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Narendra Ahuja

Publications and source records attributed to Narendra Ahuja.

At least 19 recordsLinked to original sources

Complementing DINO Features with Image Structure for Part Discovery

Self-supervised Vision Transformers (ViTs) like DINO encode rich semantics, enabling training-free segmentation of objects from the background and discovery of their parts via feature clustering. This paper focuses on part discovery: partitioning a foreground object into semantic parts. Existing approaches produce imprecise part boundaries. We trace this to the rigid ViT patch grid used in training DINO, where patches straddling boundaries contain pixels from multiple parts. While DINO's invariance-based training could absorb this pixel-level mixing into clean features, experiments with over 26K foreground patches show it does not: boundary-overlapping patches produce features with higher entropy and lower assignment confidence, blurring predicted part boundaries. Rather than make the massive effort of retraining DINO over geometrically coherent regions, an easier approach is to take boundaries directly from a boundary detector, which supplies the geometric information DINO's features lack. Motivated by this, we introduce Part-DINO, a training-free framework that combines boundaries from low-level image segmentation with DINO's semantic features. We use the boundaries to partition the image into regions, pool DINO features within each region, and group them to discover parts. Without any training, Part-DINO produces structurally coherent part assignments, outperforming training-free baselines across four standard benchmarks (CUB, CelebA, PartImageNet-OOD, PartImageNet-Seg) and remaining competitive with weakly-supervised and unsupervised methods.

cs.CV↗

Can MLLMs Find Their Way in a City? Exploring Emergent Navigation from Web-Scale Knowledge

Leveraging multimodal large language models (MLLMs) to develop embodied agents offers significant promise for addressing complex real-world tasks. However, current evaluation benchmarks remain predominantly language-centric or heavily reliant on simulated environments, rarely probing the nuanced, knowledge-intensive reasoning essential for practical, real-world scenarios. To bridge this critical gap, we introduce the task of Sparsely Grounded Visual Navigation, explicitly designed to evaluate the sequential decision-making abilities of MLLMs in challenging, knowledge-intensive real-world environment. We operationalize this task with CityNav, a comprehensive benchmark encompassing four diverse global cities, specifically constructed to assess raw MLLM-driven agents in city navigation. Agents are required to rely solely on visual inputs and internal multimodal reasoning to sequentially navigate 50+ decision points without additional environmental annotations or specialized architectural modifications. Crucially, agents must autonomously achieve localization through interpreting city-specific cues and recognizing landmarks, perform spatial reasoning, and strategically plan and execute routes to their destinations. Through extensive evaluations, we demonstrate that current state-of-the-art MLLMs, reasoning techniques (e.g., GEPA, chain-of-thought, reflection) and competitive baseline PReP significantly underperform in this challenging setting. To address this, we propose Verbalization of Path(VoP), which explicitly grounds the agent's internal reasoning by probing city-scale cognitive maps (key landmarks and directions toward the destination) from the MLLM, substantially enhancing navigation success. Project Webpage: https://dwipddalal.github.io/AgentNav/

cs.CV↗

S2Tok: Streaming 3D Gaussian Reconstruction with Persistent Spatial Tokens

Streaming 3D reconstruction requires more than a sequence of geometric predictions: it requires a persistent scene state that can incorporate new evidence and remain renderable as observations arrive. Latent spatial tokens offer a promising representation for this purpose, but constructing them from an image collection leaves open how to maintain them online, where each observation may both revisit known regions and reveal new content. We introduce S2Tok, a feed-forward framework that maintains a size-adaptive, persistent scene state from uncalibrated image streams. Its central idea is to distinguish updates to the existing representation from selective expansion. A spatially informed transformer integrates each incoming observation with the persistent scene tokens, while a learned admission module selectively expands the representation to limit redundant storage. A hierarchical decoder and Gaussian head convert the evolving state into non-pixel-aligned 3D Gaussians, enabling novel-view rendering without caching previous frames. Experiments across four benchmarks demonstrate competitive streaming rendering quality with compact Gaussian representations. These results support latent spatial tokens as a persistent computational state for online 3D reconstruction, combining learned scene updates with explicit Gaussian rendering.

cs.CV↗

Towards a Belief-Based World Model for LLM Agents

Large language models (LLMs) are being used as policies for autonomous decision-making and planning in many domains. Despite their strong reasoning capabilities, LLMs struggle with long-horizon tasks, especially under partial observability. World models are a promising way to enhance policy performance, both during training and inference. During inference, agents currently use world models to simulate the consequences of candidate actions before choosing an action, which can improve decision-making. However, we argue that simulation alone is an incomplete interface for decision-making under partial observability: simulation does not adequately capture uncertainty about the current state, which agents may need for accurate decision-making. We address this limitation with Belief-Based World Models (BB-WMs), which maintain a belief that LLMs can query to access information on what is known and uncertain about the current state. Before developing methods to learn accurate BB-WMs, this paper focuses on a more fundamental question: does exposing a world model's belief directly to an LLM policy improve decision-making? Our results show that giving LLM agents access to beliefs improves task performance under partial observability, while remaining complementary to existing simulation-based world models. Code: https://github.com/skumar-ml/belief-world-models.

cs.AI↗

ReGain: Restoring Subject Fidelity in Personalization on Synthetic Images

Text-to-image diffusion models are personalized to a subject by DreamBooth fine-tuning on a handful of its images. Increasingly, these images come from a diffusion model rather than a camera. We show that fine-tuning on such synthetic images degrades subject fidelity, producing oversaturated color and excess high-frequency detail. To isolate the cause, we fine-tune two models from the same base model with the same DreamBooth recipe, one on real photos of a subject and one on synthetic images of that subject generated by the first. We trace the degradation to classifier-free guidance (CFG). For the model personalized on synthetic images, the angle between the conditional and unconditional noise predictions, and with it the norm of their difference, is much larger than for the model personalized on real photos. This inflation grows toward high frequencies and also appears at other prompts semantically close to the subject, such as its class noun, but not at unrelated ones. We propose ReGain, a training-free correction applied at sampling time that measures how much each frequency band of the guidance is inflated relative to the base model and scales that band down accordingly. ReGain needs no real photos. On Stable Diffusion v1.5, ReGain closes 51-64% of the subject-fidelity gap to the model personalized on real photos, as measured by DINO, DINOv2 and CLIP-I. It also improves subject fidelity on SDXL and SD 3.5 and preserves text alignment on all three backbones.

cs.CV↗

Minimal, Local, Causal Explanations for Jailbreak Success in Large Language Models

Safety trained large language models (LLMs) can often be induced to answer harmful requests through jailbreak prompts. Because we lack a robust understanding of why LLMs are susceptible to jailbreaks, future frontier models operating more autonomously in higher-stakes settings may similarly be vulnerable to such attacks. Prior work has studied jailbreak success by examining the model's intermediate representations, identifying directions in this space that causally encode concepts like harmfulness and refusal. Then, they globally explain all jailbreak attacks as attempting to reduce or strengthen these concepts (e.g., reduce harmfulness). However, different jailbreak strategies may succeed by strengthening or suppressing different intermediate concepts, and the same jailbreak strategy may not work for different harmful request categories (e.g., violence vs. cyberattack); thus, we seek to give a local explanation -- i.e., why did this specific jailbreak succeed? To address this gap, we introduce LOCA, a method that gives Local, CAusal explanations of jailbreak success by identifying a minimal set of interpretable, intermediate representation changes that causally induce model refusal on an otherwise successful jailbreak request. We evaluate LOCA on harmful original-jailbreak pairs from a large jailbreak benchmark across Gemma, Llama, and Qwen chat models, comparing against prior methods adapted to this setting. LOCA can successfully induce refusal by making, on average, six interpretable changes; prior work routinely fails to achieve refusal even after 20 changes. LOCA is a step toward mechanistic, local explanations of jailbreak success in LLMs. Code publicly available at https://github.com/skumar-ml/loca-jailbreaks

cs.AI↗

LUQ: Layerwise Ultra-Low Bit Quantization for Multimodal Large Language Models

Large Language Models (LLMs) with multimodal capabilities have revolutionized vision-language tasks, but their deployment often requires huge memory and computational resources. Post-training quantization (PTQ) has successfully compressed language models to as low as 1-bit precision, its effectiveness for multimodal LLMs (MLLMs) remains unexplored. In this paper, we present the first method for ultra-low-bit (<4-bit) quantization of MLLMs. Our analysis reveals that multimodal tokens and intermediate layer activations produced by them exhibit significantly higher entropy compared to text tokens, indicating greater functional complexity that makes MLLMs less tolerant to ultra-low bit quantization. However, this entropy varies significantly across layers, with some layers producing lower-entropy activation distributions that we empirically show can better tolerate ultra-low bit quantization. Existing PTQ methods optimize weight quantization within each layer but apply the same target precision uniformly, ignoring this variation in complexity across layers. Building on this insight, we propose LUQ: Layerwise Ultra-Low Bit Quantization, which characterizes each transformer layer's functional complexity via its output activation entropy and selectively applies ultra-low bit quantization to layers encoding simpler, more compressible functions. We also show that multimodal calibration (image and text tokens) boosts VQA performance in the ultra-low bit regime. Evaluated on LLaVA-1.5 and Qwen-2.5-VL across 9 VQA benchmarks, LUQ models use 40% and 31% less memory than their 4-bit counterparts while exhibiting less than 10% degradation on MME.

cs.CV↗

Beyond Scalar Distances: Semantic Attribute Gradients from Frozen MLLMs for Visual Embeddings

Vision encoders for retrieval are typically trained with class-label supervision: each training pair reduces to a scalar that uniformly pushes the embedding apart or pulls it together, as if every visual attribute either differed or matched. A multimodal large language model (MLLM), shown the same pair, can articulate those attributes and use them to predict whether the images share a class. We propose \textbf{SAGA}, a framework that turns this language-grounded, attribute-aware perception into a training signal for the encoder itself. Specifically, we use Group Relative Policy Optimization (GRPO) to reward the MLLM for correct predictions on the vision encoder's tokens. Since correct predictions require those tokens to expose the specific attributes that differ or match between the pair, the gradient pushes the encoder to encode them, replacing the uniform pair-level scalar with attribute-resolved supervision. An auxiliary attention-distillation loss anchors the encoder's embedding to tokens the MLLM attended to, and a standard metric-learning loss shapes the embedding geometry for nearest-neighbour retrieval. The MLLM is frozen throughout and discarded at inference, matching the deployment cost of a metric-learning baseline. SAGA improves Recall@1 by 3 to 6 points over state-of-the-art baselines on CUB-200-2011, Cars-196, FGVC-Aircraft, and iNaturalist Aves on zero-shot image retrieval.

cs.CV↗

World Tracing: Generative Pixel-Aligned Geometry Beyond the Visible

Image-to-3D methods often trade off faithfulness and completeness: depth estimators are anchored to input pixels but stop at the visible surface, while image-to-3D models generate complete shapes that are often misaligned with the input. We introduce World Tracing, a generative pixel-aligned geometry representation that predicts 3D points aligned with observed pixels while completing geometry beyond the visible surface. For each input pixel, World Tracing predicts an ordered stack of camera-space 3D points, where the first layer represents the visible surface and subsequent layers represent front-to-back intersections with occluded surfaces. We instantiate this representation with a world-tracing diffusion transformer, WT-DiT, which treats multiple geometry layers as separate denoising tokens coupled through factorized and global attention. WT-DiT is trained with pixel-space flow matching and a mixed noise schedule that balances visible-surface reconstruction with occluded-geometry generation. World Tracing achieves strong performance on visible-surface reconstruction and complete geometry generation across object, scene, and dynamic benchmarks, outperforming both depth predictors and image-to-3D generators. It also preserves 2D-to-3D correspondence, enabling text-driven 3D scene editing, geometry-conditioned novel-view video synthesis, and training-free integration with textured-mesh generators.

cs.CV↗

Measuring the (Un)Faithfulness of Concept-Based Explanations

Deep vision models perform input-output computations that are hard to interpret. Concept-based explanation methods (CBEMs) increase interpretability by re-expressing parts of the model with human-understandable semantic units, or concepts. Checking if the derived explanations are faithful -- that is, they represent the model's internal computation -- requires a surrogate that combines concepts to compute the output. Simplifications made for interpretability inevitably reduce faithfulness, resulting in a tradeoff between the two. State-of-the-art unsupervised CBEMs (U-CBEMs) are seemingly more interpretable, while also being more faithful to the model. However, we observe that the reported improvement in faithfulness artificially results from either (1) using overly complex surrogates, which introduces an unmeasured cost to the explanation's interpretability, or (2) relying on deletion-based approaches that, as we demonstrate, do not properly measure faithfulness. We propose Surrogate Faithfulness (SURF), which (1) replaces prior complex surrogates with a simple, linear surrogate that measures faithfulness without changing the explanation's interpretability and (2) introduces well-motivated metrics that assess loss across all output classes, not just the predicted class. We validate SURF with a measure-over-measure study by proposing a simple sanity check -- explanations with random concepts should be less faithful -- which prior surrogates fail. SURF enables the first reliable faithfulness benchmark of U-CBEMs, revealing that many visually compelling U-CBEMs are not faithful. Code is released at https://github.com/skumar-ml/surf-eval .

cs.LG↗

Finding Distributed Object-Centric Properties in Self-Supervised Transformers

Self-supervised Vision Transformers (ViTs) like DINO show an emergent ability to discover objects, typically observed in [CLS] token attention maps of the final layer. However, these maps often contain spurious activations resulting in poor localization of objects. This is because the [CLS] token, trained on an image-level objective, summarizes the entire image instead of focusing on objects. This aggregation dilutes the object-centric information existing in the local, patch-level interactions. We analyze this by computing inter-patch similarity using patch-level attention components (query, key, and value) across all layers. We find that: (1) Object-centric properties are encoded in the similarity maps derived from all three components ($q, k, v$), unlike prior work that uses only key features or the [CLS] token. (2) This object-centric information is distributed across the network, not just confined to the final layer. Based on these insights, we introduce Object-DINO, a training-free method that extracts this distributed object-centric information. Object-DINO clusters attention heads across all layers based on the similarities of their patches and automatically identifies the object-centric cluster corresponding to all objects. We demonstrate Object-DINO's effectiveness on two applications: enhancing unsupervised object discovery (+3.6 to +12.4 CorLoc gains) and mitigating object hallucination in Multimodal Large Language Models by providing visual grounding. Our results demonstrate that using this distributed object-centric information improves downstream tasks without additional training.

cs.CV↗

RigMo: Unifying Rig and Motion Learning for Generative Animation

Despite significant progress in 4D generation, rig and motion, the core structural and dynamic components of animation are typically modeled as separate problems. Existing pipelines rely on ground-truth skeletons and skinning weights for motion generation and treat auto-rigging as an independent process, undermining scalability and interpretability. We present RigMo, a unified generative framework that jointly learns rig and motion directly from raw mesh sequences, without any human-provided rig annotations. RigMo encodes per-vertex deformations into two compact latent spaces: a rig latent that decodes into explicit Gaussian bones and skinning weights, and a motion latent that produces time-varying SE(3) transformations. Together, these outputs define an animatable mesh with explicit structure and coherent motion, enabling feed-forward rig and motion inference for deformable objects. Beyond unified rig-motion discovery, we introduce a Motion-DiT model operating in RigMo's latent space and demonstrate that these structure-aware latents can naturally support downstream motion generation tasks. Experiments on DeformingThings4D, Objaverse-XL, and TrueBones demonstrate that RigMo learns smooth, interpretable, and physically plausible rigs, while achieving superior reconstruction and category-level generalization compared to existing auto-rigging and deformation baselines. RigMo establishes a new paradigm for unified, structure-aware, and scalable dynamic 3D modeling.

cs.GR↗

Stable Part Diffusion 4D: Multi-View RGB and Kinematic Parts Video Generation

We present Stable Part Diffusion 4D (SP4D), a framework for generating paired RGB and kinematic part videos from monocular inputs. Unlike conventional part segmentation methods that rely on appearance-based semantic cues, SP4D learns to produce kinematic parts - structural components aligned with object articulation and consistent across views and time. SP4D adopts a dual-branch diffusion model that jointly synthesizes RGB frames and corresponding part segmentation maps. To simplify the architecture and flexibly enable different part counts, we introduce a spatial color encoding scheme that maps part masks to continuous RGB-like images. This encoding allows the segmentation branch to share the latent VAE from the RGB branch, while enabling part segmentation to be recovered via straightforward post-processing. A Bidirectional Diffusion Fusion (BiDiFuse) module enhances cross-branch consistency, supported by a contrastive part consistency loss to promote spatial and temporal alignment of part predictions. We demonstrate that the generated 2D part maps can be lifted to 3D to derive skeletal structures and harmonic skinning weights with few manual adjustments. To train and evaluate SP4D, we construct KinematicParts20K, a curated dataset of over 20K rigged objects selected and processed from Objaverse XL (Deitke et al., 2023), each paired with multi-view RGB and part video sequences. Experiments show that SP4D generalizes strongly to diverse scenarios, including real-world videos, novel generated objects, and rare articulated poses, producing kinematic-aware outputs suitable for downstream animation and motion-related tasks.

cs.CV↗

Efficiently Disentangling CLIP for Multi-Object Perception

Vision-language models like CLIP excel at recognizing the single, prominent object in a scene. However, they struggle in complex scenes containing multiple objects. We identify a fundamental reason for this limitation: VLM feature space exhibits excessive mutual feature information (MFI), where the features of one class contain substantial information about other, unrelated classes. This high MFI becomes evident during class-specific queries, as unrelated objects are activated alongside the queried class. To address this limitation, we propose DCLIP, an efficient framework that learns an optimal level of mutual information while adding only minimal learnable parameters to a frozen VLM. DCLIP uses two complementary losses: a novel MFI Loss that regulates class feature similarity to prevent excessive overlap while preserving necessary shared information, and the Asymmetric Loss (ASL) that aligns image features with the disentangled text features. Through this disentanglement, DCLIP reduces excessive inter-class similarity by 30%. On multi-label recognition, DCLIP performs favorably over SOTA approaches on VOC2007 and COCO-14 while using 75% fewer training parameters. For zero-shot semantic segmentation, it shows improved performance across six benchmark datasets. These results highlight the importance of feature disentanglement for multi-object perception in VLMs.

cs.CV↗

RGB-Only Supervised Camera Parameter Optimization in Dynamic Scenes

Although COLMAP has long remained the predominant method for camera parameter optimization in static scenes, it is constrained by its lengthy runtime and reliance on ground truth (GT) motion masks for application to dynamic scenes. Many efforts attempted to improve it by incorporating more priors as supervision such as GT focal length, motion masks, 3D point clouds, camera poses, and metric depth, which, however, are typically unavailable in casually captured RGB videos. In this paper, we propose a novel method for more accurate and efficient camera parameter optimization in dynamic scenes solely supervised by a single RGB video, dubbed ROS-Cam. Our method consists of three key components: (1) Patch-wise Tracking Filters, to establish robust and maximally sparse hinge-like relations across the RGB video. (2) Outlier-aware Joint Optimization, for efficient camera parameter optimization by adaptive down-weighting of moving outliers, without reliance on motion priors. (3) A Two-stage Optimization Strategy, to enhance stability and optimization speed by a trade-off between the Softplus limits and convex minima in losses. We visually and numerically evaluate our camera estimates. To further validate accuracy, we feed the camera estimates into a 4D reconstruction method and assess the resulting 3D scenes, and rendered 2D RGB and depth maps. We perform experiments on 4 real-world datasets (NeRF-DS, DAVIS, iPhone, and TUM-dynamics) and 1 synthetic dataset (MPI-Sintel), demonstrating that our method estimates camera parameters more efficiently and accurately with a single RGB video as the only supervision.

cs.CV↗

PhysRig: Differentiable Physics-Based Skinning and Rigging Framework for Realistic Articulated Object Modeling

Skinning and rigging are fundamental components in animation, articulated object reconstruction, motion transfer, and 4D generation. Existing approaches predominantly rely on Linear Blend Skinning (LBS), due to its simplicity and differentiability. However, LBS introduces artifacts such as volume loss and unnatural deformations, and it fails to model elastic materials like soft tissues, fur, and flexible appendages (e.g., elephant trunks, ears, and fatty tissues). In this work, we propose PhysRig: a differentiable physics-based skinning and rigging framework that overcomes these limitations by embedding the rigid skeleton into a volumetric representation (e.g., a tetrahedral mesh), which is simulated as a deformable soft-body structure driven by the animated skeleton. Our method leverages continuum mechanics and discretizes the object as particles embedded in an Eulerian background grid to ensure differentiability with respect to both material properties and skeletal motion. Additionally, we introduce material prototypes, significantly reducing the learning space while maintaining high expressiveness. To evaluate our framework, we construct a comprehensive synthetic dataset using meshes from Objaverse, The Amazing Animals Zoo, and MixaMo, covering diverse object categories and motion patterns. Our method consistently outperforms traditional LBS-based approaches, generating more realistic and physically plausible results. Furthermore, we demonstrate the applicability of our framework in the pose transfer task highlighting its versatility for articulated object modeling.

cs.CV↗

MagicPose4D: Crafting Articulated Models with Appearance and Motion Control

With the success of 2D and 3D visual generative models, there is growing interest in generating 4D content. Existing methods primarily rely on text prompts to produce 4D content, but they often fall short of accurately defining complex or rare motions. To address this limitation, we propose MagicPose4D, a novel framework for refined control over both appearance and motion in 4D generation. Unlike current 4D generation methods, MagicPose4D accepts monocular videos or mesh sequences as motion prompts, enabling precise and customizable motion control. MagicPose4D comprises two key modules: (i) Dual-Phase 4D Reconstruction Module, which operates in two phases. The first phase focuses on capturing the model's shape using accurate 2D supervision and less accurate but geometrically informative 3D pseudo-supervision without imposing skeleton constraints. The second phase extracts the 3D motion (skeleton poses) using more accurate pseudo-3D supervision, obtained in the first phase and introduces kinematic chain-based skeleton constraints to ensure physical plausibility. Additionally, we propose a Global-local Chamfer loss that aligns the overall distribution of predicted mesh vertices with the supervision while maintaining part-level alignment without extra annotations. (ii) Cross-category Motion Transfer Module, which leverages the extracted motion from the 4D reconstruction module and uses a kinematic-chain-based skeleton to achieve cross-category motion transfer. It ensures smooth transitions between frames through dynamic rigidity, facilitating robust generalization without additional training. Through extensive experiments, we demonstrate that MagicPose4D significantly improves the accuracy and consistency of 4D content generation, outperforming existing methods in various benchmarks.

cs.CV↗

Language-driven Description Generation and Common Sense Reasoning for Video Action Recognition

Recent video action recognition methods have shown excellent performance by adapting large-scale pre-trained language-image models to the video domain. However, language models contain rich common sense priors - the scene contexts that humans use to constitute an understanding of objects, human-object interactions, and activities - that have not been fully exploited. In this paper, we introduce a framework incorporating language-driven common sense priors to identify cluttered video action sequences from monocular views that are often heavily occluded. We propose: (1) A video context summary component that generates candidate objects, activities, and the interactions between objects and activities; (2) A description generation module that describes the current scene given the context and infers subsequent activities, through auxiliary prompts and common sense reasoning; (3) A multi-modal activity recognition head that combines visual and textual cues to recognize video actions. We demonstrate the effectiveness of our approach on the challenging Action Genome and Charades datasets.

cs.CV↗