Zhang, Juze, Chen, Changan, Chen, Xin, Yu, Heng, Xiang, Tiange, Khan, Ali Sartaz, Lakshmikanth, Shrinidhi K., Adeli, Ehsan
Human communication is inherently multimodal and social: words, prosody, and body language jointly carry intent. Yet most prior systems model human behavior as a translation task--co-speech gesture or text-to-motion that maps a fixed utterance to motion clips--without requiring agentic decision-making about when to move, what to do, or how to adapt across multi-turn dialogue. This leads to brittle timing, weak social grounding, and fragmented stacks where speech, text, and motion are trained or inferred in isolation. We introduce ViBES (Voice in Behavioral Expression and Synchrony), a conversational 3D agent that jointly plans language and movement and executes dialogue-conditioned body actions. Concretely, ViBES is a speech-language-behavior (SLB) model with a mixture-of-modality-experts (MoME) backbone: modality-partitioned transformer experts for speech, facial expression, and body motion. The model processes interleaved multimodal token streams with hard routing by modality (parameters are split per expert), while sharing information through cross-expert attention. By leveraging strong pretrained speech-language models, the agent supports mixed-initiative interaction: users can speak, type, or issue body-action directives mid-conversation, and the system exposes controllable behavior hooks for streaming responses. We further benchmark on multi-turn conversation with automatic metrics of dialogue-motion alignment and behavior quality, and observe consistent gains over strong co-speech and text-to-motion baselines. ViBES goes beyond "speech-conditioned motion generation" toward agentic virtual bodies where language, prosody, and movement are jointly generated, enabling controllable, socially competent 3D interaction.
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cs.CV · cs.CL · cs.AI
Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表
Lookup-free quantization has received much attention due to its efficiency on parameters and scalability to a large codebook. In this paper, we present a unified formulation of different non-parametric quantization methods through the lens of lattice coding. The geometry of lattice codes explains the necessity of auxiliary loss terms when training auto-encoders with certain existing lookup-free quantization variants such as BSQ. As a step forward, we explore a few possible candidates, including random lattices, generalized Fibonacci lattices, and densest sphere packing lattices. Among all, we find the Leech lattice-based quantization method, which is dubbed as Spherical Leech Quantization (\Lambda_ 24 -SQ), leads to both a simplified training recipe and an improved reconstruction-compression tradeoff thanks to its high symmetry and even distribution on the hypersphere. In image tokenization and compression tasks, this quantization approach achieves better reconstruction quality across all metrics than BSQ, the best prior art, while consuming slightly fewer bits. The improvement also extends to state-of-the-art auto-regressive image generation frameworks.
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cs.CV
Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表
Reconstructing 3D human motion and human-object interactions (HOI) from Internet videos is a fundamental step toward building large-scale datasets of human behavior. Existing methods struggle to recover globally consistent 3D motion under dynamic cameras, especially for motion types underrepresented in current motion-capture datasets, and face additional difficulty recovering coherent human-object interactions in 3D. We introduce a two-stage framework leveraging 2D diffusion that reconstructs 3D human motion and HOI from Internet videos. In the first stage, we synthesize multi-view 2D motion data for each domain, leveraging 2D keypoints extracted from Internet videos to incorporate human motions that rarely appear in existing MoCap datasets. In the second stage, a camera-conditioned multi-view 2D motion diffusion model is trained on the domain-specific synthetic data to recover 3D human motion and 3D HOI in the world space. We demonstrate the effectiveness of our method on Internet videos featuring challenging motions such as gymnastics, as well as in-the-wild HOI videos, and show that it outperforms prior work in producing realistic human motion and human-object interaction.
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cs.CV
Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表
Diffusion Magnetic Resonance Imaging (dMRI) plays a critical role in studying microstructural changes in the brain. It is, therefore, widely used in clinical practice; yet progress in learning general-purpose representations from dMRI has been limited. A key challenge is that existing deep learning approaches are not well-suited to capture the unique properties of diffusion signals. Brain dMRI is normally composed of several brain volumes, each with different attenuation characteristics dependent on the direction and strength of the diffusion-sensitized gradients. Thus, there is a need to jointly model spatial, diffusion-weighting, and directional dependencies in dMRI. Furthermore, varying acquisition protocols (e.g., differing numbers of directions) further limit traditional models. To address these gaps, we introduce a diffusion space rotatory positional embedding (D-RoPE) plugged into our dMRI transformer to capture both the spatial structure and directional characteristics of diffusion data, enabling robust and transferable representations across diverse acquisition settings and an arbitrary number of diffusion directions. After self-supervised masked autoencoding pretraining, tests on several downstream tasks show that the learned representations and the pretrained model can provide competitive or superior performance compared to several baselines in these downstream tasks (even compared to a fully trained baseline); the finetuned features from our pretrained encoder resulted in a 6% higher accuracy in classifying mild cognitive impairment and a 0.05 increase in the correlation coefficient when predicting cognitive scores. Code is available at: github.com/gustavochau/D-RoPE
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cs.CV
Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表
Understanding the physical world is essential for generalist AI agents. However, it remains unclear whether state-of-the-art vision perception models (e.g., large VLMs) can perform quantitative physical reasoning tasks. Existing evaluations are predominantly VQA-based and qualitative, offering limited insight into whether these models can infer the kinematic quantities of moving objects from videos. To address this, we present QuantiPhy, the first benchmark designed to quantitatively measure a VLM's physical reasoning ability. Comprising more than 3.3K video-text instances with numerical ground truth, QuantiPhy evaluates a VLM's performance on estimating an object's size, velocity, and acceleration at a given timestamp, using one of these properties as an input prior. The benchmark standardizes prompts and scoring to assess numerical accuracy, enabling fair comparisons across models. Our experiments on state-of-the-art VLMs reveal a consistent gap between their qualitative plausibility and actual numerical correctness. We further provide an in-depth analysis of key factors like background noise, counterfactual priors, and strategic prompting and find that state-of-the-art VLMs lean heavily on pre-trained world knowledge rather than faithfully using the provided visual and textual inputs when reasoning about objects' kinematic properties. QuantiPhy offers the first rigorous, scalable testbed to move VLMs beyond mere verbal plausibility toward a numerically grounded physical understanding.
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cs.CV · cs.CL · cs.AI
Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表
Online 3D scene perception in real time is essential for robotics, AR/VR, and autonomous systems, particularly in edge computing scenarios where computational resources are limited and privacy is crucial. Recent state-of-the-art methods like EmbodiedSAM (ESAM) demonstrate the promise of online 3D perception by leveraging the Segment Anything Model (SAM) for real-time, fine-grained, and generalized 3D instance segmentation. However, ESAM still relies on a computationally expensive 3D sparse UNet for point cloud feature extraction, which accounts for the majority of the 3D inference time, hindering its practicality on resource-constrained devices. In this paper, we propose ESAM++, a lightweight and scalable alternative for online 3D scene perception tailored to edge devices without GPU acceleration. Our method introduces a 3D Sparse Feature Pyramid Network (SFPN) that efficiently captures multi-scale geometric features from streaming 3D point clouds while significantly reducing computational overhead and model size. We evaluate our approach on four challenging segmentation benchmarks, namely ScanNet, ScanNet200, SceneNN, and 3RScan, demonstrating that our model achieves competitive accuracy with up to 3x faster inference with a 2x smaller model size compared to ESAM, enabling practical deployment on edge devices.
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cs.CV
Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表