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版本更新 · v3arXiv:2606.08043

OmniFaceRig: Fully Automatic Inner-Mouth-Aware Face Rigging Across Diverse 3D Character Topologies

Chao Wang, Guangyao Ma, John Doublestein, Junming Chen, Yiming Lin, Zhaoen Su, Xiaomin Luo, Yushan Yin 等 14 位作者

原文摘要

Facial rigging--creating Facial Action Coding System (FACS) blendshapes and inner-mouth geometry (teeth, gums, and tongue)--remains a major bottleneck in 3D character production. We present OmniFaceRig, a fully automatic end-to-end pipeline that converts a static surface-only 3D character mesh, with no pre-modeled oral cavity, into an inner-mouth-aware FACS rig with up to 155 blendshapes, procedurally fitted teeth, gums, and tongue, and re-packed UV/texture. It supports humans, humanoids, and long- and short-muzzled animals with no manual landmarks, user-provided templates, or per-asset setup. OmniFaceRig combines a hybrid vision-language and computer vision riggability checker, a four-model face segmentation ensemble, keypoint-driven template registration, procedural inner-mouth construction, and collision-aware blendshape transfer. For non-human characters, it selects topology-specific templates with a nose-landmark-free design and uses as-rigid-as-possible deformation with signed-distance-field constraints to reduce teeth-face intersections. We also introduce Omni-Bench, an open-source benchmark of more than 1,000 biped 3D characters rigged with FACS blendshapes and inner-mouth geometry, spanning humans, humanoids, cats, dogs, and other animals. Experiments show high rigging success, nearly complete face detection recall, low inner-mouth penetration, and 20-30 s end-to-end latency per asset on a single A100 GPU.

cs.GR · cs.CV

新论文 · v1arXiv:2611.03087

MIRA: Reinforcing Multimodal Reasoning via Deceptive Contextual Augmentation

Zhihan Yin, Jianxin Liang, Yifeng Yao, Nonghai Zhang, and Bingyue Peng, Chunguang Qie, Huishuai Zhang, Dongyan Zhao

原文摘要

While Reinforcement Learning with Verifiable Rewards (RLVR) has significantly advanced multimodal reasoning, existing frameworks suffer from a critical "perception-reasoning gap." Due to an over-reliance on seemingly relevant visual tokens, even minor perceptual perturbations can propagate through the reasoning process, leading to compounding hallucinations. To address this issue, we propose MIRA, a training framework that improves robustness to erroneous visual contexts while enhancing logical reasoning ability. By injecting filtered, deceptive visual contexts during training, we construct challenging "hard traps" that stress-test the model's robustness to misleading information. Furthermore, we introduce a group-wise reflection-triggering mechanism that enables the model to autonomously detect and rectify inconsistencies between visual cues and logical constraints, which is ultimately internalized as an intrinsic policy behavior. Importantly, MIRA does not rely on human annotations. Experimental results across multiple reasoning and perception benchmarks show that MIRA yields an average 7% improvement on in-domain benchmarks, with consistent improvements on vision-centric benchmarks. These findings highlight that active error recovery is essential for robust multimodal reasoning. Comprehensive ablation studies and analyses further provide insights into why MIRA is effective.

cs.CV · cs.AI

版本更新 · v3arXiv:2605.09965

Towards Generalist Game Agents: A Survey of Foundation Models in Virtual Worlds

Kuan Zhang, Dongchen Liu, Qiyue Zhao, Tianyu Xin, Yue Su, Haisheng Wang, Han Yin, Hongbo Ma 等 15 位作者

原文摘要

The real world unfolds along a single set of physics laws, yet human intelligence demonstrates a remarkable capacity to generalize experiences from this singular physical existence into a multiverse of games, each governed by entirely different rules, aesthetics, physics, and objectives. This omni-reality adaptability is a hallmark of general intelligence. As Artificial Intelligence progresses towards Artificial General Intelligence, the multiverse of games has evolved from mere entertainment into the ultimate ground for training and evaluating AGI. The pursuit of this generality has unfolded across four eras: from environment-specific symbolic and reinforcement learning agents, to current large foundation models acting as generalist players, and toward a future creator stage where agent both creates new game worlds and continually evolves within them. We trace the full lifecycle of a generalist game player along four interdependent pillars: Dataset, Model, Harness, and Benchmark. Every advance across these pillars can be read as an attempt to break one of five fundamental trade-offs that currently bound the whole system. Building on this end-to-end view, we chart a five-step roadmap, progressing from single-game mastery to the ultimate creator stage in which the agent simultaneously creates and evolves within theoretical game multiverse. Taken together, our work offers a unified lens onto a rapidly shifting field, and a principled path toward the omnipotent generalist agent capable of seamlessly mastering any challenge within the multiverse of games, thereby paving the way for AGI.

cs.CV