Get trending papers in your email inbox once a day!
Get trending papers in your email inbox!
SubscribeUltraFlux: Data-Model Co-Design for High-quality Native 4K Text-to-Image Generation across Diverse Aspect Ratios
Diffusion transformers have recently delivered strong text-to-image generation around 1K resolution, but we show that extending them to native 4K across diverse aspect ratios exposes a tightly coupled failure mode spanning positional encoding, VAE compression, and optimization. Tackling any of these factors in isolation leaves substantial quality on the table. We therefore take a data-model co-design view and introduce UltraFlux, a Flux-based DiT trained natively at 4K on MultiAspect-4K-1M, a 1M-image 4K corpus with controlled multi-AR coverage, bilingual captions, and rich VLM/IQA metadata for resolution- and AR-aware sampling. On the model side, UltraFlux couples (i) Resonance 2D RoPE with YaRN for training-window-, frequency-, and AR-aware positional encoding at 4K; (ii) a simple, non-adversarial VAE post-training scheme that improves 4K reconstruction fidelity; (iii) an SNR-Aware Huber Wavelet objective that rebalances gradients across timesteps and frequency bands; and (iv) a Stage-wise Aesthetic Curriculum Learning strategy that concentrates high-aesthetic supervision on high-noise steps governed by the model prior. Together, these components yield a stable, detail-preserving 4K DiT that generalizes across wide, square, and tall ARs. On the Aesthetic-Eval at 4096 benchmark and multi-AR 4K settings, UltraFlux consistently outperforms strong open-source baselines across fidelity, aesthetic, and alignment metrics, and-with a LLM prompt refiner-matches or surpasses the proprietary Seedream 4.0.
LookHere: Vision Transformers with Directed Attention Generalize and Extrapolate
High-resolution images offer more information about scenes that can improve model accuracy. However, the dominant model architecture in computer vision, the vision transformer (ViT), cannot effectively leverage larger images without finetuning -- ViTs poorly extrapolate to more patches at test time, although transformers offer sequence length flexibility. We attribute this shortcoming to the current patch position encoding methods, which create a distribution shift when extrapolating. We propose a drop-in replacement for the position encoding of plain ViTs that restricts attention heads to fixed fields of view, pointed in different directions, using 2D attention masks. Our novel method, called LookHere, provides translation-equivariance, ensures attention head diversity, and limits the distribution shift that attention heads face when extrapolating. We demonstrate that LookHere improves performance on classification (avg. 1.6%), against adversarial attack (avg. 5.4%), and decreases calibration error (avg. 1.5%) -- on ImageNet without extrapolation. With extrapolation, LookHere outperforms the current SoTA position encoding method, 2D-RoPE, by 21.7% on ImageNet when trained at 224^2 px and tested at 1024^2 px. Additionally, we release a high-resolution test set to improve the evaluation of high-resolution image classifiers, called ImageNet-HR.
DRoPE: Directional Rotary Position Embedding for Efficient Agent Interaction Modeling
Accurate and efficient modeling of agent interactions is essential for trajectory generation, the core of autonomous driving systems. Existing methods, scene-centric, agent-centric, and query-centric frameworks, each present distinct advantages and drawbacks, creating an impossible triangle among accuracy, computational time, and memory efficiency. To break this limitation, we propose Directional Rotary Position Embedding (DRoPE), a novel adaptation of Rotary Position Embedding (RoPE), originally developed in natural language processing. Unlike traditional relative position embedding (RPE), which introduces significant space complexity, RoPE efficiently encodes relative positions without explicitly increasing complexity but faces inherent limitations in handling angular information due to periodicity. DRoPE overcomes this limitation by introducing a uniform identity scalar into RoPE's 2D rotary transformation, aligning rotation angles with realistic agent headings to naturally encode relative angular information. We theoretically analyze DRoPE's correctness and efficiency, demonstrating its capability to simultaneously optimize trajectory generation accuracy, time complexity, and space complexity. Empirical evaluations compared with various state-of-the-art trajectory generation models, confirm DRoPE's good performance and significantly reduced space complexity, indicating both theoretical soundness and practical effectiveness. The video documentation is available at https://drope-traj.github.io/.
Rotary Position Embedding for Vision Transformer
Rotary Position Embedding (RoPE) performs remarkably on language models, especially for length extrapolation of Transformers. However, the impacts of RoPE on computer vision domains have been underexplored, even though RoPE appears capable of enhancing Vision Transformer (ViT) performance in a way similar to the language domain. This study provides a comprehensive analysis of RoPE when applied to ViTs, utilizing practical implementations of RoPE for 2D vision data. The analysis reveals that RoPE demonstrates impressive extrapolation performance, i.e., maintaining precision while increasing image resolution at inference. It eventually leads to performance improvement for ImageNet-1k, COCO detection, and ADE-20k segmentation. We believe this study provides thorough guidelines to apply RoPE into ViT, promising improved backbone performance with minimal extra computational overhead. Our code and pre-trained models are available at https://github.com/naver-ai/rope-vit
CoMemo: LVLMs Need Image Context with Image Memory
Recent advancements in Large Vision-Language Models built upon Large Language Models have established aligning visual features with LLM representations as the dominant paradigm. However, inherited LLM architectural designs introduce suboptimal characteristics for multimodal processing. First, LVLMs exhibit a bimodal distribution in attention allocation, leading to the progressive neglect of middle visual content as context expands. Second, conventional positional encoding schemes fail to preserve vital 2D structural relationships when processing dynamic high-resolution images. To address these limitations, we propose CoMemo - a dual-path architecture that combines a Context image path with an image Memory path for visual processing, effectively alleviating visual information neglect. Additionally, we introduce RoPE-DHR, a novel positional encoding mechanism that employs thumbnail-based positional aggregation to maintain 2D spatial awareness while mitigating remote decay in extended sequences. Evaluations across seven benchmarks,including long-context comprehension, multi-image reasoning, and visual question answering, demonstrate CoMemo's superior performance compared to conventional LVLM architectures. Project page is available at https://lalbj.github.io/projects/CoMemo/.
STAR: Scale-wise Text-conditioned AutoRegressive image generation
We introduce STAR, a text-to-image model that employs a scale-wise auto-regressive paradigm. Unlike VAR, which is constrained to class-conditioned synthesis for images up to 256times256, STAR enables text-driven image generation up to 1024times1024 through three key designs. First, we introduce a pre-trained text encoder to extract and adopt representations for textual constraints, enhancing details and generalizability. Second, given the inherent structural correlation across different scales, we leverage 2D Rotary Positional Encoding (RoPE) and tweak it into a normalized version, ensuring consistent interpretation of relative positions across token maps and stabilizing the training process. Third, we observe that simultaneously sampling all tokens within a single scale can disrupt inter-token relationships, leading to structural instability, particularly in high-resolution generation. To address this, we propose a novel stable sampling method that incorporates causal relationships into the sampling process, ensuring both rich details and stable structures. Compared to previous diffusion models and auto-regressive models, STAR surpasses existing benchmarks in fidelity, text-image consistency, and aesthetic quality, requiring just 2.21s for 1024times1024 images on A100. This highlights the potential of auto-regressive methods in high-quality image synthesis, offering new directions for the text-to-image generation.
Combining Self-Supervised Learning and Imitation for Vision-Based Rope Manipulation
Manipulation of deformable objects, such as ropes and cloth, is an important but challenging problem in robotics. We present a learning-based system where a robot takes as input a sequence of images of a human manipulating a rope from an initial to goal configuration, and outputs a sequence of actions that can reproduce the human demonstration, using only monocular images as input. To perform this task, the robot learns a pixel-level inverse dynamics model of rope manipulation directly from images in a self-supervised manner, using about 60K interactions with the rope collected autonomously by the robot. The human demonstration provides a high-level plan of what to do and the low-level inverse model is used to execute the plan. We show that by combining the high and low-level plans, the robot can successfully manipulate a rope into a variety of target shapes using only a sequence of human-provided images for direction.
MultiShotMaster: A Controllable Multi-Shot Video Generation Framework
Current video generation techniques excel at single-shot clips but struggle to produce narrative multi-shot videos, which require flexible shot arrangement, coherent narrative, and controllability beyond text prompts. To tackle these challenges, we propose MultiShotMaster, a framework for highly controllable multi-shot video generation. We extend a pretrained single-shot model by integrating two novel variants of RoPE. First, we introduce Multi-Shot Narrative RoPE, which applies explicit phase shift at shot transitions, enabling flexible shot arrangement while preserving the temporal narrative order. Second, we design Spatiotemporal Position-Aware RoPE to incorporate reference tokens and grounding signals, enabling spatiotemporal-grounded reference injection. In addition, to overcome data scarcity, we establish an automated data annotation pipeline to extract multi-shot videos, captions, cross-shot grounding signals and reference images. Our framework leverages the intrinsic architectural properties to support multi-shot video generation, featuring text-driven inter-shot consistency, customized subject with motion control, and background-driven customized scene. Both shot count and duration are flexibly configurable. Extensive experiments demonstrate the superior performance and outstanding controllability of our framework.
ComRoPE: Scalable and Robust Rotary Position Embedding Parameterized by Trainable Commuting Angle Matrices
The Transformer architecture has revolutionized various regions since it was proposed, and its effectiveness largely depends on the ability to encode positional information. Traditional position encoding methods exhibit significant limitations due to lack of robustness and flexibility of position. Therefore, Rotary Positional Encoding (RoPE) was proposed to alleviate these issues, which integrates positional information by rotating the embeddings in the attention mechanism. However, RoPE requires manually defined rotation matrices with limited transformation space, constraining the model's capacity. In this work, we propose ComRoPE, which generalizes RoPE by defining it in terms of trainable commuting angle matrices. Specifically, we demonstrate that pairwise commutativity of these matrices is essential for RoPE to achieve scalability and positional robustness. We formally define the RoPE Equation, which is an essential condition that ensures consistent performance with position offsets. Based on the theoretical analysis, we present two types of trainable commuting angle matrices as sufficient solutions to the RoPE equation, which significantly improve performance, surpassing the current state-of-the-art method by 1.6% at training resolution and 2.9% at higher resolution on the ImageNet-1K dataset. Furthermore, our framework shows versatility in generalizing to existing RoPE formulations and offering new insights for future positional encoding research. To ensure reproducibility, the source code and instructions are available at https://github.com/Longin-Yu/ComRoPE
HyperMotion: DiT-Based Pose-Guided Human Image Animation of Complex Motions
Recent advances in diffusion models have significantly improved conditional video generation, particularly in the pose-guided human image animation task. Although existing methods are capable of generating high-fidelity and time-consistent animation sequences in regular motions and static scenes, there are still obvious limitations when facing complex human body motions (Hypermotion) that contain highly dynamic, non-standard motions, and the lack of a high-quality benchmark for evaluation of complex human motion animations. To address this challenge, we introduce the Open-HyperMotionX Dataset and HyperMotionX Bench, which provide high-quality human pose annotations and curated video clips for evaluating and improving pose-guided human image animation models under complex human motion conditions. Furthermore, we propose a simple yet powerful DiT-based video generation baseline and design spatial low-frequency enhanced RoPE, a novel module that selectively enhances low-frequency spatial feature modeling by introducing learnable frequency scaling. Our method significantly improves structural stability and appearance consistency in highly dynamic human motion sequences. Extensive experiments demonstrate the effectiveness of our dataset and proposed approach in advancing the generation quality of complex human motion image animations. Code and dataset will be made publicly available.
Infinity-RoPE: Action-Controllable Infinite Video Generation Emerges From Autoregressive Self-Rollout
Current autoregressive video diffusion models are constrained by three core bottlenecks: (i) the finite temporal horizon imposed by the base model's 3D Rotary Positional Embedding (3D-RoPE), (ii) slow prompt responsiveness in maintaining fine-grained action control during long-form rollouts, and (iii) the inability to realize discontinuous cinematic transitions within a single generation stream. We introduce infty-RoPE, a unified inference-time framework that addresses all three limitations through three interconnected components: Block-Relativistic RoPE, KV Flush, and RoPE Cut. Block-Relativistic RoPE reformulates temporal encoding as a moving local reference frame, where each newly generated latent block is rotated relative to the base model's maximum frame horizon while earlier blocks are rotated backward to preserve relative temporal geometry. This relativistic formulation eliminates fixed temporal positions, enabling continuous video generation far beyond the base positional limits. To obtain fine-grained action control without re-encoding, KV Flush renews the KV cache by retaining only two latent frames, the global sink and the last generated latent frame, thereby ensuring immediate prompt responsiveness. Finally, RoPE Cut introduces controlled discontinuities in temporal RoPE coordinates, enabling multi-cut scene transitions within a single continuous rollout. Together, these components establish infty-RoPE as a training-free foundation for infinite-horizon, controllable, and cinematic video diffusion. Comprehensive experiments show that infty-RoPE consistently surpasses previous autoregressive models in overall VBench scores.
Group Representational Position Encoding
We present GRAPE (Group RepresentAtional Position Encoding), a unified framework for positional encoding based on group actions. GRAPE brings together two families of mechanisms: (i) multiplicative rotations (Multiplicative GRAPE) in SO(d) and (ii) additive logit biases (Additive GRAPE) arising from unipotent actions in the general linear group GL. In Multiplicative GRAPE, a position n in Z (or t in R) acts as G(n)=exp(n,ω,L) with a rank-2 skew generator L in R^{d times d}, yielding a relative, compositional, norm-preserving map with a closed-form matrix exponential. RoPE is recovered exactly when the d/2 planes are the canonical coordinate pairs with log-uniform spectrum. Learned commuting subspaces and compact non-commuting mixtures strictly extend this geometry to capture cross-subspace feature coupling at O(d) and O(r d) cost per head, respectively. In Additive GRAPE, additive logits arise as rank-1 (or low-rank) unipotent actions, recovering ALiBi and the Forgetting Transformer (FoX) as exact special cases while preserving an exact relative law and streaming cacheability. Altogether, GRAPE supplies a principled design space for positional geometry in long-context models, subsuming RoPE and ALiBi as special cases. Project Page: https://github.com/model-architectures/GRAPE.
VideoRoPE: What Makes for Good Video Rotary Position Embedding?
While Rotary Position Embedding (RoPE) and its variants are widely adopted for their long-context capabilities, the extension of the 1D RoPE to video, with its complex spatio-temporal structure, remains an open challenge. This work first introduces a comprehensive analysis that identifies four key characteristics essential for the effective adaptation of RoPE to video, which have not been fully considered in prior work. As part of our analysis, we introduce a challenging V-NIAH-D (Visual Needle-In-A-Haystack with Distractors) task, which adds periodic distractors into V-NIAH. The V-NIAH-D task demonstrates that previous RoPE variants, lacking appropriate temporal dimension allocation, are easily misled by distractors. Based on our analysis, we introduce VideoRoPE, with a 3D structure designed to preserve spatio-temporal relationships. VideoRoPE features low-frequency temporal allocation to mitigate periodic oscillations, a diagonal layout to maintain spatial symmetry, and adjustable temporal spacing to decouple temporal and spatial indexing. VideoRoPE consistently surpasses previous RoPE variants, across diverse downstream tasks such as long video retrieval, video understanding, and video hallucination. Our code will be available at https://github.com/Wiselnn570/VideoRoPE{https://github.com/Wiselnn570/VideoRoPE}.
Modeling and design of heterogeneous hierarchical bioinspired spider web structures using generative deep learning and additive manufacturing
Spider webs are incredible biological structures, comprising thin but strong silk filament and arranged into complex hierarchical architectures with striking mechanical properties (e.g., lightweight but high strength, achieving diverse mechanical responses). While simple 2D orb webs can easily be mimicked, the modeling and synthesis of 3D-based web structures remain challenging, partly due to the rich set of design features. Here we provide a detailed analysis of the heterogenous graph structures of spider webs, and use deep learning as a way to model and then synthesize artificial, bio-inspired 3D web structures. The generative AI models are conditioned based on key geometric parameters (including average edge length, number of nodes, average node degree, and others). To identify graph construction principles, we use inductive representation sampling of large experimentally determined spider web graphs, to yield a dataset that is used to train three conditional generative models: 1) An analog diffusion model inspired by nonequilibrium thermodynamics, with sparse neighbor representation, 2) a discrete diffusion model with full neighbor representation, and 3) an autoregressive transformer architecture with full neighbor representation. All three models are scalable, produce complex, de novo bio-inspired spider web mimics, and successfully construct graphs that meet the design objectives. We further propose algorithm that assembles web samples produced by the generative models into larger-scale structures based on a series of geometric design targets, including helical and parametric shapes, mimicking, and extending natural design principles towards integration with diverging engineering objectives. Several webs are manufactured using 3D printing and tested to assess mechanical properties.
DrawingSpinUp: 3D Animation from Single Character Drawings
Animating various character drawings is an engaging visual content creation task. Given a single character drawing, existing animation methods are limited to flat 2D motions and thus lack 3D effects. An alternative solution is to reconstruct a 3D model from a character drawing as a proxy and then retarget 3D motion data onto it. However, the existing image-to-3D methods could not work well for amateur character drawings in terms of appearance and geometry. We observe the contour lines, commonly existing in character drawings, would introduce significant ambiguity in texture synthesis due to their view-dependence. Additionally, thin regions represented by single-line contours are difficult to reconstruct (e.g., slim limbs of a stick figure) due to their delicate structures. To address these issues, we propose a novel system, DrawingSpinUp, to produce plausible 3D animations and breathe life into character drawings, allowing them to freely spin up, leap, and even perform a hip-hop dance. For appearance improvement, we adopt a removal-then-restoration strategy to first remove the view-dependent contour lines and then render them back after retargeting the reconstructed character. For geometry refinement, we develop a skeleton-based thinning deformation algorithm to refine the slim structures represented by the single-line contours. The experimental evaluations and a perceptual user study show that our proposed method outperforms the existing 2D and 3D animation methods and generates high-quality 3D animations from a single character drawing. Please refer to our project page (https://lordliang.github.io/DrawingSpinUp) for the code and generated animations.
VRoPE: Rotary Position Embedding for Video Large Language Models
Rotary Position Embedding (RoPE) has shown strong performance in text-based Large Language Models (LLMs), but extending it to video remains a challenge due to the intricate spatiotemporal structure of video frames. Existing adaptations, such as RoPE-3D, attempt to encode spatial and temporal dimensions separately but suffer from two major limitations: positional bias in attention distribution and disruptions in video-text transitions. To overcome these issues, we propose Video Rotary Position Embedding (VRoPE), a novel positional encoding method tailored for Video-LLMs. Our approach restructures positional indices to preserve spatial coherence and ensure a smooth transition between video and text tokens. Additionally, we introduce a more balanced encoding strategy that mitigates attention biases, ensuring a more uniform distribution of spatial focus. Extensive experiments on Vicuna and Qwen2 across different model scales demonstrate that VRoPE consistently outperforms previous RoPE variants, achieving significant improvements in video understanding, temporal reasoning, and retrieval tasks. Code will be available at https://github.com/johncaged/VRoPE
Learning Deformable Object Manipulation from Expert Demonstrations
We present a novel Learning from Demonstration (LfD) method, Deformable Manipulation from Demonstrations (DMfD), to solve deformable manipulation tasks using states or images as inputs, given expert demonstrations. Our method uses demonstrations in three different ways, and balances the trade-off between exploring the environment online and using guidance from experts to explore high dimensional spaces effectively. We test DMfD on a set of representative manipulation tasks for a 1-dimensional rope and a 2-dimensional cloth from the SoftGym suite of tasks, each with state and image observations. Our method exceeds baseline performance by up to 12.9% for state-based tasks and up to 33.44% on image-based tasks, with comparable or better robustness to randomness. Additionally, we create two challenging environments for folding a 2D cloth using image-based observations, and set a performance benchmark for them. We deploy DMfD on a real robot with a minimal loss in normalized performance during real-world execution compared to simulation (~6%). Source code is on github.com/uscresl/dmfd
ReDirector: Creating Any-Length Video Retakes with Rotary Camera Encoding
We present ReDirector, a novel camera-controlled video retake generation method for dynamically captured variable-length videos. In particular, we rectify a common misuse of RoPE in previous works by aligning the spatiotemporal positions of the input video and the target retake. Moreover, we introduce Rotary Camera Encoding (RoCE), a camera-conditioned RoPE phase shift that captures and integrates multi-view relationships within and across the input and target videos. By integrating camera conditions into RoPE, our method generalizes to out-of-distribution camera trajectories and video lengths, yielding improved dynamic object localization and static background preservation. Extensive experiments further demonstrate significant improvements in camera controllability, geometric consistency, and video quality across various trajectories and lengths.
Extending Context Window of Large Language Models from a Distributional Perspective
Scaling the rotary position embedding (RoPE) has become a common method for extending the context window of RoPE-based large language models (LLMs). However, existing scaling methods often rely on empirical approaches and lack a profound understanding of the internal distribution within RoPE, resulting in suboptimal performance in extending the context window length. In this paper, we propose to optimize the context window extending task from the view of rotary angle distribution. Specifically, we first estimate the distribution of the rotary angles within the model and analyze the extent to which length extension perturbs this distribution. Then, we present a novel extension strategy that minimizes the disturbance between rotary angle distributions to maintain consistency with the pre-training phase, enhancing the model's capability to generalize to longer sequences. Experimental results compared to the strong baseline methods demonstrate that our approach reduces by up to 72% of the distributional disturbance when extending LLaMA2's context window to 8k, and reduces by up to 32% when extending to 16k. On the LongBench-E benchmark, our method achieves an average improvement of up to 4.33% over existing state-of-the-art methods. Furthermore, Our method maintains the model's performance on the Hugging Face Open LLM benchmark after context window extension, with only an average performance fluctuation ranging from -0.12 to +0.22.
Lumos-1: On Autoregressive Video Generation from a Unified Model Perspective
Autoregressive large language models (LLMs) have unified a vast range of language tasks, inspiring preliminary efforts in autoregressive video generation. Existing autoregressive video generators either diverge from standard LLM architectures, depend on bulky external text encoders, or incur prohibitive latency due to next-token decoding. In this paper, we introduce Lumos-1, an autoregressive video generator that retains the LLM architecture with minimal architectural modifications. To inject spatiotemporal correlations in LLMs, we identify the efficacy of incorporating 3D RoPE and diagnose its imbalanced frequency spectrum ranges. Therefore, we propose MM-RoPE, a RoPE scheme that preserves the original textual RoPE while providing comprehensive frequency spectra and scaled 3D positions for modeling multimodal spatiotemporal data. Moreover, Lumos-1 resorts to a token dependency strategy that obeys intra-frame bidirectionality and inter-frame temporal causality. Based on this dependency strategy, we identify the issue of frame-wise loss imbalance caused by spatial information redundancy and solve it by proposing Autoregressive Discrete Diffusion Forcing (AR-DF). AR-DF introduces temporal tube masking during training with a compatible inference-time masking policy to avoid quality degradation. By using memory-efficient training techniques, we pre-train Lumos-1 on only 48 GPUs, achieving performance comparable to EMU3 on GenEval, COSMOS-Video2World on VBench-I2V, and OpenSoraPlan on VBench-T2V. Code and models are available at https://github.com/alibaba-damo-academy/Lumos.
Head-wise Adaptive Rotary Positional Encoding for Fine-Grained Image Generation
Transformers rely on explicit positional encoding to model structure in data. While Rotary Position Embedding (RoPE) excels in 1D domains, its application to image generation reveals significant limitations such as fine-grained spatial relation modeling, color cues, and object counting. This paper identifies key limitations of standard multi-dimensional RoPE-rigid frequency allocation, axis-wise independence, and uniform head treatment-in capturing the complex structural biases required for fine-grained image generation. We propose HARoPE, a head-wise adaptive extension that inserts a learnable linear transformation parameterized via singular value decomposition (SVD) before the rotary mapping. This lightweight modification enables dynamic frequency reallocation, semantic alignment of rotary planes, and head-specific positional receptive fields while rigorously preserving RoPE's relative-position property. Extensive experiments on class-conditional ImageNet and text-to-image generation (Flux and MMDiT) demonstrate that HARoPE consistently improves performance over strong RoPE baselines and other extensions. The method serves as an effective drop-in replacement, offering a principled and adaptable solution for enhancing positional awareness in transformer-based image generative models.
HoPE: Hybrid of Position Embedding for Length Generalization in Vision-Language Models
Vision-Language Models (VLMs) have made significant progress in multimodal tasks. However, their performance often deteriorates in long-context scenarios, particularly long videos. While Rotary Position Embedding (RoPE) has been widely adopted for length generalization in Large Language Models (LLMs), extending vanilla RoPE to capture the intricate spatial-temporal dependencies in videos remains an unsolved challenge. Existing methods typically allocate different frequencies within RoPE to encode 3D positional information. However, these allocation strategies mainly rely on heuristics, lacking in-depth theoretical analysis. In this paper, we first study how different allocation strategies impact the long-context capabilities of VLMs. Our analysis reveals that current multimodal RoPEs fail to reliably capture semantic similarities over extended contexts. To address this issue, we propose HoPE, a Hybrid of Position Embedding designed to improve the long-context capabilities of VLMs. HoPE introduces a hybrid frequency allocation strategy for reliable semantic modeling over arbitrarily long context, and a dynamic temporal scaling mechanism to facilitate robust learning and flexible inference across diverse context lengths. Extensive experiments across four video benchmarks on long video understanding and retrieval tasks demonstrate that HoPE consistently outperforms existing methods, confirming its effectiveness. Code is available at https://github.com/hrlics/HoPE.
Textoon: Generating Vivid 2D Cartoon Characters from Text Descriptions
The 2D cartoon style is a prominent art form in digital character creation, particularly popular among younger audiences. While advancements in digital human technology have spurred extensive research into photorealistic digital humans and 3D characters, interactive 2D cartoon characters have received comparatively less attention. Unlike 3D counterparts, which require sophisticated construction and resource-intensive rendering, Live2D, a widely-used format for 2D cartoon characters, offers a more efficient alternative, which allows to animate 2D characters in a manner that simulates 3D movement without the necessity of building a complete 3D model. Furthermore, Live2D employs lightweight HTML5 (H5) rendering, improving both accessibility and efficiency. In this technical report, we introduce Textoon, an innovative method for generating diverse 2D cartoon characters in the Live2D format based on text descriptions. The Textoon leverages cutting-edge language and vision models to comprehend textual intentions and generate 2D appearance, capable of creating a wide variety of stunning and interactive 2D characters within one minute. The project homepage is https://human3daigc.github.io/Textoon_webpage/.
DiTraj: training-free trajectory control for video diffusion transformer
Diffusion Transformers (DiT)-based video generation models with 3D full attention exhibit strong generative capabilities. Trajectory control represents a user-friendly task in the field of controllable video generation. However, existing methods either require substantial training resources or are specifically designed for U-Net, do not take advantage of the superior performance of DiT. To address these issues, we propose DiTraj, a simple but effective training-free framework for trajectory control in text-to-video generation, tailored for DiT. Specifically, first, to inject the object's trajectory, we propose foreground-background separation guidance: we use the Large Language Model (LLM) to convert user-provided prompts into foreground and background prompts, which respectively guide the generation of foreground and background regions in the video. Then, we analyze 3D full attention and explore the tight correlation between inter-token attention scores and position embedding. Based on this, we propose inter-frame Spatial-Temporal Decoupled 3D-RoPE (STD-RoPE). By modifying only foreground tokens' position embedding, STD-RoPE eliminates their cross-frame spatial discrepancies, strengthening cross-frame attention among them and thus enhancing trajectory control. Additionally, we achieve 3D-aware trajectory control by regulating the density of position embedding. Extensive experiments demonstrate that our method outperforms previous methods in both video quality and trajectory controllability.
Revisiting Multimodal Positional Encoding in Vision-Language Models
Multimodal position encoding is essential for vision-language models, yet there has been little systematic investigation into multimodal position encoding. We conduct a comprehensive analysis of multimodal Rotary Positional Embedding (RoPE) by examining its two core components: position design and frequency allocation. Through extensive experiments, we identify three key guidelines: positional coherence, full frequency utilization, and preservation of textual priors-ensuring unambiguous layout, rich representation, and faithful transfer from the pre-trained LLM. Based on these insights, we propose Multi-Head RoPE (MHRoPE) and MRoPE-Interleave (MRoPE-I), two simple and plug-and-play variants that require no architectural changes. Our methods consistently outperform existing approaches across diverse benchmarks, with significant improvements in both general and fine-grained multimodal understanding. Code will be avaliable at https://github.com/JJJYmmm/Multimodal-RoPEs.
AnimateAnyMesh: A Feed-Forward 4D Foundation Model for Text-Driven Universal Mesh Animation
Recent advances in 4D content generation have attracted increasing attention, yet creating high-quality animated 3D models remains challenging due to the complexity of modeling spatio-temporal distributions and the scarcity of 4D training data. In this paper, we present AnimateAnyMesh, the first feed-forward framework that enables efficient text-driven animation of arbitrary 3D meshes. Our approach leverages a novel DyMeshVAE architecture that effectively compresses and reconstructs dynamic mesh sequences by disentangling spatial and temporal features while preserving local topological structures. To enable high-quality text-conditional generation, we employ a Rectified Flow-based training strategy in the compressed latent space. Additionally, we contribute the DyMesh Dataset, containing over 4M diverse dynamic mesh sequences with text annotations. Experimental results demonstrate that our method generates semantically accurate and temporally coherent mesh animations in a few seconds, significantly outperforming existing approaches in both quality and efficiency. Our work marks a substantial step forward in making 4D content creation more accessible and practical. All the data, code, and models will be open-released.
Base of RoPE Bounds Context Length
Position embedding is a core component of current Large Language Models (LLMs). Rotary position embedding (RoPE), a technique that encodes the position information with a rotation matrix, has been the de facto choice for position embedding in many LLMs, such as the Llama series. RoPE has been further utilized to extend long context capability, which is roughly based on adjusting the base parameter of RoPE to mitigate out-of-distribution (OOD) problems in position embedding. However, in this paper, we find that LLMs may obtain a superficial long-context ability based on the OOD theory. We revisit the role of RoPE in LLMs and propose a novel property of long-term decay, we derive that the base of RoPE bounds context length: there is an absolute lower bound for the base value to obtain certain context length capability. Our work reveals the relationship between context length and RoPE base both theoretically and empirically, which may shed light on future long context training.
LongRoPE2: Near-Lossless LLM Context Window Scaling
LongRoPE2 is a novel approach that extends the effective context window of pre-trained large language models (LLMs) to the target length, while preserving the performance on the original shorter context window. This is achieved by three contributions: (1) a hypothesis that insufficient training in higher RoPE dimensions contributes to the persistent out-of-distribution (OOD) issues observed in existing methods; (2) an effective RoPE rescaling algorithm that adopts evolutionary search guided by "needle-driven" perplexity to address the insufficient training problem; (3) a mixed context window training approach that fine-tunes model weights to adopt rescaled RoPE for long-context sequences while preserving the short-context performance with the original RoPE. Extensive experiments on LLaMA3-8B and Phi3-mini-3.8B across various benchmarks validate the hypothesis and demonstrate the effectiveness of LongRoPE2. Remarkably, LongRoPE2 extends LLaMA3-8B to achieve a 128K effective context length while retaining over 98.5% of short-context performance, using only 10B tokens -- 80x fewer than Meta's approach, which fails to reach the target effective context length. Code will be available at https://github.com/microsoft/LongRoPE.
V2M4: 4D Mesh Animation Reconstruction from a Single Monocular Video
We present V2M4, a novel 4D reconstruction method that directly generates a usable 4D mesh animation asset from a single monocular video. Unlike existing approaches that rely on priors from multi-view image and video generation models, our method is based on native 3D mesh generation models. Naively applying 3D mesh generation models to generate a mesh for each frame in a 4D task can lead to issues such as incorrect mesh poses, misalignment of mesh appearance, and inconsistencies in mesh geometry and texture maps. To address these problems, we propose a structured workflow that includes camera search and mesh reposing, condition embedding optimization for mesh appearance refinement, pairwise mesh registration for topology consistency, and global texture map optimization for texture consistency. Our method outputs high-quality 4D animated assets that are compatible with mainstream graphics and game software. Experimental results across a variety of animation types and motion amplitudes demonstrate the generalization and effectiveness of our method. Project page: https://windvchen.github.io/V2M4/.
PSC: Extending Context Window of Large Language Models via Phase Shift Calibration
Rotary Position Embedding (RoPE) is an efficient position encoding approach and is widely utilized in numerous large language models (LLMs). Recently, a lot of methods have been put forward to further expand the context window based on RoPE. The core concept of those methods is to predefine or search for a set of factors to rescale the base frequencies of RoPE. Nevertheless, it is quite a challenge for existing methods to predefine an optimal factor due to the exponential search space. In view of this, we introduce PSC (Phase Shift Calibration), a small module for calibrating the frequencies predefined by existing methods. With the employment of PSC, we demonstrate that many existing methods can be further enhanced, like PI, YaRN, and LongRoPE. We conducted extensive experiments across multiple models and tasks. The results demonstrate that (1) when PSC is enabled, the comparative reductions in perplexity increase as the context window size is varied from 16k, to 32k, and up to 64k. (2) Our approach is broadly applicable and exhibits robustness across a variety of models and tasks. The code can be found at https://github.com/WNQzhu/PSC.
A Phenomenological Approach to Interactive Knot Diagrams
Knot diagrams are among the most common visual tools in topology. Computer programs now make it possible to draw, manipulate and render them digitally, which proves to be useful in knot theory teaching and research. Still, an openly available tool to manipulate knot diagrams in a real-time, interactive way is yet to be developed. We introduce a method of operating on the geometry of the knot diagram itself without any underlying three-dimensional structure that can underpin such an application. This allows us to directly interact with vector graphics knot diagrams while at the same time computing knot invariants in ways proposed by previous work. An implementation of this method is provided.
PaTH Attention: Position Encoding via Accumulating Householder Transformations
The attention mechanism is a core primitive in modern large language models (LLMs) and AI more broadly. Since attention by itself is permutation-invariant, position encoding is essential for modeling structured domains such as language. Rotary position encoding (RoPE) has emerged as the de facto standard approach for position encoding and is part of many modern LLMs. However, in RoPE the key/query transformation between two elements in a sequence is only a function of their relative position and otherwise independent of the actual input. This limits the expressivity of RoPE-based transformers. This paper describes PaTH, a flexible data-dependent position encoding scheme based on accumulated products of Householder(like) transformations, where each transformation is data-dependent, i.e., a function of the input. We derive an efficient parallel algorithm for training through exploiting a compact representation of products of Householder matrices, and implement a FlashAttention-style blockwise algorithm that minimizes I/O cost. Across both targeted synthetic benchmarks and moderate-scale real-world language modeling experiments, we find that PaTH demonstrates superior performance compared to RoPE and other recent baselines.
RoPECraft: Training-Free Motion Transfer with Trajectory-Guided RoPE Optimization on Diffusion Transformers
We propose RoPECraft, a training-free video motion transfer method for diffusion transformers that operates solely by modifying their rotary positional embeddings (RoPE). We first extract dense optical flow from a reference video, and utilize the resulting motion offsets to warp the complex-exponential tensors of RoPE, effectively encoding motion into the generation process. These embeddings are then further optimized during denoising time steps via trajectory alignment between the predicted and target velocities using a flow-matching objective. To keep the output faithful to the text prompt and prevent duplicate generations, we incorporate a regularization term based on the phase components of the reference video's Fourier transform, projecting the phase angles onto a smooth manifold to suppress high-frequency artifacts. Experiments on benchmarks reveal that RoPECraft outperforms all recently published methods, both qualitatively and quantitatively.
PhysRig: Differentiable Physics-Based Skinning and Rigging Framework for Realistic Articulated Object Modeling
Skinning and rigging are fundamental components in animation, articulated object reconstruction, motion transfer, and 4D generation. Existing approaches predominantly rely on Linear Blend Skinning (LBS), due to its simplicity and differentiability. However, LBS introduces artifacts such as volume loss and unnatural deformations, and it fails to model elastic materials like soft tissues, fur, and flexible appendages (e.g., elephant trunks, ears, and fatty tissues). In this work, we propose PhysRig: a differentiable physics-based skinning and rigging framework that overcomes these limitations by embedding the rigid skeleton into a volumetric representation (e.g., a tetrahedral mesh), which is simulated as a deformable soft-body structure driven by the animated skeleton. Our method leverages continuum mechanics and discretizes the object as particles embedded in an Eulerian background grid to ensure differentiability with respect to both material properties and skeletal motion. Additionally, we introduce material prototypes, significantly reducing the learning space while maintaining high expressiveness. To evaluate our framework, we construct a comprehensive synthetic dataset using meshes from Objaverse, The Amazing Animals Zoo, and MixaMo, covering diverse object categories and motion patterns. Our method consistently outperforms traditional LBS-based approaches, generating more realistic and physically plausible results. Furthermore, we demonstrate the applicability of our framework in the pose transfer task highlighting its versatility for articulated object modeling.
SOAP: Style-Omniscient Animatable Portraits
Creating animatable 3D avatars from a single image remains challenging due to style limitations (realistic, cartoon, anime) and difficulties in handling accessories or hairstyles. While 3D diffusion models advance single-view reconstruction for general objects, outputs often lack animation controls or suffer from artifacts because of the domain gap. We propose SOAP, a style-omniscient framework to generate rigged, topology-consistent avatars from any portrait. Our method leverages a multiview diffusion model trained on 24K 3D heads with multiple styles and an adaptive optimization pipeline to deform the FLAME mesh while maintaining topology and rigging via differentiable rendering. The resulting textured avatars support FACS-based animation, integrate with eyeballs and teeth, and preserve details like braided hair or accessories. Extensive experiments demonstrate the superiority of our method over state-of-the-art techniques for both single-view head modeling and diffusion-based generation of Image-to-3D. Our code and data are publicly available for research purposes at https://github.com/TingtingLiao/soap.
4-Doodle: Text to 3D Sketches that Move!
We present a novel task: text-to-3D sketch animation, which aims to bring freeform sketches to life in dynamic 3D space. Unlike prior works focused on photorealistic content generation, we target sparse, stylized, and view-consistent 3D vector sketches, a lightweight and interpretable medium well-suited for visual communication and prototyping. However, this task is very challenging: (i) no paired dataset exists for text and 3D (or 4D) sketches; (ii) sketches require structural abstraction that is difficult to model with conventional 3D representations like NeRFs or point clouds; and (iii) animating such sketches demands temporal coherence and multi-view consistency, which current pipelines do not address. Therefore, we propose 4-Doodle, the first training-free framework for generating dynamic 3D sketches from text. It leverages pretrained image and video diffusion models through a dual-space distillation scheme: one space captures multi-view-consistent geometry using differentiable Bézier curves, while the other encodes motion dynamics via temporally-aware priors. Unlike prior work (e.g., DreamFusion), which optimizes from a single view per step, our multi-view optimization ensures structural alignment and avoids view ambiguity, critical for sparse sketches. Furthermore, we introduce a structure-aware motion module that separates shape-preserving trajectories from deformation-aware changes, enabling expressive motion such as flipping, rotation, and articulated movement. Extensive experiments show that our method produces temporally realistic and structurally stable 3D sketch animations, outperforming existing baselines in both fidelity and controllability. We hope this work serves as a step toward more intuitive and accessible 4D content creation.
Particle-Grid Neural Dynamics for Learning Deformable Object Models from RGB-D Videos
Modeling the dynamics of deformable objects is challenging due to their diverse physical properties and the difficulty of estimating states from limited visual information. We address these challenges with a neural dynamics framework that combines object particles and spatial grids in a hybrid representation. Our particle-grid model captures global shape and motion information while predicting dense particle movements, enabling the modeling of objects with varied shapes and materials. Particles represent object shapes, while the spatial grid discretizes the 3D space to ensure spatial continuity and enhance learning efficiency. Coupled with Gaussian Splattings for visual rendering, our framework achieves a fully learning-based digital twin of deformable objects and generates 3D action-conditioned videos. Through experiments, we demonstrate that our model learns the dynamics of diverse objects -- such as ropes, cloths, stuffed animals, and paper bags -- from sparse-view RGB-D recordings of robot-object interactions, while also generalizing at the category level to unseen instances. Our approach outperforms state-of-the-art learning-based and physics-based simulators, particularly in scenarios with limited camera views. Furthermore, we showcase the utility of our learned models in model-based planning, enabling goal-conditioned object manipulation across a range of tasks. The project page is available at https://kywind.github.io/pgnd .
Differentiable Discrete Elastic Rods for Real-Time Modeling of Deformable Linear Objects
This paper addresses the task of modeling Deformable Linear Objects (DLOs), such as ropes and cables, during dynamic motion over long time horizons. This task presents significant challenges due to the complex dynamics of DLOs. To address these challenges, this paper proposes differentiable Discrete Elastic Rods For deformable linear Objects with Real-time Modeling (DEFORM), a novel framework that combines a differentiable physics-based model with a learning framework to model DLOs accurately and in real-time. The performance of DEFORM is evaluated in an experimental setup involving two industrial robots and a variety of sensors. A comprehensive series of experiments demonstrate the efficacy of DEFORM in terms of accuracy, computational speed, and generalizability when compared to state-of-the-art alternatives. To further demonstrate the utility of DEFORM, this paper integrates it into a perception pipeline and illustrates its superior performance when compared to the state-of-the-art methods while tracking a DLO even in the presence of occlusions. Finally, this paper illustrates the superior performance of DEFORM when compared to state-of-the-art methods when it is applied to perform autonomous planning and control of DLOs. Project page: https://roahmlab.github.io/DEFORM/.
Dynamic 3D Gaussian Tracking for Graph-Based Neural Dynamics Modeling
Videos of robots interacting with objects encode rich information about the objects' dynamics. However, existing video prediction approaches typically do not explicitly account for the 3D information from videos, such as robot actions and objects' 3D states, limiting their use in real-world robotic applications. In this work, we introduce a framework to learn object dynamics directly from multi-view RGB videos by explicitly considering the robot's action trajectories and their effects on scene dynamics. We utilize the 3D Gaussian representation of 3D Gaussian Splatting (3DGS) to train a particle-based dynamics model using Graph Neural Networks. This model operates on sparse control particles downsampled from the densely tracked 3D Gaussian reconstructions. By learning the neural dynamics model on offline robot interaction data, our method can predict object motions under varying initial configurations and unseen robot actions. The 3D transformations of Gaussians can be interpolated from the motions of control particles, enabling the rendering of predicted future object states and achieving action-conditioned video prediction. The dynamics model can also be applied to model-based planning frameworks for object manipulation tasks. We conduct experiments on various kinds of deformable materials, including ropes, clothes, and stuffed animals, demonstrating our framework's ability to model complex shapes and dynamics. Our project page is available at https://gs-dynamics.github.io.
RoFormer: Enhanced Transformer with Rotary Position Embedding
Position encoding recently has shown effective in the transformer architecture. It enables valuable supervision for dependency modeling between elements at different positions of the sequence. In this paper, we first investigate various methods to integrate positional information into the learning process of transformer-based language models. Then, we propose a novel method named Rotary Position Embedding(RoPE) to effectively leverage the positional information. Specifically, the proposed RoPE encodes the absolute position with a rotation matrix and meanwhile incorporates the explicit relative position dependency in self-attention formulation. Notably, RoPE enables valuable properties, including the flexibility of sequence length, decaying inter-token dependency with increasing relative distances, and the capability of equipping the linear self-attention with relative position encoding. Finally, we evaluate the enhanced transformer with rotary position embedding, also called RoFormer, on various long text classification benchmark datasets. Our experiments show that it consistently overcomes its alternatives. Furthermore, we provide a theoretical analysis to explain some experimental results. RoFormer is already integrated into Huggingface: https://huggingface.co/docs/transformers/model_doc/roformer.
Motion-2-to-3: Leveraging 2D Motion Data to Boost 3D Motion Generation
Text-driven human motion synthesis is capturing significant attention for its ability to effortlessly generate intricate movements from abstract text cues, showcasing its potential for revolutionizing motion design not only in film narratives but also in virtual reality experiences and computer game development. Existing methods often rely on 3D motion capture data, which require special setups resulting in higher costs for data acquisition, ultimately limiting the diversity and scope of human motion. In contrast, 2D human videos offer a vast and accessible source of motion data, covering a wider range of styles and activities. In this paper, we explore leveraging 2D human motion extracted from videos as an alternative data source to improve text-driven 3D motion generation. Our approach introduces a novel framework that disentangles local joint motion from global movements, enabling efficient learning of local motion priors from 2D data. We first train a single-view 2D local motion generator on a large dataset of text-motion pairs. To enhance this model to synthesize 3D motion, we fine-tune the generator with 3D data, transforming it into a multi-view generator that predicts view-consistent local joint motion and root dynamics. Experiments on the HumanML3D dataset and novel text prompts demonstrate that our method efficiently utilizes 2D data, supporting realistic 3D human motion generation and broadening the range of motion types it supports. Our code will be made publicly available at https://zju3dv.github.io/Motion-2-to-3/.
MV-RAG: Retrieval Augmented Multiview Diffusion
Text-to-3D generation approaches have advanced significantly by leveraging pretrained 2D diffusion priors, producing high-quality and 3D-consistent outputs. However, they often fail to produce out-of-domain (OOD) or rare concepts, yielding inconsistent or inaccurate results. To this end, we propose MV-RAG, a novel text-to-3D pipeline that first retrieves relevant 2D images from a large in-the-wild 2D database and then conditions a multiview diffusion model on these images to synthesize consistent and accurate multiview outputs. Training such a retrieval-conditioned model is achieved via a novel hybrid strategy bridging structured multiview data and diverse 2D image collections. This involves training on multiview data using augmented conditioning views that simulate retrieval variance for view-specific reconstruction, alongside training on sets of retrieved real-world 2D images using a distinctive held-out view prediction objective: the model predicts the held-out view from the other views to infer 3D consistency from 2D data. To facilitate a rigorous OOD evaluation, we introduce a new collection of challenging OOD prompts. Experiments against state-of-the-art text-to-3D, image-to-3D, and personalization baselines show that our approach significantly improves 3D consistency, photorealism, and text adherence for OOD/rare concepts, while maintaining competitive performance on standard benchmarks.
Omni6DPose: A Benchmark and Model for Universal 6D Object Pose Estimation and Tracking
6D Object Pose Estimation is a crucial yet challenging task in computer vision, suffering from a significant lack of large-scale datasets. This scarcity impedes comprehensive evaluation of model performance, limiting research advancements. Furthermore, the restricted number of available instances or categories curtails its applications. To address these issues, this paper introduces Omni6DPose, a substantial dataset characterized by its diversity in object categories, large scale, and variety in object materials. Omni6DPose is divided into three main components: ROPE (Real 6D Object Pose Estimation Dataset), which includes 332K images annotated with over 1.5M annotations across 581 instances in 149 categories; SOPE(Simulated 6D Object Pose Estimation Dataset), consisting of 475K images created in a mixed reality setting with depth simulation, annotated with over 5M annotations across 4162 instances in the same 149 categories; and the manually aligned real scanned objects used in both ROPE and SOPE. Omni6DPose is inherently challenging due to the substantial variations and ambiguities. To address this challenge, we introduce GenPose++, an enhanced version of the SOTA category-level pose estimation framework, incorporating two pivotal improvements: Semantic-aware feature extraction and Clustering-based aggregation. Moreover, we provide a comprehensive benchmarking analysis to evaluate the performance of previous methods on this large-scale dataset in the realms of 6D object pose estimation and pose tracking.
CHORD: Category-level Hand-held Object Reconstruction via Shape Deformation
In daily life, humans utilize hands to manipulate objects. Modeling the shape of objects that are manipulated by the hand is essential for AI to comprehend daily tasks and to learn manipulation skills. However, previous approaches have encountered difficulties in reconstructing the precise shapes of hand-held objects, primarily owing to a deficiency in prior shape knowledge and inadequate data for training. As illustrated, given a particular type of tool, such as a mug, despite its infinite variations in shape and appearance, humans have a limited number of 'effective' modes and poses for its manipulation. This can be attributed to the fact that humans have mastered the shape prior of the 'mug' category, and can quickly establish the corresponding relations between different mug instances and the prior, such as where the rim and handle are located. In light of this, we propose a new method, CHORD, for Category-level Hand-held Object Reconstruction via shape Deformation. CHORD deforms a categorical shape prior for reconstructing the intra-class objects. To ensure accurate reconstruction, we empower CHORD with three types of awareness: appearance, shape, and interacting pose. In addition, we have constructed a new dataset, COMIC, of category-level hand-object interaction. COMIC contains a rich array of object instances, materials, hand interactions, and viewing directions. Extensive evaluation shows that CHORD outperforms state-of-the-art approaches in both quantitative and qualitative measures. Code, model, and datasets are available at https://kailinli.github.io/CHORD.
Round and Round We Go! What makes Rotary Positional Encodings useful?
Positional Encodings (PEs) are a critical component of Transformer-based Large Language Models (LLMs), providing the attention mechanism with important sequence-position information. One of the most popular types of encoding used today in LLMs are Rotary Positional Encodings (RoPE), that rotate the queries and keys based on their relative distance. A common belief is that RoPE is useful because it helps to decay token dependency as relative distance increases. In this work, we argue that this is unlikely to be the core reason. We study the internals of a trained Gemma 7B model to understand how RoPE is being used at a mechanical level. We find that Gemma learns to use RoPE to construct robust "positional" attention patterns by exploiting the highest frequencies. We also find that, in general, Gemma greatly prefers to use the lowest frequencies of RoPE, which we suspect are used to carry semantic information. We mathematically prove interesting behaviours of RoPE and conduct experiments to verify our findings, proposing a modification of RoPE that fixes some highlighted issues and improves performance. We believe that this work represents an interesting step in better understanding PEs in LLMs, which we believe holds crucial value for scaling LLMs to large sizes and context lengths.
KITRO: Refining Human Mesh by 2D Clues and Kinematic-tree Rotation
2D keypoints are commonly used as an additional cue to refine estimated 3D human meshes. Current methods optimize the pose and shape parameters with a reprojection loss on the provided 2D keypoints. Such an approach, while simple and intuitive, has limited effectiveness because the optimal solution is hard to find in ambiguous parameter space and may sacrifice depth. Additionally, divergent gradients from distal joints complicate and deviate the refinement of proximal joints in the kinematic chain. To address these, we introduce Kinematic-Tree Rotation (KITRO), a novel mesh refinement strategy that explicitly models depth and human kinematic-tree structure. KITRO treats refinement from a bone-wise perspective. Unlike previous methods which perform gradient-based optimizations, our method calculates bone directions in closed form. By accounting for the 2D pose, bone length, and parent joint's depth, the calculation results in two possible directions for each child joint. We then use a decision tree to trace binary choices for all bones along the human skeleton's kinematic-tree to select the most probable hypothesis. Our experiments across various datasets and baseline models demonstrate that KITRO significantly improves 3D joint estimation accuracy and achieves an ideal 2D fit simultaneously. Our code available at: https://github.com/MartaYang/KITRO.
TADA! Text to Animatable Digital Avatars
We introduce TADA, a simple-yet-effective approach that takes textual descriptions and produces expressive 3D avatars with high-quality geometry and lifelike textures, that can be animated and rendered with traditional graphics pipelines. Existing text-based character generation methods are limited in terms of geometry and texture quality, and cannot be realistically animated due to inconsistent alignment between the geometry and the texture, particularly in the face region. To overcome these limitations, TADA leverages the synergy of a 2D diffusion model and an animatable parametric body model. Specifically, we derive an optimizable high-resolution body model from SMPL-X with 3D displacements and a texture map, and use hierarchical rendering with score distillation sampling (SDS) to create high-quality, detailed, holistic 3D avatars from text. To ensure alignment between the geometry and texture, we render normals and RGB images of the generated character and exploit their latent embeddings in the SDS training process. We further introduce various expression parameters to deform the generated character during training, ensuring that the semantics of our generated character remain consistent with the original SMPL-X model, resulting in an animatable character. Comprehensive evaluations demonstrate that TADA significantly surpasses existing approaches on both qualitative and quantitative measures. TADA enables creation of large-scale digital character assets that are ready for animation and rendering, while also being easily editable through natural language. The code will be public for research purposes.
MIMO: Controllable Character Video Synthesis with Spatial Decomposed Modeling
Character video synthesis aims to produce realistic videos of animatable characters within lifelike scenes. As a fundamental problem in the computer vision and graphics community, 3D works typically require multi-view captures for per-case training, which severely limits their applicability of modeling arbitrary characters in a short time. Recent 2D methods break this limitation via pre-trained diffusion models, but they struggle for pose generality and scene interaction. To this end, we propose MIMO, a novel framework which can not only synthesize character videos with controllable attributes (i.e., character, motion and scene) provided by simple user inputs, but also simultaneously achieve advanced scalability to arbitrary characters, generality to novel 3D motions, and applicability to interactive real-world scenes in a unified framework. The core idea is to encode the 2D video to compact spatial codes, considering the inherent 3D nature of video occurrence. Concretely, we lift the 2D frame pixels into 3D using monocular depth estimators, and decompose the video clip to three spatial components (i.e., main human, underlying scene, and floating occlusion) in hierarchical layers based on the 3D depth. These components are further encoded to canonical identity code, structured motion code and full scene code, which are utilized as control signals of synthesis process. The design of spatial decomposed modeling enables flexible user control, complex motion expression, as well as 3D-aware synthesis for scene interactions. Experimental results demonstrate effectiveness and robustness of the proposed method.
DEFT: Differentiable Branched Discrete Elastic Rods for Modeling Furcated DLOs in Real-Time
Autonomous wire harness assembly requires robots to manipulate complex branched cables with high precision and reliability. A key challenge in automating this process is predicting how these flexible and branched structures behave under manipulation. Without accurate predictions, it is difficult for robots to reliably plan or execute assembly operations. While existing research has made progress in modeling single-threaded Deformable Linear Objects (DLOs), extending these approaches to Branched Deformable Linear Objects (BDLOs) presents fundamental challenges. The junction points in BDLOs create complex force interactions and strain propagation patterns that cannot be adequately captured by simply connecting multiple single-DLO models. To address these challenges, this paper presents Differentiable discrete branched Elastic rods for modeling Furcated DLOs in real-Time (DEFT), a novel framework that combines a differentiable physics-based model with a learning framework to: 1) accurately model BDLO dynamics, including dynamic propagation at junction points and grasping in the middle of a BDLO, 2) achieve efficient computation for real-time inference, and 3) enable planning to demonstrate dexterous BDLO manipulation. A comprehensive series of real-world experiments demonstrates DEFT's efficacy in terms of accuracy, computational speed, and generalizability compared to state-of-the-art alternatives. Project page:https://roahmlab.github.io/DEFT/.
Motion2Motion: Cross-topology Motion Transfer with Sparse Correspondence
This work studies the challenge of transfer animations between characters whose skeletal topologies differ substantially. While many techniques have advanced retargeting techniques in decades, transfer motions across diverse topologies remains less-explored. The primary obstacle lies in the inherent topological inconsistency between source and target skeletons, which restricts the establishment of straightforward one-to-one bone correspondences. Besides, the current lack of large-scale paired motion datasets spanning different topological structures severely constrains the development of data-driven approaches. To address these limitations, we introduce Motion2Motion, a novel, training-free framework. Simply yet effectively, Motion2Motion works with only one or a few example motions on the target skeleton, by accessing a sparse set of bone correspondences between the source and target skeletons. Through comprehensive qualitative and quantitative evaluations, we demonstrate that Motion2Motion achieves efficient and reliable performance in both similar-skeleton and cross-species skeleton transfer scenarios. The practical utility of our approach is further evidenced by its successful integration in downstream applications and user interfaces, highlighting its potential for industrial applications. Code and data are available at https://lhchen.top/Motion2Motion.
Multi-Stage Cable Routing through Hierarchical Imitation Learning
We study the problem of learning to perform multi-stage robotic manipulation tasks, with applications to cable routing, where the robot must route a cable through a series of clips. This setting presents challenges representative of complex multi-stage robotic manipulation scenarios: handling deformable objects, closing the loop on visual perception, and handling extended behaviors consisting of multiple steps that must be executed successfully to complete the entire task. In such settings, learning individual primitives for each stage that succeed with a high enough rate to perform a complete temporally extended task is impractical: if each stage must be completed successfully and has a non-negligible probability of failure, the likelihood of successful completion of the entire task becomes negligible. Therefore, successful controllers for such multi-stage tasks must be able to recover from failure and compensate for imperfections in low-level controllers by smartly choosing which controllers to trigger at any given time, retrying, or taking corrective action as needed. To this end, we describe an imitation learning system that uses vision-based policies trained from demonstrations at both the lower (motor control) and the upper (sequencing) level, present a system for instantiating this method to learn the cable routing task, and perform evaluations showing great performance in generalizing to very challenging clip placement variations. Supplementary videos, datasets, and code can be found at https://sites.google.com/view/cablerouting.
Advancing high-fidelity 3D and Texture Generation with 2.5D latents
Despite the availability of large-scale 3D datasets and advancements in 3D generative models, the complexity and uneven quality of 3D geometry and texture data continue to hinder the performance of 3D generation techniques. In most existing approaches, 3D geometry and texture are generated in separate stages using different models and non-unified representations, frequently leading to unsatisfactory coherence between geometry and texture. To address these challenges, we propose a novel framework for joint generation of 3D geometry and texture. Specifically, we focus in generate a versatile 2.5D representations that can be seamlessly transformed between 2D and 3D. Our approach begins by integrating multiview RGB, normal, and coordinate images into a unified representation, termed as 2.5D latents. Next, we adapt pre-trained 2D foundation models for high-fidelity 2.5D generation, utilizing both text and image conditions. Finally, we introduce a lightweight 2.5D-to-3D refiner-decoder framework that efficiently generates detailed 3D representations from 2.5D images. Extensive experiments demonstrate that our model not only excels in generating high-quality 3D objects with coherent structure and color from text and image inputs but also significantly outperforms existing methods in geometry-conditioned texture generation.
