Search arXiv⌕ Search

arXiv subjects

Kai Wang

Publications and source records attributed to Kai Wang.

At least 163 records · Page 9Linked to original sources

HumanNOVA: Photorealistic, Universal and Rapid 3D Human Avatar Modeling from a Single Image

In this paper, we present HumanNOVA, a photorealistic, universal, and rapid model for generating 3D human avatars from a single RGB image. Achieving both photorealism and generalization is challenging due to the scarcity of diverse, high-quality 3D human data. To address this, we build a scalable data generation pipeline that follows two strategies. The first one is to leverage existing rigged assets and animate them with extensive poses from daily life. The second strategy is to utilize existing multi-camera captures of humans and employ fitting to generate more diverse views for training. These two strategies enable us to scale up to 100k assets, significantly enhancing both the quantity and the diversity of data for robust model training. In terms of the architecture, HumanNOVA adopts a feed-forward, token-conditioned avatar modeling framework that allows fast inference in less than one second and requires no test-time optimization. Given an input image and an estimated simplified human mesh (SMPL) without detailed geometry or appearance, the model first encodes both inputs into compact token representations. These tokens then act as conditioning signals and are fused through cross-attention to construct a triplane-based 3D avatar representation. Extensive experiments on multiple benchmarks demonstrate the superiority of our approach, both quantitatively and qualitatively, as well as its robustness under diverse input image conditions. Project page at https://HumanNOVA.github.io .

cs.CV↗

Function2Scene: 3D Indoor Scene Layout from Functional Specifications

Most text-driven 3D indoor scene synthesis methods generate rooms from object-centric prompts, asking what furniture should be placed rather than how the space is used. Yet in real interior design, a layout is judged by how well it supports its occupants, e.g., their activities and physical needs. We introduce Function2Scene, a framework for generating 3D indoor layouts from functional specifications, i.e., natural-language design briefs describing who will use a room and what they need to do there. Given such a specification, our system parses occupant personas and activities, derives a customized set of functional design constraints from a taxonomy of 17 criteria spanning spatial, ergonomic, activity, and environmental considerations, and uses these constraints to guide layout generation. Rather than relying on an LLM to directly produce a final scene, Function2Scene performs iterative evaluation and refinement through a tool-augmented check-and-repair loop, combining geometric measurements, LLM-based contextual reasoning, and VLM-based visual assessment. Experiments on 30 professionally written interior-design cases show that Function2Scene produces layouts that better satisfy functional requirements than recent LLM-based scene synthesis baselines, with our results preferred in 94.3% of pairwise comparisons. Our work reframes text-driven indoor scene synthesis from placing plausible objects to designing spaces that support human use.

cs.CV↗

MVP-Shapley: Feature-based Modeling for Evaluating the Most Valuable Player in Basketball

The burgeoning growth of the esports and multiplayer online gaming community has highlighted the critical importance of evaluating the Most Valuable Player (MVP). The establishment of an explainable and practical MVP evaluation method is very challenging. In our study, we specifically focus on play-by-play data, which records related events during the game, such as assists and points. We aim to address the challenges by introducing a new MVP evaluation framework, denoted as \oursys, which leverages Shapley values. This approach encompasses feature processing, win-loss model training, Shapley value allocation, and MVP ranking determination based on players' contributions. Additionally, we optimize our algorithm to align with expert voting results from the perspective of causality. Finally, we substantiated the efficacy of our method through validation using the NBA dataset and the Dunk City Dynasty dataset and implemented online deployment in the industry.

cs.GT↗

FasterVAR: Plug-and-Play Acceleration for Visual Autoregressive Models

Visual Autoregressive (VAR) modeling departs from the next-token prediction paradigm of traditional Autoregressive (AR) models through next-scale prediction, enabling high-quality image generation. However, the VAR paradigm suffers from sharply increased computational complexity and running time at large-scale steps. Although existing acceleration methods reduce runtime for large-scale steps, but rely on manual step selection and overlook the varying importance of different stages in the generation process. To address this challenge, we present FasterVAR, a systematic study and plug-and-play acceleration framework for VAR models. Our analysis shows that early steps are critical for preserving semantic and structural consistency and should remain intact,while later steps mainly refine details and can be pruned or approximated for acceleration. Building on these insights, FasterVAR introduces a plug-and-play acceleration strategy that exploits semantic irrelevance and low-rank properties in late-stage computations, without requiring additional training. Our proposed FasterVAR achieves up to 3.4x speedup with almost no performance loss. consistently outperforming existing acceleration baselines.These results highlight stage-aware design as a powerful principle for efficient visual autoregressive image generation.

cs.CV↗

Xiaomi Auto World Model: A Joint World Model Integrating Reconstruction and Generation for Autonomous Driving

This report presents a unified technical system addressing the two core capabilities of world models for autonomous driving: world representation and world generation. For world representation, we propose WorldRec, a feed-forward reconstruction architecture driven by sparse scene queries. WorldRec initializes structured queries in 3D space, leveraging them to aggregate cross-view, cross-temporal features, thereby naturally enforcing spatial consistency across frames and yielding compact yet high-fidelity 3D Gaussian scene representations. For world generation, we propose WorldGen, a two-stage training framework of bidirectional pretraining followed by causal fine-tuning through three progressive stages (Teacher Forcing, ODE distillation, and DMD), enabling high-quality online causal video generation in as few as 4 denoising steps. Building on both modules, we further introduce the JWM, which deeply integrates WorldRec and WorldGen to achieve synergistic gains in generation stability, cross-frame consistency, and visual fidelity, providing a solid foundation for closed-loop simulation, data synthesis, and end-to-end training in autonomous driving.

cs.CV↗

Bilevel Optimization of Synthetic Trajectories for Multi-Turn LLM Fine-Tuning

While LLMs excel at single-turn generation, they struggle with long-horizon, multi-turn interactions. Offline reinforcement learning (RL) offers a scalable approach, yet its performance hinges on the availability and quality of multi-turn trajectory data. A common remedy is to augment training with synthetic trajectories generated by LLMs or simulators, but synthetic data is highly heterogeneous in quality, and naively treating all trajectories as equally informative can degrade performance. We propose BOOST, a bilevel optimization framework where the inner level trains the LLM on reweighted data and the outer level trains a lightweight reweighting head on held-out real validation tasks, assigning continuous trajectory-level weights without requiring an external judge. To ground this approach, we derive a PAC-Bayesian bound revealing a three-way trade-off: synthetic data increases diversity but risks task-shift, while concentrating weight on high-quality trajectories improves empirical performance at the cost of effective sample size. Empirically, our method consistently outperforms multiple baselines. Analysis reveals it upweights synthetic trajectories that align with the real data distribution and exhibit higher qualitative merit.

cs.LG↗

Articulate That Object Part (ATOP): 3D Part Articulation via Text and Motion Personalization

We present ATOP (Articulate That Object Part), a novel few-shot method based on motion personalization to articulate a static 3D object with respect to a part and its motion as prescribed in a text prompt. Given the scarcity of available datasets with motion attribute annotations, existing methods struggle to generalize well in this task. In our work, the text input allows us to tap into the power of modern-day diffusion models to generate plausible motion samples for the right object category and part. In turn, the input 3D object provides ``image prompting'' to personalize the generated motion to the very input object. Our method starts with a few-shot finetuning to inject articulation awareness to current diffusion models to learn a unique motion identifier associated with the target object part. Our finetuning is applied to a pre-trained diffusion model for controllable multi-view motion generation, trained with a small collection of reference motion frames demonstrating appropriate part motion. The resulting motion model can then be employed to realize plausible motion of the input 3D object from multiple views. At last, we transfer the personalized motion to the 3D space of the object via differentiable rendering to optimize part articulation parameters by a score distillation sampling loss. Experiments on PartNet-Mobility and ACD datasets demonstrate that our method can generate realistic motion samples with higher accuracy, leading to more generalizable 3D motion predictions compared to prior approaches in the few-shot setting.

cs.CV↗

Awakening the Hydra: Stabilizing Multi-Concept Backdoor Injection in Text-to-Image Diffusion Models

Text-to-image diffusion models are increasingly developed through open-source reuse and repeated downstream fine-tuning, where reused checkpoints are difficult to verify and thus more susceptible to hidden backdoor behaviors. In such ecosystems, a single pretrained model may be sequentially adapted and redistributed by multiple independent parties, allowing multiple concept-specific trigger-target associations to accumulate in the same model. When these associations coexist, semantic conflicts can be amplified in the shared representation space, leading to cross-concept entanglement and degraded generation quality. Notably, instead of strengthening the attack, such accumulation can destabilize previously injected behaviors and reduce attack reliability. In this work, we systematically investigate backdoor attacks under this interference-prone setting and propose Hydra, a unified framework for robust and controlled multi-concept backdoor injection under cumulative and decentralized reuse. Our core insight is that stable backdoor injection under large-scale multi-concept settings requires explicitly constraining trigger semantics while coordinating cross-task interactions during optimization. Specifically, Hydra performs evolutionary trigger search in the text encoder space to identify triggers that are semantically aligned with their target concepts while remaining stable across other injected concepts. It further combines multi-task fine-tuning with trigger-clean regularization to improve training stability under dense multi-concept injection. Extensive experiments across multiple diffusion backbones under rigorous multi-concept settings show that Hydra maintains effective backdoor activation while preserving clean generation fidelity and image quality. For instance, across 8 attackers and 500 concept pairs, Hydra maintains ~95% ASR and strong clean generation.

cs.CR↗

Position: Weight Space Should Be a First-Class Generative AI Modality

Neural network checkpoints have quietly become a large-scale data resource: millions of trained weight vectors now exist, each encoding task-, domain-, and architecture-specific knowledge. This position paper argues that model checkpoints should be treated as a first-class data modality, and that generative modeling in weight space should be standardized as a core machine learning primitive. Recent advances demonstrate that neural weights can be synthesized on demand, often matching fine-tuning performance while reducing adaptation cost by orders of magnitude. We contend that these results reflect an underlying structural fact: high-performing models occupy low-dimensional, highly structured regions of weight space shaped by symmetry, flatness, modularity, and shared subspaces. Building on this view, we organize existing methods into a five-stage pipeline, survey applications where the approach is already practical, and clarify current limits: adapter-scale and conditional generation are advancing rapidly, while unrestricted frontier-scale checkpoint synthesis remains open. Our goal is to shift the community's default mindset from optimizing models per task to sampling models from learned weight distributions, accelerating toward an era in which AI systems routinely improve or create other AI systems.

cs.LG↗

Darboux-type formula for Jacobi biorthogonal polynomials

In this paper, we study the asymptotic behavior of Jacobi biorthogonal polynomials. A Darboux-type formula is established using the method of steepest descent. In the proof, we construct an appropriate contour to apply the Rodrigues formula. Our result reduces to the classical Darboux formula in the orthogonal case.

math.CA↗

MediaClaw: Multimodal Intelligent-Agent Platform Technical Report

MediaClaw is a multimodal agent platform built on the OpenClaw ecosystem. Its core design follows a three-layer architecture of unified abstraction, pluginized extension, and workflow orchestration. The system is intended to address practical deployment pain points in AIGC adoption, including fragmented capabilities, heterogeneous interfaces, disconnected production processes, and limited reuse of high-quality production workflows. \system{} abstracts full-category AIGC capabilities into a unified invocation model, uses plugins to support hot-pluggable capability expansion, and uses task-oriented Skills to turn complex production processes into reusable workflow assets. This report focuses on the architectural design philosophy of MediaClaw, the design logic of its core capability model, and the key engineering trade-offs in implementation. It aims to provide reusable practical reference for building multimodal capability platforms.

cs.AI↗

COPRA: Conditional Parameter Adaptation with Reinforcement Learning for Video Anomaly Detection

Vision-language models (VLMs) have shown strong performance in video anomaly detection (VAD) while providing interpretable predictions. However, existing VLM-based VAD methods suffer from a fundamental mismatch between training and inference in both data distribution and model configuration. First, most approaches rely on static post-training adaptation, limiting generalization under distribution shifts such as unseen environments or anomaly types. Second, they train VLMs on sparse frames from long videos, but perform inference on densely sampled short segments, creating inconsistencies between training and testing. To address these limitations, we propose COPRA, a conditional parameter adaptation framework for VLM-based VAD. Instead of fixed prompts or shared parameter updates, COPRA generates input-specific parameter updates to dynamically adapt a frozen VLM for each video segment during both training and inference. Experiments show strong performance on standard VAD benchmarks, consistently outperforming static baselines in both in-domain and cross-domain settings. Moreover, COPRA generalizes beyond VAD to unseen tasks such as multiple-choice Video Question Answering and Dense Captioning. These results highlight COPRA as an effective weight-space generation framework for scalable, adaptive, and context-aware video understanding. The code will be released at https://github.com/THE-MALT-LAB/COPRA

cs.CV↗

Towards Unified Surgical Scene Understanding:Bridging Reasoning and Grounding via MLLMs

Surgical scene understanding is a cornerstone of computer-assisted intervention. While recent advances, particularly in surgical image segmentation, have driven progress, real-world clinical applications require a more holistic understanding that jointly captures procedural context, semantic reasoning, and precise visual grounding. However, existing approaches typically address these components in isolation, leading to fragmented representations and limited semantic consistency. To address this limitation, we propose SurgMLLM, a unified surgical scene understanding framework that bridges high-level reasoning and low-level visual grounding within a single model. Given surgical videos, SurgMLLM fine-tunes a multimodal large language model (MLLM) to support structured interpretability reasoning, which is used to jointly model phases, instrument-verb-target (IVT) triplets, and triplet-entity segmentation tokens. These tokens are then temporally aggregated and serve as prompts for a segmentation network, enabling accurate pixel-wise grounding of triplet instruments and targets. The entire framework is trained end-to-end with a unified objective that couples language-based reasoning supervision with visual grounding losses, promoting coherent cross-task learning and clinically consistent scene representations. To facilitate unified evaluation, we introduce CholecT45-Scene, extending CholecT45 dataset with 64,299 frames of pixel-level mask annotations for instruments and targets, aligned with existing triplet labels. Extensive experiments show that SurgMLLM significantly advances surgical scene understanding, improving the primary triplet recognition metric AP_IVT from 40.7% to 46.0% and consistently outperforming prior methods in phase recognition and segmentation. These results highlight the effectiveness of unified reasoning-and-grounding for reliable, context-aware surgical assistance.

cs.CV↗

Good Agentic Friends Do Not Just Give Verbal Advice: They Can Update Your Weights

Multi-agent LLM systems usually collaborate by exchanging natural-language messages. This interface is simple and interpretable, but it forces each sender's intermediate computation to be serialized into tokens and then reprocessed by the receiver, thereby increasing the generated-token cost, prefill overhead, and KV-cache memory. We study an alternative communication interface: instead of appending a sender's message to the receiver's context, compile the sender's hidden states into a transient, receiver-specific weight perturbation. We introduce TFlow (Thought Flow), a weight-space communication framework for a known and fixed receiver architecture. For each query, frozen role-prompted sender agents process the input, and a learned parameter generator maps their internal activations into low-rank LoRA perturbations targeting the receiver's modules. These perturbations are fused and applied only during the receiver's generation, enabling instance-level adaptation without permanently changing the model or enlarging the receiver's text context. With three Qwen3-4B agents, TFlow improves over a standalone receiver by up to 8.5 accuracy points across five benchmarks while reducing processed tokens by up to 32.69%. Compared with a text-based three-agent baseline, it reduces total processed tokens by up to 83.27% and the wall-clock inference time by up to 4.6$\times$, while maintaining competitive accuracy on four of five benchmarks. These results suggest that transient low-rank weight perturbations can serve as an executable communication medium for efficient multi-agent LLM collaboration.

cs.CL↗

One World, Dual Timeline: Decoupled Spatio-Temporal Gaussian Scene Graph for 4D Cooperative Driving Reconstruction

Reconstructing dynamic scenes from Vehicle-to-Infrastructure Cooperative Autonomous Driving (VICAD) data is fundamentally complicated by temporal asynchrony: vehicle and infrastructure cameras operate on independent clocks, capturing the same dynamic agent such as cars and pedestrians at different physical times. Existing Gaussian Scene Graph methods implicitly assume synchronized observations and assign a single pose per agent per frame, which is an assumption that breaks in cooperative settings, where the resulting gradient conflicts cause severe ghosting on dynamic agents. We identify this as a representation-level failure, not an optimization artifact: we prove that any single-timeline formulation incurs an irreducible photometric loss scaling quadratically with agent velocity and cross-source time offset. To resolve this, we propose Dust (DecoUpled Spatio-Temporal) Gaussian Scene Graph for 4D Cooperative Driving Reconstruction. DUST Gaussian Scene Graph shares a canonical Gaussian set per agent for appearance consistency, while maintaining decouple pose trajectories aligned to each source's true capture timestamps. We prove that this decoupling enables the pose-gradient kernel block-diagonal, eliminating cross-source interference entirely. To make Dust practical, we further introduce a static anchor-based pose correction pipeline that corrects spatio misalignment between vehicle and infrastructure annotations, and a pose-regularized joint optimization scheme that prevents trajectory jitter and drift during early training. On 26 sequences from V2X-Seq, DUST achieves state-of-the-art performance, improving dynamic-area PSNR by 3.2 dB over the strongest baseline and reducing Fréchet Video Distance by 37.7%, with keeping robustness under larger temporal asynchrony.

cs.CV↗

LC4-DViT: Land-cover Creation for Land-cover Classification with Deformable Vision Transformer

Land-cover underpins ecosystem services, hydrologic regulation, disaster-risk reduction, and evidence-based land planning; timely, accurate land-cover maps are therefore critical for environmental stewardship. Remote sensing-based land-cover classification offers a scalable route to such maps but is hindered by scarce and imbalanced annotations and by geometric distortions in high-resolution scenes. We propose LC4-DViT (Land-cover Creation for Land-cover Classification with Deformable Vision Transformer), a framework that combines generative data creation with a deformation-aware Vision Transformer. A text-guided diffusion pipeline uses GPT-4o-generated scene descriptions and super-resolved exemplars to synthesize class-balanced, high-fidelity training images, while DViT couples a DCNv4 deformable convolutional backbone with a Vision Transformer encoder to jointly capture fine-scale geometry and global context. On eight classes from the Aerial Image Dataset (AID)-Beach, Bridge, Desert, Forest, Mountain, Pond, Port, and River-DViT achieves 0.9572 overall accuracy, 0.9576 macro F1-score, and 0.9510 Cohen' s Kappa, improving over a vanilla ViT baseline (0.9274 OA, 0.9300 macro F1, 0.9169 Kappa) and outperforming ResNet50, MobileNetV2, and FlashInternImage. Cross-dataset experiments on a three-class SIRI-WHU subset (Harbor, Pond, River) yield 0.9333 overall accuracy, 0.9316 macro F1, and 0.8989 Kappa, indicating good transferability. An LLM-based judge using GPT-4o to score Grad-CAM heatmaps further shows that DViT' s attention aligns best with hydrologically meaningful structures. These results suggest that description-driven generative augmentation combined with deformation-aware transformers is a promising approach for high-resolution land-cover mapping.

cs.CV↗

Audio-Visual Intelligence in Large Foundation Models

Audio-Visual Intelligence (AVI) has emerged as a central frontier in artificial intelligence, bridging auditory and visual modalities to enable machines that can perceive, generate, and interact in the multimodal real world. In the era of large foundation models, joint modeling of audio and vision has become increasingly crucial, i.e., not only for understanding but also for controllable generation and reasoning across dynamic, temporally grounded signals. Recent advances, such as Meta MovieGen and Google Veo-3, highlight the growing industrial and academic focus on unified audio-vision architectures that learn from massive multimodal data. However, despite rapid progress, the literature remains fragmented, spanning diverse tasks, inconsistent taxonomies, and heterogeneous evaluation practices that impede systematic comparison and knowledge integration. This survey provides the first comprehensive review of AVI through the lens of large foundation models. We establish a unified taxonomy covering the broad landscape of AVI tasks, ranging from understanding (e.g., speech recognition, sound localization) to generation (e.g., audio-driven video synthesis, video-to-audio) and interaction (e.g., dialogue, embodied, or agentic interfaces). We synthesize methodological foundations, including modality tokenization, cross-modal fusion, autoregressive and diffusion-based generation, large-scale pretraining, instruction alignment, and preference optimization. Furthermore, we curate representative datasets, benchmarks, and evaluation metrics, offering a structured comparison across task families and identifying open challenges in synchronization, spatial reasoning, controllability, and safety. By consolidating this rapidly expanding field into a coherent framework, this survey aims to serve as a foundational reference for future research on large-scale AVI.

cs.CV↗

Learning to Place Objects with Programs and Iterative Self Training

In this work we study indoor scene object placement. Given a 3D indoor scene and an object, the task is to predict placement locations within the scene. Empirical observations of data-driven approaches to the problem show their tendency to miss placement modes. We introduce a system which helps to address this flaw. We design a Domain Specific Language (DSL) that specifies object relational constraints. Upon execution, programs from our language predict possible placements from a partial scene and object. We design a generative model which writes these programs automatically. Available 3D scene datasets do not contain programs to train on, and naively extracted programs only predict the original placement location of scene objects. Training on these programs results in subpar performance so we introduce a new program bootstrapping algorithm that improves our system's performance compared to the naive approach. To quantify our qualitative observations, we introduce a new evaluation procedure which captures how well a system models per-object location distributions. We ask human annotators to label all the possible places an object can go in a scene and compare this set against locations produced by the system in question. Our system produces per-object location distributions more consistent with human annotators than those produced by existing data-driven approaches and a zero-shot approach using an LLM. While other systems degrade in performance when training data is sparse, our system does not degrade to the same degree.

cs.GR↗