene token, this retains both focused and contextual summaries within two tokens per frame. On StreamGaze, GazeLens achieves higher macro and micro accuracy than the evaluated full-grid and token-reduction baselines, with lower input-forward FLOPs than the shared-backbone token-reduction baselines.

cs.CV↗

MAGS-SLAM: Monocular Multi-Agent Gaussian Splatting SLAM for Geometrically and Photometrically Consistent Reconstruction

Collaborative photorealistic 3D reconstruction from multiple agents enables rapid large-scale scene capture for virtual production and cooperative multi-robot exploration. While recent 3D Gaussian Splatting (3DGS) SLAM algorithms can generate high-fidelity real-time mapping, most of the existing multi-agent Gaussian SLAM methods still rely on RGB-D sensors to obtain metric depth and simplify cross-agent alignment, limiting their deployment on low-cost or power-constrained robotic platforms, especially given the wider availability of RGB cameras. To address this challenge, we propose MAGS-SLAM, the first RGB-only multi-agent 3DGS SLAM framework for collaborative scene reconstruction. Each agent independently builds local monocular Gaussian submaps and transmits compact submap summaries rather than raw observations. To facilitate robust collaboration in the presence of monocular scale ambiguity, our framework integrates compact submap communication, geometry- and appearance-aware loop verification, and occupancy-aware Gaussian fusion, enabling coherent global reconstruction without active depth sensors. We further introduce ReplicaMultiagent Plus, a benchmark containing larger robot teams for evaluating collaborative Gaussian SLAM. Extensive experiments on both synthetic and real-world datasets demonstrate that MAGS-SLAM, using RGB images alone, achieves tracking accuracy, rendering quality, and geometric quality that are competitive with or superior to those of state-of-the-art RGB-D collaborative Gaussian SLAM methods.

cs.RO↗

TSA: Temporal Slot Activation for Persistent Object-Centric Video Representation

Unsupervised video object-centric learning aims to decompose dynamic scenes into temporally persistent entity representations. Existing recurrent video slot-attention methods propagate a fixed set of slots across frames, but typically assume unconditional slot propagation: every slot is updated and decoded at every frame, regardless of whether its corresponding object is visible. We show that this design violates a basic lifecycle requirement for persistent slots: when an object is absent or fully occluded, its slot should preserve its previous state and avoid explaining unrelated visible content. Instead, unconditional propagation creates update-induced state drift, where current-frame evidence overwrites the absent object's representation, and decoder-induced reconstruction interference, where the inactive slot remains coupled to reconstruction through decoder attention. We propose Temporal Slot Activation (TSA), a lightweight mechanism that learns a per-slot, per-frame activation score $α_{k,t}\in(0,1)$ without visibility supervision. TSA uses this activation as a shared latent control variable for slot lifecycle modeling. When a slot is inactive, TSA anchors its state to the previous slot via activation-gated updating and suppresses its decoder participation through an activation-dependent additive bias on attention logits before softmax normalization. This jointly reduces state drift and reconstruction-driven interference. To improve decisions under partial occlusion and gradual reappearance, TSA further conditions activation prediction on a per-slot temporal memory produced by a Temporal Context Encoder. We evaluate TSA on MOVi-C, MOVi-E, YTVIS-HQ, and the occlusion-heavy OVIS benchmarks, using standard (FG-ARI, mBO) and tracking-based (IDF1, HOTA) metrics. TSA improves object decomposition and temporal identity preservation, with large gains on long, heavily occluded videos.

cs.CV↗

Accelerated Algorithm for Sparse Regularized Partial Optimal Transport

Partial Optimal Transport (POT) extends the classical optimal transport problem by relaxing the strict mass conservation constraint, enabling its use in a wide range of real-world applications. In many of these settings, sparse transport plans are preferred for their interpretability and computational benefits. While smooth and strongly convex regularizers - such as quadratic or elastic net - have been vastly used in various machine learning applications to induce sparsity and accelerate computation, they have received less algorithmic attention compared to entropic approaches for computational POT. In this paper, we propose a new optimization framework that leverages these regularizers through a penalty-based reformulation, enabling efficient gradient-based updates while preserving the structure of the original problem. Our method accommodates a broad class of regularizers that promote structured and sparse transport plans. Building on this formulation, we design an accelerated first-order algorithm that alternates between smooth updates and simple projection steps. Through empirical benchmarks on color transfer, domain adaptation, and point cloud registration, our approach consistently outperforms established baselines - achieving lower transport cost, higher sparsity, and faster convergence - making it a practical and scalable solution for modern transport problems.

cs.LG↗

SlotVLA: Towards Modeling of Object-Relation Representations in Robotic Manipulation

Inspired by how humans reason over discrete objects and their relationships, we explore whether compact object-centric and object-relation representations can form a foundation for multitask robotic manipulation. Most existing robotic multitask models rely on dense embeddings that entangle both object and background cues, raising concerns about both efficiency and interpretability. In contrast, we study object-relation-centric representations as a pathway to more structured, efficient, and explainable visuomotor control. Our contributions are two-fold. First, we introduce LIBERO+, a fine-grained benchmark dataset designed to enable and evaluate object-relation reasoning in robotic manipulation. Unlike prior datasets, LIBERO+ provides object-centric annotations that enrich demonstrations with box- and mask-level labels as well as instance-level temporal tracking, supporting compact and interpretable visuomotor representations. Second, we propose SlotVLA, a slot-attention-based framework that captures both objects and their relations for action decoding. It uses a slot-based visual tokenizer to maintain consistent temporal object representations, a relation-centric decoder to produce task-relevant embeddings, and an LLM-driven module that translates these embeddings into executable actions. Experiments on LIBERO+ demonstrate that object-centric slot and object-relation slot representations drastically reduce the number of required visual tokens, while providing competitive generalization. Together, LIBERO+ and SlotVLA provide a compact, interpretable, and effective foundation for advancing object-relation-centric robotic manipulation.

cs.RO↗

DRIVESPATIAL: A Benchmark for Spatiotemporal Intelligence in VLMs for Autonomous Driving

Spatiotemporal intelligence in autonomous driving (AD) requires an agent to integrate multi-view observations into a coherent scene representation, maintain object continuity across viewpoints and time, and reason about spatial relations, interactions, and future dynamics. However, existing AD vision-language benchmarks largely focus on single-view, static, ego-centric, or single-source question answering, leaving it unclear whether current Vision-Language Models (VLMs) can truly construct and reason over dynamic driving scenes. We introduce DriveSpatial, a benchmark of 15.6K human-verified QA pairs across 20 tasks from five large-scale AD datasets. DriveSpatial evaluates four abilities: Cognitive Scene Construction, Multi-view Relational Understanding, Temporal Reasoning, and Generalization. Unlike prior benchmarks, DriveSpatial is generated from a dynamic multi-relational scene graph that encodes object states, spatial relations, interactions, camera visibility, and temporal correspondences, enabling QA pairs that enforce genuine cross-view and spatiotemporal reasoning. Evaluating 15 representative VLMs reveals a substantial human-model gap: the strongest model trails humans by 28.4 points, with Cognitive Scene Construction emerging as the key bottleneck. Further diagnostics show that language-only prompting is insufficient, while explicit BEV grounding consistently improves performance. These results suggest that current VLMs lack the scene-construction ability needed for reliable spatiotemporal driving intelligence. DriveSpatial and its construction pipeline will be released to support future research.

cs.CV↗

PanoPed: Beyond Bounding Boxes for Sim-to-Real Panoramic Pedestrian Tracking

Full-sphere panoramic cameras let fixed monitoring systems and mobile robots track people in every direction, but a planar bounding box does not fully describe where a person is on the sphere. We introduce PanoPed, a sim-to-real benchmark for pedestrian tracking on the full sphere. PanoPed-S contains 108,000 frames from fixed, quadruped-mounted, and drone-mounted cameras, with synchronized masks, depth, camera poses, and 3D pedestrian states. PanoPed-R adds 28,002 real frames from fixed cameras, 16,247 of them densely annotated. We find that an ERP rectangle cannot uniquely determine the spherical center and angular extent of the visible person, while the detector's visual query still carries information about them. Inspired by the sextant's use of angular measurements to locate objects, we propose Sextant, a plug-and-play angular localization head with only about 0.035M parameters. It reuses a frozen detector, keeps track identities unchanged, and needs no extra image encoder. Sextant gives the best result in our PanoPed-S test comparison, raising the strongest baseline, MOTIP, from 47.30 to 49.49 HOTA, with gains on all eight test sequences. Without fine-tuning on real data, the same synthetic-trained heads improve MOTIP and HAT by 0.96-1.14 HOTA on real video, and both seeds improve every real sequence. HAT+Sextant scores best among the compared systems that add no localization image encoder.

cs.CV↗

Steering the Compass: Aligning Dynamic Psychological Counseling Conversations with Cognitive Behavioral Therapy Strategies

Recent advancements in large language models have revolutionized the field of psychological counseling, especially in the context of Cognitive Behavioral Therapy (CBT). While the success of CBT relies heavily on dynamic decision-making informed by the client's real-time mental state, this aspect has often been overlooked in current research, limiting both flexibility and therapeutic outcomes. In this paper, we introduce StratCBT, a dataset specifically designed for psychological counseling conversations with CBT Strategies, consisting of 9,688 sessions and around 256K utterances, with each counselor's response aligned with one of eight distinct strategies. The creation of StratCBT involves modeling clients based on their negative thoughts and generating high-quality counseling conversations through self-chat, incorporating realistic sessions as guidance, thereby significantly surpassing existing datasets in both general counseling and CBT-specific skills. We conduct extensive experiments to demonstrate the effectiveness of strategy-aligned generation and evaluate its efficacy in delivering professional and effective counseling with LLM-simulated clients to reflect real-world scenarios. The dataset can be obtained from https://github.com/zimuwangnlp/StratCBT.

cs.CL↗

CADKnitter: Compositional CAD Generation from Text and Geometry Guidance

Computer-aided design (CAD) defines 3D models as compact, precise, and editable representations, making it directly useful for several fields. Recently, CAD generation has been gaining more attention in both the research community and industry. Crafting CAD models has long been a painstaking and time-intensive task, demanding both precision and expertise from designers. Prior works have achieved early success in single-part CAD generation, which is not well-suited for real-world applications, as multiple parts need to be assembled under semantic constraints and geometric compatibility. In this paper, we propose CADKnitter, a compositional CAD generation framework with geometric-guiding cues to steer diffusion sampling. CADKnitter is able to generate a complementary CAD part that follows both the geometric constraints of the given CAD model and the semantic constraints of the desired design text prompt. We also curate a dataset, so-called KnitCAD, containing over 310,000 samples of CAD models, along with textual prompts and assembly metadata that provide semantic and geometric constraints. Intensive experiments demonstrate that our proposed method outperforms other state-of-the-art baselines by a clear margin. Our project page is available at https://cadknitter.github.io/.

cs.CV↗

Gripper-aware Vision Language Action Models

Vision language action models (VLAs) have advanced general purpose robotic grasping and manipulation by enabling robots to interpret visual observations and natural language instructions to generate executable action sequences. However, existing VLAs often implicitly assume gripper invariance, despite grasping strategies being inherently embodiment-dependent. Different gripper types, such as parallel-jaw and suction, usually require distinct interaction strategies to achieve the same grasping objective. Moreover, current datasets for VLAs predominantly rely on parallel-jaw grippers, limiting gripper-aware learning. To address this gap, we introduce MiGA, a multi-gripper-aware dataset spanning five distinct gripper types across multiple robots with 103,000 demonstrations, explicitly capturing strategy divergence under shared task objectives. We further propose GVLA, which combines a new multi-gripper tokenizer with adapter-based policy routing. Our new gripper encoding induces structured embedding information that balances parameter sharing and strategy differentiation, while layer-wise probing confirms meaningful gripper-conditioned representations for VLAs. Intensive experiments in both simulation and real-world robots show that our GVLA outperforms the current baselines across evaluated settings. Our method also improves zero-shot generalization or few-shot adaptation to new objects or unseen tasks, and enable more efficient gripper adaptation.

cs.RO↗

Voxel-based 3D Facies Segmentation from Seismic Data: A Comparative Study

Seismic facies segmentation has emerged as a significant challenge in geophysics, requiring robust methods and systems to effectively identify geologically analogous facies with limited labeled data. Although existing studies have shown promising results in 2D facies segmentation, they often preprocess the original 3D seismic volumes into sets of 2D slices, typically the inline and crossline directions, and treat this problem as a purely 2D segmentation task. This simplification introduces discontinuities across slices and fails to preserve the spatial and structural continuity in 3D seismic data, thus limiting the model's ability to learn coherent geological patterns. In this work, we present a comparative and reproducible benchmark for voxel-based 3D seismic facies segmentation, built upon publicly available seismic volumes including the Netherlands F3 and the Parihaka datasets, with standardized data splits and evaluation metrics. By evaluating the three representative families of modern 3D segmentation architectures, we establish strong baseline results that highlight the potential and remaining challenges for future research in this domain.

cs.CV↗

Dynamic Context Adapters: Efficiently Infusing History into Vision-and-Language Models

Historical context integration presents a fundamental challenge for Vision-Language Models (VLMs) in sequential decision-making tasks. Current VLMs process visual inputs independently, which creates critical limitations for downstream applications that require temporal understanding. Direct incorporation of historical frames into Transformer inputs produces quadratic attention complexity and excessive memory consumption. Existing approaches suffer from significant drawbacks: computational inflation or substantial information loss through temporal compression. To address these challenges, we introduce Dynamic Context Adapter (DCA), a novel context injection approach for pretrained VLMs. Our method employs fixed-size, dynamically compressed memory to preserve historical semantics without frame concatenation. DCA bridges static VLMs and recurrent policies and enables memory capabilities in pretrained models while maintaining computational efficiency. DCA achieves over $25\%$ reduction in attention FLOPs and $13\%$ memory savings while improving performance on long-horizon tasks.

cs.CV↗

Efficient Human-Contact Representation for Human-Scene Interaction

Human-scene interaction is an active research topic with several industrial applications in virtual reality, gaming, robotics, and surveillance. Despite significant progress in network architectures to improve the results or optimize models' parameters for fast inference speed, the efficient representation of contact between humans and their environments remains an open challenge. In this paper, we propose a new efficient human-contact representation for human-scene interaction. Our primary contribution is the introduction of sparse contact masks that strategically select essential contact information, significantly reducing redundant data in high-dimensional inputs. Leveraging this efficient contact representation, we propose a suite of sparse operators to replace traditional dense operators within deep network layers for faster computation. Our approach not only enhances computational speed but also filters out non-essential contact data, thereby improving the precision of human-scene interaction models. To validate the effectiveness of our method, we conduct intensive experiments across three public benchmark datasets, focusing on two critical tasks for human-scene interaction: contact prediction and scene synthesis. The experimental results show that our approach outperforms state-of-the-art models in reconstruction accuracy and achieves a computation speed-up of at least 12 times over recent baselines.

cs.CV↗