StreetSurf: Extending Multi-view Implicit Surface Reconstruction to Street ViewsJianfei Guo, Nianchen Deng, Xinyang Li et al.
We present a novel multi-view implicit surface reconstruction technique, termed StreetSurf, that is readily applicable to street view images in widely-used autonomous driving datasets, such as Waymo-perception sequences, without necessarily requiring LiDAR data. As neural rendering research expands rapidly, its integration into street views has started to draw interests. Existing approaches on street views either mainly focus on novel view synthesis with little exploration of the scene geometry, or rely heavily on dense LiDAR data when investigating reconstruction. Neither of them investigates multi-view implicit surface reconstruction, especially under settings without LiDAR data. Our method extends prior object-centric neural surface reconstruction techniques to address the unique challenges posed by the unbounded street views that are captured with non-object-centric, long and narrow camera trajectories. We delimit the unbounded space into three parts, close-range, distant-view and sky, with aligned cuboid boundaries, and adapt cuboid/hyper-cuboid hash-grids along with road-surface initialization scheme for finer and disentangled representation. To further address the geometric errors arising from textureless regions and insufficient viewing angles, we adopt geometric priors that are estimated using general purpose monocular models. Coupled with our implementation of efficient and fine-grained multi-stage ray marching strategy, we achieve state of the art reconstruction quality in both geometry and appearance within only one to two hours of training time with a single RTX3090 GPU for each street view sequence. Furthermore, we demonstrate that the reconstructed implicit surfaces have rich potential for various downstream tasks, including ray tracing and LiDAR simulation.
14.1HCApr 15
LIVE-GS: LLM Powers Interactive VR Experience with Physics-Aware Gaussian SplattingHaotian Mao, Hangyu Zhou, Zhuoxiong Xu et al.
As 3D Gaussian Splatting (3DGS) emerges as a leading approach for novel view synthesis and scene reconstruction, its potential in digital asset creation has gained significant attention. An increasing number of asset libraries based on GS are being established. However, generating physics-based dynamic assets remains a time-consuming and expertise-intensive task, especially for non-experts. In this paper, we propose LIVE-GS, a highly realistic Virtual Reality (VR) system powered by Large Language Models (LLMs), which enables rapid creation of dynamic Gaussian assets and real-time VR interactions. To inform our system design, we conducted interviews to examine challenges faced by current GS-based VR systems and the specific demands of users. Based on these insights, we employed GPT-4o to analyze key physical properties of objects that significantly impact user interactions, ensuring physics-based interactions in VR align with real-world phenomena. A key innovation of LIVE-GS is its ability to predict reasonable parameters in just 10 seconds from static Gaussian assets while maintaining high-quality VR interactions. To validate our approach, we invited participants experienced in physical simulation to manually adjust physical parameters, providing a baseline for comparison in both asset quality and authoring efficiency. We also conducted a comprehensive user study to evaluate system usability and user satisfaction. Experimental results demonstrate that LIVE-GS, leveraging LLMs' scene understanding capabilities, can achieve efficient physical scene creation and natural interactions without requiring manual design or annotation.
24.3AIDec 3, 2025
MemVerse: Multimodal Memory for Lifelong Learning AgentsJunming Liu, Yifei Sun, Weihua Cheng et al.
Despite rapid progress in large-scale language and vision models, AI agents still suffer from a fundamental limitation: they cannot remember. Without reliable memory, agents catastrophically forget past experiences, struggle with long-horizon reasoning, and fail to operate coherently in multimodal or interactive environments. We introduce MemVerse, a model-agnostic, plug-and-play memory framework that bridges fast parametric recall with hierarchical retrieval-based memory, enabling scalable and adaptive multimodal intelligence. MemVerse maintains short-term memory for recent context while transforming raw multimodal experiences into structured long-term memories organized as hierarchical knowledge graphs. This design supports continual consolidation, adaptive forgetting, and bounded memory growth. To handle real-time demands, MemVerse introduces a periodic distillation mechanism that compresses essential knowledge from long-term memory into the parametric model, allowing fast, differentiable recall while preserving interpretability. Extensive experiments demonstrate that MemVerse significantly improves multimodal reasoning and continual learning efficiency, empowering agents to remember, adapt, and reason coherently across extended interactions.
2.8CVDec 31, 2025
UR-Bench: A Benchmark for Multi-Hop Reasoning over Ultra-High-Resolution ImagesSiqi Li, Xinyu Cai, Jianbiao Mei et al.
Recent multimodal large language models (MLLMs) show strong capabilities in visual-language reasoning, yet their performance on ultra-high-resolution imagery remains largely unexplored. Existing visual question answering (VQA) benchmarks typically rely on medium-resolution data, offering limited visual complexity. To bridge this gap, we introduce Ultra-high-resolution Reasoning Benchmark (UR-Bench), a benchmark designed to evaluate the reasoning capabilities of MLLMs under extreme visual information. UR-Bench comprises two major categories, Humanistic Scenes and Natural Scenes, covering four subsets of ultra-high-resolution images with distinct spatial structures and data sources. Each subset contains images ranging from hundreds of megapixels to gigapixels, accompanied by questions organized into three levels, enabling evaluation of models' reasoning capabilities in ultra-high-resolution scenarios. We further propose an agent-based framework in which a language model performs reasoning by invoking external visual tools. In addition, we introduce Semantic Abstraction and Retrieval tools that enable more efficient processing of ultra-high-resolution images. We evaluate state-of-the-art models using both an end-to-end MLLMs and our agent-based framework, demonstrating the effectiveness of our framework.
OASim: an Open and Adaptive Simulator based on Neural Rendering for Autonomous DrivingGuohang Yan, Jiahao Pi, Jianfei Guo et al.
With deep learning and computer vision technology development, autonomous driving provides new solutions to improve traffic safety and efficiency. The importance of building high-quality datasets is self-evident, especially with the rise of end-to-end autonomous driving algorithms in recent years. Data plays a core role in the algorithm closed-loop system. However, collecting real-world data is expensive, time-consuming, and unsafe. With the development of implicit rendering technology and in-depth research on using generative models to produce data at scale, we propose OASim, an open and adaptive simulator and autonomous driving data generator based on implicit neural rendering. It has the following characteristics: (1) High-quality scene reconstruction through neural implicit surface reconstruction technology. (2) Trajectory editing of the ego vehicle and participating vehicles. (3) Rich vehicle model library that can be freely selected and inserted into the scene. (4) Rich sensors model library where you can select specified sensors to generate data. (5) A highly customizable data generation system can generate data according to user needs. We demonstrate the high quality and fidelity of the generated data through perception performance evaluation on the Carla simulator and real-world data acquisition. Code is available at https://github.com/PJLab-ADG/OASim.
26.0AIJul 6
ASSEMCAD: Production-Ready CAD Assembly Generation from Natural LanguageYurui Dong, Shu Zou, Siqi Li et al.
Recent advances in large language models and programmatic CAD have significantly improved Text-to-CAD generation for individual parts. However, production-ready mechanical assembly generation remains largely unsolved. Unlike single-part modeling, assemblies require coordinated reasoning over multiple components, functional interfaces, assembly relations, engineering principles, and physical consistency. Consequently, directly generating executable CAD code is insufficient for constructing mechanically valid and reusable assemblies. We present AssemCAD, an axiom-grounded framework for production-ready CAD assembly generation from natural language. Instead of representing an assembly as monolithic CAD code, AssemCAD first constructs an axiomatic Assembly Specification consisting of typed parts, geometry-backed ports, executable mates, and engineering axioms. Each assembly relation is explicitly grounded in one or more engineering principles, making the resulting specification interpretable, reusable, and verifiable. To realize this specification, AssemCAD introduces a port- and mate-based CAD assembly library that executes symbolic assembly relations through deterministic mate transformations and validates declared interfaces using concrete B-Rep geometric evidence. Built on this representation and library, AssemCAD further supports on-demand synthesis of reusable parametric component factories for both standard and open-world geometries. Experiments on AssemBench show that AssemCAD substantially improves assembly preservation and physical validity over code-centric CAD generation baselines, while generalizing across different foundation-model backbones. By combining axiom-grounded assembly reasoning with deterministic geometric execution, AssemCAD extends Text-to-CAD from isolated part generation toward production-ready mechanical assembly design.
Is Sora a World Simulator? A Comprehensive Survey on General World Models and BeyondZheng Zhu, Xiaofeng Wang, Wangbo Zhao et al.
General world models represent a crucial pathway toward achieving Artificial General Intelligence (AGI), serving as the cornerstone for various applications ranging from virtual environments to decision-making systems. Recently, the emergence of the Sora model has attained significant attention due to its remarkable simulation capabilities, which exhibits an incipient comprehension of physical laws. In this survey, we embark on a comprehensive exploration of the latest advancements in world models. Our analysis navigates through the forefront of generative methodologies in video generation, where world models stand as pivotal constructs facilitating the synthesis of highly realistic visual content. Additionally, we scrutinize the burgeoning field of autonomous-driving world models, meticulously delineating their indispensable role in reshaping transportation and urban mobility. Furthermore, we delve into the intricacies inherent in world models deployed within autonomous agents, shedding light on their profound significance in enabling intelligent interactions within dynamic environmental contexts. At last, we examine challenges and limitations of world models, and discuss their potential future directions. We hope this survey can serve as a foundational reference for the research community and inspire continued innovation. This survey will be regularly updated at: https://github.com/GigaAI-research/General-World-Models-Survey.
14.6AIJun 11
IterCAD: An Iterative Multimodal Agent for Visually-Grounded CAD Generation and EditingTao Hu, Jiaxin Ai, Licheng Wen et al.
Computer-Aided Design is pivotal in modern manufacturing, yet existing automated methods predominantly rely on open-loop, one-shot generation, creating a mismatch with iterative real-world practices. In this paper, we present IterCAD, a unified multimodal agent framework for closed-loop, interactive CAD generation and editing. We formulate the task as a multi-turn interaction between a multimodal agent and an executable CAD sandbox, covering three tasks: Drawing-to-Code, Text-to-Code, and Interactive Editing. To support this, we develop a data synthesis pipeline incorporating advanced industrial manufacturing features to generate standard-compliant multi-view engineering drawings, complex code-editing tasks, and high-fidelity interaction trajectories. We optimize the agent via progressive SFT followed by geometry-aware reinforcement learning with viable-prefix masking to enhance code executability and geometric fidelity. Finally, we introduce the IterCAD-Bench evaluation suite and propose the Chamfer Distance Tolerance-Recall (CD-TR) curve alongside its AUC-TR metric, establishing a survivor-bias-free standard that unifies code validity and geometric precision. Extensive experiments demonstrate that IterCAD achieves highly competitive performance across multiple benchmarks, significantly outperforming existing approaches in both code executability and geometric precision, while exhibiting superior capabilities in closed-loop iterative refinement.
15.3SEJun 11
ComAct: Reframing Professional Software Manipulation via COM-as-Action ParadigmJiaxin Ai, Tao Hu, Xuemeng Yang et al.
Existing computer-use agents remain fundamentally limited in professional software manipulation: GUI-based agents suffer from fragile visual grounding and long-horizon error accumulation, while API-basedapproaches struggle with heterogeneous protocols and inaccessible commercial interfaces. In this work,we identify the Component Object Model (COM) as a unified executable abstraction, proposing COM-as-Action: a new paradigm that reframes professional software interaction as deterministic program synthesisrather than sequential visual control. To validate this paradigm in the most demanding environments, weintroduce ComCADBench, the first benchmark for agents operating real industrial CAD software. Ourexperiments reveal a substantial paradigm gap: frontier proprietary models achieve near-zero successunder GUI-based interaction, whereas COM-based execution yields substantial immediate gains. Tobridge the remaining gap between syntactic correctness and geometric accuracy, we develop ComActor, aself-correcting agent trained through a progressive three-stage framework, alongside ComForge, a scalableplatform for large-scale training in Windows containers. Extensive experiments show that ComActorachieves state-of-the-art performance on ComCADBench, with strong resilience in long-horizon taskswhere baselines collapse, and generalizes to external CAD benchmark.
18.8CLOct 9, 2025
Learning on the Job: An Experience-Driven Self-Evolving Agent for Long-Horizon TasksCheng Yang, Xuemeng Yang, Licheng Wen et al.
Large Language Models have demonstrated remarkable capabilities across diverse domains, yet significant challenges persist when deploying them as AI agents for real-world long-horizon tasks. Existing LLM agents suffer from a critical limitation: they are test-time static and cannot learn from experience, lacking the ability to accumulate knowledge and continuously improve on the job. To address this challenge, we propose MUSE, a novel agent framework that introduces an experience-driven, self-evolving system centered around a hierarchical Memory Module. MUSE organizes diverse levels of experience and leverages them to plan and execute long-horizon tasks across multiple applications. After each sub-task execution, the agent autonomously reflects on its trajectory, converting the raw trajectory into structured experience and integrating it back into the Memory Module. This mechanism enables the agent to evolve beyond its static pretrained parameters, fostering continuous learning and self-evolution. We evaluate MUSE on the long-horizon productivity benchmark TAC. It achieves new SOTA performance by a significant margin using only a lightweight Gemini-2.5 Flash model. Sufficient Experiments demonstrate that as the agent autonomously accumulates experience, it exhibits increasingly superior task completion capabilities, as well as robust continuous learning and self-evolution capabilities. Moreover, the accumulated experience from MUSE exhibits strong generalization properties, enabling zero-shot improvement on new tasks. MUSE establishes a new paradigm for AI agents capable of real-world productivity task automation.
FoV-NeRF: Foveated Neural Radiance Fields for Virtual RealityNianchen Deng, Zhenyi He, Jiannan Ye et al.
Virtual Reality (VR) is becoming ubiquitous with the rise of consumer displays and commercial VR platforms. Such displays require low latency and high quality rendering of synthetic imagery with reduced compute overheads. Recent advances in neural rendering showed promise of unlocking new possibilities in 3D computer graphics via image-based representations of virtual or physical environments. Specifically, the neural radiance fields (NeRF) demonstrated that photo-realistic quality and continuous view changes of 3D scenes can be achieved without loss of view-dependent effects. While NeRF can significantly benefit rendering for VR applications, it faces unique challenges posed by high field-of-view, high resolution, and stereoscopic/egocentric viewing, typically causing low quality and high latency of the rendered images. In VR, this not only harms the interaction experience but may also cause sickness. To tackle these problems toward six-degrees-of-freedom, egocentric, and stereo NeRF in VR, we present the first gaze-contingent 3D neural representation and view synthesis method. We incorporate the human psychophysics of visual- and stereo-acuity into an egocentric neural representation of 3D scenery. We then jointly optimize the latency/performance and visual quality while mutually bridging human perception and neural scene synthesis to achieve perceptually high-quality immersive interaction. We conducted both objective analysis and subjective studies to evaluate the effectiveness of our approach. We find that our method significantly reduces latency (up to 99% time reduction compared with NeRF) without loss of high-fidelity rendering (perceptually identical to full-resolution ground truth). The presented approach may serve as the first step toward future VR/AR systems that capture, teleport, and visualize remote environments in real-time.