Evaluates multimodal context learning across grounding, new information application, and knowledge acquisition using a 3,443-instance benchmark spanning science, finance, long documents, spatial reasoning, and web VQA; finds current multimodal models perform poorly (best score 0.2847) and analyzes failure modes.
Recovers editable design files from raster images by growing an editable layer hierarchy via an agentic pipeline that selects and composes modality-specific tools. Introduces graceful verification (accept/prune/retry) to prevent error accumulation and presents the Figma Edit Replay Benchmark (909 files, 14,796 edits) to measure editability across layout, color, and text edits.
Converts text prompts into physically consistent videos by synthesizing executable Blender programs as a process-level chain-of-thought and using a dual-engine pipeline (deterministic simulation draft + draft-conditioned video editor). Ships with a VideoCoCo-3K draft–instruction–target dataset and shows substantial gains in physical-consistency benchmarks.
Directly maps visual observations and language instructions to continuous robot actions, replacing LLM-centric V→L→A pipelines. Uses separate visual and language encoders with lightweight bidirectional interaction and a compact decoder to cut inference cost and VRAM, achieving ~31 ms latency and <1 GB VRAM on an RTX 4090; suited for real-time robotic manipulation under tight compute budgets.
Evaluates whether vision-language models can make actionable decisions for a physical body by decoupling decision-making from low-level motor execution. Introduces HumanCLAW-Bench with 1,218 long-horizon egocentric episodes across 41 indoor scenes and diagnoses a lack of embodied self-awareness in current VLMs.
Learns a discrete “physical language” from unlabeled videos and uses a reason-then-render pipeline: predict compact state-transition tokens, then decode them into future video. Separates dynamics inference from pixel synthesis to improve physical fidelity, controllable simulation, and zero-shot motion transfer.
Estimates the visually attributable portion of a privileged teacher’s next-token corrections and reconstructs student-anchored training targets for multimodal on-policy distillation. Uses counterfactual teacher queries and a signed proxy to raise supported tokens and suppress refuted ones, improving fine-grained visual knowledge transfer across model scales.
Evaluates vision-language model judges on computer-using agent (CUA) trajectories to measure verifier reliability. Provides OSReward-Hard and OSReward-Multi challenge sets, the OS-Shepherd-100K reasoning-annotated corpus, and trained OS-Shepherd reward models that match commercial judges at ~30–60× lower cost.
Provides a unified multimodal framework for large-scale 3D understanding, text-to-3D generation, and instruction-guided 3D editing. Trains on an 87M-sample 3D multimodal corpus (25M understanding, 50M generation, 12M editing) and pairs a vision-language model with a diffusion-based 3D synthesizer to preserve structure and enable part-aware edits; suited for researchers building text-driven 3D asset pipelines but requires large compute and data.
Introduces WorldExam, a diagnostic benchmark that evaluates controllable video world models across four levels from visual quality to inherent world reactivity. Covers 1,474 cases across eight tasks and supports camera-, action-, and language-driven paradigms, measuring scene-conditioned reactions beyond explicit instructions.
Analyzes how to build effective training environment distributions for multimodal agents and proposes Ability-aware Environment Selection (AES) and Hierarchical Difficulty Curriculum (HDC) to improve diversity and difficulty scheduling, yielding large relative gains in experiments.
Generates large-scale, explorable 3D open-world scenes from open-ended text prompts, producing editable instance-level assets and a consistent global terrain. Uses agentic planning to convert text into region/terrain/asset specifications and a coarse-to-fine pipeline for terrain construction, mesh reconstruction, and render-based refinement.