new

Get trending papers in your email inbox!

Subscribe

Daily Papers

byAK and the research community

Dec 8

Think with 3D: Geometric Imagination Grounded Spatial Reasoning from Limited Views

Though recent advances in vision-language models (VLMs) have achieved remarkable progress across a wide range of multimodal tasks, understanding 3D spatial relationships from limited views remains a significant challenge. Previous reasoning methods typically rely on pure text (e.g., topological cognitive maps) or on 2D visual cues. However, their limited representational capacity hinders performance in specific tasks that require 3D spatial imagination. To address this limitation, we propose 3DThinker, a framework that can effectively exploits the rich geometric information embedded within images while reasoning, like humans do. Our framework is the first to enable 3D mentaling during reasoning without any 3D prior input, and it does not rely on explicitly labeled 3D data for training. Specifically, our training consists of two stages. First, we perform supervised training to align the 3D latent generated by VLM while reasoning with that of a 3D foundation model (e.g., VGGT). Then, we optimize the entire reasoning trajectory solely based on outcome signals, thereby refining the underlying 3D mentaling. Extensive experiments across multiple benchmarks show that 3DThinker consistently outperforms strong baselines and offers a new perspective toward unifying 3D representations into multimodal reasoning. Our code will be available at https://github.com/zhangquanchen/3DThinker.

Why Do MLLMs Struggle with Spatial Understanding? A Systematic Analysis from Data to Architecture

Spatial understanding is essential for Multimodal Large Language Models (MLLMs) to support perception, reasoning, and planning in embodied environments. Despite recent progress, existing studies reveal that MLLMs still struggle with spatial understanding. However, existing research lacks a comprehensive and systematic evaluation of these limitations, often restricted to isolated scenarios, such as single-view or video. In this work, we present a systematic analysis of spatial understanding from both data and architectural perspectives across three representative scenarios: single-view, multi-view, and video. We propose a benchmark named MulSeT (Multi-view Spatial Understanding Tasks), and design a series of experiments to analyze the spatial reasoning capabilities of MLLMs. From the data perspective, the performance of spatial understanding converges quickly as the training data increases, and the upper bound is relatively low, especially for tasks that require spatial imagination. This indicates that merely expanding training data is insufficient to achieve satisfactory performance. From the architectural perspective, we find that spatial understanding relies more heavily on the positional encoding within the visual encoder than within the language model, in both cascaded and native MLLMs. Moreover, we explore reasoning injection and envision future improvements through architectural design to optimize spatial understanding. These insights shed light on the limitations of current MLLMs and suggest new directions for improving spatial reasoning capabilities through data scaling and architectural tuning.

  • 8 authors
·
Sep 2

How Far are VLMs from Visual Spatial Intelligence? A Benchmark-Driven Perspective

Visual Spatial Reasoning (VSR) is a core human cognitive ability and a critical requirement for advancing embodied intelligence and autonomous systems. Despite recent progress in Vision-Language Models (VLMs), achieving human-level VSR remains highly challenging due to the complexity of representing and reasoning over three-dimensional space. In this paper, we present a systematic investigation of VSR in VLMs, encompassing a review of existing methodologies across input modalities, model architectures, training strategies, and reasoning mechanisms. Furthermore, we categorize spatial intelligence into three levels of capability, ie, basic perception, spatial understanding, spatial planning, and curate SIBench, a spatial intelligence benchmark encompassing nearly 20 open-source datasets across 23 task settings. Experiments with state-of-the-art VLMs reveal a pronounced gap between perception and reasoning, as models show competence in basic perceptual tasks but consistently underperform in understanding and planning tasks, particularly in numerical estimation, multi-view reasoning, temporal dynamics, and spatial imagination. These findings underscore the substantial challenges that remain in achieving spatial intelligence, while providing both a systematic roadmap and a comprehensive benchmark to drive future research in the field. The related resources of this study are accessible at https://sibench.github.io/Awesome-Visual-Spatial-Reasoning/.

  • 18 authors
·
Sep 23 2

LTD-Bench: Evaluating Large Language Models by Letting Them Draw

Current evaluation paradigms for large language models (LLMs) represent a critical blind spot in AI research--relying on opaque numerical metrics that conceal fundamental limitations in spatial reasoning while providing no intuitive understanding of model capabilities. This deficiency creates a dangerous disconnect between reported performance and practical abilities, particularly for applications requiring physical world understanding. We introduce LTD-Bench, a breakthrough benchmark that transforms LLM evaluation from abstract scores to directly observable visual outputs by requiring models to generate drawings through dot matrices or executable code. This approach makes spatial reasoning limitations immediately apparent even to non-experts, bridging the fundamental gap between statistical performance and intuitive assessment. LTD-Bench implements a comprehensive methodology with complementary generation tasks (testing spatial imagination) and recognition tasks (assessing spatial perception) across three progressively challenging difficulty levels, methodically evaluating both directions of the critical language-spatial mapping. Our extensive experiments with state-of-the-art models expose an alarming capability gap: even LLMs achieving impressive results on traditional benchmarks demonstrate profound deficiencies in establishing bidirectional mappings between language and spatial concept--a fundamental limitation that undermines their potential as genuine world models. Furthermore, LTD-Bench's visual outputs enable powerful diagnostic analysis, offering a potential approach to investigate model similarity.

tencent Tencent
·
Nov 4 1

ING-VP: MLLMs cannot Play Easy Vision-based Games Yet

As multimodal large language models (MLLMs) continue to demonstrate increasingly competitive performance across a broad spectrum of tasks, more intricate and comprehensive benchmarks have been developed to assess these cutting-edge models. These benchmarks introduce new challenges to core capabilities such as perception, reasoning, and planning. However, existing multimodal benchmarks fall short in providing a focused evaluation of multi-step planning based on spatial relationships in images. To bridge this gap, we present ING-VP, the first INteractive Game-based Vision Planning benchmark, specifically designed to evaluate the spatial imagination and multi-step reasoning abilities of MLLMs. ING-VP features 6 distinct games, encompassing 300 levels, each with 6 unique configurations. A single model engages in over 60,000 rounds of interaction. The benchmark framework allows for multiple comparison settings, including image-text vs. text-only inputs, single-step vs. multi-step reasoning, and with-history vs. without-history conditions, offering valuable insights into the model's capabilities. We evaluated numerous state-of-the-art MLLMs, with the highest-performing model, Claude-3.5 Sonnet, achieving an average accuracy of only 3.37%, far below the anticipated standard. This work aims to provide a specialized evaluation framework to drive advancements in MLLMs' capacity for complex spatial reasoning and planning. The code is publicly available at https://github.com/Thisisus7/ING-VP.git.

  • 7 authors
·
Oct 9, 2024 2

ImagineNav: Prompting Vision-Language Models as Embodied Navigator through Scene Imagination

Visual navigation is an essential skill for home-assistance robots, providing the object-searching ability to accomplish long-horizon daily tasks. Many recent approaches use Large Language Models (LLMs) for commonsense inference to improve exploration efficiency. However, the planning process of LLMs is limited within texts and it is difficult to represent the spatial occupancy and geometry layout only by texts. Both are important for making rational navigation decisions. In this work, we seek to unleash the spatial perception and planning ability of Vision-Language Models (VLMs), and explore whether the VLM, with only on-board camera captured RGB/RGB-D stream inputs, can efficiently finish the visual navigation tasks in a mapless manner. We achieve this by developing the imagination-powered navigation framework ImagineNav, which imagines the future observation images at valuable robot views and translates the complex navigation planning process into a rather simple best-view image selection problem for VLM. To generate appropriate candidate robot views for imagination, we introduce the Where2Imagine module, which is distilled to align with human navigation habits. Finally, to reach the VLM preferred views, an off-the-shelf point-goal navigation policy is utilized. Empirical experiments on the challenging open-vocabulary object navigation benchmarks demonstrates the superiority of our proposed system.

  • 4 authors
·
Oct 13, 2024

Thinking with Generated Images

We present Thinking with Generated Images, a novel paradigm that fundamentally transforms how large multimodal models (LMMs) engage with visual reasoning by enabling them to natively think across text and vision modalities through spontaneous generation of intermediate visual thinking steps. Current visual reasoning with LMMs is constrained to either processing fixed user-provided images or reasoning solely through text-based chain-of-thought (CoT). Thinking with Generated Images unlocks a new dimension of cognitive capability where models can actively construct intermediate visual thoughts, critique their own visual hypotheses, and refine them as integral components of their reasoning process. We demonstrate the effectiveness of our approach through two complementary mechanisms: (1) vision generation with intermediate visual subgoals, where models decompose complex visual tasks into manageable components that are generated and integrated progressively, and (2) vision generation with self-critique, where models generate an initial visual hypothesis, analyze its shortcomings through textual reasoning, and produce refined outputs based on their own critiques. Our experiments on vision generation benchmarks show substantial improvements over baseline approaches, with our models achieving up to 50% (from 38% to 57%) relative improvement in handling complex multi-object scenarios. From biochemists exploring novel protein structures, and architects iterating on spatial designs, to forensic analysts reconstructing crime scenes, and basketball players envisioning strategic plays, our approach enables AI models to engage in the kind of visual imagination and iterative refinement that characterizes human creative, analytical, and strategic thinking. We release our open-source suite at https://github.com/GAIR-NLP/thinking-with-generated-images.

  • 8 authors
·
May 28 3

Cross from Left to Right Brain: Adaptive Text Dreamer for Vision-and-Language Navigation

Vision-and-Language Navigation (VLN) requires the agent to navigate by following natural instructions under partial observability, making it difficult to align perception with language. Recent methods mitigate this by imagining future scenes, yet they rely on vision-based synthesis, leading to high computational cost and redundant details. To this end, we propose to adaptively imagine key environmental semantics via language form, enabling a more reliable and efficient strategy. Specifically, we introduce a novel Adaptive Text Dreamer (ATD), a dual-branch self-guided imagination policy built upon a large language model (LLM). ATD is designed with a human-like left-right brain architecture, where the left brain focuses on logical integration, and the right brain is responsible for imaginative prediction of future scenes. To achieve this, we fine-tune only the Q-former within both brains to efficiently activate domain-specific knowledge in the LLM, enabling dynamic updates of logical reasoning and imagination during navigation. Furthermore, we introduce a cross-interaction mechanism to regularize the imagined outputs and inject them into a navigation expert module, allowing ATD to jointly exploit both the reasoning capacity of the LLM and the expertise of the navigation model. We conduct extensive experiments on the R2R benchmark, where ATD achieves state-of-the-art performance with fewer parameters. The code is https://github.com/zhangpingrui/Adaptive-Text-Dreamer{here}.

  • 10 authors
·
May 27

Latent Compass: Creation by Navigation

In Marius von Senden's Space and Sight, a newly sighted blind patient describes the experience of a corner as lemon-like, because corners "prick" sight like lemons prick the tongue. Prickliness, here, is a dimension in the feature space of sensory experience, an effect of the perceived on the perceiver that arises where the two interact. In the account of the newly sighted, an effect familiar from one interaction translates to a novel context. Perception serves as the vehicle for generalization, in that an effect shared across different experiences produces a concrete abstraction grounded in those experiences. Cezanne and the post-impressionists, fluent in the language of experience translation, realized that the way to paint a concrete form that best reflected reality was to paint not what they saw, but what it was like to see. We envision a future of creation using AI where what it is like to see is replicable, transferrable, manipulable - part of the artist's palette that is both grounded in a particular context, and generalizable beyond it. An active line of research maps human-interpretable features onto directions in GAN latent space. Supervised and self-supervised approaches that search for anticipated directions or use off-the-shelf classifiers to drive image manipulation in embedding space are limited in the variety of features they can uncover. Unsupervised approaches that discover useful new directions show that the space of perceptually meaningful directions is nowhere close to being fully mapped. As this space is broad and full of creative potential, we want tools for direction discovery that capture the richness and generalizability of human perception. Our approach puts creators in the discovery loop during real-time tool use, in order to identify directions that are perceptually meaningful to them, and generate interpretable image translations along those directions.

  • 3 authors
·
Dec 19, 2020

SpatialBench: Benchmarking Multimodal Large Language Models for Spatial Cognition

Spatial cognition is fundamental to real-world multimodal intelligence, allowing models to effectively interact with the physical environment. While multimodal large language models (MLLMs) have made significant strides, existing benchmarks often oversimplify spatial cognition, reducing it to a single-dimensional metric, which fails to capture the hierarchical structure and interdependence of spatial abilities. To address this gap, we propose a hierarchical spatial cognition framework that decomposes spatial intelligence into five progressively complex levels from basic observation to high-level planning. Building upon this taxonomy, we construct SpatialBench, a large-scale, fine-grained benchmark covering 15 tasks aligned with these cognitive levels. To provide a unified evaluation across heterogeneous tasks, we further introduce a high-level capability-oriented metric that reliably assesses a model's overall spatial reasoning ability. Extensive experiments over massive MLLMs reveal distinct performance stratification across cognitive levels: models exhibit strong perceptual grounding yet remain limited in symbolic reasoning, causal inference, and planning. Additional human tests demonstrate that humans perform selective, goal-directed abstraction, while MLLMs tend to over-attend to surface details without coherent spatial intent. Our work establishes the first systematic framework for measuring hierarchical spatial cognition in MLLMs, laying the foundation for future spatially intelligent systems.

  • 5 authors
·
Nov 26

VLM-Guided Adaptive Negative Prompting for Creative Generation

Creative generation is the synthesis of new, surprising, and valuable samples that reflect user intent yet cannot be envisioned in advance. This task aims to extend human imagination, enabling the discovery of visual concepts that exist in the unexplored spaces between familiar domains. While text-to-image diffusion models excel at rendering photorealistic scenes that faithfully match user prompts, they still struggle to generate genuinely novel content. Existing approaches to enhance generative creativity either rely on interpolation of image features, which restricts exploration to predefined categories, or require time-intensive procedures such as embedding optimization or model fine-tuning. We propose VLM-Guided Adaptive Negative-Prompting, a training-free, inference-time method that promotes creative image generation while preserving the validity of the generated object. Our approach utilizes a vision-language model (VLM) that analyzes intermediate outputs of the generation process and adaptively steers it away from conventional visual concepts, encouraging the emergence of novel and surprising outputs. We evaluate creativity through both novelty and validity, using statistical metrics in the CLIP embedding space. Through extensive experiments, we show consistent gains in creative novelty with negligible computational overhead. Moreover, unlike existing methods that primarily generate single objects, our approach extends to complex scenarios, such as generating coherent sets of creative objects and preserving creativity within elaborate compositional prompts. Our method integrates seamlessly into existing diffusion pipelines, offering a practical route to producing creative outputs that venture beyond the constraints of textual descriptions.

  • 4 authors
·
Oct 12 2

Spatially-Aware Transformer for Embodied Agents

Episodic memory plays a crucial role in various cognitive processes, such as the ability to mentally recall past events. While cognitive science emphasizes the significance of spatial context in the formation and retrieval of episodic memory, the current primary approach to implementing episodic memory in AI systems is through transformers that store temporally ordered experiences, which overlooks the spatial dimension. As a result, it is unclear how the underlying structure could be extended to incorporate the spatial axis beyond temporal order alone and thereby what benefits can be obtained. To address this, this paper explores the use of Spatially-Aware Transformer models that incorporate spatial information. These models enable the creation of place-centric episodic memory that considers both temporal and spatial dimensions. Adopting this approach, we demonstrate that memory utilization efficiency can be improved, leading to enhanced accuracy in various place-centric downstream tasks. Additionally, we propose the Adaptive Memory Allocator, a memory management method based on reinforcement learning that aims to optimize efficiency of memory utilization. Our experiments demonstrate the advantages of our proposed model in various environments and across multiple downstream tasks, including prediction, generation, reasoning, and reinforcement learning. The source code for our models and experiments will be available at https://github.com/junmokane/spatially-aware-transformer.

  • 3 authors
·
Feb 23, 2024

Multimodal Spatial Reasoning in the Large Model Era: A Survey and Benchmarks

Humans possess spatial reasoning abilities that enable them to understand spaces through multimodal observations, such as vision and sound. Large multimodal reasoning models extend these abilities by learning to perceive and reason, showing promising performance across diverse spatial tasks. However, systematic reviews and publicly available benchmarks for these models remain limited. In this survey, we provide a comprehensive review of multimodal spatial reasoning tasks with large models, categorizing recent progress in multimodal large language models (MLLMs) and introducing open benchmarks for evaluation. We begin by outlining general spatial reasoning, focusing on post-training techniques, explainability, and architecture. Beyond classical 2D tasks, we examine spatial relationship reasoning, scene and layout understanding, as well as visual question answering and grounding in 3D space. We also review advances in embodied AI, including vision-language navigation and action models. Additionally, we consider emerging modalities such as audio and egocentric video, which contribute to novel spatial understanding through new sensors. We believe this survey establishes a solid foundation and offers insights into the growing field of multimodal spatial reasoning. Updated information about this survey, codes and implementation of the open benchmarks can be found at https://github.com/zhengxuJosh/Awesome-Spatial-Reasoning.

Agentic 3D Scene Generation with Spatially Contextualized VLMs

Despite recent advances in multimodal content generation enabled by vision-language models (VLMs), their ability to reason about and generate structured 3D scenes remains largely underexplored. This limitation constrains their utility in spatially grounded tasks such as embodied AI, immersive simulations, and interactive 3D applications. We introduce a new paradigm that enables VLMs to generate, understand, and edit complex 3D environments by injecting a continually evolving spatial context. Constructed from multimodal input, this context consists of three components: a scene portrait that provides a high-level semantic blueprint, a semantically labeled point cloud capturing object-level geometry, and a scene hypergraph that encodes rich spatial relationships, including unary, binary, and higher-order constraints. Together, these components provide the VLM with a structured, geometry-aware working memory that integrates its inherent multimodal reasoning capabilities with structured 3D understanding for effective spatial reasoning. Building on this foundation, we develop an agentic 3D scene generation pipeline in which the VLM iteratively reads from and updates the spatial context. The pipeline features high-quality asset generation with geometric restoration, environment setup with automatic verification, and ergonomic adjustment guided by the scene hypergraph. Experiments show that our framework can handle diverse and challenging inputs, achieving a level of generalization not observed in prior work. Further results demonstrate that injecting spatial context enables VLMs to perform downstream tasks such as interactive scene editing and path planning, suggesting strong potential for spatially intelligent systems in computer graphics, 3D vision, and embodied applications.

  • 3 authors
·
May 26

Video2Layout: Recall and Reconstruct Metric-Grounded Cognitive Map for Spatial Reasoning

Spatial intelligence is a critical frontier for Multimodal Large Language Models (MLLMs), empowering them to comprehend the physical world. Drawing inspiration from human perception mechanisms, existing studies attempt to construct a coherent spatial understanding via grid-based cognitive maps from multi-frame visual inputs. However, current grid-based map methods rely on discretized raster representations, which limit the model's ability in fine-grained spatial reasoning. To overcome this limitation, we propose Video2Layout, a framework for reconstructing metric-grounded spatial layouts from video. The framework employs continuous object boundary coordinates to quantify inter-object physical distances and object size. This empowers the model with quantitative spatial computation capabilities, effectively alleviating the inherent ambiguity when describing spatial relationships in natural language. Specifically, our method comprises two core stages. First, in supervised fine-tuning stage, we construct a high-quality dataset from the AI2THOR simulator, which enables the model to learn the mapping from visual inputs to precise boundary coordinates. Subsequently, a reinforcement fine-tuning stage further enhances the model's real-world generalization capabilities. To systematically evaluate the correlation between cognitive map accuracy and image quantity, as well as how the quantity of image inputs affects spatial reasoning accuracy, we introduce QVS-Bench, a diagnostic benchmark designed to analyze the relevant mechanisms. Evaluated on QVS-Bench and mainstream spatial reasoning benchmarks, our model, V2LO-7B achieves an average improvement of 4.92% over the model trained on grid maps, validating the superiority of our method. Our code is available at https://github.com/ybrrraway/Video2Layout.

  • 9 authors
·
Nov 20

Reasoning Path and Latent State Analysis for Multi-view Visual Spatial Reasoning: A Cognitive Science Perspective

Spatial reasoning is a core aspect of human intelligence that allows perception, inference and planning in 3D environments. However, current vision-language models (VLMs) struggle to maintain geometric coherence and cross-view consistency for spatial reasoning in multi-view settings. We attribute this gap to the lack of fine-grained benchmarks that isolate multi-view reasoning from single-view perception and temporal factors. To address this, we present ReMindView-Bench, a cognitively grounded benchmark for evaluating how VLMs construct, align and maintain spatial mental models across complementary viewpoints. ReMindView-Bench systematically varies viewpoint spatial pattern and query type to probe key factors of spatial cognition. Evaluations of 15 current VLMs reveals consistent failures in cross-view alignment and perspective-taking in multi-view spatial reasoning, motivating deeper analysis on the reasoning process. Explicit phase-wise analysis using LLM-as-a-judge and self-consistency prompting shows that VLMs perform well on in-frame perception but degrade sharply when integrating information across views. Implicit analysis, including linear probing and entropy dynamics, further show progressive loss of task-relevant information and uncertainty separation between correct and incorrect trajectories. These results provide a cognitively grounded diagnosis of VLM spatial reasoning and reveal how multi-view spatial mental models are formed, degraded and destabilized across reasoning phases. The ReMindView-Bench benchmark is available at https://huggingface.co/datasets/Xue0823/ReMindView-Bench, and the source codes of benchmark construction and VLM reasoning analysis are available at https://github.com/pittisl/ReMindView-Bench.

  • 6 authors
·
Dec 1

SpaceBlender: Creating Context-Rich Collaborative Spaces Through Generative 3D Scene Blending

There is increased interest in using generative AI to create 3D spaces for Virtual Reality (VR) applications. However, today's models produce artificial environments, falling short of supporting collaborative tasks that benefit from incorporating the user's physical context. To generate environments that support VR telepresence, we introduce SpaceBlender, a novel pipeline that utilizes generative AI techniques to blend users' physical surroundings into unified virtual spaces. This pipeline transforms user-provided 2D images into context-rich 3D environments through an iterative process consisting of depth estimation, mesh alignment, and diffusion-based space completion guided by geometric priors and adaptive text prompts. In a preliminary within-subjects study, where 20 participants performed a collaborative VR affinity diagramming task in pairs, we compared SpaceBlender with a generic virtual environment and a state-of-the-art scene generation framework, evaluating its ability to create virtual spaces suitable for collaboration. Participants appreciated the enhanced familiarity and context provided by SpaceBlender but also noted complexities in the generative environments that could detract from task focus. Drawing on participant feedback, we propose directions for improving the pipeline and discuss the value and design of blended spaces for different scenarios.

  • 5 authors
·
Sep 20, 2024 2

Unfolding Spatial Cognition: Evaluating Multimodal Models on Visual Simulations

Spatial cognition is essential for human intelligence, enabling problem-solving through visual simulations rather than solely relying on verbal reasoning. However, existing AI benchmarks primarily assess verbal reasoning, neglecting the complexities of non-verbal, multi-step visual simulation. We introduce STARE(Spatial Transformations and Reasoning Evaluation), a benchmark designed to rigorously evaluate multimodal large language models on tasks better solved through multi-step visual simulation. STARE features 4K tasks spanning foundational geometric transformations (2D and 3D), integrated spatial reasoning (cube net folding and tangram puzzles), and real-world spatial reasoning (perspective and temporal reasoning), reflecting practical cognitive challenges like object assembly, mechanical diagram interpretation, and everyday spatial navigation. Our evaluations show that models excel at reasoning over simpler 2D transformations, but perform close to random chance on more complex tasks like 3D cube net folding and tangram puzzles that require multi-step visual simulations. Humans achieve near-perfect accuracy but take considerable time (up to 28.9s) on complex tasks, significantly speeding up (down by 7.5 seconds on average) with intermediate visual simulations. In contrast, models exhibit inconsistent performance gains from visual simulations, improving on most tasks but declining in specific cases like tangram puzzles (GPT-4o, o1) and cube net folding (Claude-3.5, Gemini-2.0 Flash), indicating that models may not know how to effectively leverage intermediate visual information.

  • 8 authors
·
Jun 5 1

SAT: Dynamic Spatial Aptitude Training for Multimodal Language Models

Reasoning about motion and space is a fundamental cognitive capability that is required by multiple real-world applications. While many studies highlight that large multimodal language models (MLMs) struggle to reason about space, they only focus on static spatial relationships, and not dynamic awareness of motion and space, i.e., reasoning about the effect of egocentric and object motions on spatial relationships. Manually annotating such object and camera movements is expensive. Hence, we introduce SAT, a simulated spatial aptitude training dataset comprising both static and dynamic spatial reasoning across 175K question-answer (QA) pairs and 20K scenes. Complementing this, we also construct a small (150 image-QAs) yet challenging dynamic spatial test set using real-world images. Leveraging our SAT datasets and 6 existing static spatial benchmarks, we systematically investigate what improves both static and dynamic spatial awareness. Our results reveal that simulations are surprisingly effective at imparting spatial aptitude to MLMs that translate to real images. We show that perfect annotations in simulation are more effective than existing approaches of pseudo-annotating real images. For instance, SAT training improves a LLaVA-13B model by an average 11% and a LLaVA-Video-7B model by an average 8% on multiple spatial benchmarks, including our real-image dynamic test set and spatial reasoning on long videos -- even outperforming some large proprietary models. While reasoning over static relationships improves with synthetic training data, there is still considerable room for improvement for dynamic reasoning questions.

  • 12 authors
·
Dec 10, 2024

Sparkle: Mastering Basic Spatial Capabilities in Vision Language Models Elicits Generalization to Composite Spatial Reasoning

Vision language models (VLMs) have demonstrated impressive performance across a wide range of downstream tasks. However, their proficiency in spatial reasoning remains limited, despite its crucial role in tasks involving navigation and interaction with physical environments. Specifically, most of these tasks rely on the core spatial reasoning capabilities in two-dimensional (2D) environments, and our evaluation reveals that state-of-the-art VLMs frequently generate implausible and incorrect responses to composite spatial reasoning problems, including simple pathfinding tasks that humans can solve effortlessly at a glance. To address this, we explore an effective approach to enhance 2D spatial reasoning within VLMs by training the model solely on basic spatial capabilities. We begin by disentangling the key components of 2D spatial reasoning: direction comprehension, distance estimation, and localization. Our central hypothesis is that mastering these basic spatial capabilities can significantly enhance a model's performance on composite spatial tasks requiring advanced spatial understanding and combinatorial problem-solving, with generalized improvements in visual-spatial tasks. To investigate this hypothesis, we introduce Sparkle, a framework that fine-tunes VLMs on these three basic spatial capabilities by synthetic data generation and targeted supervision to form an instruction dataset for each capability. Our experiments demonstrate that VLMs fine-tuned with Sparkle achieve significant performance gains, not only in the basic tasks themselves but also in generalizing to composite and out-of-distribution spatial reasoning tasks. These findings underscore the effectiveness of mastering basic spatial capabilities in enhancing composite spatial problem-solving, offering insights into systematic strategies for improving VLMs' spatial reasoning capabilities.

  • 10 authors
·
Oct 21, 2024

CLAY: A Controllable Large-scale Generative Model for Creating High-quality 3D Assets

In the realm of digital creativity, our potential to craft intricate 3D worlds from imagination is often hampered by the limitations of existing digital tools, which demand extensive expertise and efforts. To narrow this disparity, we introduce CLAY, a 3D geometry and material generator designed to effortlessly transform human imagination into intricate 3D digital structures. CLAY supports classic text or image inputs as well as 3D-aware controls from diverse primitives (multi-view images, voxels, bounding boxes, point clouds, implicit representations, etc). At its core is a large-scale generative model composed of a multi-resolution Variational Autoencoder (VAE) and a minimalistic latent Diffusion Transformer (DiT), to extract rich 3D priors directly from a diverse range of 3D geometries. Specifically, it adopts neural fields to represent continuous and complete surfaces and uses a geometry generative module with pure transformer blocks in latent space. We present a progressive training scheme to train CLAY on an ultra large 3D model dataset obtained through a carefully designed processing pipeline, resulting in a 3D native geometry generator with 1.5 billion parameters. For appearance generation, CLAY sets out to produce physically-based rendering (PBR) textures by employing a multi-view material diffusion model that can generate 2K resolution textures with diffuse, roughness, and metallic modalities. We demonstrate using CLAY for a range of controllable 3D asset creations, from sketchy conceptual designs to production ready assets with intricate details. Even first time users can easily use CLAY to bring their vivid 3D imaginations to life, unleashing unlimited creativity.

  • 9 authors
·
May 30, 2024 2

Dropout's Dream Land: Generalization from Learned Simulators to Reality

A World Model is a generative model used to simulate an environment. World Models have proven capable of learning spatial and temporal representations of Reinforcement Learning environments. In some cases, a World Model offers an agent the opportunity to learn entirely inside of its own dream environment. In this work we explore improving the generalization capabilities from dream environments to real environments (Dream2Real). We present a general approach to improve a controller's ability to transfer from a neural network dream environment to reality at little additional cost. These improvements are gained by drawing on inspiration from Domain Randomization, where the basic idea is to randomize as much of a simulator as possible without fundamentally changing the task at hand. Generally, Domain Randomization assumes access to a pre-built simulator with configurable parameters but oftentimes this is not available. By training the World Model using dropout, the dream environment is capable of creating a nearly infinite number of different dream environments. Previous use cases of dropout either do not use dropout at inference time or averages the predictions generated by multiple sampled masks (Monte-Carlo Dropout). Dropout's Dream Land leverages each unique mask to create a diverse set of dream environments. Our experimental results show that Dropout's Dream Land is an effective technique to bridge the reality gap between dream environments and reality. Furthermore, we additionally perform an extensive set of ablation studies.

  • 2 authors
·
Sep 16, 2021

SURPRISE3D: A Dataset for Spatial Understanding and Reasoning in Complex 3D Scenes

The integration of language and 3D perception is critical for embodied AI and robotic systems to perceive, understand, and interact with the physical world. Spatial reasoning, a key capability for understanding spatial relationships between objects, remains underexplored in current 3D vision-language research. Existing datasets often mix semantic cues (e.g., object name) with spatial context, leading models to rely on superficial shortcuts rather than genuinely interpreting spatial relationships. To address this gap, we introduce Surprise3D, a novel dataset designed to evaluate language-guided spatial reasoning segmentation in complex 3D scenes. Surprise3D consists of more than 200k vision language pairs across 900+ detailed indoor scenes from ScanNet++ v2, including more than 2.8k unique object classes. The dataset contains 89k+ human-annotated spatial queries deliberately crafted without object name, thereby mitigating shortcut biases in spatial understanding. These queries comprehensively cover various spatial reasoning skills, such as relative position, narrative perspective, parametric perspective, and absolute distance reasoning. Initial benchmarks demonstrate significant challenges for current state-of-the-art expert 3D visual grounding methods and 3D-LLMs, underscoring the necessity of our dataset and the accompanying 3D Spatial Reasoning Segmentation (3D-SRS) benchmark suite. Surprise3D and 3D-SRS aim to facilitate advancements in spatially aware AI, paving the way for effective embodied interaction and robotic planning. The code and datasets can be found in https://github.com/liziwennba/SUPRISE.

  • 9 authors
·
Jul 10

Preliminary Explorations with GPT-4o(mni) Native Image Generation

Recently, the visual generation ability by GPT-4o(mni) has been unlocked by OpenAI. It demonstrates a very remarkable generation capability with excellent multimodal condition understanding and varied task instructions. In this paper, we aim to explore the capabilities of GPT-4o across various tasks. Inspired by previous study, we constructed a task taxonomy along with a carefully curated set of test samples to conduct a comprehensive qualitative test. Benefiting from GPT-4o's powerful multimodal comprehension, its image-generation process demonstrates abilities surpassing those of traditional image-generation tasks. Thus, regarding the dimensions of model capabilities, we evaluate its performance across six task categories: traditional image generation tasks, discriminative tasks, knowledge-based generation, commonsense-based generation, spatially-aware image generation, and temporally-aware image generation. These tasks not only assess the quality and conditional alignment of the model's outputs but also probe deeper into GPT-4o's understanding of real-world concepts. Our results reveal that GPT-4o performs impressively well in general-purpose synthesis tasks, showing strong capabilities in text-to-image generation, visual stylization, and low-level image processing. However, significant limitations remain in its ability to perform precise spatial reasoning, instruction-grounded generation, and consistent temporal prediction. Furthermore, when faced with knowledge-intensive or domain-specific scenarios, such as scientific illustrations or mathematical plots, the model often exhibits hallucinations, factual errors, or structural inconsistencies. These findings suggest that while GPT-4o marks a substantial advancement in unified multimodal generation, there is still a long way to go before it can be reliably applied to professional or safety-critical domains.

  • 11 authors
·
May 6

Creative Agents: Empowering Agents with Imagination for Creative Tasks

We study building embodied agents for open-ended creative tasks. While existing methods build instruction-following agents that can perform diverse open-ended tasks, none of them demonstrates creativity -- the ability to give novel and diverse task solutions implicit in the language instructions. This limitation comes from their inability to convert abstract language instructions into concrete task goals in the environment and perform long-horizon planning for such complicated goals. Given the observation that humans perform creative tasks with the help of imagination, we propose a class of solutions for creative agents, where the controller is enhanced with an imaginator that generates detailed imaginations of task outcomes conditioned on language instructions. We introduce several approaches to implementing the components of creative agents. We implement the imaginator with either a large language model for textual imagination or a diffusion model for visual imagination. The controller can either be a behavior-cloning policy learned from data or a pre-trained foundation model generating executable codes in the environment. We benchmark creative tasks with the challenging open-world game Minecraft, where the agents are asked to create diverse buildings given free-form language instructions. In addition, we propose novel evaluation metrics for open-ended creative tasks utilizing GPT-4V, which holds many advantages over existing metrics. We perform a detailed experimental analysis of creative agents, showing that creative agents are the first AI agents accomplishing diverse building creation in the survival mode of Minecraft. Our benchmark and models are open-source for future research on creative agents (https://github.com/PKU-RL/Creative-Agents).

  • 5 authors
·
Dec 5, 2023

Expanding Small-Scale Datasets with Guided Imagination

The power of DNNs relies heavily on the quantity and quality of training data. However, collecting and annotating data on a large scale is often expensive and time-consuming. To address this issue, we explore a new task, termed dataset expansion, aimed at expanding a ready-to-use small dataset by automatically creating new labeled samples. To this end, we present a Guided Imagination Framework (GIF) that leverages cutting-edge generative models like DALL-E2 and Stable Diffusion (SD) to "imagine" and create informative new data from the input seed data. Specifically, GIF conducts data imagination by optimizing the latent features of the seed data in the semantically meaningful space of the prior model, resulting in the creation of photo-realistic images with new content. To guide the imagination towards creating informative samples for model training, we introduce two key criteria, i.e., class-maintained information boosting and sample diversity promotion. These criteria are verified to be essential for effective dataset expansion: GIF-SD obtains 13.5% higher model accuracy on natural image datasets than unguided expansion with SD. With these essential criteria, GIF successfully expands small datasets in various scenarios, boosting model accuracy by 36.9% on average over six natural image datasets and by 13.5% on average over three medical datasets. The source code is available at https://github.com/Vanint/DatasetExpansion.

  • 5 authors
·
Nov 25, 2022

EnerVerse: Envisioning Embodied Future Space for Robotics Manipulation

We introduce EnerVerse, a comprehensive framework for embodied future space generation specifically designed for robotic manipulation tasks. EnerVerse seamlessly integrates convolutional and bidirectional attention mechanisms for inner-chunk space modeling, ensuring low-level consistency and continuity. Recognizing the inherent redundancy in video data, we propose a sparse memory context combined with a chunkwise unidirectional generative paradigm to enable the generation of infinitely long sequences. To further augment robotic capabilities, we introduce the Free Anchor View (FAV) space, which provides flexible perspectives to enhance observation and analysis. The FAV space mitigates motion modeling ambiguity, removes physical constraints in confined environments, and significantly improves the robot's generalization and adaptability across various tasks and settings. To address the prohibitive costs and labor intensity of acquiring multi-camera observations, we present a data engine pipeline that integrates a generative model with 4D Gaussian Splatting (4DGS). This pipeline leverages the generative model's robust generalization capabilities and the spatial constraints provided by 4DGS, enabling an iterative enhancement of data quality and diversity, thus creating a data flywheel effect that effectively narrows the sim-to-real gap. Finally, our experiments demonstrate that the embodied future space generation prior substantially enhances policy predictive capabilities, resulting in improved overall performance, particularly in long-range robotic manipulation tasks.

RoboSpatial: Teaching Spatial Understanding to 2D and 3D Vision-Language Models for Robotics

Spatial understanding is a crucial capability for robots to make grounded decisions based on their environment. This foundational skill enables robots not only to perceive their surroundings but also to reason about and interact meaningfully within the world. In modern robotics, these capabilities are taken on by visual language models, and they face significant challenges when applied to spatial reasoning context due to their training data sources. These sources utilize general-purpose image datasets, and they often lack sophisticated spatial scene understanding capabilities. For example, the datasets do not address reference frame comprehension - spatial relationships require clear contextual understanding, whether from an ego-centric, object-centric, or world-centric perspective, which allow for effective real-world interaction. To address this issue, we introduce RoboSpatial, a large-scale spatial understanding dataset consisting of real indoor and tabletop scenes captured as 3D scans and egocentric images, annotated with rich spatial information relevant to robotics. The dataset includes 1M images, 5K 3D scans, and 3M annotated spatial relationships, with paired 2D egocentric images and 3D scans to make it both 2D and 3D ready. Our experiments show that models trained with RoboSpatial outperform baselines on downstream tasks such as spatial affordance prediction, spatial relationship prediction, and robotics manipulation.

  • 6 authors
·
Nov 25, 2024

Reframing Spatial Reasoning Evaluation in Language Models: A Real-World Simulation Benchmark for Qualitative Reasoning

Spatial reasoning plays a vital role in both human cognition and machine intelligence, prompting new research into language models' (LMs) capabilities in this regard. However, existing benchmarks reveal shortcomings in evaluating qualitative spatial reasoning (QSR). These benchmarks typically present oversimplified scenarios or unclear natural language descriptions, hindering effective evaluation. We present a novel benchmark for assessing QSR in LMs, which is grounded in realistic 3D simulation data, offering a series of diverse room layouts with various objects and their spatial relationships. This approach provides a more detailed and context-rich narrative for spatial reasoning evaluation, diverging from traditional, toy-task-oriented scenarios. Our benchmark encompasses a broad spectrum of qualitative spatial relationships, including topological, directional, and distance relations. These are presented with different viewing points, varied granularities, and density of relation constraints to mimic real-world complexities. A key contribution is our logic-based consistency-checking tool, which enables the assessment of multiple plausible solutions, aligning with real-world scenarios where spatial relationships are often open to interpretation. Our benchmark evaluation of advanced LMs reveals their strengths and limitations in spatial reasoning. They face difficulties with multi-hop spatial reasoning and interpreting a mix of different view descriptions, pointing to areas for future improvement.

  • 3 authors
·
May 23, 2024

Exploring the Evolution of Physics Cognition in Video Generation: A Survey

Recent advancements in video generation have witnessed significant progress, especially with the rapid advancement of diffusion models. Despite this, their deficiencies in physical cognition have gradually received widespread attention - generated content often violates the fundamental laws of physics, falling into the dilemma of ''visual realism but physical absurdity". Researchers began to increasingly recognize the importance of physical fidelity in video generation and attempted to integrate heuristic physical cognition such as motion representations and physical knowledge into generative systems to simulate real-world dynamic scenarios. Considering the lack of a systematic overview in this field, this survey aims to provide a comprehensive summary of architecture designs and their applications to fill this gap. Specifically, we discuss and organize the evolutionary process of physical cognition in video generation from a cognitive science perspective, while proposing a three-tier taxonomy: 1) basic schema perception for generation, 2) passive cognition of physical knowledge for generation, and 3) active cognition for world simulation, encompassing state-of-the-art methods, classical paradigms, and benchmarks. Subsequently, we emphasize the inherent key challenges in this domain and delineate potential pathways for future research, contributing to advancing the frontiers of discussion in both academia and industry. Through structured review and interdisciplinary analysis, this survey aims to provide directional guidance for developing interpretable, controllable, and physically consistent video generation paradigms, thereby propelling generative models from the stage of ''visual mimicry'' towards a new phase of ''human-like physical comprehension''.

  • 11 authors
·
Mar 27 2

Cambrian-S: Towards Spatial Supersensing in Video

We argue that progress in true multimodal intelligence calls for a shift from reactive, task-driven systems and brute-force long context towards a broader paradigm of supersensing. We frame spatial supersensing as four stages beyond linguistic-only understanding: semantic perception (naming what is seen), streaming event cognition (maintaining memory across continuous experiences), implicit 3D spatial cognition (inferring the world behind pixels), and predictive world modeling (creating internal models that filter and organize information). Current benchmarks largely test only the early stages, offering narrow coverage of spatial cognition and rarely challenging models in ways that require true world modeling. To drive progress in spatial supersensing, we present VSI-SUPER, a two-part benchmark: VSR (long-horizon visual spatial recall) and VSC (continual visual spatial counting). These tasks require arbitrarily long video inputs yet are resistant to brute-force context expansion. We then test data scaling limits by curating VSI-590K and training Cambrian-S, achieving +30% absolute improvement on VSI-Bench without sacrificing general capabilities. Yet performance on VSI-SUPER remains limited, indicating that scale alone is insufficient for spatial supersensing. We propose predictive sensing as a path forward, presenting a proof-of-concept in which a self-supervised next-latent-frame predictor leverages surprise (prediction error) to drive memory and event segmentation. On VSI-SUPER, this approach substantially outperforms leading proprietary baselines, showing that spatial supersensing requires models that not only see but also anticipate, select, and organize experience.

FantasyWorld: Geometry-Consistent World Modeling via Unified Video and 3D Prediction

High-quality 3D world models are pivotal for embodied intelligence and Artificial General Intelligence (AGI), underpinning applications such as AR/VR content creation and robotic navigation. Despite the established strong imaginative priors, current video foundation models lack explicit 3D grounding capabilities, thus being limited in both spatial consistency and their utility for downstream 3D reasoning tasks. In this work, we present FantasyWorld, a geometry-enhanced framework that augments frozen video foundation models with a trainable geometric branch, enabling joint modeling of video latents and an implicit 3D field in a single forward pass. Our approach introduces cross-branch supervision, where geometry cues guide video generation and video priors regularize 3D prediction, thus yielding consistent and generalizable 3D-aware video representations. Notably, the resulting latents from the geometric branch can potentially serve as versatile representations for downstream 3D tasks such as novel view synthesis and navigation, without requiring per-scene optimization or fine-tuning. Extensive experiments show that FantasyWorld effectively bridges video imagination and 3D perception, outperforming recent geometry-consistent baselines in multi-view coherence and style consistency. Ablation studies further confirm that these gains stem from the unified backbone and cross-branch information exchange.

  • 5 authors
·
Sep 25

Beyond Pixels: Introducing Geometric-Semantic World Priors for Video-based Embodied Models via Spatio-temporal Alignment

Achieving human-like reasoning in deep learning models for complex tasks in unknown environments remains a critical challenge in embodied intelligence. While advanced vision-language models (VLMs) excel in static scene understanding, their limitations in spatio-temporal reasoning and adaptation to dynamic, open-set tasks like task-oriented navigation and embodied question answering (EQA) persist due to inadequate modeling of fine-grained spatio-temporal cues and physical world comprehension. To address this, we propose VEME, a novel cross-modal alignment method that enhances generalization in unseen scenes by learning an ego-centric, experience-centered world model. Our framework integrates three key components: (1) a cross-modal alignment framework bridging objects, spatial representations, and visual semantics with spatio-temporal cues to enhance VLM in-context learning; (2) a dynamic, implicit cognitive map activated by world embedding to enable task-relevant geometric-semantic memory recall; and (3) an instruction-based navigation and reasoning framework leveraging embodied priors for long-term planning and efficient exploration. By embedding geometry-aware spatio-temporal episodic experiences, our method significantly improves reasoning and planning in dynamic environments. Experimental results on VSI-Bench and VLN-CE demonstrate 1%-3% accuracy and exploration efficiency improvement compared to traditional approaches.

  • 6 authors
·
Aug 29

Reinforcing Spatial Reasoning in Vision-Language Models with Interwoven Thinking and Visual Drawing

As textual reasoning with large language models (LLMs) has advanced significantly, there has been growing interest in enhancing the multimodal reasoning capabilities of large vision-language models (LVLMs). However, existing methods primarily approach multimodal reasoning in a straightforward, text-centric manner, where both reasoning and answer derivation are conducted purely through text, with the only difference being the presence of multimodal input. As a result, these methods often encounter fundamental limitations in spatial reasoning tasks that demand precise geometric understanding and continuous spatial tracking-capabilities that humans achieve through mental visualization and manipulation. To address the limitations, we propose drawing to reason in space, a novel paradigm that enables LVLMs to reason through elementary drawing operations in the visual space. By equipping models with basic drawing operations, including annotating bounding boxes and drawing auxiliary lines, we empower them to express and analyze spatial relationships through direct visual manipulation, meanwhile avoiding the performance ceiling imposed by specialized perception tools in previous tool-integrated reasoning approaches. To cultivate this capability, we develop a three-stage training framework: cold-start training with synthetic data to establish basic drawing abilities, reflective rejection sampling to enhance self-reflection behaviors, and reinforcement learning to directly optimize for target rewards. Extensive experiments demonstrate that our model, named VILASR, consistently outperforms existing methods across diverse spatial reasoning benchmarks, involving maze navigation, static spatial reasoning, video-based reasoning, and multi-view-based reasoning tasks, with an average improvement of 18.4%.

  • 8 authors
·
Jun 11

GenEx: Generating an Explorable World

Understanding, navigating, and exploring the 3D physical real world has long been a central challenge in the development of artificial intelligence. In this work, we take a step toward this goal by introducing GenEx, a system capable of planning complex embodied world exploration, guided by its generative imagination that forms priors (expectations) about the surrounding environments. GenEx generates an entire 3D-consistent imaginative environment from as little as a single RGB image, bringing it to life through panoramic video streams. Leveraging scalable 3D world data curated from Unreal Engine, our generative model is rounded in the physical world. It captures a continuous 360-degree environment with little effort, offering a boundless landscape for AI agents to explore and interact with. GenEx achieves high-quality world generation, robust loop consistency over long trajectories, and demonstrates strong 3D capabilities such as consistency and active 3D mapping. Powered by generative imagination of the world, GPT-assisted agents are equipped to perform complex embodied tasks, including both goal-agnostic exploration and goal-driven navigation. These agents utilize predictive expectation regarding unseen parts of the physical world to refine their beliefs, simulate different outcomes based on potential decisions, and make more informed choices. In summary, we demonstrate that GenEx provides a transformative platform for advancing embodied AI in imaginative spaces and brings potential for extending these capabilities to real-world exploration.

  • 11 authors
·
Dec 12, 2024 2

ImagiDrive: A Unified Imagination-and-Planning Framework for Autonomous Driving

Autonomous driving requires rich contextual comprehension and precise predictive reasoning to navigate dynamic and complex environments safely. Vision-Language Models (VLMs) and Driving World Models (DWMs) have independently emerged as powerful recipes addressing different aspects of this challenge. VLMs provide interpretability and robust action prediction through their ability to understand multi-modal context, while DWMs excel in generating detailed and plausible future driving scenarios essential for proactive planning. Integrating VLMs with DWMs is an intuitive, promising, yet understudied strategy to exploit the complementary strengths of accurate behavioral prediction and realistic scene generation. Nevertheless, this integration presents notable challenges, particularly in effectively connecting action-level decisions with high-fidelity pixel-level predictions and maintaining computational efficiency. In this paper, we propose ImagiDrive, a novel end-to-end autonomous driving framework that integrates a VLM-based driving agent with a DWM-based scene imaginer to form a unified imagination-and-planning loop. The driving agent predicts initial driving trajectories based on multi-modal inputs, guiding the scene imaginer to generate corresponding future scenarios. These imagined scenarios are subsequently utilized to iteratively refine the driving agent's planning decisions. To address efficiency and predictive accuracy challenges inherent in this integration, we introduce an early stopping mechanism and a trajectory selection strategy. Extensive experimental validation on the nuScenes and NAVSIM datasets demonstrates the robustness and superiority of ImagiDrive over previous alternatives under both open-loop and closed-loop conditions.

  • 6 authors
·
Aug 15

Direct Numerical Layout Generation for 3D Indoor Scene Synthesis via Spatial Reasoning

Realistic 3D indoor scene synthesis is vital for embodied AI and digital content creation. It can be naturally divided into two subtasks: object generation and layout generation. While recent generative models have significantly advanced object-level quality and controllability, layout generation remains challenging due to limited datasets. Existing methods either overfit to these datasets or rely on predefined constraints to optimize numerical layout that sacrifice flexibility. As a result, they fail to generate scenes that are both open-vocabulary and aligned with fine-grained user instructions. We introduce DirectLayout, a framework that directly generates numerical 3D layouts from text descriptions using generalizable spatial reasoning of large language models (LLMs). DirectLayout decomposes the generation into three stages: producing a Bird's-Eye View (BEV) layout, lifting it into 3D space, and refining object placements. To enable explicit spatial reasoning and help the model grasp basic principles of object placement, we employ Chain-of-Thought (CoT) Activation based on the 3D-Front dataset. Additionally, we design CoT-Grounded Generative Layout Reward to enhance generalization and spatial planning. During inference, DirectLayout addresses asset-layout mismatches via Iterative Asset-Layout Alignment through in-context learning. Extensive experiments demonstrate that DirectLayout achieves impressive semantic consistency, generalization and physical plausibility.

  • 5 authors
·
Jun 5

MetaSpatial: Reinforcing 3D Spatial Reasoning in VLMs for the Metaverse

We present MetaSpatial, the first reinforcement learning (RL)-based framework designed to enhance 3D spatial reasoning in vision-language models (VLMs), enabling real-time 3D scene generation without the need for hard-coded optimizations. MetaSpatial addresses two core challenges: (i) the lack of internalized 3D spatial reasoning in VLMs, which limits their ability to generate realistic layouts, and (ii) the inefficiency of traditional supervised fine-tuning (SFT) for layout generation tasks, as perfect ground truth annotations are unavailable. Our key innovation is a multi-turn RL-based optimization mechanism that integrates physics-aware constraints and rendered image evaluations, ensuring generated 3D layouts are coherent, physically plausible, and aesthetically consistent. Methodologically, MetaSpatial introduces an adaptive, iterative reasoning process, where the VLM refines spatial arrangements over multiple turns by analyzing rendered outputs, improving scene coherence progressively. Empirical evaluations demonstrate that MetaSpatial significantly enhances the spatial consistency and formatting stability of various scale models. Post-training, object placements are more realistic, aligned, and functionally coherent, validating the effectiveness of RL for 3D spatial reasoning in metaverse, AR/VR, digital twins, and game development applications. Our code, data, and training pipeline are publicly available at https://github.com/PzySeere/MetaSpatial.

  • 2 authors
·
Mar 24 2

ISDrama: Immersive Spatial Drama Generation through Multimodal Prompting

Multimodal immersive spatial drama generation focuses on creating continuous multi-speaker binaural speech with dramatic prosody based on multimodal prompts, with potential applications in AR, VR, and others. This task requires simultaneous modeling of spatial information and dramatic prosody based on multimodal inputs, with high data collection costs. To the best of our knowledge, our work is the first attempt to address these challenges. We construct MRSDrama, the first multimodal recorded spatial drama dataset, containing binaural drama audios, scripts, videos, geometric poses, and textual prompts. Then, we propose ISDrama, the first immersive spatial drama generation model through multimodal prompting. ISDrama comprises these primary components: 1) Multimodal Pose Encoder, based on contrastive learning, considering the Doppler effect caused by moving speakers to extract unified pose information from multimodal prompts. 2) Immersive Drama Transformer, a flow-based mamba-transformer model that generates high-quality drama, incorporating Drama-MOE to select proper experts for enhanced prosody and pose control. We also design a context-consistent classifier-free guidance strategy to coherently generate complete drama. Experimental results show that ISDrama outperforms baseline models on objective and subjective metrics. The demos and dataset are available at https://aaronz345.github.io/ISDramaDemo.

  • 6 authors
·
Apr 29 2

Grounding 3D Object Affordance from 2D Interactions in Images

Grounding 3D object affordance seeks to locate objects' ''action possibilities'' regions in the 3D space, which serves as a link between perception and operation for embodied agents. Existing studies primarily focus on connecting visual affordances with geometry structures, e.g. relying on annotations to declare interactive regions of interest on the object and establishing a mapping between the regions and affordances. However, the essence of learning object affordance is to understand how to use it, and the manner that detaches interactions is limited in generalization. Normally, humans possess the ability to perceive object affordances in the physical world through demonstration images or videos. Motivated by this, we introduce a novel task setting: grounding 3D object affordance from 2D interactions in images, which faces the challenge of anticipating affordance through interactions of different sources. To address this problem, we devise a novel Interaction-driven 3D Affordance Grounding Network (IAG), which aligns the region feature of objects from different sources and models the interactive contexts for 3D object affordance grounding. Besides, we collect a Point-Image Affordance Dataset (PIAD) to support the proposed task. Comprehensive experiments on PIAD demonstrate the reliability of the proposed task and the superiority of our method. The project is available at https://github.com/yyvhang/IAGNet.

  • 6 authors
·
Mar 18, 2023

Euclid's Gift: Enhancing Spatial Perception and Reasoning in Vision-Language Models via Geometric Surrogate Tasks

Spatial intelligence spans a rich suite of abilities, including visualising and transforming shapes, mentally rotating objects, judging relational positions and containment, and estimating numerosity. However, it still remains a critical unresolved challenge for Multimodal Large Language Models (MLLMs).To fill this gap, we propose to treat Euclidean geometry problem-solving as a surrogate task. Specifically, we meticulously constructed a curated multimodal dataset, called Euclid30K, comprising approximately 30K plane and solid geometry problems. To enable the model to acquire and apply Euclidean principles from these geometry problems, we employed Group Relative Policy Optimization (GRPO) to finetune the Qwen2.5VL family and RoboBrain2.0 family, inspiring the models to identify shapes, count, and relate entities, and perform multi-step deductive reasoning using Euclidean principles. Our experiments demonstrate that the resulting models achieve substantial zero-shot gains across four spatial reasoning benchmarks (Super-CLEVR, Omni3DBench, VSI-Bench, and MindCube) without any task-specific adaptations. Notably, after training on the Euclid30K, the mean VSI-Bench accuracy of all evaluated models rose from 34.5% to 40.5%, improving by 5.5 percentage points. Among them, RoboBrain2.0-Euclid-7B achieves 49.6\% accuracy, surpassing the previous state-of-the-art model, Spatial-MLLM.To our knowledge, this is the first systematic study showing that geometry-centric fine-tuning can confer vision-language models with broadly transferable spatial skills. Code and Euclid30K dataset can be found in https://zgca-ai4edu.github.io/Euclids_Gift.

Decoding Visual Experience and Mapping Semantics through Whole-Brain Analysis Using fMRI Foundation Models

Neural decoding, the process of understanding how brain activity corresponds to different stimuli, has been a primary objective in cognitive sciences. Over the past three decades, advancements in functional Magnetic Resonance Imaging and machine learning have greatly improved our ability to map visual stimuli to brain activity, especially in the visual cortex. Concurrently, research has expanded into decoding more complex processes like language and memory across the whole brain, utilizing techniques to handle greater variability and improve signal accuracy. We argue that "seeing" involves more than just mapping visual stimuli onto the visual cortex; it engages the entire brain, as various emotions and cognitive states can emerge from observing different scenes. In this paper, we develop algorithms to enhance our understanding of visual processes by incorporating whole-brain activation maps while individuals are exposed to visual stimuli. We utilize large-scale fMRI encoders and Image generative models pre-trained on large public datasets, which are then fine-tuned through Image-fMRI contrastive learning. Our models hence can decode visual experience across the entire cerebral cortex, surpassing the traditional confines of the visual cortex. We first compare our method with state-of-the-art approaches to decoding visual processing and show improved predictive semantic accuracy by 43%. A network ablation analysis suggests that beyond the visual cortex, the default mode network contributes most to decoding stimuli, in line with the proposed role of this network in sense-making and semantic processing. Additionally, we implemented zero-shot imagination decoding on an extra validation dataset, achieving a p-value of 0.0206 for mapping the reconstructed images and ground-truth text stimuli, which substantiates the model's capability to capture semantic meanings across various scenarios.

  • 9 authors
·
Nov 11, 2024

SmartControl: Enhancing ControlNet for Handling Rough Visual Conditions

Human visual imagination usually begins with analogies or rough sketches. For example, given an image with a girl playing guitar before a building, one may analogously imagine how it seems like if Iron Man playing guitar before Pyramid in Egypt. Nonetheless, visual condition may not be precisely aligned with the imaginary result indicated by text prompt, and existing layout-controllable text-to-image (T2I) generation models is prone to producing degraded generated results with obvious artifacts. To address this issue, we present a novel T2I generation method dubbed SmartControl, which is designed to modify the rough visual conditions for adapting to text prompt. The key idea of our SmartControl is to relax the visual condition on the areas that are conflicted with text prompts. In specific, a Control Scale Predictor (CSP) is designed to identify the conflict regions and predict the local control scales, while a dataset with text prompts and rough visual conditions is constructed for training CSP. It is worth noting that, even with a limited number (e.g., 1,000~2,000) of training samples, our SmartControl can generalize well to unseen objects. Extensive experiments on four typical visual condition types clearly show the efficacy of our SmartControl against state-of-the-arts. Source code, pre-trained models, and datasets are available at https://github.com/liuxiaoyu1104/SmartControl.

  • 7 authors
·
Apr 9, 2024

RIG: Synergizing Reasoning and Imagination in End-to-End Generalist Policy

Reasoning before action and imagining potential outcomes (i.e., world models) are essential for embodied agents operating in complex open-world environments. Yet, prior work either incorporates only one of these abilities in an end-to-end agent or integrates multiple specialized models into an agent system, limiting the learning efficiency and generalization of the policy. Thus, this paper makes the first attempt to synergize Reasoning and Imagination in an end-to-end Generalist policy, termed RIG. To train RIG in an end-to-end manner, we construct a data pipeline that progressively integrates and enriches the content of imagination and reasoning in the trajectories collected from existing agents. The joint learning of reasoning and next image generation explicitly models the inherent correlation between reasoning, action, and dynamics of environments, and thus exhibits more than 17times sample efficiency improvements and generalization in comparison with previous works. During inference, RIG first reasons about the next action, produces potential action, and then predicts the action outcomes, which offers the agent a chance to review and self-correct based on the imagination before taking real actions. Experimental results show that the synergy of reasoning and imagination not only improves the robustness, generalization, and interoperability of generalist policy but also enables test-time scaling to enhance overall performance.

  • 7 authors
·
Mar 31 3

Imagination Augmented Generation: Learning to Imagine Richer Context for Question Answering over Large Language Models

Retrieval-Augmented-Generation and Gener-ation-Augmented-Generation have been proposed to enhance the knowledge required for question answering over Large Language Models (LLMs). However, the former depends on external resources, and both require incorporating the explicit documents into the context, which results in longer contexts that lead to more resource consumption. Recent works indicate that LLMs have modeled rich knowledge, albeit not effectively triggered or activated. Inspired by this, we propose a novel knowledge-augmented framework, Imagination-Augmented-Generation (IAG), which simulates the human capacity to compensate for knowledge deficits while answering questions solely through imagination, without relying on external resources. Guided by IAG, we propose an imagine richer context method for question answering (IMcQA), which obtains richer context through the following two modules: explicit imagination by generating a short dummy document with long context compress and implicit imagination with HyperNetwork for generating adapter weights. Experimental results on three datasets demonstrate that IMcQA exhibits significant advantages in both open-domain and closed-book settings, as well as in both in-distribution performance and out-of-distribution generalizations. Our code will be available at https://github.com/Xnhyacinth/IAG.

  • 7 authors
·
Mar 22, 2024

Holodeck: Language Guided Generation of 3D Embodied AI Environments

3D simulated environments play a critical role in Embodied AI, but their creation requires expertise and extensive manual effort, restricting their diversity and scope. To mitigate this limitation, we present Holodeck, a system that generates 3D environments to match a user-supplied prompt fully automatedly. Holodeck can generate diverse scenes, e.g., arcades, spas, and museums, adjust the designs for styles, and can capture the semantics of complex queries such as "apartment for a researcher with a cat" and "office of a professor who is a fan of Star Wars". Holodeck leverages a large language model (GPT-4) for common sense knowledge about what the scene might look like and uses a large collection of 3D assets from Objaverse to populate the scene with diverse objects. To address the challenge of positioning objects correctly, we prompt GPT-4 to generate spatial relational constraints between objects and then optimize the layout to satisfy those constraints. Our large-scale human evaluation shows that annotators prefer Holodeck over manually designed procedural baselines in residential scenes and that Holodeck can produce high-quality outputs for diverse scene types. We also demonstrate an exciting application of Holodeck in Embodied AI, training agents to navigate in novel scenes like music rooms and daycares without human-constructed data, which is a significant step forward in developing general-purpose embodied agents.

  • 14 authors
·
Dec 14, 2023 2

CAD-GPT: Synthesising CAD Construction Sequence with Spatial Reasoning-Enhanced Multimodal LLMs

Computer-aided design (CAD) significantly enhances the efficiency, accuracy, and innovation of design processes by enabling precise 2D and 3D modeling, extensive analysis, and optimization. Existing methods for creating CAD models rely on latent vectors or point clouds, which are difficult to obtain and costly to store. Recent advances in Multimodal Large Language Models (MLLMs) have inspired researchers to use natural language instructions and images for CAD model construction. However, these models still struggle with inferring accurate 3D spatial location and orientation, leading to inaccuracies in determining the spatial 3D starting points and extrusion directions for constructing geometries. This work introduces CAD-GPT, a CAD synthesis method with spatial reasoning-enhanced MLLM that takes either a single image or a textual description as input. To achieve precise spatial inference, our approach introduces a 3D Modeling Spatial Mechanism. This method maps 3D spatial positions and 3D sketch plane rotation angles into a 1D linguistic feature space using a specialized spatial unfolding mechanism, while discretizing 2D sketch coordinates into an appropriate planar space to enable precise determination of spatial starting position, sketch orientation, and 2D sketch coordinate translations. Extensive experiments demonstrate that CAD-GPT consistently outperforms existing state-of-the-art methods in CAD model synthesis, both quantitatively and qualitatively.

  • 7 authors
·
Dec 27, 2024

Reasoning via Video: The First Evaluation of Video Models' Reasoning Abilities through Maze-Solving Tasks

Video Models have achieved remarkable success in high-fidelity video generation with coherent motion dynamics. Analogous to the development from text generation to text-based reasoning in language modeling, the development of video models motivates us to ask: Can video models reason via video generation? Compared with the discrete text corpus, video grounds reasoning in explicit spatial layouts and temporal continuity, which serves as an ideal substrate for spatial reasoning. In this work, we explore the reasoning via video paradigm and introduce VR-Bench -- a comprehensive benchmark designed to systematically evaluate video models' reasoning capabilities. Grounded in maze-solving tasks that inherently require spatial planning and multi-step reasoning, VR-Bench contains 7,920 procedurally generated videos across five maze types and diverse visual styles. Our empirical analysis demonstrates that SFT can efficiently elicit the reasoning ability of video model. Video models exhibit stronger spatial perception during reasoning, outperforming leading VLMs and generalizing well across diverse scenarios, tasks, and levels of complexity. We further discover a test-time scaling effect, where diverse sampling during inference improves reasoning reliability by 10--20%. These findings highlight the unique potential and scalability of reasoning via video for spatial reasoning tasks.

  • 11 authors
·
Nov 18 4