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Hanspeter Pfister

Publications and source records attributed to Hanspeter Pfister.

At least 19 recordsLinked to original sources

Rewarding Reasoning, Not Answers: Fixing and Bounding Test-Time Reinforcement Learning on Medical QA

Test-time reinforcement learning adapts a model on its own unlabeled test set using majority-vote pseudo-labels and has shown strong results in mathematics. We show that this recipe collapses on medical multiple-choice QA: accuracy stagnates while output diversity rapidly declines. Through a controlled experiment that keeps the questions, model, and optimizer fixed while changing only the answer space, we trace this failure to answer-space structure rather than domain difficulty. In small answer spaces, incorrect rollouts often collide on the same wrong pseudo-label and reinforce it; in large answer spaces, they disperse and receive little reward. This diagnosis motivates PROSE, Process Reward Guided Self-Training, which rewards reasoning quality instead of answer agreement. PROSE scores each reasoning step with a medical process reward model, assigns the trajectory reward as the minimum score across steps, and enforces answer-format constraints. Without labels, PROSE substantially improves a general Llama model, surpassing purpose-built medical models and matching much larger systems. Because the process signal is internalized into the policy, the adapted model requires no reward model at inference and transfers its gains to unseen datasets. We further show that the minimum aggregation is essential: mean aggregation can be exploited, saturating the proxy reward while degrading accuracy.

cs.CL↗

AVSplat: Dense-View Feed-Forward 3D Gaussian Splatting with Assist-View Preconditioning

Pose-free feed-forward 3D Gaussian Splatting enables novel view synthesis from uncalibrated multi-view images. Although more views should improve performance, existing methods often degrade with dense-view inputs because global aggregation spreads attention over many tokens, and naive voxel fusion averages many Gaussians into overly smooth representations. We present AVSplat, a framework that turns additional views into reliable signals for both aggregation and representation. Before global attention, each view performs a single lightweight interaction with a small set of Assist Views chosen for relevance and diversity, and the cached features provide a focused scene context that stabilizes correspondence. For representation, we use adaptive temperature-aware voxel fusion that sharpens attribution under high occupancy, guided by occupancy and point confidence. Crucially, AVSplat restores positive view scaling where performance remains stable or improves as more input views are added, instead of degrading in the dense-view regime. Ablations show that Assist View Preconditioning is primarily responsible for preventing dense-view degradation, while Occupancy-guided Voxel Fusion contributes most of the single-point image-quality gains.

cs.CV↗

AVERT: Audio-Verified Adjudication for Spoken Dialogue State Tracking

Spoken dialogue state tracking recovers slot-value pairs from speech, where ASR errors concentrate in entity values and persist across turns, making it both a generation and an editing problem. A strong per-turn text editor corrects much of this but, operating on the transcript alone, leaves three recoverable errors: a value predicted inconsistently across turns, an omitted slot, and a value the audio does not support. We present AVERT, which scores each candidate value by combining cross-turn agreement with a trained audio-conditioned verifier and resolves the three error types with three operators, vote, add, and swap, each restricted to the slots where its error is common. On SpokenWOZ, a base speech-LLM reaches 33.04 JGA, a text editor 38.34, and AVERT 40.13, without retraining either. This is in the range of a 1B end-to-end system that consumes the full spoken history (39.32), though AVERT uses two 1B decoders rather than one. The audio verifier contributes a statistically significant gain, and restricting each operator to a selected slot subset matters: removing it lets unrestricted voting overwrite correct categorical values and fall below the editor.

cs.CL↗

GeCo: Evaluating Geometric Consistency for Video Generation via Motion and Structure

We introduce GeCo, a geometry-grounded metric for jointly detecting geometric deformation and occlusion-inconsistency artifacts in static scenes. By fusing residual motion and depth priors, GeCo produces interpretable, dense consistency maps that reveal these artifacts. We use GeCo to systematically benchmark recent video generation models, uncovering common failure modes, and further employ it as a training-free guidance loss to reduce deformation artifacts during video generation.

cs.CV↗

RaivenTracks: Branching Provenance for Conversational Visualization Workflows

As AI agents increasingly participate in scientific workflows, scientists are shifting from direct authorship toward oversight, inspection, and steering. LLM-driven visualization systems are a promising interface for this hand-off, yet they remain largely stateless, forcing users to reconstruct context across refinements and offering little support for revisiting prior decisions or exploring alternatives. We present RaivenTracks, a workflow-aware extension of the Raiven DSL-mediated visualization pipeline that treats validated visualization specifications as persistent, branchable checkpoints. Because each checkpoint is a verifiable RaivenDSL specification rather than a dialogue transcript, restoring a node recompiles a known artifact rather than re-interpreting prior context. RaivenTracks contributes a two-level state management architecture that pairs a persistent, branchable version tree with a fine-grained undo/redo stack over runtime visualization settings, across both InfoVis and SciVis backends. A formative pilot study with three visualization researchers shows early promise, with all participants adopting the version tree for branching and recovery, and surfaces design directions for tree navigation, node labeling, and scalability that inform a planned controlled comparison against Raiven without version history. We frame branchable conversational visualization history as a step toward provenance support for future scientist-in-the-loop oversight of AI-driven scientific workflows.

cs.HC↗

Emergent Neural Network Mechanisms for Generalization to Objects in Novel Orientations

The capability of Deep Neural Networks (DNNs) to recognize objects in orientations outside the distribution of the training data is not well understood. We present evidence that DNNs are capable of generalizing to objects in novel orientations by disseminating orientation-invariance obtained from familiar objects seen from many viewpoints. This capability strengthens when training the DNN with an increasing number of familiar objects, but only in orientations that involve 2D rotations of familiar orientations. We show that this dissemination is achieved via neurons tuned to common features between familiar and unfamiliar objects. These results implicate brain-like neural mechanisms for generalization.

cs.CV↗

Who's That Player?: Externalizing Query Interpretation in Spoken XR Sports Interaction

XR sports viewing enables spectators to follow play from immersive, spatially anchored perspectives while accessing contextual analytics directly within the scene. In such settings, speech offers a practical interaction modality because text entry and menu navigation can interrupt attention during fast-paced gameplay. However, spoken queries are often underspecified: viewers may omit which player, time period, field location, or metric they intend. When systems resolve these ambiguities implicitly, their assumptions remain hidden, making misinterpretations difficult to notice and correct (repair). We investigate how externalizing a system's interpretation of spoken queries can support inspection and correction of such misunderstandings in XR sports viewing. Through a formative study, we identified four recurring ambiguity types (referential, spatial, temporal, and metric) that characterize ambiguous spoken queries in this context. We develop a design space that organizes externalization along three dimensions (ambiguity type, interpretation state, externalization strategy) and instantiate it in an interactive XR soccer viewing system that combines situated visual cues with supporting analytic views. A within-subjects user study (N=16) comparing externalized interpretation against a voice-only baseline reveals that externalization is associated with higher inspectability on most measured dimensions and increased explicit repair language overall. However, repair occurred in only 38% of misaligned externalization trials, and this visibility-action gap varied by ambiguity type, indicating that transparency and correction affordance are orthogonal design axes.

cs.HC↗

AREA3D: Active Reconstruction Agent with Unified Feed-Forward 3D Perception and Vision-Language Guidance

Active 3D reconstruction enables an agent to autonomously select viewpoints to efficiently obtain accurate and complete scene geometry, rather than passively reconstructing scenes from pre-collected images. However, existing active reconstruction methods often rely on hand-crafted geometric heuristics, which can lead to redundant observations without substantially improving reconstruction quality. To address this limitation, we propose AREA3D, an active reconstruction agent that leverages feed-forward 3D reconstruction models and vision-language guidance. Our framework decouples view-uncertainty modeling from the underlying feed-forward reconstructor, enabling precise uncertainty estimation without expensive online optimization. In addition, an integrated vision-language model provides high-level semantic guidance, encouraging informative and diverse viewpoints beyond purely geometric cues. Extensive experiments on both scene-level and object-level benchmarks demonstrate that AREA3D achieves state-of-the-art reconstruction accuracy, particularly in the sparse-view regime. Code will be made available at: https://github.com/TianlingXu/AREA3D .

cs.CV↗

Sparse Inter-Layer Dependencies of Transformer FFN Neurons

Feedforward network (FFN) blocks account for a large fraction of the parameters and computation in Transformer architectures, yet their internal structure remains difficult to interpret due to the additive superposition induced by the residual stream. We examine whether the activation of an FFN neuron can be explained by a sparse set of preceding neuron activations and attention outputs. We introduce a training-free attribution method that estimates the relative influence of upstream neurons and attention outputs on a target neuron's activation. Empirically, across models and layers, we find that small subsets of preceding activations and attention outputs suffice to preserve neuron activations with high fidelity when all remaining inputs are masked with their average values. Effective sparsity is even greater when accounting for the inherent activation sparsity of upstream layers. Moreover, applying the neuron-specific masks in all layers simultaneously, such that the induced deviations propagate through the network, leaves model perplexity largely unchanged at moderate sparsity levels. These results demonstrate that, despite dense parameterization, FFNs exhibit sparse and structured inter-layer dependencies at the neuron level. Our method provides a practical, scalable tool for circuit-level interpretability and identifies candidate sparse pathways with potential implications for efficient inference.

cs.LG↗

DETRAM: End-to-end DEtection, Tracking and Recovery of HumAn Meshes

In the task of human mesh recovery (HMR), multi-person scenes are particularly difficult to handle due to the many entities that appear and occlusions between them over time. In particular for video inputs, there is a need to track each entity reliably and consistently. Existing methods rely on pretrained human detection modules, increasing their runtime and limiting the number of tracked entities. We present DETRAM, a unified framework for multi-person HMR and tracking that simultaneously detects, reconstructs, and tracks humans across time, both automatically and via user prompts. DETRAM uses a single transformer decoder with an identity-consistent set of learnable query embeddings that persist across frames: detection queries discover new people, tracking queries maintain pose and shape for existing individuals, and prompt queries follow user-specified identities. Our approach achieves state-of-the-art tracking results on PoseTrack21, 3DPW, BEDLAM, and MuPoTS-3D, and competitive reconstruction accuracy on BEDLAM and 3DPW, while uniquely supporting prompt-based tracking of individuals in multi-person scenes. To our knowledge, this is the first method to unify promptability and multi-person HMR with tracking in an end-to-end trainable framework, enabling user-directed human analysis in videos.

cs.CV↗

LangFlash: Feed-forward 3D Language Gaussian Splatting from Sparse Unposed Images

We present LangFlash, a feed-forward framework for 3D Language Gaussian Splatting that reconstructs 3D scenes parameterized by Gaussian primitives enriched with language-aligned semantic features from sparse unposed multi-view images. Unlike optimization-based 3D methods, LangFlash directly predicts the geometry and semantics in a single forward pass, enabling low-latency 3D reconstruction and language-consistent scene understanding. To support large-scale training, we enriched the RealEstate10k dataset with coherent and dense semantic information for 3D semantic supervision. Furthermore, we propose a sparse semantic encoding scheme that combines a global semantic dictionary with locally varying per-primitive weights, preserving high-level linguistic information, while reducing representation complexity. Experimental results show that LangFlash achieves superior novel view synthesis and semantic consistency compared with previous methods. This study establishes a new paradigm for pose-free, language-grounded 3D scene reconstruction, advancing generalizable 3D vision and multimodal scene understanding. Demo is available at https://liylo.github.io/langflash.github.io/.

cs.CV↗

RiGS: Rigid-aware 4D Gaussian Splatting from a Single Monocular Video

Reconstructing dynamic 3D scenes from monocular videos is a fundamental yet highly challenging task, as real-world motions often involve both long-term smooth transformations and short-term complex deformations. Existing methods either struggle to maintain temporal consistency or fail to capture high-frequency dynamics due to limited motion modeling capacity. In this work, we present Rigid-aware 4D Gaussian Splatting (RiGS), which simultaneously captures motions across multiple temporal scales. Specifically, RiGS introduces three types of Gaussian primitives: static, rigid, and transient, which represent static backgrounds, long-term low-frequency motions, and short-term high-frequency dynamics, respectively. An object-wise dynamic mask is proposed to aggregate long-range spatiotemporal motion information and guide the decomposition of static and dynamic regions. To jointly model motion across scales, rigid Gaussians are allowed to transition into transient Gaussians based on their temporal duration, and both are optimized under scene flow guidance, providing dense 3D motion supervision. Extensive experiments demonstrate that RiGS achieves state-of-the-art performance on novel view synthesis benchmarks. Code is available at \hyperlink{https://github.com/ladvu/RiGS}{https://github.com/ladvu/RiGS}.

cs.CV↗

When Visuals Aren't the Problem: Evaluating Vision-Language Models on Misleading Data Visualizations

Visualizations help communicate data insights, but deceptive data representations can distort their interpretation and propagate misinformation. While recent Vision Language Models (VLMs) perform well on many chart understanding tasks, their ability to detect misleading visualizations, especially when deception arises from subtle reasoning errors in captions, remains poorly understood. Here, we evaluate VLMs on misleading visualization-caption pairs grounded in a fine-grained taxonomy of reasoning errors (e.g., Cherry-picking, Causal inference) and visualization design errors (e.g., Truncated axis, Dual axis, inappropriate encodings). To this end, we develop a benchmark that combines real-world visualization with human-authored, curated misleading captions designed to elicit specific reasoning and visualization error types, enabling controlled analysis across error categories and modalities of misleadingness. Evaluating many commercial and open-source VLMs, we find that models detect visual design errors substantially more reliably than reasoning-based misinformation, and frequently misclassify non-misleading visualizations as deceptive. Overall, our work fills a gap between coarse detection of misleading content and the attribution of the specific reasoning or visualization errors that give rise to it.

cs.CV↗

RoboTAG: End-to-end Robot Configuration Estimation via Topological Alignment Graph

Estimating robot pose from a monocular RGB image is a challenge in robotics and computer vision. Existing methods typically build networks on top of 2D visual backbones and depend heavily on labeled data for training, which is often scarce in real-world scenarios, causing a sim-to-real gap. Moreover, these approaches reduce the 3D-based problem to 2D domain, neglecting the 3D priors. To address these, we propose Robot Topological Alignment Graph (RoboTAG), which incorporates a 3D branch to inject 3D priors while enabling co-evolution of the 2D and 3D representations, alleviating the reliance on labels. Specifically, the RoboTAG consists of a 3D branch and a 2D branch, where nodes represent the states of the camera and robot system, and edges capture the dependencies between these variables or denote alignments between them. Closed loops are then defined in the graph, on which a consistency supervision across branches can be applied. Experimental results demonstrate that our method is effective across robot types, suggesting new possibilities of alleviating the data bottleneck in robotics.

cs.RO↗

Abstract 3D Perception for Spatial Intelligence in Vision-Language Models

Vision-language models (VLMs) struggle with 3D-related tasks such as spatial cognition and physical understanding, which are crucial for real-world applications like robotics and embodied agents. We attribute this to a modality gap between the 3D tasks and the 2D training of VLM, which led to inefficient retrieval of 3D information from 2D input. To bridge this gap, we introduce SandboxVLM, a simple yet effective framework that leverages abstract bounding boxes to encode geometric structure and physical kinematics for VLM. Specifically, we design a 3D Sandbox reconstruction and perception pipeline comprising four stages: generating multi-view priors with abstract control, proxy elevation, multi-view voting and clustering, and 3D-aware reasoning. Evaluated in zero-shot settings across multiple benchmarks and VLM backbones, our approach consistently improves spatial intelligence, achieving an 8.3\% gain on SAT Real compared with baseline methods for instance. These results demonstrate that equipping VLMs with a 3D abstraction substantially enhances their 3D reasoning ability without additional training, suggesting new possibilities for general-purpose embodied intelligence.

cs.CV↗

Bias at the End of the Score

Reward models (RMs) are inherently non-neutral value functions designed and trained to encode specific objectives, such as human preferences or text-image alignment. RMs have become crucial components of text-to-image (T2I) generation systems where they are used at various stages for dataset filtering, as evaluation metrics, as a supervisory signal during optimization of parameters, and for post-generation safety and quality filtering of T2I outputs. While specific problems with the integration of RMs into the T2I pipeline have been studied (e.g. reward hacking or mode collapse), their robustness and fairness as scoring functions remains largely unknown. We conduct a large scale audit of RM robustness with respect to demographic biases during T2I model training and generation. We provide quantitative and qualitative evidence that while originally developed as quality measures, RMs encode demographic biases, which cause reward-guided optimization to disproportionately sexualize female image subjects reinforce gender/racial stereotypes, and collapse demographic diversity. These findings highlight shortcomings in current reward models, challenge their reliability as quality metrics, and underscore the need for improved data collection and training procedures to enable more robust scoring.

cs.CV↗

Raiven: LLM-Based Visualization Authoring via Domain-Specific Language Mediation

Visualization is central to scientific discovery, yet authoring tools remain split between information and scientific visualization, and expertise in one rarely transfers to the other. Large Language Model (LLM) based systems promise to bridge this gap through natural language, but current approaches generate code non-deterministically, with no guarantee of correctness and no protection against silent data fabrication. We present Raiven, a conversational system that mediates visualization authoring through a formally defined domain-specific language. RaivenDSL unifies scientific and information visualization in a single representation spanning 2D, 3D, and tabular data. The LLM produces a compact RaivenDSL specification under schema-guided constraints, and a deterministic compiler translates it to executable D3 or VTK.js code. Because the LLM operates only on dataset metadata, outputs are deterministic, specifications are verifiable before execution, and data fabrication is impossible by construction. In a 100-task benchmark, Raiven achieves 100% compilation, is up to six times faster and six times cheaper than state-of-the-art LLMs, while improving interaction quality, correctness, and data faithfulness. An expert user study shows that Raiven significantly reduces debugging effort and makes it easier to produce correct visualizations.

cs.HC↗

ViSTAR: Virtual Skill Training with Augmented Reality with 3D Avatars and LLM coaching agent

We present ViSTAR, a Virtual Skill Training system in AR that supports self-guided basketball skill practice, with feedback on balance, posture, and timing. From a formative study with basketball players and coaches, the system addresses three challenges: understanding skills, identifying errors, and correcting mistakes. ViSTAR follows the Behavioral Skills Training (BST) framework-instruction, modeling, rehearsal, and feedback. It provides feedback through visual overlays, rhythm and timing cues, and an AI-powered coaching agent using 3D motion reconstruction. We generate verbal feedback by analyzing spatio-temporal joint data and mapping features to natural-language coaching cues via a Large Language Model (LLM). A key novelty is this feedback generation: motion features become concise coaching insights. In two studies (N=16), participants generally preferred our AI-generated feedback to coach feedback and reported that ViSTAR helped them notice posture and balance issues and refine movements beyond self-observation.

cs.HC↗