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Luc Van Gool

Publications and source records attributed to Luc Van Gool.

At least 19 recordsLinked to original sources

ϕ-RIE: From Photorealistic Reconstruction to Interactive Environments

3D Gaussian Splatting (3DGS) can reconstruct a captured scene photorealistically, but the resulting representation does not by itself support physical interaction. Robot simulation instead requires object-level change, \textit{i.e.}, objects must move independently, make contact, and reveal previously occluded surroundings. This gap arises because object appearance may remain entangled with the background, while hidden object geometry and occluded background content may be unobserved. To address this challenge, we present ϕ-RIE, a Gaussian-native pipeline that converts selected objects into movable simulator assets while preserving the remaining reconstruction. Our key observation is that asset construction and source removal should be coupled, \textit{i.e.}, one object identity should define the movable asset and the scene content to remove and complete. Accordingly, Scene Observation supplies shared evidence to Coupled Scene Construction, which creates registered assets and completed background Gaussians for simulator-driven rendering in an Interactive Environment. This coupling preserves unedited Gaussians while aligning visual and physical state. On 50 ScanNet++ scenes, evidence-based selection and registration retry increase matched F1 at 20\,mm from 0.336 to 0.383 at fixed retention. Further tests demonstrate asset executability, manipulation gains over a single-generator baseline, and the visual cost of conversion. Together, these results demonstrate that \name\ enables interactive scene conversion.

cs.RO↗

Do LiDAR Language Models Really Understand Spatio-temporal Relationships?

Recent 4D LiDAR language models aim to reason about objects and their evolving spatial relationships. Yet, in our evaluation, always selecting the same option nearly matches the multiple-choice accuracy of two B4DL-derived configurations. We introduce LiDAR-Hallu, a geometry-referenced benchmark and diagnostic protocol with 10,000 questions across 150 nuScenes scenes. It covers object existence, ego-relative position, distance ordering, relative motion, and temporal localization, with explicit rules for selecting objects, comparing times, and determining reference answers. Our protocol combines fixed-answer and candidate-content controls, cross-scene pairs with identical prompts but opposite reference answers, and relation-specific recall. Analysis of 100,000 recorded responses reveals failures hidden by aggregate accuracy. Candidate duration alone makes temporal answers predictable without observing LiDAR. On paired questions, the models frequently give the same answer to scenes requiring opposite answers. Relation-specific analysis further shows that both configurations miss every positive lateral-motion case across all tested conditions. Temporal-shuffle contrastive decoding provides little net improvement, as repairs are largely offset by new errors and the main failures persist. These results show that evaluating spatio-temporal reasoning requires testing whether models distinguish the queried physical relationships, rather than relying on individual-answer accuracy alone. The source code, checkpoints, and data are released at https://github.com/Awesome4D/4DMLLM_Hallucination_Bench.

cs.CV↗

MECAIL: Communication-Aware Incremental Learning for Object Detection with 14.6 KB Spatiotemporal Experts

Intelligent transportation systems require Incremental Learning (IL) to continually improve their overall performance in dynamic environments. However, most edge devices lack the computational resources to support on-device IL, requiring updates to be transmitted from centralized servers. We propose using this setup to obtain dense, specialized module coverage that adapts a fixed base model to specific spatiotemporal contexts, such as parking lots, gas stations, ferries, or construction sites. However, in order to reliably transmit these modules to the edge device, using TCP, UDP, and BTP over V2X, Wi-Fi, and 2G-5G hardware, we establish a strict limit of 14.6 KB per module to fit within the first TCP window and to minimize UDP/BTP fragmentation. We further introduce Mixture-of-Experts for Communication-Aware Incremental Learning (MECAIL), the first method that meets this strict requirement, in which each new domain or environment is served by a small expert network that adapts the base model. We validate MECAIL on D-RICO and ODinW-13, where it largely matches the performance of parameter-heavy approaches while enabling practical, bandwidth-efficient large-scale deployment. This allows comprehensive coverage by experts for highly specific, focused, and temporary situations.

cs.CV↗

CoRef-GS: Cooperative Referring Gaussian Splatting for Multi-Agent Scene Understanding

Referring scene understanding for embodied robots requires grounding object- and relation-centric language queries from a designated viewpoint. While a local semantic Gaussian map can support such grounding within one agent's observations, cooperative settings require this ability to remain effective after independently reconstructed maps are aligned and fused. In this setting, the referred target or its contextual landmark may come from another agent's observations, while spatial relations must still be interpreted from the querying robot's viewpoint. We formulate this problem as cooperative referring Gaussian grounding over fused maps, which requires geometric alignability, instance-level semantic comparability, and view-conditioned relation reasoning. Existing language-aware Gaussian methods mainly focus on single-map querying, whereas Gaussian registration methods optimize geometric or photometric alignment without preserving language-grounding-oriented semantic compatibility. We propose CoRef-GS, a cooperative referring Gaussian splatting framework. CoRef-GS constructs local open-vocabulary instance-aware Gaussian maps, then aligns partially overlapping maps with a cross-agent alignment module by geometric and semantic consistency, and grounds queries using a view-conditioned mask relation graph. We further introduce CoQuad-Ref, a dual-quadruped benchmark spanning both real-world and simulated indoor scenes. Experiments show that, on simulated scenes, CoRef-GS reduces the rotation error from 2.58° after coarse initialization to 0.15° after refinement, and improves real-world referring mIoU over ReferSplat from 52.6% to 68.8%. The established benchmark and source code will be publicly released at https://github.com/ruojiruoli17/CoRef-GS.git.

cs.RO↗

Exo2EgoSyn: Unlocking Foundation Video Generation Models for Exocentric-to-Egocentric Video Synthesis

Foundation video generation models such as WAN 2.2 exhibit strong text- and image-conditioned synthesis abilities but remain constrained to the same-view generation setting. In this work, we introduce Exo2EgoSyn, an adaptation of WAN 2.2 that unlocks Exocentric-to-Egocentric(Exo2Ego) cross-view video synthesis. Our framework consists of three key modules. Ego-Exo View Alignment(EgoExo-Align) enforces latent-space alignment between exocentric and egocentric first-frame representations, reorienting the generative space from the given exo view toward the ego view. Multi-view Exocentric Video Conditioning (MultiExoCon) aggregates multi-view exocentric videos into a unified conditioning signal, extending WAN2.2 beyond its vanilla single-image or text conditioning. Furthermore, Pose-Aware Latent Injection (PoseInj) injects relative exo-to-ego camera pose information into the latent state, guiding geometry-aware synthesis across viewpoints. Together, these modules enable high-fidelity ego view video generation from third-person observations without retraining from scratch. Experiments on ExoEgo4D validate that Exo2EgoSyn significantly improves Ego2Exo synthesis, paving the way for scalable cross-view video generation with foundation models. Source code and models will be released publicly.

cs.CV↗

Accelerated Decoding of Centroid Positional Encoding for Instance Segmentation

Beyond model inference, the decoding stage, which converts raw network outputs into task-level representations, constitutes a significant portion of the execution cost. Despite its practical impact, prediction decoding has received comparatively little attention and is often implemented using generic CPU routines or inefficient GPU kernels, limiting the benefits of advances in model efficiency. In this work, we investigate the decoding overhead associated with a recent sinusoidal centroid encoding for Instance Segmentation, in which each pixel regresses a positional embedding of its instance centroid. This approach allows flexible segmentation without predefined proposals, but extracting instance masks from dense embeddings incurs a high computational cost. We present an optimized CUDA-based implementation of the decoding algorithm tailored to this encoding, explicitly addressing challenges related to parallelization, synchronization, and memory access on modern GPUs. Our solution significantly reduces decoding overhead and improves End-to-End inference latency, outperforming both CPU-based approaches and naive GPU implementations. The results demonstrate that efficient decoding is essential to fully exploit the advantages of advanced output representations and highlight the importance of jointly designing encoding schemes and their decoding algorithms for real-time computer vision systems.

cs.CV↗

ConeGaussian: Anti-Aliased Gaussian Ray-Tracing for Generic Central Cameras

In rendering, a camera is a sampling operator that maps each finite pixel to a bundle of rays. Different camera models change the geometry of this bundle, thus making a unified and faithful rendering formulation challenging. Consequently, Gaussian ray tracing supports generic cameras (with optical center) through their inverse ray mappings, yet typically reduces every pixel to a single center ray. This ignores the camera-dependent pixel footprint, causing aliasing under minification, while unconstrained Gaussians expose unsupported frequencies under magnification. We present ConeGaussian, a camera-model-agnostic anti-aliasing framework for Gaussian ray-based rendering. Instead of defining the pixel filter on a camera-specific image plane, ConeGaussian constructs an anisotropic footprint directly from neighboring rays produced by the camera's native inverse mapping. We derive a closed-form response under a locally linear, depth-local, moment-matched approximation of the finite pixel footprint, while the same geometry defines a per-Gaussian training-frequency floor. Notably, by construction, our filtering principle can be used unmodified across calibrated central camera models and multiple Gaussian ray-rendering backbones. Additionally, unlike in mip-splatting, our scene-space frequency floor and filtering enable trivial composition at render time, allowing us to remove excess blurring. On pinhole and strongly distorted fisheye captures, ConeGaussian consistently improves two distinct ray-based backbones, by up to 4.3 dB at 1/8 resolution, and reduces fisheye LPIPS by 30% where perspective screen-plane footprint formulations are not directly applicable.

cs.CV↗

LangStreet: Persistent Language Fields for Anchor-Decoded Street Gaussians

Language Gaussian fields implicitly assume that the primitive carrying semantics remains identifiable across views. This assumption breaks in scalable anchor-decoded representations, where persistent anchors generate view-conditioned child Gaussians whose geometry and appearance vary with the camera. We introduce Ours, a persistent language field for such structured Gaussian scenes. Our key idea is semantic ownership: transient children route observations, while persistent decoder slots and their parent anchors own the language field. We use alpha-compositing responsibilities to accumulate additive directional evidence at slots; these statistics marginalize exactly to anchors. We then complete weakly supported slots with anchor-aligned evidence while preserving the anchor direction, and represent slot detail through low-rank residuals in anchor-relative semantic coordinates. Our primary model, Ours (base), stores anchor features together with compact slot residuals. Ours (light) retains only anchor features, whereas Ours (max) stores the full-dimensional completed slot features explicitly. Without scene-specific semantic optimization, Ours (base) nearly matches Ours (max) across KITTI, Virtual KITTI, and Waymo. On KITTI, it achieves 34.19 2D mIoU with a 2.72 GiB effective feature footprint, compared with 34.20 mIoU and 12.90 GiB for Ours (max). The same accuracy-storage trend holds on Virtual KITTI and Waymo. These results show that language fields on view-conditioned splats require persistent semantic ownership, conserved evidence, and a hierarchy that balances stability, detail, and representation cost. Our code, checkpoints, and benchmark suite will be publicly available.

cs.CV↗

Kairos: A Dataset for Fine-Grained Video-Language Modeling over Space, Time, and Dynamics

Many emerging video language modeling tasks require systems to move beyond clip-level abstraction and model visual content as it unfolds over extended time horizons. However, most existing video datasets rely on coarse or sparsely aligned supervision, which compresses temporal variation and limits the ability of models to learn reusable representations of continuous visual dynamics. We introduce Kairos, a video dataset for video-language modeling with time-resolved annotations. Kairos consists of long-duration videos, ranging from ten minutes to half an hour, annotated with fine-grained temporal alignment. The annotations capture ongoing actions, entity appearances and attributes, interactions, and evolving contextual cues along the video timeline. This time-resolved structure supports fine-grained evaluation, long-range modeling and reasoning, instruction data construction, representation learning, and video generation. Kairos provides a general-purpose foundation for modeling visual experiences over time.

cs.CV↗

FRAMEWORKERS: A Dynamic Multi-Agent Framework for AI-Generated Video Production

Modern video generators excel at synthesizing individual clips, but complete video production requires coordinating a long sequence of interdependent creative steps, including scripting, storyboarding, generation, and editing. It further demands persistent asset management and dynamic task orchestration as intermediate outputs, dependencies, and execution states evolve over time. Existing automated systems typically rely on rigid pipelines that are difficult to adapt to diverse inputs and changing workflows, while general-purpose large language models (LLMs) remain unreliable for long-horizon orchestration and multimodal asset routing. We introduce FRAMEWORKERS, a task-centric and workspace-grounded multi-agent framework for open-ended video production. A central Director formulates video creation as dynamic task management, continuously editing a Task Stack to determine which subtask to execute next and which sub-agent to invoke. An Assistant serves as the execution layer, grounding each selected task in a shared Workspace, retrieving the required assets and context, invoking the assigned sub-agent, and persisting the resulting artifacts. Execution capabilities are exposed through modular sub-agents with registered descriptors, allowing new sub-agents to be integrated without redesigning the orchestration workflow. To improve orchestration reliability, we fine-tune the Director via supervised fine-tuning (SFT) followed by Group Relative Policy Optimization (GRPO) for descriptor-conditioned task routing. Experiments show that FRAMEWORKERS outperforms strong LLM planners in routing accuracy, recovers reliably from runtime failures, generalizes to unseen sub-agents without retraining, and achieves higher end-to-end video quality and broader task coverage than fixed pipelines, single-agent systems, and prior multi-agent approaches.

cs.AI↗

Event-Based Motion Estimation via Oriented Distance Fields

Event-based motion estimation is central to tasks that demand high temporal resolution and robustness to fast motion. Existing methods typically rely on iterative optimization or repeated hypothesis comparison, offsetting the sensor's low-latency advantage. We propose Oriented Distance Field Motion Estimation (ODF Motion Estimation), which replaces this optimization with a single averaging step over a precomputed field of event distance vectors, combined with an adaptive event-count selection strategy and a parameter-free trail filter. On public and self-collected datasets, ODF motion estimation reaches sub-pixel accuracy at the lowest latency among compared methods. We validate its generality on two downstream applications rather than treating them as separate contributions. First, the estimated trajectory is converted into a blur kernel and paired with a compact iterative-unfolding network, trained on simulated motion-estimation noise, for real-time non-blind image deblurring, attaining competitive or superior PSNR/SSIM with under 1M parameters. Second, the same precomputed field is repurposed for directional event filtering in a low-power asynchronous pupil and glint tracker, sustaining stable tracking for tens of seconds while lowering a near-eye module's power draw.

cs.CV↗

EvDiff: Event-Based Video Reconstruction using One-Step Diffusion Models

As neuromorphic sensors, event cameras asynchronously record changes in brightness as streams of sparse events with the advantages of high temporal resolution and high dynamic range. Reconstructing intensity images from events is a highly ill-posed task due to the inherent ambiguity of absolute brightness. Early methods generally follow an end-to-end regression paradigm, directly mapping events to intensity frames in a deterministic manner. While effective to some extent, these approaches often yield perceptually inferior results and struggle to scale up in model capacity and training data. In this work, we propose EvDiff, an event-based diffusion model that follows a surrogate training framework to produce high-quality videos. To reduce the high computational cost of high-frame-rate video generation, we design an event-based diffusion model that performs only a single forward diffusion step, equipped with a temporally consistent EvEncoder. Furthermore, our novel Surrogate Training Framework eliminates the dependence on paired event-image datasets, allowing the model to leverage large-scale image datasets for higher capacity. The proposed EvDiff is capable of generating high-quality colorful videos solely from monochromatic event streams. Experiments on real-world datasets demonstrate that our method strikes a sweet spot between fidelity and realism, outperforming existing approaches on both pixel-level and perceptual metrics. The code will be released publicly.

cs.CV↗

The First EgoCross Challenge at EgoVis 2026: Cross-Domain Egocentric Video Question Answering

EgoCross is a cross-domain egocentric video question answering benchmark designed to evaluate whether multimodal large language models can generalize beyond common daily-life scenarios. The first EgoCross Challenge was hosted at the Third EgoVis Workshop at CVPR 2026 and evaluated models on first-person videos from four target domains: surgery, industrial assembly, extreme sports, and animal perspectives. Each test example consists of an egocentric video clip, a question, and four candidate answers, from which the model must select the correct option. This technical report introduces the challenge task, benchmark resources, and two official Codabench tracks. The Source-Limited Track restricts participants to the official baseline model and a small support set, whereas the Open-Source Track permits broader choices of models and training data under rules that prohibit the manual construction of target-domain training data. In total, the challenge received more than 1,500 submissions from over 130 participants, with 19 teams participating in the Open-Source Track and 38 teams in the Source-Limited Track. We further present the official leaderboard results and summarize the winning solutions from both tracks. We hope that this report will serve as a useful technical reference for advancing cross-domain egocentric video understanding. All resources, including the challenge data, baseline implementation, and code released by the winning teams, are made publicly available.

cs.CV↗

OSMDA: OpenStreetMap-based Domain Adaptation for Remote Sensing VLMs

Vision-Language Models (VLMs) adapted to remote sensing rely heavily on domain-specific image-text supervision, yet high-quality annotations for satellite and aerial imagery remain scarce and expensive to produce. Prevailing pseudo-labeling pipelines address this gap by distilling knowledge from large frontier models, but this dependence on large teachers is costly, limits scalability, and caps achievable performance at the ceiling of the teacher. We propose OSMDA: a self-contained domain adaptation framework that eliminates this dependency. Our key insight is that a capable base VLM can serve as its own annotation engine: by pairing aerial images with rendered OpenStreetMap (OSM) tiles, we leverage optical character recognition and chart comprehension capabilities of the model to generate captions enriched by OSM's vast auxiliary metadata. The model is then fine-tuned on the resulting corpus with satellite imagery alone, yielding OSMDA-VLM, a domain-adapted VLM that requires no manual labeling and no stronger external VLM teacher. We conduct exhaustive evaluations spanning six zero-shot and five in-distribution benchmarks across vision-language tasks, where OSMDA leads to substantial improvement. We further compare against nine competitive baselines, demonstrating that our method achieves superior overall performance, while being substantially cheaper to train than teacher-dependent alternatives. These results suggest that, given a strong foundation model, alignment with crowd-sourced geographic data is a practical and scalable path towards remote sensing domain adaptation. Dataset and model weights will be made publicly available upon acceptance.

cs.CV↗

Knowledge-Centric Agents for Workflow Generation in ComfyUI

Workflow generation in visual creation systems such as ComfyUI demands not only syntactic accuracy but also expert-level reasoning over modular compositions. Existing large language model (LLM) approaches often treat this as a direct text-to-JSON generation task, struggling with structural brittleness and lacking the experiential knowledge required for effective design. We argue that successful workflow generation requires modeling knowledge itself, including its structure, hierarchy, and reasoning dynamics. To this end, we propose a knowledge-centric framework that learns to invert, inject, and infer with knowledge across multiple abstraction levels. We first perform knowledge inversion to distill hierarchical representations, ranging from full pseudo-codes and skeletons to high-level strategies, from large collections of real-world workflows. We then conduct knowledge injection through supervised fine-tuning, teaching the model to reason from task descriptions to strategies and from strategies to executable structures. During inference, the model performs reversible reasoning to synthesize executable workflows, augmented by self-refinement for structural coherence. Extensive experiments demonstrate that our method produces workflows with richer node diversity, more coherent structures, and higher execution success rates than existing systems, establishing a new foundation for knowledge-driven, agentic workflow generation.

cs.AI↗

CityLoc: 6DoF Pose Distributional Localization for Text Descriptions in Large-Scale Scenes with Gaussian Representation

Localizing textual descriptions within large-scale 3D scenes presents inherent ambiguities, such as identifying all traffic lights in a city. Addressing this, we introduce a method to generate distributions of camera poses conditioned on textual descriptions, facilitating robust reasoning for broadly defined concepts. Our approach employs a diffusion-based architecture to refine noisy 6DoF camera poses towards plausible locations, with conditional signals derived from pre-trained text encoders. Integration with the pretrained Vision-Language Model, CLIP, establishes a strong linkage between text descriptions and pose distributions. Enhancement of localization accuracy is achieved by rendering candidate poses using 3D Gaussian splatting, which corrects misaligned samples through visual reasoning. We validate our method's superiority by comparing it against standard distribution estimation methods across five large-scale datasets, demonstrating consistent outperformance. Code, datasets and more information will be publicly available at our project page.

cs.CV↗

More with Less: a Large Scale Remote Sensing VLM with a Simple Recipe

Remote sensing vision-language models are increasingly expected to support open-ended reasoning over Earth Observation data and a variety of tasks. Most recent progress in this area has been driven by remote-sensing-specific architectural designs, often introducing new encoders, alignment modules, or task-specific fusion mechanisms. In this work, we challenge the necessity of such architectural specialization. We show that a generally capable vision-language model can achieve competitive or state-of-the-art performance at challenging remote sensing benchmarks, provided that it is trained at sufficient scale across diverse data and tasks. Our model uses a single language policy that can either answer directly in text or invoke a localization tool for segmentation and grounding. To train this heterogeneous behaviour, we employ a multi-task reinforcement learning framework with adaptive task rewards covering multiple-choice VQA, free-form VQA, captioning, detection, and segmentation across a large variety of input types. Our approach achieves competitive results across a broad set of benchmarks, including high-resolution, multi-temporal, multi-modal and multi-view tasks. Further, as training data scales, our experiments show consistent improvements across most tasks both in and out of distribution, which correlate with per-task data diversity. These findings suggest that, for remote sensing VLMs, data scale is more important than architectural novelty.

cs.CV↗

Towards Blind Lens Aberration Correction via Large LensLib Pre-training and Discrete Degradation Priors

Emerging deep-learning-based lens library pre-training (LensLib-PT) pipeline offers a new avenue for blind lens aberration correction by training a universal neural network, demonstrating strong capability in handling diverse unknown optical degradations. This work proposes FoundCAC, a universal foundational framework that resolves two challenges hindering the generalization of existing pipelines: the difficulty of scaling training data and the absence of prior guidance characterizing optical degradation. To improve data scalability, we expand the design specifications to increase degradation diversity and construct AODLibpro, a large-scale lens library using stratified sampling over spatial-variation patterns and degradation severity. In terms of model design, to leverage Point Spread Functions (PSFs) as guidance while maintaining the blind paradigm, we propose a multi-stage vector-quantized representation learning scheme. This paradigm is specifically designed to construct a Latent PSF Representation (LPR), explicitly encoding complex continuous PSFs into a discrete degradation prior to regularize the highly ill-posed restoration process. Through a simple yet effective codebook-freezing strategy, our framework leverages the discrete prior to elevate full-shot restoration performance and unlock highly efficient few-shot adaptation for unseen lenses. Experiments on synthetic LensLib, real-design simulations, and real-captured lenses show that our framework achieves state-of-the-art zero-shot performance under complementary evaluation protocols, while enabling highly efficient few-shot adaptation for specific lenses. The source code and datasets will be made publicly available at https://github.com/zju-jiangqi/FoundCAC.

eess.IV↗