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新论文 · v1arXiv:2611.07867

PlayGen2: Learning Real-Time Playable Worlds with Explicit 3D State

Jihai Zhang, Yuhan Zhou, Junyou Li, Deheng Ye, Qi Dou, Yu Cheng

原文摘要

Building a playable world requires more than generating plausible video: it demands responsive control, persistent spatial structure, and coherent interactions with dynamic entities. Using generated frames as the sole recurrent world representation ties these requirements to view-dependent appearance synthesis, making it difficult to maintain long-term spatial and temporal consistency in generation and interaction. We present PlayGen2, a real-time interactive world model that separates learned 3D state evolution from neural rendering. PlayGen2 maintains a persistent world memory comprising static geometry represented by a volumetric occupancy grid and identity-indexed 3D states for the player and other entities. Within a fixed-size local region, its world-state model jointly learns action-conditioned entity dynamics, geometry completion, and entity discovery, committing updates to a persistent world memory. A separate neural renderer synthesizes first-person observations from depth and semantic projections of the world state, without feeding generated images back into state prediction. Using Doom as a testbed, we demonstrate that the model successfully learns world dynamics including geometry-aware player motion and player--NPC interactions. The framework is computationally efficient, enabling the complete simulation and rendering pipeline to achieve approximately 160ms backend latency on a MacBook Pro with an M4 Pro chip. Beyond single-player interaction, we demonstrate zero-shot deployment on unseen Doom maps, multiplayer interaction through the composition of single-player models, and programmable gameplay through rule-based state interventions. These capabilities demonstrate the transferability and extensibility of the learned game-world model. Code and pretrained model weights are publicly available.

cs.CV · cs.LG

版本更新 · v3arXiv:2606.29845

Bricker to BRACE: A Bracket Exposure RAW Dataset and Restoration Model for Flicker-Banding

Zihan Zhou, Libo Zhu, Jue Gong, Zhiyi Zhou, Jiezhang Cao, Yong Guo, Yulun Zhang

原文摘要

Flicker-Banding (FB) arises from temporal aliasing between a camera's rolling shutter and a display's brightness modulation, degrading screen-captured image readability with color shifts and jagged patterns. Existing single-frame methods with simplified parametric stripe models cannot reliably distinguish these artifacts from genuine texture. To address this, we conduct a systematic analysis of complex FB morphologies and reveal their significant variation across exposure settings, motivating a multi-frame bracketed RAW restoration paradigm. We construct Bricker, a synthetic-real bracketed RAW dataset built via ray-tracing-based physical simulation and an automated multi-exposure capture tool. We further propose BRACE: Bracketed RAW Flicker-Banding Removal, a multi-frame restoration model that utilizes a frequency-aware banding prior and a multi-scale spatial cross-attention modulator (MSCAM) for cross-exposure spatial fusion. We also introduce the Stripe Frequency Consistency (SFC) metric to evaluate banding removal. Experiments demonstrate state-of-the-art performance on both synthetic and real benchmarks. Our dataset and code are available at: https://github.com/ZZH-qwq/BRACE

cs.CV

新论文 · v1arXiv:2611.04112

Co-Occurrence Priors Override Visual Spatial Evidence: Understanding False Alarms in Vision-Language Models for Construction Struck-By Hazard Detection

Xiaoshan Zhou

原文摘要

Vision-language models (VLMs) increasingly support construction hazard monitoring, yet their frequent false alarms remain poorly understood. This study investigates whether false struck-by hazard warnings arise from failures in object recognition, spatial relation encoding, or hazard decisions dominated by learned co-occurrence priors. We evaluated Qwen2.5-VL-7B and InternVL3.5-8B using 355 counterfactual worker-excavator scene pairs with controlled spatial proximity and worker-removal variants, combining behavioral analysis, internal representation probing, causal interventions, and decision correction. Both models recognized the entities and encoded their spatial relations (out-of-fold AUROC: 0.82 and 0.91), assigning higher hazard scores to near than far scenes in 79% and 73% of pairs. Nevertheless, 74% and 100% of far scenes were falsely classified as hazardous. Removing the worker reduced Qwen's hazard rate to 11%, while worker presence exerted 2.4- and 3.2-times greater influence on hazard scores than spatial proximity in the respective models. Attention-head interventions, neuron-level interventions, and activation steering failed to eliminate this co-occurrence bias. However, conditioning hazard decisions on the model's own spatial-relation representation improved Qwen's specificity from 0.36 to 0.58 at matched sensitivity, outperforming threshold recalibration. These findings reveal that VLM struck-by false alarms stem primarily from decision-making failures rather than deficiencies in object recognition or spatial encoding, suggesting that future efforts should prioritize conditioning hazard decisions on encoded spatial evidence rather than further improving visual recognition alone.

cs.CV · cs.LG

版本更新 · v2arXiv:2604.05484

CoEnv: Code-Driven Exploration in Real-to-Sim Digital Twins for Multi-Arm Manipulation

Li Kang, Yutao Fan, Rui Li, Heng Zhou, Yiran Qin, Zhemeng Zhang, Songtao Huang, Xiufeng Song 等 14 位作者

原文摘要

General-purpose coding agents can now write, debug, and refine entire robot programs, but only if they have somewhere to practice. Physical hardware is a poor practice ground: exploratory rollouts are slow to reset and, when several arms share a workspace, unsafe. Generic simulation benchmarks are safe but do not match the geometry, assets, or viewpoints of the workspace where the robot must actually work. We present CoEx (Code-driven Exploration), which lets the agent practice in an executable digital twin of its own deployment workspace. The twin is built by CoEnv, our real-to-sim framework, which reconstructs the physical scene from multi-view RGBD into a physics simulation. Inside it, a centralized code agent explores at the program level, writing a complete multi-arm program, running it in the twin, and refining it against grounded verification (privileged state checks, checkpoint predicates on risky steps, and adaptive viewpoints against inter-arm occlusion). Verified programs transfer to hardware through collision-checked deployment. On five real-world multi-arm tasks with up to three heterogeneous robots, CoEx reaches 70% average success, against 50% for the same system without the code agent (where a VLM must choose every primitive step by step), outperforms two prior VLM-planning frameworks, and produces verified episodes at 3.8-11.7x the ablated rate. Because every verified rollout is also a demonstration, exploration leaves reusable experience behind: a $π_{0.5}$ policy fine-tuned purely on 200 agent-generated rollouts reaches 100% and 70% real-robot success on two tasks, with no human demonstrations.

cs.RO · cs.CV

版本更新 · v2arXiv:2607.15321

Rethinking the Readout: Unlocking Video Backbones for AI-Generated Video Detection

Manni Cui, Ziheng Qin, ZiAn Wang, Ruiqi Liu, Dianyuan Zou, Jianglan Wei, Han Zhou, Yu Liu 等 11 位作者

原文摘要

AI-generated videos (AIGVs) typically contain subtle temporal artifacts that arise from inter-frame inconsistencies rather than within individual frames. A detector that captures such artifacts should therefore benefit from video pretrained backbones over image only ones. In practice, however, video backbones with standard global readouts often fail to outperform strong image pretrained probes on AIGV benchmarks. We attribute this gap to excessive spatiotemporal aggregation in the readout. Video pretrained backbones tend to compress each frame into a single global descriptor. This compression suppresses local patch level temporal dynamics and discards inter patch relations, which are precisely the cues that AIGV detection most reliably depends on. Based on this, we propose Velocity Gated Patch Velocity Profiling (V-PVP), a lightweight readout that replaces only the aggregation layer with two parallel streams over the patch velocity field, adding only about $0.5$M trainable parameters. V-PVP serves as a general plug-and-play module that consistently improves performance across diverse video backbones under both end-to-end fine-tuning and linear probing settings. Our method reaches 95.28 AUC on AIGVDBench while keeping the backbone fully frozen. The results show that simply replacing the aggregation layer reactivates the temporal potential of frozen video backbones, restoring their advantage on AIGV detection. Code is available at https://github.com/manic-cui/Rethinking-the-readout.

cs.CV

版本更新 · v6arXiv:2509.24644

RIFLE: Removal of Image Flicker-Banding via Latent Diffusion Enhancement

Libo Zhu, Zihan Zhou, Xiaoyang Liu, Weihang Zhang, Keyu Shi, Yifan Fu, Yulun Zhang

原文摘要

Capturing screens is now routine in our everyday lives. But the photographs of emissive displays are often influenced by the flicker-banding (FB), which is alternating bright-dark stripes that arise from temporal aliasing between a camera's rolling-shutter readout and the display's brightness modulation. Unlike moire degradation, which has been extensively studied, the FB remains underexplored despite its frequent and severe impact on readability and perceived quality. We formulate FB removal as a dedicated restoration task and introduce Removal of Image Flicker-Banding via Latent Diffusion Enhancement, RIFLE, a diffusion-based framework designed to remove FB while preserving fine details. We propose the flicker-banding prior estimator (FPE) that predicts key banding attributes and injects it into the restoration network. Additionally, Masked Loss (ML) is proposed to concentrate supervision on banded regions without sacrificing global fidelity. To overcome data scarcity, we provide a simulation pipeline that synthesizes FB in the luminance domain with stochastic jitter in banding angle, banding spacing, and banding width. Feathered boundaries and sensor noise are also applied for a more realistic simulation. For evaluation, we collect a paired real-world FB dataset with pixel-aligned banding-free references captured via long exposure. Across quantitative metrics and visual comparisons on our real-world dataset, RIFLE consistently outperforms recent image reconstruction baselines from mild to severe flicker-banding. To the best of our knowledge, it is the first work to research the simulation and removal of FB. Our work establishes a great foundation for subsequent research in both the dataset construction and the removal model design. Our dataset and code will be released soon.

cs.CV