Vision-Language Navigation (VLN) enables embodied agents to reach target locations in unseen environments by following language instructions. Despite recent progress with vision-language models (VLMs), a critical semantic-geometric gap remains: while VLMs excel at language and 2D visual understanding, they struggle with 3D spatial reasoning and fail to capture the causal dynamics between actions and spatial transitions, resulting in unreliable navigation, particularly in zero-shot settings. To bridge this gap, we propose a Hierarchical Semantic-Geometric Map (HSGM) that transforms 3D geometric information into a structured representation compatible with VLMs, effectively linking them to the physical world. Specifically, HSGM is represented as a multi-channel top-down map organized into three levels: (1) geometric level that records navigable regions and obstacles, (2) semantic level that represents objects and their relations, and (3) decision level that supports high-level task reasoning and goal selection. During navigation, the VLM acts as a high-level semantic planner, interpreting the spatial layout encoded in the HSGM to select geometrically valid waypoints, while low-level, collision-free movements between waypoints are executed by a classical path-planning algorithm, fully decoupling semantic reasoning from action execution. Additionally, complex instructions are decomposed into subtasks to alleviate the problem of progress forgetting or hallucinating in long-horizon navigation. Extensive experiments on R2R-CE and RxR-CE benchmarks demonstrate that our zero-shot framework achieves state-of-the-art performance and even outperforms several supervised methods. Code is available at https://github.com/Teacher-Tom/HSGM_public.
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cs.CV · cs.CL
Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表
Text-based human motion editing aims to modify existing motion sequences according to natural language instructions while maintaining the consistency of the original motion. Existing diffusion-based approaches often rely on heuristic similarity cues or coarse global conditioning, leading to motion distortion and suboptimal semantic alignment. The key challenge lies in balancing change (i.e. precisely editing target regions) and invariance (i.e. preserving unedited parts). To handle such challenge, we propose an Omni-Supervised Positive-Negative Learning framework, named OmniME. Our method integrates three complementary components: (1) retrospective feature supervision that enforces coarse-to-fine consistency across transformer layers, (2) motion preservation mechanism that focuses on subtle variations accoding to the source-target similarity, and (3) triplet-based semantic alignment that strengthens text-motion correspondence. Together, these components form a unified supervision paradigm that balances change and invariance. Extensive experiments on the MotionFix and STANCE Adjustment datasets demonstrate that OmniME achieves state-of-the-art performance in editing alignment, validating the effectiveness of our unified learning framework. Our source codes and models have been released at: https://github.com/ rocket-ycyer/OmniME.git
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cs.CV
Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表
Text-to-motion generation is a fundamental task in computer vision, aiming to synthesize 3D human motion sequences from natural language descriptions. However, due to the limited scale and diversity of existing datasets, models trained to directly map raw text to motion often struggle to generalize to out-of-domain textual inputs. We observe that although high-level motion semantics vary widely, many motions share a common set of underlying atomic motions--that is, simple, reusable body-part movements. Building on this insight, we introduce an **Atomic Motion Decomposition and Recomposition** framework for open-vocabulary text-to-motion generation. Our approach consists of two key components: a **Textual Decomposition** module that parses out-of-domain descriptions into atomic motion units, and an **Atomic Recomposition** module that integrates these units to produce the final motion sequence. Our model achieves a competitive performance on the in-domain HumanML3D dataset, and extensive experiments on two out-of-domain datasets (IDEA400 and Mixamo) demonstrate that our method substantially outperforms state-of-the-art approaches in open-vocabulary motion generation.
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cs.CV
Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表