4 Papers

16.5SDMay 3Code
Khala: Scaling Acoustic Token Language Models Toward High-Fidelity Music Generation

Jiafeng Liu, Yuanliang Dong, Hongjia Liu et al.

A common design pattern in high-quality music generation is to handle structure and fidelity in different representation spaces: a generator first models high-level structure, followed by diffusion-based or neural decoding stages that reconstruct fine details. In this work, we explore an alternative view: both may be progressively modeled within a single deep acoustic-token hierarchy. To study this, we build a 64-layer residual vector quantization (RVQ) acoustic representation and propose a two-stage coarse-to-fine generation framework. A backbone model first generates coarse acoustic tokens for the full track, and a super-resolution model then completes finer tokens within the same acoustic token space. The super-resolution stage works at full-track scale and refines tokens layer by layer while running in parallel over time, leading to a fixed 62-step inference process. To jointly improve lyric alignment and fine-detail reconstruction, we further introduce hybrid-attention training: the alignment objective uses causal attention, while layer-wise refinement uses full attention. A key finding is that text--vocal alignment can emerge within pure acoustic-token language modeling, without requiring a separate semantic token stage. Moreover, initializing the super-resolution model from the trained backbone significantly improves convergence and final quality. Taken together, our results suggest that high-quality music generation can be effectively pursued without separating structure and fidelity into heterogeneous representation spaces. Instead, both can be progressively modeled within a unified acoustic-token hierarchy, pointing toward a simpler and more unified path to high-quality music generation.

9.3ROJun 3
MoDex: A Diffusion Policy for Sequential Multi-Object Dexterous Grasping

Haofei Lu, Hongjia Liu, Yifei Dong et al.

This work addresses sequentially grasping multiple objects with a single dexterous hand without releasing those already held. Most dexterous grasping methods commit all of the hand's degrees of freedom to a single object, underutilizing its dexterity and leaving no redundancy for subsequent grasps. The proposed solution, MoDex, is a diffusion policy that predicts the next gripper pose directly from observations, conditioned on an opposition space and point cloud. The opposition space condition specifies which fingers participate in the current grasp, enabling the gripper to use only a subset of its available degrees of freedom while reserving the remaining degrees of freedom for subsequent grasps. To facilitate sim-to-real transfer, MoDex is trained in two stages: first through imitation learning on expert demonstrations, and subsequently through reinforcement learning fine-tuning, which consistently improves success rates over the pre-trained policy. We evaluate MoDex in simulation on a MuJoCo-based Franka Emika Panda robot equipped with an Allegro Hand and on the corresponding real-world hardware platform. Across both simulation and real-world experiments, MoDex achieves higher success rates than the evaluated learning-based baselines, improving performance by 2.92-17.92% and 6.67-17.78%, respectively. Project page: https://modex2026.github.io/.

1.5CVFeb 3Code
PWAVEP: Purifying Imperceptible Adversarial Perturbations in 3D Point Clouds via Spectral Graph Wavelets

Haoran Li, Renyang Liu, Hongjia Liu et al.

Recent progress in adversarial attacks on 3D point clouds, particularly in achieving spatial imperceptibility and high attack performance, presents significant challenges for defenders. Current defensive approaches remain cumbersome, often requiring invasive model modifications, expensive training procedures or auxiliary data access. To address these threats, in this paper, we propose a plug-and-play and non-invasive defense mechanism in the spectral domain, grounded in a theoretical and empirical analysis of the relationship between imperceptible perturbations and high-frequency spectral components. Building upon these insights, we introduce a novel purification framework, termed PWAVEP, which begins by computing a spectral graph wavelet domain saliency score and local sparsity score for each point. Guided by these values, PWAVEP adopts a hierarchical strategy, it eliminates the most salient points, which are identified as hardly recoverable adversarial outliers. Simultaneously, it applies a spectral filtering process to a broader set of moderately salient points. This process leverages a graph wavelet transform to attenuate high-frequency coefficients associated with the targeted points, thereby effectively suppressing adversarial noise. Extensive evaluations demonstrate that the proposed PWAVEP achieves superior accuracy and robustness compared to existing approaches, advancing the state-of-the-art in 3D point cloud purification. Code and datasets are available at https://github.com/a772316182/pwavep

14.1ROMay 13
SCAR: Self-Supervised Continuous Action Representation Learning

Hongjia Liu, Fan Feng, Minghao Fu et al.

Despite the central role of action in embodied intelligence, learning transferable action representations from visual transitions remains a fundamental challenge, particularly when world models must generalize across embodiments under limited data. We argue that action is not merely an auxiliary conditioning signal, but a distinct representational factor that decouples the controllable change from embodiment-specific actuation. In this work, we propose SCAR, a joint inverse-forward dynamics framework for learning unified action representations across embodiments from visual transitions. Built on a pretrained generative backbone, SCAR uses an inverse dynamics model (IDM) to infer latent actions from latent observation pairs and a forward dynamics model (FDM) to predict future dynamics conditioned on them. To make the latent space transferable rather than a generic visual bottleneck, we regularize the latent action posterior toward a standard Gaussian prior to limit arbitrary visual encoding, and introduce adversarial invariance to suppress embodiment- and environment-specific nuisance factors. Experiments on the Procgen and Robotwin dataset show that the learned unified latent action representation serves as a stronger conditioning interface for world modeling than embodiment-specific raw actions, yielding improved cross-embodiment low-data adaptation and cross-task transfer. Taken together, these results suggest that action can be learned as a shared representation of controllable change across embodiments, providing an interface for more transferable and generalizable world models.