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Jaemin Cho

Publications and source records attributed to Jaemin Cho.

At least 19 recordsLinked to original sources

Ray-SCR: Generalizing Scene Coordinate Regression Across Camera Models

Among visual localization strategies, scene coordinate regression (SCR) has emerged as an attractive approach for its compactness, accuracy, and speed. Despite these advantages, SCR models generalize poorly across substantially different camera models, such as omnidirectional or strongly rectified imagery. This limitation arises because, changes in field of view, lens distortion, or rectification-induced resampling can make the same scene content appear differently depending on its pixel position, degrading localization accuracy. To cope with this limitation, we introduce Ray-SCR, a lightweight extension to existing SCR architectures that conditions local visual features on their calibrated viewing rays and refines neighboring ray-conditioned features with a shallow local Transformer. We further formulate supervision directly in ray space and use sparse SfM points as metric anchors that link observations across views and camera models. Taken together, these components enable a single scene representation built from a panoramic mapping sequence to accurately localize query images captured with very different cameras, including pinhole, fisheye, and omnidirectional cameras. We evaluate Ray-SCR across multiple SCR architectures and on datasets with pinhole, fisheye, and omnidirectional cameras. The proposed ray conditioning substantially improves generalization across cameras and leads to state-of-the-art localization performance in these challenging cross-camera settings. The project page is available at https://jaeminch0.github.io/ray-scr-generalizing-scene-coordinate-regression-across-camera-models/.

cs.CV↗

SeeTraceAct: Visibility-Aware Latent Planning from Cross-Embodiment Demonstration Videos

Vision-language-action models (VLAs) are promising general-purpose robot policies, but adapting them to new tasks typically requires costly task-specific teleoperation data. As an alternative, we study one-shot demo-conditioned VLAs, where a robot policy is conditioned on a single demonstration video of an unseen task. We find that existing end-to-end approaches often struggle when successful execution requires precisely localizing small target regions. To address this limitation, we propose SeeTraceAct, a demo-conditioned VLA framework that encourages precise spatial grounding through visibility-aware prediction of future end-effector traces. To enable reproducible evaluation with cross-embodiment demonstrations, we introduce and release RoboCasa-DC, a demo-conditioned extension of RoboCasa that pairs its robot trajectories with newly collected humanoid demonstrations. Experiments on RoboCasa-DC and a real-world benchmark, where a Franka Panda arm is conditioned on human demonstrations, show that SeeTraceAct outperforms baselines, achieving the best success rate across all four RoboCasa-DC settings and improving real-world average success by 9.5 percentage points.

cs.RO↗

AnchorWeave: World-Consistent Video Generation with Retrieved Local Spatial Memories

Maintaining spatial world consistency over long horizons remains a central challenge for camera-controllable video generation. Existing memory-based approaches often condition generation on globally reconstructed 3D scenes by rendering anchor videos from the reconstructed geometry in the history. However, reconstructing a global 3D scene from multiple views inevitably introduces cross-view misalignment, as pose and depth estimation errors cause the same surfaces to be reconstructed at slightly different 3D locations across views. When fused, these inconsistencies accumulate into noisy geometry that contaminates the conditioning signals and degrades generation quality. We introduce AnchorWeave, a memory-augmented video generation framework that replaces a single misaligned global memory with multiple clean local geometric memories and learns to reconcile their cross-view inconsistencies. To this end, AnchorWeave performs coverage-driven local memory retrieval aligned with the target trajectory and integrates the selected local memories through a multi-anchor weaving controller during generation. Extensive experiments demonstrate that AnchorWeave significantly improves long-term scene consistency while maintaining strong visual quality, with ablation and analysis studies further validating the effectiveness of local geometric conditioning, multi-anchor control, and coverage-driven retrieval.

cs.CV↗

Can LLMs Imagine Moral Alternatives Beyond Binary Dilemmas?

As LLMs increasingly serve as moral advisors and agents, they must address conflicts between competing values. Yet prior work on moral dilemmas overlooks a central aspect of human moral cognition: imagining alternatives beyond the given options. We introduce MoralAltDataset, comprising 307 Advisor and AI-facing Agent dilemmas augmented with compromise and reframed alternatives. We compare human and LLM judgments in binary and four-option settings. Across human participants and 15 LLMs, aggregate moral choice distributions differ substantially between the two settings, with compromise often preferred over either original binary option. Results show value shifts and stronger human-LLM agreement on alternatives. Source-stratified results reveal a descriptive gap: human alternative-selection rates are similar across authoring sources, whereas LLMs select GPT-5-authored alternatives substantially more often. We then compare human-authored alternatives with outputs from three representative LLMs through pairwise preference and expert-based evaluations. Alternatives from these LLMs are generally preferred and better satisfy fine-grained structural and ethical criteria, while revealing a trade-off between structural quality and practical feasibility. Our dataset is available here: https://huggingface.co/datasets/jongchanch/MoralAltDataset, and our project page is here: https://jongchanchoi.com/moral-imagination

cs.CL↗

V-Co: A Closer Look at Visual Representation Alignment via Co-Denoising

Pixel-space diffusion has recently re-emerged as a strong alternative to latent diffusion, enabling high-quality generation without pretrained autoencoders. However, standard pixel-space diffusion models receive relatively weak semantic supervision and are not explicitly designed to capture high-level visual structure. Recent representation-alignment methods (e.g., REPA) suggest that pretrained visual features can substantially improve diffusion training, and visual co-denoising has emerged as a promising direction for incorporating such features into the generative process. However, existing co-denoising approaches often entangle multiple design choices, making it unclear which are truly essential. We therefore present V-Co, a systematic study of visual co-denoising in a unified JiT-based framework. This controlled setting allows us to isolate the ingredients that make visual co-denoising effective. Our study reveals two main ingredients. First, co-denoising benefits from preserving feature-specific computation while enabling flexible cross-stream interaction, which leads to a fully dual-stream architecture together with a structurally defined unconditional prediction for classifier-free guidance. Second, it requires both stronger semantic supervision and proper cross-stream calibration, which we realize through a perceptual-drifting hybrid loss and RMS-based feature rescaling. Together, these findings yield a simple recipe for visual co-denoising. Experiments on ImageNet-256 show that, at comparable model sizes, V-Co outperforms the underlying pixel-space diffusion baseline and strong prior pixel-diffusion methods while using fewer training epochs, offering practical guidance for future representation-aligned generative models.

cs.CV↗

Imaginative Perception Tokens Enhance Spatial Reasoning in Multimodal Language Models

Vision language models (VLMs) excel at many tasks but still struggle with spatial reasoning when critical information is not directly observable. Many such problems require imaginative perception: inferring what would be seen from an unseen viewpoint, tracing paths through occluded spaces, or integrating partial observations into a coherent spatial representation. We introduce Imaginative Perception Tokens (IPT), intermediate perceptual representations that externalize what a VLM would perceive under alternative spatial configurations while remaining consistent with the observed input. To study this capability, we formulate three tasks, Perspective Taking (PET), Path Tracing (PT), and Multiview Counting (MVC), and construct datasets of approximately 20K examples with ground truth imaginations, answers, and evaluation benchmarks. Using the unified VLM BAGEL as the backbone, IPT supervision consistently improves spatial reasoning and often outperforms textual chain of thought training, even without generating images at inference time. On MVC, IPT improves accuracy by 3.4% and achieves competitive performance with strong closed-source models on PT. We further find that combining IPT and label-only supervision yields additional gains, whereas textual chain of thought can substantially degrade performance, suggesting a modality mismatch when spatial computation is forced through language. Overall, IPT provides a principled supervision signal for reasoning about unobserved spatial structure, improving generalization while producing interpretable intermediate representations.

cs.AI↗

VFIG: Vectorizing Complex Figures in SVG with Vision-Language Models

Scalable Vector Graphics (SVG) are essential for technical illustration and digital design, offering resolution independence and semantic editability. In practice, original vector files are frequently lost, leaving only rasterized versions (e.g., PNG, JPEG) that resist modification, while manual reconstruction is prohibitively expensive. Progress on automating raster-to-SVG conversion has been bottlenecked by two gaps: existing SVG datasets are dominated by icons and decorative graphics that lack the complexity of professional diagrams, and existing benchmarks rely on pixel- or embedding-level similarity that fails to capture structural correctness (e.g., broken connectivity, misplaced arrows). We close both gaps with paired contributions targeting diagram-centric figures (e.g., model architectures, flowcharts, schematics). For training, we introduce VFIG-Data, the largest figure-to-SVG dataset of its kind at 66K pairs, combining real paper figures converted via a describe-and-generate pipeline with programmatic diagrams that supply noise-free supervision over arrow styles, fonts, and geometry. For evaluation, we introduce VFIG-Bench, a structure-aware evaluation suite, paired with VFIG-Bench-OOD, an out-of-distribution set of figures manually curated from highly cited arXiv papers. Beyond pixel and embedding similarity, our protocol reports rubric-based VLM-Judge scores and Elo ratings from pairwise human preference evaluation. Built on these contributions, VFIG is a VLM family trained with a simple-to-complex SFT curriculum followed by RL with rendering-aware rewards. VFIG achieves state-of-the-art open-source performance, outperforming the best open-source VLM baseline by over 30%, and matches Claude Sonnet 4.6 on VFIG-BENCH: Gemini-Judge 78.2% vs. 76.7% and GPT-Judge 87.5% vs. 87.4%. It remains slightly behind the strongest proprietary models GPT-5.2 and Gemini-3.

cs.CV↗

Splat-based Metal Artifact Reduction in Cone-Beam CT via Polychromatic Modeling

Cone-beam computed tomography (CBCT) enables volumetric reconstruction from X-ray projections, but suffers from severe artifacts--especially beam hardening--when imaging materials with high attenuation such as metals. These artifacts arise from the polychromatic nature of X-rays and are not properly addressed by conventional monochromatic reconstruction algorithms. While recent neural representation-based methods offer improved reconstruction quality, they are computationally expensive and often impractical for deployment. We propose a novel physics-inspired, self-calibrating metal artifact reduction method that efficiently reconstructs 3D CBCT volumes while correcting beam hardening artifacts. Our method integrates a polychromatic X-ray projection model, material-dependent attenuation profiles, and system response modeling into a Gaussian Splatting framework. Unlike prior work, we eliminate the need for manual metal masks or strong prior assumptions, and we optimize both reconstruction parameters and X-ray spectral characteristics jointly during training. We further introduce a high-fidelity synthetic CBCT dataset generation pipeline validated on Monte-Carlo x-ray simulation toolbox and release new datasets with severe metal-induced artifacts to support the community. This is the first splat-based method for reducing beam hardening in CBCT. Extensive experiments on both synthetic and real-world datasets demonstrate that our method outperforms state-of-the-art approaches in artifact suppression and reconstruction accuracy.

cs.CV↗

Splat-Based Metal Artifact Reduction in Cone-Beam CT via Compact Attenuation Modeling

X-ray computed tomography (CT) suffers from severe metal artifacts when high-attenuation objects such as dental fillings or orthopedic implants are present. These artifacts originate from the polychromatic nature of X-rays, where attenuation varies strongly with photon energy and material composition, breaking the monochromatic assumption used by conventional reconstruction algorithms. Recent neural rendering approaches attempt to address this mismatch through differentiable polychromatic projection models, but they still struggle with smoothness bias, loss of fine structures, and prohibitive computation when extended to large-scale cone-beam CT. We introduce a splat-based metal artifact reduction framework that incorporates a physically grounded polychromatic forward model into a continuous Gaussian representation for cone-beam CT. Each Gaussian encodes the energy-dependent attenuation of the underlying material using a compact material parameterization, which enables efficient joint optimization of geometric and material properties without relying on a metal mask. This compact attenuation formulation captures the essential variation across biological tissues and metallic implants, allowing our model to explain metal-induced nonlinearity while preserving high-frequency structure. Experiments on simulated and real cone-beam CT scans show that our method converges significantly faster and suppresses metal artifacts more effectively than existing reconstruction and neural field-based approaches.

cs.CV↗

Seeing Through the Weights: Privacy Leakage in Scene Coordinate Regression

Scene Coordinate Regression (SCR) methods are increasingly adopted for visual localization. In these approaches, the scene is implicitly encoded within a neural network that regresses a 3D world coordinate for each image pixel. Because the scene is represented only through the network parameters and not stored explicitly as images or maps, such methods are often assumed to be privacy-preserving. In this work, we show that this assumption is incorrect in practice. Specifically, we introduce a query-based attack that reconstructs the 3D geometry of the training environment from an SCR model under different levels of model access. To do so, we repeatedly query the model with batches of proxy images unrelated to the target scene to obtain dense pixel-wise 3D coordinates. Reliable points are identified through their stability under small input perturbations and can be further refined in a white-box setting. These stable points are accumulated across independent query batches to recover the scene geometry. From the recovered 3D representation, we also invert the network features to synthesize images from arbitrary viewpoints, revealing additional appearance information. Experiments on indoor and outdoor datasets demonstrate that substantial portions of training environments can be reconstructed with high geometric fidelity. Beyond geometry, we also recover an approximate color appearance, which exposes recognizable layout and potentially sensitive scene elements. This directly contradicts claims in the literature that SCR representations are privacy-preserving by design, and reveals a real risk when such systems are deployed in private or security-critical spaces. The project page is available at https://jaeminch0.github.io/seeing-through-the-weights-privacy-leakage-in-scene-coordinate-regression.

cs.CV↗

MuseBench: Benchmarking Intent-Level Audiovisual Arts Understanding in MLLMs

Audiovisual arts encompass diverse creative disciplines, including cinema, visual arts, stage performance, and game design, where artistic meaning arises from deliberate combinations of visual, auditory, and narrative elements (e.g., fear amplified through claustrophobic framing, or grief conveyed through silence and lingering close-ups). True artistic understanding extends beyond recognizing what is depicted to reasoning about why it is expressed through particular creative choices. Despite the strong progress of multimodal large language models (MLLMs), this critical aspect of artistic understanding remains underexplored, as existing benchmarks largely measure perceptual recognition while overlooking reasoning about creative intent. To address this gap, we introduce Musebench, a comprehensive benchmark designed to evaluate MLLMs on nuanced artistic understanding. It comprises 4,016 questions spanning cinematic arts, static visual arts, stage performing arts, and game arts, distilled from over 10K candidate video essays that pair professional commentary with visual demonstration. To capture the open-ended nature of artistic analysis at scale, the benchmark combines single-select and variable-option multi-select questions. All questions are generated and refined through a four-phase iterative pipeline combining shortcut filtering, adversarial distractors, and expert validation. Comprehensive zero-shot evaluation of 28 state-of-the-art MLLMs reveals that even the best-performing model achieves only 48.29% accuracy, substantially below human expert performance of 87.18%, exposing a significant gap in current models' creative domain expertise.

cs.CV↗

Physics Question Scene Graph: Fine-grained Evaluation of Physical Plausibility in Text-to-Video Generation

Video generation models are increasingly capable of producing realistic videos, but they still struggle to generate videos that follow basic physical laws. Compounding this is a lack of reliable granular evaluation methods for localizing and specifying physical law violations in videos. We address this by introducing Physics Question Scene Graph (PQSG), a hierarchical question-based evaluation pipeline. PQSG evaluates generated videos by checking their faithfulness to a prompt across objects, actions, and adherence to physical laws using a graph-based hierarchy of questions generated by a vision-language model (VLM), guided by high-quality in-context examples. By representing questions as a graph, PQSG introduces logical dependencies within questions, ensuring that each query is contextually valid. Moreover, PQSG provides granular assessments of which qualities of the video violate physical plausibility constraints. We validate PQSG by creating FinePhyEval, a dataset with physics-based prompts and corresponding generated videos from diverse state-of-the-art video generation models (Sora 2, Veo 3, and Wan 2.1), with each video annotated across multiple categories by humans. Using FinePhyEval, we measure the correlation between PQSG's fine-grained scores and human judgments, showing higher overall correlations than prior work. We also find that PQSG ranks closed-source models higher than Wan 2.1 on physical realism. Lastly, we show that the annotations we provide in FinePhyEval can also be used for subtask evaluation: we benchmark two strong VLMs on generating and answering questions, finding that while models can create human-like questions, they still fall short of human performance in answering them.

cs.CV↗

GPU Forecasters: Language Models as Selective Surrogates for Kernel Runtime Optimization

GPU kernels are the workhorse of modern deep learning, and optimizing them (via evolutionary search or coding agents) usually requires repeated measurement on target hardware. While these measurements provide the ground-truth signal necessary for kernel search, they are costly, because each evaluation of a kernel requires compilation and repeated execution on a GPU. As improvements in LLM inference reduce the cost of writing novel kernels and LLM-driven searches scale to large search budgets, on-device evaluation becomes a bottleneck. To address this, we study how LLMs can serve as selective GPU surrogates for kernel evaluation, by forecasting the performance of proposed kernels. A useful surrogate should be accurate, and it should be selective, by knowing when it could be wrong, and deferring to the GPU. To evaluate surrogates, we measure whether their forecasts are accurate, calibrated, and practically useful for recovering fast kernels under limited GPU-measurement budgets. Next, we study whether reinforcement learning can improve forecast accuracy and confidence calibration. Our experiments demonstrate that LLMs can accurately forecast relative kernel performance, that their utility can be improved through reinforcement learning. Used inside a kernel search, the surrogate lets the search consider several times as many candidates under the same GPU evaluation budget, and that leads to finding faster kernels than an equal-budget baseline. These results suggest that LLMs can play a broader role in kernel optimization, by acting as virtual models of a GPU rather than solely as kernel generators for search.

cs.LG↗

EPiC: Efficient Video Camera Control Learning with Precise Anchor-Video Guidance

Recent approaches for video generation with camera control often create anchor videos (i.e., rendered videos that approximate desired camera motions) to guide diffusion models as a structured prior, by rendering from estimated point clouds following camera trajectories. However, errors in point cloud and camera trajectory estimation often lead to inaccurate anchor videos with higher training cost and low efficiency, as the model is forced to compensate for rendering misalignments. To address these limitations, we introduce EPiC, an efficient and precise camera control learning framework that constructs well-aligned training anchor videos without the need for camera pose or point cloud estimation. Concretely, we create highly precise anchor videos by masking source videos based on first-frame visibility, which ensures strong alignment, eliminates the need for camera/point cloud estimation, and thus can be readily applied to any in-the-wild video. Furthermore, we introduce Anchor-ControlNet, a lightweight module that integrates anchor video guidance in visible regions to pretrained video diffusion models, with less than 1% of additional parameters. EPiC achieves efficient training with substantially fewer parameters, training steps, and less data, and generalizes robustly to anchor videos made with point clouds at test time, enabling precise 3D-informed camera control. EPiC achieves SoTA performance on RealEstate10K and MiraData for I2V camera control task. Notably, EPiC also exhibits strong zero-shot generalization to video-to-video (V2V) scenarios.

cs.CV↗

PhyMotion: Structured 3D Motion Reward for Physics-Grounded Human Video Generation

Generating realistic human motion is a central yet unsolved challenge in video generation. While reinforcement learning (RL)-based post-training has driven recent gains in general video quality, extending it to human motion remains bottlenecked by a reward signal that cannot reliably score motion realism. Existing video rewards primarily rely on 2D perceptual signals, without explicitly modeling the 3D body state, contact, and dynamics underlying articulated human motion, and often assign high scores to videos with floating bodies or physically implausible movements. To address this, we propose PhyMotion, a structured, fine-grained motion reward that grounds recovered 3D human trajectories in a physics simulator and evaluates motion quality along multiple dimensions of physical feasibility. Concretely, we recover SMPL body meshes from generated videos, retarget them onto a humanoid in the MuJoCo physics simulator, and evaluate the resulting motion along three axes: kinematic plausibility, contact and balance consistency, and dynamic feasibility. Each component provides a continuous and interpretable signal tied to a specific aspect of motion quality, allowing the reward to capture which aspects of motion are physically correct or violated. Experiments show that PhyMotion achieves stronger correlation with human judgments than existing reward formulations. These gains carry over to RL-based post-training, where optimizing PhyMotion leads to larger and more consistent improvements than optimizing existing rewards, improving motion realism across both autoregressive and bidirectional video generators under both automatic metrics and blind human evaluation (+68 Elo gain). Ablations show that the three axes provide complementary supervision signals, while the reward preserves overall video generation quality with only modest training overhead.

cs.CV↗

MolmoAct2: Action Reasoning Models for Real-world Deployment

Vision-Language-Action (VLA) models aim to provide a single generalist controller for robots, but today's systems fall short on the criteria that matter for real-world deployment. Frontier models are closed, open-weight alternatives are tied to expensive hardware, reasoning-augmented policies pay prohibitive latency for their grounding, and fine-tuned success rates remain below the threshold for dependable use. We present MolmoAct2, a fully open action reasoning model built for practical deployment, advancing its predecessor along five axes. We introduce MolmoER, a VLM backbone specialized for spatial and embodied reasoning, trained on a 3.3M-sample corpus with a specialize-then-rehearse recipe. We release three new datasets spanning low-to-medium cost platforms, including MolmoAct2-BimanualYAM, 720 hours of teleoperated bimanual trajectories that constitute the largest open bimanual dataset to date, together with quality-filtered Franka (DROID) and SO100/101 subsets. We provide OpenFAST, an open-weight, open-data action tokenizer trained on millions of trajectories across five embodiments. We redesign the architecture to graft a flow-matching continuous-action expert onto a discrete-token VLM via per-layer KV-cache conditioning. Finally, we propose MolmoThink, an adaptive-depth reasoning variant that re-predicts depth tokens only for scene regions that change between timesteps, retaining geometric grounding at a fraction of prior latency. In the most extensive empirical study of any open VLA to date, spanning 7 simulation and real-world benchmarks, MolmoAct2 outperforms strong baselines including Pi-05, while MolmoER surpasses GPT-5 and Gemini Robotics ER-1.5 across 13 embodied-reasoning benchmarks. We release model weights, training code, and complete training data. Project page: https://allenai.org/blog/molmoact2

cs.RO↗

Self-Correcting Text-to-Video Generation with Misalignment Detection and Localized Refinement

Recent text-to-video (T2V) diffusion models have made remarkable progress in generating high-quality videos. However, they often struggle to align with complex text prompts, particularly when multiple objects, attributes, or spatial relations are specified. We introduce VideoRepair, the first self-correcting, training-free, and model-agnostic video refinement framework that automatically detects fine-grained text-video misalignments and performs targeted, localized corrections. Our key insight is that even misaligned videos usually contain correctly generated regions that should be preserved rather than regenerated. Building on this observation, VideoRepair proposes a novel region-preserving refinement strategy with three stages: (i) misalignment detection, where MLLM-based evaluation with automatically generated evaluation questions identifies misaligned regions; (ii) refinement planning, which preserves correctly generated entities, segments their regions across frames, and constructs targeted prompts for misaligned areas; and (iii) localized refinement, which selectively regenerates problematic regions while preserving faithful content through joint optimization of preserved and newly generated areas. On two benchmarks, EvalCrafter and T2V-CompBench with four recent T2V backbones, VideoRepair achieves substantial improvements over recent baselines across diverse alignment metrics. Comprehensive ablations further demonstrate the efficiency, robustness, and interpretability of our framework.

cs.CV↗

WildDet3D: Scaling Promptable 3D Detection in the Wild

Understanding objects in 3D from a single image is a cornerstone of spatial intelligence. A key step toward this goal is monocular 3D object detection--recovering the extent, location, and orientation of objects from an input RGB image. To be practical in the open world, such a detector must generalize beyond closed-set categories, support diverse prompt modalities, and leverage geometric cues when available. Progress is hampered by two bottlenecks: existing methods are designed for a single prompt type and lack a mechanism to incorporate additional geometric cues, and current 3D datasets cover only narrow categories in controlled environments, limiting open-world transfer. In this work we address both gaps. First, we introduce WildDet3D, a unified geometry-aware architecture that natively accepts text, point, and box prompts and can incorporate auxiliary depth signals at inference time. Second, we present WildDet3D-Data, the largest open 3D detection dataset to date, constructed by generating candidate 3D boxes from existing 2D annotations and retaining only human-verified ones, yielding over 1M images across 13.5K categories in diverse real-world scenes. WildDet3D establishes a new state-of-the-art across multiple benchmarks and settings. In the open-world setting, it achieves 22.6/24.8 AP3D on our newly introduced WildDet3D-Bench with text and box prompts. On Omni3D, it reaches 34.2/36.4 AP3D with text and box prompts, respectively. In zero-shot evaluation, it achieves 40.3/48.9 ODS on Argoverse 2 and ScanNet. Notably, incorporating depth cues at inference time yields substantial additional gains (+20.7 AP on average across settings).

cs.CV↗