Wentao Lu

CV
h-index11
4papers
4citations
Novelty33%
AI Score35

4 Papers

CVMar 24
How Far Can VLMs Go for Visual Bug Detection? Studying 19,738 Keyframes from 41 Hours of Gameplay Videos

Wentao Lu, Alexander Senchenko, Alan Sayle et al.

Video-based quality assurance (QA) for long-form gameplay video is labor-intensive and error-prone, yet valuable for assessing game stability and visual correctness over extended play sessions. Vision language models (VLMs) promise general-purpose visual reasoning capabilities and thus appear attractive for detecting visual bugs directly from video frames. Recent benchmarks suggest that VLMs can achieve promising results in detecting visual glitches on curated datasets. Building on these findings, we conduct a real-world study using industrial QA gameplay videos to evaluate how well VLMs perform in practical scenarios. Our study samples keyframes from long gameplay videos and asks a VLM whether each keyframe contains a bug. Starting from a single-prompt baseline, the model achieves a precision of 0.50 and an accuracy of 0.72. We then examine two common enhancement strategies used to improve VLM performance without fine-tuning: (1) a secondary judge model that re-evaluates VLM outputs, and (2) metadata-augmented prompting through the retrieval of prior bug reports. Across \textbf{100 videos} totaling \textbf{41 hours} and \textbf{19,738 keyframes}, these strategies provide only marginal improvements over the simple baseline, while introducing additional computational cost and output variance. Our findings indicate that off-the-shelf VLMs are already capable of detecting a certain range of visual bugs in QA gameplay videos, but further progress likely requires hybrid approaches that better separate textual and visual anomaly detection.

CVJan 22
PhysicsMind: Sim and Real Mechanics Benchmarking for Physical Reasoning and Prediction in Foundational VLMs and World Models

Chak-Wing Mak, Guanyu Zhu, Boyi Zhang et al.

Modern foundational Multimodal Large Language Models (MLLMs) and video world models have advanced significantly in mathematical, common-sense, and visual reasoning, but their grasp of the underlying physics remains underexplored. Existing benchmarks attempting to measure this matter rely on synthetic, Visual Question Answer templates or focus on perceptual video quality that is tangential to measuring how well the video abides by physical laws. To address this fragmentation, we introduce PhysicsMind, a unified benchmark with both real and simulation environments that evaluates law-consistent reasoning and generation over three canonical principles: Center of Mass, Lever Equilibrium, and Newton's First Law. PhysicsMind comprises two main tasks: i) VQA tasks, testing whether models can reason and determine physical quantities and values from images or short videos, and ii) Video Generation(VG) tasks, evaluating if predicted motion trajectories obey the same center-of-mass, torque, and inertial constraints as the ground truth. A broad range of recent models and video generation models is evaluated on PhysicsMind and found to rely on appearance heuristics while often violating basic mechanics. These gaps indicate that current scaling and training are still insufficient for robust physical understanding, underscoring PhysicsMind as a focused testbed for physics-aware multimodal models. Our data will be released upon acceptance.

RONov 8, 2021
D-Flow: A Real Time Spatial Temporal Model for Target Area Segmentation

Wentao Lu, Claude Sammut

Semantic segmentation has attracted a large amount of attention in recent years. In robotics, segmentation can be used to identify a region of interest, or \emph{target area}. For example, in the RoboCup Standard Platform League (SPL), segmentation separates the soccer field from the background and from players on the field. For satellite or vehicle applications, it is often necessary to find certain regions such as roads, bodies of water or kinds of terrain. In this paper, we propose a novel approach to real-time target area segmentation based on a newly designed spatial temporal network. The method operates under domain constraints defined by both the robot's hardware and its operating environment . The proposed network is able to run in real-time, working within the constraints of limited run time and computing power. This work is compared against other real time segmentation methods on a dataset generated by a Nao V6 humanoid robot simulating the RoboCup SPL competition. In this case, the target area is defined as the artificial grass field. The method is also tested on a maritime dataset collected by a moving vessel, where the aim is to separate the ocean region from the rest of the image. This dataset demonstrates that the proposed model can generalise to a variety of vision problems.

ROAug 29, 2021
The rUNSWift SPL Field Segmentation Dataset

Wentao Lu

In RoboCup SPL, soccer field segmentation has been widely recognised as one of the most critical robot vision problems. Key challenges include dynamic light condition, different calibration status for individual robot, various camera prospective and more. In this paper, we propose a dataset that contains 20 videos recorded with Nao V5/V6 humanroid robots by team rUNSWift under different circumstances. Each of the videos contains several consecutive high resolution frames and the corresponding labels for field. We propose this dataset to provide training data for the league to overcome field segmentation problem. The dataset will be available online for download. Details of annotation and example of usage will be explained in later sections.