Search arXiv⌕ Search

arXiv subjects

Jiajun Wu

Publications and source records attributed to Jiajun Wu.

At least 109 records · Page 6Linked to original sources

Theory of Space: Can Foundation Models Construct Spatial Beliefs through Active Exploration?

Spatial embodied intelligence requires agents to act to acquire information under partial observability. While multimodal foundation models excel at passive perception, their capacity for active, self-directed exploration remains understudied. We propose Theory of Space, defined as an agent's ability to actively acquire information through self-directed, active exploration and to construct, revise, and exploit a spatial belief from sequential, partial observations. We evaluate this through a benchmark where the goal is curiosity-driven exploration to build an accurate cognitive map. A key innovation is spatial belief probing, which prompts models to reveal their internal spatial representations at each step. Our evaluation of state-of-the-art models reveals several critical bottlenecks. First, we identify an Active-Passive Gap, where performance drops significantly when agents must autonomously gather information. Second, we find high inefficiency, as models explore unsystematically compared to program-based proxies. Through belief probing, we diagnose that while perception is an initial bottleneck, global beliefs suffer from instability that causes spatial knowledge to degrade over time. Finally, using a false belief paradigm, we uncover Belief Inertia, where agents fail to update obsolete priors with new evidence. This issue is present in text-based agents but is particularly severe in vision-based models. Our findings suggest that current foundation models struggle to maintain coherent, revisable spatial beliefs during active exploration.

cs.AI↗

Deep Sketch-Based 3D Modeling: A Survey

In the past decade, advances in artificial intelligence have revolutionized sketch-based 3D modeling, leading to a new paradigm known as Deep Sketch-Based 3D Modeling (DS-3DM). DS-3DM offers data-driven methods that address the long-standing challenges of sketch abstraction and ambiguity. DS-3DM keeps humans at the center of the creative process by enhancing the flexibility, usability, faithfulness, and adaptability of sketch-based 3D modeling interfaces. This paper contributes a comprehensive survey of the latest DS-3DM within a novel design space: MORPHEUS. Built upon the Input-Model-Output (IMO) framework, MORPHEUS categorizes Models outputting Options of 3D Representations and Parts, derived from Human inputs (varying in quantity and modality), and Evaluated across diverse User-views and Styles. Throughout MORPHEUS we highlight limitations and identify opportunities for interdisciplinary research in Computer Vision, Computer Graphics, and Human-Computer Interaction, revealing a need for controllability and information-rich outputs. These opportunities align design processes more closely with user' intent, responding to the growing importance of user-centered approaches.

cs.GR↗

Talk2Move: Reinforcement Learning for Text-Instructed Object-Level Geometric Transformation in Scenes

We introduce Talk2Move, a reinforcement learning (RL) based diffusion framework for text-instructed spatial transformation of objects within scenes. Spatially manipulating objects in a scene through natural language poses a challenge for multimodal generation systems. While existing text-based manipulation methods can adjust appearance or style, they struggle to perform object-level geometric transformations-such as translating, rotating, or resizing objects-due to scarce paired supervision and pixel-level optimization limits. Talk2Move employs Group Relative Policy Optimization (GRPO) to explore geometric actions through diverse rollouts generated from input images and lightweight textual variations, removing the need for costly paired data. A spatial reward guided model aligns geometric transformations with linguistic description, while off-policy step evaluation and active step sampling improve learning efficiency by focusing on informative transformation stages. Furthermore, we design object-centric spatial rewards that evaluate displacement, rotation, and scaling behaviors directly, enabling interpretable and coherent transformations. Experiments on curated benchmarks demonstrate that Talk2Move achieves precise, consistent, and semantically faithful object transformations, outperforming existing text-guided editing approaches in both spatial accuracy and scene coherence.

cs.CV↗

Choreographing a World of Dynamic Objects

Dynamic objects in our physical 4D (3D + time) world are constantly evolving, deforming, and interacting with other objects, leading to diverse 4D scene dynamics. In this paper, we present a universal generative pipeline, CHORD, for CHOReographing Dynamic objects and scenes and synthesizing this type of phenomena. Traditional rule-based graphics pipelines to create these dynamics are based on category-specific heuristics, yet are labor-intensive and not scalable. Recent learning-based methods typically demand large-scale datasets, which may not cover all object categories in interest. Our approach instead inherits the universality from the video generative models by proposing a distillation-based pipeline to extract the rich Lagrangian motion information hidden in the Eulerian representations of 2D videos. Our method is universal, versatile, and category-agnostic. We demonstrate its effectiveness by conducting experiments to generate a diverse range of multi-body 4D dynamics, show its advantage compared to existing methods, and demonstrate its applicability in generating robotics manipulation policies. Project page: https://yanzhelyu.github.io/chord

cs.CV↗

Dream2Flow: Bridging Video Generation and Open-World Manipulation with 3D Object Flow

Generative video modeling has emerged as a compelling tool to zero-shot reason about plausible physical interactions for open-world manipulation. Yet, it remains a challenge to translate such human-led motions into the low-level actions demanded by robotic systems. We observe that given an initial image and task instruction, these models excel at synthesizing sensible object motions. Thus, we introduce Dream2Flow, a framework that bridges video generation and robotic control through 3D object flow as an intermediate representation. Our method reconstructs 3D object motions from generated videos and formulates manipulation as object trajectory tracking. By separating the state changes from the actuators that realize those changes, Dream2Flow overcomes the embodiment gap and enables zero-shot guidance from pre-trained video models to manipulate objects of diverse categories-including rigid, articulated, deformable, and granular. Through trajectory optimization or reinforcement learning, Dream2Flow converts reconstructed 3D object flow into executable low-level commands without task-specific demonstrations. Simulation and real-world experiments highlight 3D object flow as a general and scalable interface for adapting video generation models to open-world robotic manipulation. Videos and visualizations are available at https://dream2flow.github.io/.

cs.RO↗

Close the Loop: Synthesizing Infinite Tool-Use Data via Multi-Agent Role-Playing

Enabling Large Language Models (LLMs) to reliably invoke external tools remains a critical bottleneck for autonomous agents. Existing approaches suffer from three fundamental challenges: expensive human annotation for high-quality trajectories, poor generalization to unseen tools, and quality ceilings inherent in single-model synthesis that perpetuate biases and coverage gaps. We introduce InfTool, a fully autonomous framework that breaks these barriers through self-evolving multi-agent synthesis. Given only raw API specifications, InfTool orchestrates three collaborative agents (User Simulator, Tool-Calling Assistant, and MCP Server) to generate diverse, verified trajectories spanning single-turn calls to complex multi-step workflows. The framework establishes a closed loop: synthesized data trains the model via Group Relative Policy Optimization (GRPO) with gated rewards, the improved model generates higher-quality data targeting capability gaps, and this cycle iterates without human intervention. Experiments on the Berkeley Function-Calling Leaderboard (BFCL) demonstrate that InfTool transforms a base 32B model from 19.8% to 70.9% accuracy (+258%), surpassing models 10x larger and rivaling Claude-Opus, and entirely from synthetic data without human annotation.

cs.CL↗

Autoregressive Flow Matching for Motion Prediction

Motion prediction has been studied in different contexts with models trained on narrow distributions and applied to downstream tasks in human motion prediction and robotics. Simultaneously, recent efforts in scaling video prediction have demonstrated impressive visual realism, yet they struggle to accurately model complex motions despite massive scale. Inspired by the scaling of video generation, we develop autoregressive flow matching (ARFM), a new method for probabilistic modeling of sequential continuous data and train it on diverse video datasets to generate future point track locations over long horizons. To evaluate our model, we develop benchmarks for evaluating the ability of motion prediction models to predict human and robot motion. Our model is able to predict complex motions, and we demonstrate that conditioning robot action prediction and human motion prediction on predicted future tracks can significantly improve downstream task performance. Code and models publicly available at: https://github.com/Johnathan-Xie/arfm-motion-prediction.

cs.CV↗

Empowering LLMs with Structural Role Inference for Zero-Shot Graph Learning

Large Language Models have emerged as a promising approach for graph learning due to their powerful reasoning capabilities. However, existing methods exhibit systematic performance degradation on structurally important nodes such as bridges and hubs. We identify the root cause of these limitations. Current approaches encode graph topology into static features but lack reasoning scaffolds to transform topological patterns into role-based interpretations. This limitation becomes critical in zero-shot scenarios where no training data establishes structure-semantics mappings. To address this gap, we propose DuoGLM, a training-free dual-perspective framework for structure-aware graph reasoning. The local perspective constructs relation-aware templates capturing semantic interactions between nodes and neighbors. The global perspective performs topology-to-role inference to generate functional descriptions of structural positions. These complementary perspectives provide explicit reasoning mechanisms enabling LLMs to distinguish topologically similar but semantically different nodes. Extensive experiments across eight benchmark datasets demonstrate substantial improvements. DuoGLM achieves 14.3\% accuracy gain in zero-shot node classification and 7.6\% AUC improvement in cross-domain transfer compared to existing methods. The results validate the effectiveness of explicit role reasoning for graph understanding with LLMs.

cs.GR↗

HVAdam: A Full-Dimension Adaptive Optimizer

Adaptive optimizers such as Adam have achieved great success in training large-scale models like large language models and diffusion models. However, they often generalize worse than non-adaptive methods, such as SGD on classical architectures like CNNs. We identify a key cause of this performance gap: adaptivity in pre-conditioners, which limits the optimizer's ability to adapt to diverse optimization landscapes. To address this, we propose Anon (Adaptivity Non-restricted Optimizer with Novel convergence technique), a novel optimizer with continuously tunable adaptivity , allowing it to interpolate between SGD-like and Adam-like behaviors and even extrapolate beyond both. To ensure convergence across the entire adaptivity spectrum, we introduce incremental delay update (IDU), a novel mechanism that is more flexible than AMSGrad's hard max-tracking strategy and enhances robustness to gradient noise. We theoretically establish convergence guarantees under both convex and non-convex settings. Empirically, Anon consistently outperforms state-of-the-art optimizers on representative image classification, diffusion, and language modeling tasks. These results demonstrate that adaptivity can serve as a valuable tunable design principle, and Anon provides the first unified and reliable framework capable of bridging the gap between classical and modern optimizers and surpassing their advantageous properties.

cs.LG↗

UCoder: Unsupervised Code Generation by Internal Probing of Large Language Models

Large language models (LLMs) have demonstrated remarkable capabilities in code generation tasks. However, their effectiveness heavily relies on supervised training with extensive labeled (e.g., question-answering pairs) or unlabeled datasets (e.g., code snippets), which are often expensive and difficult to obtain at scale. To address this limitation, this paper introduces a method IPC, an unsupervised framework that leverages Internal Probing of LLMs for Code generation without any external corpus, even unlabeled code snippets. We introduce the problem space probing, test understanding probing, solution space probing, and knowledge consolidation and reinforcement to probe the internal knowledge and confidence patterns existing in LLMs. Further, IPC identifies reliable code candidates through self-consistency mechanisms and representation-based quality estimation to train UCoder (coder with unsupervised learning). We validate the proposed approach across multiple code benchmarks, demonstrating that unsupervised methods can achieve competitive performance compared to supervised approaches while significantly reducing the dependency on labeled data and computational resources. Analytic experiments reveal that internal model states contain rich signals about code quality and correctness, and that properly harnessing these signals enables effective unsupervised learning for code generation tasks, opening new directions for training code LLMs in resource-constrained scenarios.

cs.CL↗

VLIC: Vision-Language Models As Perceptual Judges for Human-Aligned Image Compression

Evaluations of image compression performance which include human preferences have generally found that naive distortion functions such as MSE are insufficiently aligned to human perception. In order to align compression models to human perception, prior work has employed differentiable perceptual losses consisting of neural networks calibrated on large-scale datasets of human psycho-visual judgments. We show that, surprisingly, state-of-the-art vision-language models (VLMs) can replicate binary human two-alternative forced choice (2AFC) judgments zero-shot when asked to reason about the differences between pairs of images. Motivated to exploit the powerful zero-shot visual reasoning capabilities of VLMs, we propose Vision-Language Models for Image Compression (VLIC), a diffusion-based image compression system designed to be post-trained with binary VLM judgments. VLIC leverages existing techniques for diffusion model post-training with preferences, rather than distilling the VLM judgments into a separate perceptual loss network. We show that calibrating this system on VLM judgments produces competitive or state-of-the-art performance on human-aligned visual compression depending on the dataset, according to perceptual metrics and large-scale user studies. We additionally conduct an extensive analysis of the VLM-based reward design and training procedure and share important insights. More visuals are available at https://kylesargent.github.io/vlic

cs.CV↗

WonderZoom: Multi-Scale 3D World Generation

We present WonderZoom, a novel approach to generating 3D scenes with contents across multiple spatial scales from a single image. Existing 3D world generation models remain limited to single-scale synthesis and cannot produce coherent scene contents at varying granularities. The fundamental challenge is the lack of a scale-aware 3D representation capable of generating and rendering content with largely different spatial sizes. WonderZoom addresses this through two key innovations: (1) scale-adaptive Gaussian surfels for generating and real-time rendering of multi-scale 3D scenes, and (2) a progressive detail synthesizer that iteratively generates finer-scale 3D contents. Our approach enables users to "zoom into" a 3D region and auto-regressively synthesize previously non-existent fine details from landscapes to microscopic features. Experiments demonstrate that WonderZoom significantly outperforms state-of-the-art video and 3D models in both quality and alignment, enabling multi-scale 3D world creation from a single image. We show video results and an interactive viewer of generated multi-scale 3D worlds in https://wonderzoom.github.io/

cs.CV↗

From Code Foundation Models to Agents and Applications: A Comprehensive Survey and Practical Guide to Code Intelligence

Large language models (LLMs) have fundamentally transformed automated software development by enabling direct translation of natural language descriptions into functional code, driving commercial adoption through tools like Github Copilot (Microsoft), Cursor (Anysphere), Trae (ByteDance), and Claude Code (Anthropic). While the field has evolved dramatically from rule-based systems to Transformer-based architectures, achieving performance improvements from single-digit to over 95\% success rates on benchmarks like HumanEval. In this work, we provide a comprehensive synthesis and practical guide (a series of analytic and probing experiments) about code LLMs, systematically examining the complete model life cycle from data curation to post-training through advanced prompting paradigms, code pre-training, supervised fine-tuning, reinforcement learning, and autonomous coding agents. We analyze the code capability of the general LLMs (GPT-4, Claude, LLaMA) and code-specialized LLMs (StarCoder, Code LLaMA, DeepSeek-Coder, and QwenCoder), critically examining the techniques, design decisions, and trade-offs. Further, we articulate the research-practice gap between academic research (e.g., benchmarks and tasks) and real-world deployment (e.g., software-related code tasks), including code correctness, security, contextual awareness of large codebases, and integration with development workflows, and map promising research directions to practical needs. Last, we conduct a series of experiments to provide a comprehensive analysis of code pre-training, supervised fine-tuning, and reinforcement learning, covering scaling law, framework selection, hyperparameter sensitivity, model architectures, and dataset comparisons.

cs.SE↗

Flow to the Mode: Mode-Seeking Diffusion Autoencoders for State-of-the-Art Image Tokenization

Since the advent of popular visual generation frameworks like VQGAN and latent diffusion models, state-of-the-art image generation systems have generally been two-stage systems that first tokenize or compress visual data into a lower-dimensional latent space before learning a generative model. Tokenizer training typically follows a standard recipe in which images are compressed and reconstructed subject to a combination of MSE, perceptual, and adversarial losses. Diffusion autoencoders have been proposed in prior work as a way to learn end-to-end perceptually-oriented image compression, but have not yet shown state-of-the-art performance on the competitive task of ImageNet-1K reconstruction. We propose FlowMo, a transformer-based diffusion autoencoder that achieves a new state-of-the-art for image tokenization at multiple compression rates without using convolutions, adversarial losses, spatially-aligned two-dimensional latent codes, or distilling from other tokenizers. Our key insight is that FlowMo training should be broken into a mode-matching pre-training stage and a mode-seeking post-training stage. In addition, we conduct extensive analyses and explore the training of generative models atop the FlowMo tokenizer. Our code and models will be available at http://kylesargent.github.io/flowmo .

cs.CV↗

Seeing the Wind from a Falling Leaf

A longstanding goal in computer vision is to model motions from videos, while the representations behind motions, i.e. the invisible physical interactions that cause objects to deform and move, remain largely unexplored. In this paper, we study how to recover the invisible forces from visual observations, e.g., estimating the wind field by observing a leaf falling to the ground. Our key innovation is an end-to-end differentiable inverse graphics framework, which jointly models object geometry, physical properties, and interactions directly from videos. Through backpropagation, our approach enables the recovery of force representations from object motions. We validate our method on both synthetic and real-world scenarios, and the results demonstrate its ability to infer plausible force fields from videos. Furthermore, we show the potential applications of our approach, including physics-based video generation and editing. We hope our approach sheds light on understanding and modeling the physical process behind pixels, bridging the gap between vision and physics. Please check more video results in our \href{https://chaoren2357.github.io/seeingthewind/}{project page}.

cs.CV↗

WorldScore: A Unified Evaluation Benchmark for World Generation

We introduce the WorldScore benchmark, the first unified benchmark for world generation. We decompose world generation into a sequence of next-scene generation tasks with explicit camera trajectory-based layout specifications, enabling unified evaluation of diverse approaches from 3D and 4D scene generation to video generation models. The WorldScore benchmark encompasses a curated dataset of 3,000 test examples that span diverse worlds: static and dynamic, indoor and outdoor, photorealistic and stylized. The WorldScore metrics evaluate generated worlds through three key aspects: controllability, quality, and dynamics. Through extensive evaluation of 19 representative models, including both open-source and closed-source ones, we reveal key insights and challenges for each category of models. Our dataset, evaluation code, and leaderboard can be found at https://haoyi-duan.github.io/WorldScore/

cs.GR↗

WonderPlay: Dynamic 3D Scene Generation from a Single Image and Actions

WonderPlay is a novel framework integrating physics simulation with video generation for generating action-conditioned dynamic 3D scenes from a single image. While prior works are restricted to rigid body or simple elastic dynamics, WonderPlay features a hybrid generative simulator to synthesize a wide range of 3D dynamics. The hybrid generative simulator first uses a physics solver to simulate coarse 3D dynamics, which subsequently conditions a video generator to produce a video with finer, more realistic motion. The generated video is then used to update the simulated dynamic 3D scene, closing the loop between the physics solver and the video generator. This approach enables intuitive user control to be combined with the accurate dynamics of physics-based simulators and the expressivity of diffusion-based video generators. Experimental results demonstrate that WonderPlay enables users to interact with various scenes of diverse content, including cloth, sand, snow, liquid, smoke, elastic, and rigid bodies -- all using a single image input. Code will be made public. Project website: https://kyleleey.github.io/WonderPlay/

cs.GR↗

Taming generative video models for zero-shot optical flow extraction

Extracting optical flow from videos remains a core computer vision problem. Motivated by the recent success of large general-purpose models, we ask whether frozen self-supervised video models trained only to predict future frames can be prompted, without fine-tuning, to output flow. Prior attempts to read out depth or illumination from video generators required fine-tuning; that strategy is ill-suited for flow, where labeled data is scarce and synthetic datasets suffer from a sim-to-real gap. Inspired by the Counterfactual World Model (CWM) paradigm, which can obtain point-wise correspondences by injecting a small tracer perturbation into a next-frame predictor and tracking its propagation, we extend this idea to generative video models for zero-shot flow extraction. We explore several popular architectures and find that successful zero-shot flow extraction in this manner is aided by three model properties: (1) distributional prediction of future frames (avoiding blurry or noisy outputs); (2) factorized latents that treat each spatio-temporal patch independently; and (3) random-access decoding that can condition on any subset of future pixels. These properties are uniquely present in the recently introduced Local Random Access Sequence (LRAS) architecture. Building on LRAS, we propose KL-tracing: a novel test-time inference procedure that injects a localized perturbation into the first frame, rolls out the model one step, and computes the Kullback-Leibler divergence between perturbed and unperturbed predictive distributions. Without any flow-specific fine-tuning, our method is competitive with state-of-the-art, task-specific models on the real-world TAP-Vid DAVIS benchmark and the synthetic TAP-Vid Kubric. Our results show that counterfactual prompting of controllable generative video models is an effective alternative to supervised or photometric-loss methods for high-quality flow.

cs.CV↗