Learning to Track Instances without Video Annotations

Tracking segmentation masks of multiple instances has been intensively studied, but still faces two fundamental challenges: 1) the requirement of large-scale, frame-wise annotation, and 2) the complexity of two-stage approaches. To resolve these challenges, we introduce a novel semi-supervised framework by learning instance tracking networks with only a labeled image dataset and unlabeled video sequences. With an instance contrastive objective, we learn an embedding to discriminate each instance from the others.

Weakly-Supervised Physically Unconstrained Gaze Estimation

A major challenge for physically unconstrained gaze estimation is acquiring training data with 3D gaze annotations for in-the-wild and outdoor scenarios. In contrast, videos of human interactions in unconstrained environments are abundantly available and can be much more easily annotated with frame-level activity labels. In this work, we tackle the previously unexplored problem of weakly-supervised gaze estimation from videos of human interactions.

Contrastive Syn-to-Real Generalization

Training on synthetic data can be beneficial for label or data-scarce scenarios. However, synthetically trained models often suffer from poor generalization in real domains due to domain gaps. In this work, we make a key observation that the diversity of the learned feature embeddings plays an important role in the generalization performance.

DiLaDiff: Distilled Latent-Augmented Diffusion for Language Modeling

Diffusion language models intrinsically fail to capture correlations between decoded tokens, which leads to a harsh trade-off between sampling quality and throughput. To solve this issue, we propose DiLaDiff, a variant of masked diffusion language models with three components: (1) a continuous latent space with semantic capabilities, learned by an auto-encoder fine-tuned from an existing masked diffusion language model; (2) a latent diffusion model learning the prior over the encoder distribution; (3) a consistency model distilling the learned prior into a few-step latent generative model.

Test-time scaling of diffusions with flow maps

A common recipe to improve diffusion models at test-time so that samples score highly against a user-specified reward is to introduce the gradient of the reward into the dynamics of the diffusion itself. This procedure is often ill posed, as user-specified rewards are usually only well defined on the data distribution at the end of generation. While common workarounds to this problem are to use an approximate denoiser to estimate what a sample would have been at the end of generation, we propose a simple solution to this problem by working directly with a flow map.

Isekai3D SDG: A Platform for Diverse Synthetic Gameplay Visual Data

We present Isekai3D SDG (Synthetic Data Generation), a platform for generating diverse 3D gameplay data for world models, computer vision, neural graphics, and gameplay agents. The platform combines reusable environments and characters with modular Unreal Engine plugins. A two-stage workflow records world simulation and then replays it to capture complementary views and rendering passes from the same underlying gameplay. Configurable cameras, resolutions, and frame rates support paired observations with frame-aligned camera, character, and action metadata.