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Mar 31

Towards Pixel-Level Prediction for Gaze Following: Benchmark and Approach

Following the gaze of other people and analyzing the target they are looking at can help us understand what they are thinking, and doing, and predict the actions that may follow. Existing methods for gaze following struggle to perform well in natural scenes with diverse objects, and focus on gaze points rather than objects, making it difficult to deliver clear semantics and accurate scope of the targets. To address this shortcoming, we propose a novel gaze target prediction solution named GazeSeg, that can fully utilize the spatial visual field of the person as guiding information and lead to a progressively coarse-to-fine gaze target segmentation and recognition process. Specifically, a prompt-based visual foundation model serves as the encoder, working in conjunction with three distinct decoding modules (e.g. FoV perception, heatmap generation, and segmentation) to form the framework for gaze target prediction. Then, with the head bounding box performed as an initial prompt, GazeSeg obtains the FoV map, heatmap, and segmentation map progressively, leading to a unified framework for multiple tasks (e.g. direction estimation, gaze target segmentation, and recognition). In particular, to facilitate this research, we construct and release a new dataset, comprising 72k images with pixel-level annotations and 270 categories of gaze targets, built upon the GazeFollow dataset. The quantitative evaluation shows that our approach achieves the Dice of 0.325 in gaze target segmentation and 71.7% top-5 recognition. Meanwhile, our approach also outperforms previous state-of-the-art methods, achieving 0.953 in AUC on the gaze-following task. The dataset and code will be released.

  • 7 authors
·
Nov 29, 2024

GazeGen: Gaze-Driven User Interaction for Visual Content Generation

We present GazeGen, a user interaction system that generates visual content (images and videos) for locations indicated by the user's eye gaze. GazeGen allows intuitive manipulation of visual content by targeting regions of interest with gaze. Using advanced techniques in object detection and generative AI, GazeGen performs gaze-controlled image adding/deleting, repositioning, and surface material changes of image objects, and converts static images into videos. Central to GazeGen is the DFT Gaze (Distilled and Fine-Tuned Gaze) agent, an ultra-lightweight model with only 281K parameters, performing accurate real-time gaze predictions tailored to individual users' eyes on small edge devices. GazeGen is the first system to combine visual content generation with real-time gaze estimation, made possible exclusively by DFT Gaze. This real-time gaze estimation enables various visual content generation tasks, all controlled by the user's gaze. The input for DFT Gaze is the user's eye images, while the inputs for visual content generation are the user's view and the predicted gaze point from DFT Gaze. To achieve efficient gaze predictions, we derive the small model from a large model (10x larger) via novel knowledge distillation and personal adaptation techniques. We integrate knowledge distillation with a masked autoencoder, developing a compact yet powerful gaze estimation model. This model is further fine-tuned with Adapters, enabling highly accurate and personalized gaze predictions with minimal user input. DFT Gaze ensures low-latency and precise gaze tracking, supporting a wide range of gaze-driven tasks. We validate the performance of DFT Gaze on AEA and OpenEDS2020 benchmarks, demonstrating low angular gaze error and low latency on the edge device (Raspberry Pi 4). Furthermore, we describe applications of GazeGen, illustrating its versatility and effectiveness in various usage scenarios.

  • 8 authors
·
Nov 6, 2024 2

ChildPlay: A New Benchmark for Understanding Children's Gaze Behaviour

Gaze behaviors such as eye-contact or shared attention are important markers for diagnosing developmental disorders in children. While previous studies have looked at some of these elements, the analysis is usually performed on private datasets and is restricted to lab settings. Furthermore, all publicly available gaze target prediction benchmarks mostly contain instances of adults, which makes models trained on them less applicable to scenarios with young children. In this paper, we propose the first study for predicting the gaze target of children and interacting adults. To this end, we introduce the ChildPlay dataset: a curated collection of short video clips featuring children playing and interacting with adults in uncontrolled environments (e.g. kindergarten, therapy centers, preschools etc.), which we annotate with rich gaze information. We further propose a new model for gaze target prediction that is geometrically grounded by explicitly identifying the scene parts in the 3D field of view (3DFoV) of the person, leveraging recent geometry preserving depth inference methods. Our model achieves state of the art results on benchmark datasets and ChildPlay. Furthermore, results show that looking at faces prediction performance on children is much worse than on adults, and can be significantly improved by fine-tuning models using child gaze annotations. Our dataset and models will be made publicly available.

  • 3 authors
·
Jul 4, 2023

The Underappreciated Power of Vision Models for Graph Structural Understanding

Graph Neural Networks operate through bottom-up message-passing, fundamentally differing from human visual perception, which intuitively captures global structures first. We investigate the underappreciated potential of vision models for graph understanding, finding they achieve performance comparable to GNNs on established benchmarks while exhibiting distinctly different learning patterns. These divergent behaviors, combined with limitations of existing benchmarks that conflate domain features with topological understanding, motivate our introduction of GraphAbstract. This benchmark evaluates models' ability to perceive global graph properties as humans do: recognizing organizational archetypes, detecting symmetry, sensing connectivity strength, and identifying critical elements. Our results reveal that vision models significantly outperform GNNs on tasks requiring holistic structural understanding and maintain generalizability across varying graph scales, while GNNs struggle with global pattern abstraction and degrade with increasing graph size. This work demonstrates that vision models possess remarkable yet underutilized capabilities for graph structural understanding, particularly for problems requiring global topological awareness and scale-invariant reasoning. These findings open new avenues to leverage this underappreciated potential for developing more effective graph foundation models for tasks dominated by holistic pattern recognition.

  • 9 authors
·
Oct 27, 2025 5

I-MPN: Inductive Message Passing Network for Efficient Human-in-the-Loop Annotation of Mobile Eye Tracking Data

Comprehending how humans process visual information in dynamic settings is crucial for psychology and designing user-centered interactions. While mobile eye-tracking systems combining egocentric video and gaze signals can offer valuable insights, manual analysis of these recordings is time-intensive. In this work, we present a novel human-centered learning algorithm designed for automated object recognition within mobile eye-tracking settings. Our approach seamlessly integrates an object detector with a spatial relation-aware inductive message-passing network (I-MPN), harnessing node profile information and capturing object correlations. Such mechanisms enable us to learn embedding functions capable of generalizing to new object angle views, facilitating rapid adaptation and efficient reasoning in dynamic contexts as users navigate their environment. Through experiments conducted on three distinct video sequences, our interactive-based method showcases significant performance improvements over fixed training/testing algorithms, even when trained on considerably smaller annotated samples collected through user feedback. Furthermore, we demonstrate exceptional efficiency in data annotation processes and surpass prior interactive methods that use complete object detectors, combine detectors with convolutional networks, or employ interactive video segmentation.

  • 8 authors
·
Jun 10, 2024

DiffEye: Diffusion-Based Continuous Eye-Tracking Data Generation Conditioned on Natural Images

Numerous models have been developed for scanpath and saliency prediction, which are typically trained on scanpaths, which model eye movement as a sequence of discrete fixation points connected by saccades, while the rich information contained in the raw trajectories is often discarded. Moreover, most existing approaches fail to capture the variability observed among human subjects viewing the same image. They generally predict a single scanpath of fixed, pre-defined length, which conflicts with the inherent diversity and stochastic nature of real-world visual attention. To address these challenges, we propose DiffEye, a diffusion-based training framework designed to model continuous and diverse eye movement trajectories during free viewing of natural images. Our method builds on a diffusion model conditioned on visual stimuli and introduces a novel component, namely Corresponding Positional Embedding (CPE), which aligns spatial gaze information with the patch-based semantic features of the visual input. By leveraging raw eye-tracking trajectories rather than relying on scanpaths, DiffEye captures the inherent variability in human gaze behavior and generates high-quality, realistic eye movement patterns, despite being trained on a comparatively small dataset. The generated trajectories can also be converted into scanpaths and saliency maps, resulting in outputs that more accurately reflect the distribution of human visual attention. DiffEye is the first method to tackle this task on natural images using a diffusion model while fully leveraging the richness of raw eye-tracking data. Our extensive evaluation shows that DiffEye not only achieves state-of-the-art performance in scanpath generation but also enables, for the first time, the generation of continuous eye movement trajectories. Project webpage: https://diff-eye.github.io/

  • 3 authors
·
Sep 20, 2025

Glance-or-Gaze: Incentivizing LMMs to Adaptively Focus Search via Reinforcement Learning

Large Multimodal Models (LMMs) have achieved remarkable success in visual understanding, yet they struggle with knowledge-intensive queries involving long-tail entities or evolving information due to static parametric knowledge. Recent search-augmented approaches attempt to address this limitation, but existing methods rely on indiscriminate whole-image retrieval that introduces substantial visual redundancy and noise, and lack deep iterative reflection, limiting their effectiveness on complex visual queries. To overcome these challenges, we propose Glance-or-Gaze (GoG), a fully autonomous framework that shifts from passive perception to active visual planning. GoG introduces a Selective Gaze mechanism that dynamically chooses whether to glance at global context or gaze into high-value regions, filtering irrelevant information before retrieval. We design a dual-stage training strategy: Reflective GoG Behavior Alignment via supervised fine-tuning instills the fundamental GoG paradigm, while Complexity-Adaptive Reinforcement Learning further enhances the model's capability to handle complex queries through iterative reasoning. Experiments across six benchmarks demonstrate state-of-the-art performance. Ablation studies confirm that both Selective Gaze and complexity-adaptive RL are essential for effective visual search. We will release our data and models for further exploration soon.

  • 8 authors
·
Jan 20

3D Dynamic Scene Graphs: Actionable Spatial Perception with Places, Objects, and Humans

We present a unified representation for actionable spatial perception: 3D Dynamic Scene Graphs. Scene graphs are directed graphs where nodes represent entities in the scene (e.g. objects, walls, rooms), and edges represent relations (e.g. inclusion, adjacency) among nodes. Dynamic scene graphs (DSGs) extend this notion to represent dynamic scenes with moving agents (e.g. humans, robots), and to include actionable information that supports planning and decision-making (e.g. spatio-temporal relations, topology at different levels of abstraction). Our second contribution is to provide the first fully automatic Spatial PerceptIon eNgine(SPIN) to build a DSG from visual-inertial data. We integrate state-of-the-art techniques for object and human detection and pose estimation, and we describe how to robustly infer object, robot, and human nodes in crowded scenes. To the best of our knowledge, this is the first paper that reconciles visual-inertial SLAM and dense human mesh tracking. Moreover, we provide algorithms to obtain hierarchical representations of indoor environments (e.g. places, structures, rooms) and their relations. Our third contribution is to demonstrate the proposed spatial perception engine in a photo-realistic Unity-based simulator, where we assess its robustness and expressiveness. Finally, we discuss the implications of our proposal on modern robotics applications. 3D Dynamic Scene Graphs can have a profound impact on planning and decision-making, human-robot interaction, long-term autonomy, and scene prediction. A video abstract is available at https://youtu.be/SWbofjhyPzI

  • 5 authors
·
Feb 14, 2020 1

V2P: From Background Suppression to Center Peaking for Robust GUI Grounding Task

Precise localization of GUI elements is crucial for the development of GUI agents. Traditional methods rely on bounding box or center-point regression, neglecting spatial interaction uncertainty and visual-semantic hierarchies. Recent methods incorporate attention mechanisms but still face two key issues: (1) ignoring processing background regions causes attention drift from the desired area, and (2) uniform labeling fails to distinguish between center and edges of the target UI element, leading to click imprecision. Inspired by how humans visually process and interact with GUI elements, we propose the Valley-to-Peak (V2P) method to address these issues. To mitigate background distractions, V2P introduces a suppression attention mechanism that minimizes the model's focus on irrelevant regions to highlight the intended region. For the issue of center-edge distinction, V2P applies a Fitts' Law-inspired approach by modeling GUI interactions as 2D Gaussian heatmaps where the weight gradually decreases from the center towards the edges. The weight distribution follows a Gaussian function, with the variance determined by the target's size. Consequently, V2P effectively isolates the target area and teaches the model to concentrate on the most essential point of the UI element. The model trained by V2P achieves the performance with 92.3% and 50.5% on two benchmarks ScreenSpot-v2 and ScreenSpot-Pro. Ablations further confirm each component's contribution, highlighting V2P's generalizability for precise GUI grounding tasks.

  • 6 authors
·
Aug 19, 2025

Towards Data-centric Machine Learning on Directed Graphs: a Survey

In recent years, Graph Neural Networks (GNNs) have made significant advances in processing structured data. However, most of them primarily adopted a model-centric approach, which simplifies graphs by converting them into undirected formats and emphasizes model designs. This approach is inherently limited in real-world applications due to the unavoidable information loss in simple undirected graphs and the model optimization challenges that arise when exceeding the upper bounds of this sub-optimal data representational capacity. As a result, there has been a shift toward data-centric methods that prioritize improving graph quality and representation. Specifically, various types of graphs can be derived from naturally structured data, including heterogeneous graphs, hypergraphs, and directed graphs. Among these, directed graphs offer distinct advantages in topological systems by modeling causal relationships, and directed GNNs have been extensively studied in recent years. However, a comprehensive survey of this emerging topic is still lacking. Therefore, we aim to provide a comprehensive review of directed graph learning, with a particular focus on a data-centric perspective. Specifically, we first introduce a novel taxonomy for existing studies. Subsequently, we re-examine these methods from the data-centric perspective, with an emphasis on understanding and improving data representation. It demonstrates that a deep understanding of directed graphs and their quality plays a crucial role in model performance. Additionally, we explore the diverse applications of directed GNNs across 10+ domains, highlighting their broad applicability. Finally, we identify key opportunities and challenges within the field, offering insights that can guide future research and development in directed graph learning.

  • 6 authors
·
Nov 28, 2024

Hydra: A Real-time Spatial Perception System for 3D Scene Graph Construction and Optimization

3D scene graphs have recently emerged as a powerful high-level representation of 3D environments. A 3D scene graph describes the environment as a layered graph where nodes represent spatial concepts at multiple levels of abstraction and edges represent relations between concepts. While 3D scene graphs can serve as an advanced "mental model" for robots, how to build such a rich representation in real-time is still uncharted territory. This paper describes a real-time Spatial Perception System, a suite of algorithms to build a 3D scene graph from sensor data in real-time. Our first contribution is to develop real-time algorithms to incrementally construct the layers of a scene graph as the robot explores the environment; these algorithms build a local Euclidean Signed Distance Function (ESDF) around the current robot location, extract a topological map of places from the ESDF, and then segment the places into rooms using an approach inspired by community-detection techniques. Our second contribution is to investigate loop closure detection and optimization in 3D scene graphs. We show that 3D scene graphs allow defining hierarchical descriptors for loop closure detection; our descriptors capture statistics across layers in the scene graph, ranging from low-level visual appearance to summary statistics about objects and places. We then propose the first algorithm to optimize a 3D scene graph in response to loop closures; our approach relies on embedded deformation graphs to simultaneously correct all layers of the scene graph. We implement the proposed Spatial Perception System into a architecture named Hydra, that combines fast early and mid-level perception processes with slower high-level perception. We evaluate Hydra on simulated and real data and show it is able to reconstruct 3D scene graphs with an accuracy comparable with batch offline methods despite running online.

  • 3 authors
·
Jan 31, 2022

V2P: Visual Attention Calibration for GUI Grounding via Background Suppression and Center Peaking

Precise localization of GUI elements is crucial for the development of GUI agents. Traditional methods rely on bounding box or center-point regression, neglecting spatial interaction uncertainty and visual-semantic hierarchies. Recent methods incorporate attention mechanisms but still face two key issues: (1) ignoring processing background regions causes attention drift from the desired area, and (2) uniform modeling the target UI element fails to distinguish between its center and edges, leading to click imprecision. Inspired by how humans visually process and interact with GUI elements, we propose the Valley-to-Peak (V2P) method to address these issues. To mitigate background distractions, V2P introduces a suppression attention mechanism that minimizes the model's focus on irrelevant regions to highlight the intended region. For the issue of center-edge distinction, V2P applies a Fitts' Law-inspired approach by modeling GUI interactions as 2D Gaussian heatmaps where the weight gradually decreases from the center towards the edges. The weight distribution follows a Gaussian function, with the variance determined by the target's size. Consequently, V2P effectively isolates the target area and teaches the model to concentrate on the most essential point of the UI element. The model trained by V2P achieves the performance with 92.4\% and 52.5\% on two benchmarks ScreenSpot-v2 and ScreenSpot-Pro (see Fig.~fig:main_results_charts). Ablations further confirm each component's contribution, underscoring V2P's generalizability in precise GUI grounding tasks and its potential for real-world deployment in future GUI agents.

  • 9 authors
·
Jan 11

Iteratively Refined Early Interaction Alignment for Subgraph Matching based Graph Retrieval

Graph retrieval based on subgraph isomorphism has several real-world applications such as scene graph retrieval, molecular fingerprint detection and circuit design. Roy et al. [35] proposed IsoNet, a late interaction model for subgraph matching, which first computes the node and edge embeddings of each graph independently of paired graph and then computes a trainable alignment map. Here, we present IsoNet++, an early interaction graph neural network (GNN), based on several technical innovations. First, we compute embeddings of all nodes by passing messages within and across the two input graphs, guided by an injective alignment between their nodes. Second, we update this alignment in a lazy fashion over multiple rounds. Within each round, we run a layerwise GNN from scratch, based on the current state of the alignment. After the completion of one round of GNN, we use the last-layer embeddings to update the alignments, and proceed to the next round. Third, IsoNet++ incorporates a novel notion of node-pair partner interaction. Traditional early interaction computes attention between a node and its potential partners in the other graph, the attention then controlling messages passed across graphs. In contrast, we consider node pairs (not single nodes) as potential partners. Existence of an edge between the nodes in one graph and non-existence in the other provide vital signals for refining the alignment. Our experiments on several datasets show that the alignments get progressively refined with successive rounds, resulting in significantly better retrieval performance than existing methods. We demonstrate that all three innovations contribute to the enhanced accuracy. Our code and datasets are publicly available at https://github.com/structlearning/isonetpp.

  • 5 authors
·
Oct 26, 2025

Read Anywhere Pointed: Layout-aware GUI Screen Reading with Tree-of-Lens Grounding

Graphical User Interfaces (GUIs) are central to our interaction with digital devices. Recently, growing efforts have been made to build models for various GUI understanding tasks. However, these efforts largely overlook an important GUI-referring task: screen reading based on user-indicated points, which we name the Screen Point-and-Read (SPR) task. This task is predominantly handled by rigid accessible screen reading tools, in great need of new models driven by advancements in Multimodal Large Language Models (MLLMs). In this paper, we propose a Tree-of-Lens (ToL) agent, utilizing a novel ToL grounding mechanism, to address the SPR task. Based on the input point coordinate and the corresponding GUI screenshot, our ToL agent constructs a Hierarchical Layout Tree. Based on the tree, our ToL agent not only comprehends the content of the indicated area but also articulates the layout and spatial relationships between elements. Such layout information is crucial for accurately interpreting information on the screen, distinguishing our ToL agent from other screen reading tools. We also thoroughly evaluate the ToL agent against other baselines on a newly proposed SPR benchmark, which includes GUIs from mobile, web, and operating systems. Last but not least, we test the ToL agent on mobile GUI navigation tasks, demonstrating its utility in identifying incorrect actions along the path of agent execution trajectories. Code and data: screen-point-and-read.github.io

  • 9 authors
·
Jun 27, 2024 2

RecGaze: The First Eye Tracking and User Interaction Dataset for Carousel Interfaces

Carousel interfaces are widely used in e-commerce and streaming services, but little research has been devoted to them. Previous studies of interfaces for presenting search and recommendation results have focused on single ranked lists, but it appears their results cannot be extrapolated to carousels due to the added complexity. Eye tracking is a highly informative approach to understanding how users click, yet there are no eye tracking studies concerning carousels. There are very few interaction datasets on recommenders with carousel interfaces and none that contain gaze data. We introduce the RecGaze dataset: the first comprehensive feedback dataset on carousels that includes eye tracking results, clicks, cursor movements, and selection explanations. The dataset comprises of interactions from 3 movie selection tasks with 40 different carousel interfaces per user. In total, 87 users and 3,477 interactions are logged. In addition to the dataset, its description and possible use cases, we provide results of a survey on carousel design and the first analysis of gaze data on carousels, which reveals a golden triangle or F-pattern browsing behavior. Our work seeks to advance the field of carousel interfaces by providing the first dataset with eye tracking results on carousels. In this manner, we provide and encourage an empirical understanding of interactions with carousel interfaces, for building better recommender systems through gaze information, and also encourage the development of gaze-based recommenders.

  • 7 authors
·
Apr 29, 2025

StreamGaze: Gaze-Guided Temporal Reasoning and Proactive Understanding in Streaming Videos

Streaming video understanding requires models not only to process temporally incoming frames, but also to anticipate user intention for realistic applications like AR glasses. While prior streaming benchmarks evaluate temporal reasoning, none measure whether MLLMs can interpret or leverage human gaze signals within a streaming setting. To fill this gap, we introduce StreamGaze, the first benchmark designed to evaluate how effectively MLLMs use gaze for temporal and proactive reasoning in streaming videos. StreamGaze introduces gaze-guided past, present, and proactive tasks that comprehensively evaluate streaming video understanding. These tasks assess whether models can use real-time gaze to follow shifting attention and infer user intentions from only past and currently observed frames. To build StreamGaze, we develop a gaze-video QA generation pipeline that aligns egocentric videos with raw gaze trajectories via fixation extraction, region-specific visual prompting, and scanpath construction. This pipeline produces spatio-temporally grounded QA pairs that closely reflect human perceptual dynamics. Across all StreamGaze tasks, we observe substantial performance gaps between state-of-the-art MLLMs and human performance, revealing fundamental limitations in gaze-based temporal reasoning, intention modeling, and proactive prediction. We further provide detailed analyses of gaze-prompting strategies, reasoning behaviors, and task-specific failure modes, offering deeper insight into why current MLLMs struggle and what capabilities future models must develop. All data and code will be publicly released to support continued research in gaze-guided streaming video understanding.

adobe-research Adobe Research
·
Dec 1, 2025 2

ViTGaze: Gaze Following with Interaction Features in Vision Transformers

Gaze following aims to interpret human-scene interactions by predicting the person's focal point of gaze. Prevailing approaches often adopt a two-stage framework, whereby multi-modality information is extracted in the initial stage for gaze target prediction. Consequently, the efficacy of these methods highly depends on the precision of the preceding modality extraction. Others use a single-modality approach with complex decoders, increasing network computational load. Inspired by the remarkable success of pre-trained plain vision transformers (ViTs), we introduce a novel single-modality gaze following framework called ViTGaze. In contrast to previous methods, it creates a novel gaze following framework based mainly on powerful encoders (relative decoder parameters less than 1%). Our principal insight is that the inter-token interactions within self-attention can be transferred to interactions between humans and scenes. Leveraging this presumption, we formulate a framework consisting of a 4D interaction encoder and a 2D spatial guidance module to extract human-scene interaction information from self-attention maps. Furthermore, our investigation reveals that ViT with self-supervised pre-training has an enhanced ability to extract correlation information. Many experiments have been conducted to demonstrate the performance of the proposed method. Our method achieves state-of-the-art (SOTA) performance among all single-modality methods (3.4% improvement in the area under curve (AUC) score, 5.1% improvement in the average precision (AP)) and very comparable performance against multi-modality methods with 59% number of parameters less.

  • 6 authors
·
Mar 19, 2024

OAT: Object-Level Attention Transformer for Gaze Scanpath Prediction

Visual search is important in our daily life. The efficient allocation of visual attention is critical to effectively complete visual search tasks. Prior research has predominantly modelled the spatial allocation of visual attention in images at the pixel level, e.g. using a saliency map. However, emerging evidence shows that visual attention is guided by objects rather than pixel intensities. This paper introduces the Object-level Attention Transformer (OAT), which predicts human scanpaths as they search for a target object within a cluttered scene of distractors. OAT uses an encoder-decoder architecture. The encoder captures information about the position and appearance of the objects within an image and about the target. The decoder predicts the gaze scanpath as a sequence of object fixations, by integrating output features from both the encoder and decoder. We also propose a new positional encoding that better reflects spatial relationships between objects. We evaluated OAT on the Amazon book cover dataset and a new dataset for visual search that we collected. OAT's predicted gaze scanpaths align more closely with human gaze patterns, compared to predictions by algorithms based on spatial attention on both established metrics and a novel behavioural-based metric. Our results demonstrate the generalization ability of OAT, as it accurately predicts human scanpaths for unseen layouts and target objects.

  • 5 authors
·
Jul 18, 2024

Attention Mechanisms Perspective: Exploring LLM Processing of Graph-Structured Data

Attention mechanisms are critical to the success of large language models (LLMs), driving significant advancements in multiple fields. However, for graph-structured data, which requires emphasis on topological connections, they fall short compared to message-passing mechanisms on fixed links, such as those employed by Graph Neural Networks (GNNs). This raises a question: ``Does attention fail for graphs in natural language settings?'' Motivated by these observations, we embarked on an empirical study from the perspective of attention mechanisms to explore how LLMs process graph-structured data. The goal is to gain deeper insights into the attention behavior of LLMs over graph structures. We uncovered unique phenomena regarding how LLMs apply attention to graph-structured data and analyzed these findings to improve the modeling of such data by LLMs. The primary findings of our research are: 1) While LLMs can recognize graph data and capture text-node interactions, they struggle to model inter-node relationships within graph structures due to inherent architectural constraints. 2) The attention distribution of LLMs across graph nodes does not align with ideal structural patterns, indicating a failure to adapt to graph topology nuances. 3) Neither fully connected attention nor fixed connectivity is optimal; each has specific limitations in its application scenarios. Instead, intermediate-state attention windows improve LLM training performance and seamlessly transition to fully connected windows during inference. Source code: https://github.com/millioniron/LLM_exploration{LLM4Exploration}

  • 5 authors
·
May 4, 2025 1

LookPlanGraph: Embodied Instruction Following Method with VLM Graph Augmentation

Methods that use Large Language Models (LLM) as planners for embodied instruction following tasks have become widespread. To successfully complete tasks, the LLM must be grounded in the environment in which the robot operates. One solution is to use a scene graph that contains all the necessary information. Modern methods rely on prebuilt scene graphs and assume that all task-relevant information is available at the start of planning. However, these approaches do not account for changes in the environment that may occur between the graph construction and the task execution. We propose LookPlanGraph - a method that leverages a scene graph composed of static assets and object priors. During plan execution, LookPlanGraph continuously updates the graph with relevant objects, either by verifying existing priors or discovering new entities. This is achieved by processing the agents egocentric camera view using a Vision Language Model. We conducted experiments with changed object positions VirtualHome and OmniGibson simulated environments, demonstrating that LookPlanGraph outperforms methods based on predefined static scene graphs. To demonstrate the practical applicability of our approach, we also conducted experiments in a real-world setting. Additionally, we introduce the GraSIF (Graph Scenes for Instruction Following) dataset with automated validation framework, comprising 514 tasks drawn from SayPlan Office, BEHAVIOR-1K, and VirtualHome RobotHow. Project page available at https://lookplangraph.github.io .

  • 3 authors
·
Dec 24, 2025

KeySG: Hierarchical Keyframe-Based 3D Scene Graphs

In recent years, 3D scene graphs have emerged as a powerful world representation, offering both geometric accuracy and semantic richness. Combining 3D scene graphs with large language models enables robots to reason, plan, and navigate in complex human-centered environments. However, current approaches for constructing 3D scene graphs are semantically limited to a predefined set of relationships, and their serialization in large environments can easily exceed an LLM's context window. We introduce KeySG, a framework that represents 3D scenes as a hierarchical graph consisting of floors, rooms, objects, and functional elements, where nodes are augmented with multi-modal information extracted from keyframes selected to optimize geometric and visual coverage. The keyframes allow us to efficiently leverage VLM to extract scene information, alleviating the need to explicitly model relationship edges between objects, enabling more general, task-agnostic reasoning and planning. Our approach can process complex and ambiguous queries while mitigating the scalability issues associated with large scene graphs by utilizing a hierarchical retrieval-augmented generation (RAG) pipeline to extract relevant context from the graph. Evaluated across four distinct benchmarks -- including 3D object segmentation and complex query retrieval -- KeySG outperforms prior approaches on most metrics, demonstrating its superior semantic richness and efficiency.

  • 4 authors
·
Oct 1, 2025

DARTS-GT: Differentiable Architecture Search for Graph Transformers with Quantifiable Instance-Specific Interpretability Analysis

Graph Transformers (GTs) have emerged as powerful architectures for graph-structured data, yet remain constrained by rigid designs and lack quantifiable interpretability. Current state-of-the-art GTs commit to fixed GNN types across all layers, missing potential benefits of depth-specific component selection, while their complex architectures become opaque where performance gains cannot be distinguished between meaningful patterns and spurious correlations. We redesign GT attention through asymmetry, decoupling structural encoding from feature representation: queries derive from node features while keys and values come from GNN transformations. Within this framework, we use Differentiable ARchiTecture Search (DARTS) to select optimal GNN operators at each layer, enabling depth-wise heterogeneity inside transformer attention itself (DARTS-GT). To understand discovered architectures, we develop the first quantitative interpretability framework for GTs through causal ablation. Our metrics (Head-deviation, Specialization, and Focus), identify which heads and nodes drive predictions while enabling model comparison. Experiments across eight benchmarks show DARTS-GT achieves state-of-the-art on four datasets while remaining competitive on others, with discovered architectures revealing dataset-specific patterns. Our interpretability analysis reveals that visual attention salience and causal importance do not always correlate, indicating widely used visualization approaches may miss components that actually matter. Crucially, heterogeneous architectures found by DARTS-GT consistently produced more interpretable models than baselines, establishing that Graph Transformers need not choose between performance and interpretability.

  • 2 authors
·
Oct 16, 2025

Visual Dependency Transformers: Dependency Tree Emerges from Reversed Attention

Humans possess a versatile mechanism for extracting structured representations of our visual world. When looking at an image, we can decompose the scene into entities and their parts as well as obtain the dependencies between them. To mimic such capability, we propose Visual Dependency Transformers (DependencyViT) that can induce visual dependencies without any labels. We achieve that with a novel neural operator called reversed attention that can naturally capture long-range visual dependencies between image patches. Specifically, we formulate it as a dependency graph where a child token in reversed attention is trained to attend to its parent tokens and send information following a normalized probability distribution rather than gathering information in conventional self-attention. With such a design, hierarchies naturally emerge from reversed attention layers, and a dependency tree is progressively induced from leaf nodes to the root node unsupervisedly. DependencyViT offers several appealing benefits. (i) Entities and their parts in an image are represented by different subtrees, enabling part partitioning from dependencies; (ii) Dynamic visual pooling is made possible. The leaf nodes which rarely send messages can be pruned without hindering the model performance, based on which we propose the lightweight DependencyViT-Lite to reduce the computational and memory footprints; (iii) DependencyViT works well on both self- and weakly-supervised pretraining paradigms on ImageNet, and demonstrates its effectiveness on 8 datasets and 5 tasks, such as unsupervised part and saliency segmentation, recognition, and detection.

  • 8 authors
·
Apr 6, 2023

GROKE: Vision-Free Navigation Instruction Evaluation via Graph Reasoning on OpenStreetMap

The evaluation of navigation instructions remains a persistent challenge in Vision-and-Language Navigation (VLN) research. Traditional reference-based metrics such as BLEU and ROUGE fail to capture the functional utility of spatial directives, specifically whether an instruction successfully guides a navigator to the intended destination. Although existing VLN agents could serve as evaluators, their reliance on high-fidelity visual simulators introduces licensing constraints and computational costs, and perception errors further confound linguistic quality assessment. This paper introduces GROKE(Graph-based Reasoning over OSM Knowledge for instruction Evaluation), a vision-free training-free hierarchical LLM-based framework for evaluating navigation instructions using OpenStreetMap data. Through systematic ablation studies, we demonstrate that structured JSON and textual formats for spatial information substantially outperform grid-based and visual graph representations. Our hierarchical architecture combines sub-instruction planning with topological graph navigation, reducing navigation error by 68.5% compared to heuristic and sampling baselines on the Map2Seq dataset. The agent's execution success, trajectory fidelity, and decision patterns serve as proxy metrics for functional navigability given OSM-visible landmarks and topology, establishing a scalable and interpretable evaluation paradigm without visual dependencies. Code and data are available at https://anonymous.4open.science/r/groke.

  • 4 authors
·
Jan 12

GraphDreamer: Compositional 3D Scene Synthesis from Scene Graphs

As pretrained text-to-image diffusion models become increasingly powerful, recent efforts have been made to distill knowledge from these text-to-image pretrained models for optimizing a text-guided 3D model. Most of the existing methods generate a holistic 3D model from a plain text input. This can be problematic when the text describes a complex scene with multiple objects, because the vectorized text embeddings are inherently unable to capture a complex description with multiple entities and relationships. Holistic 3D modeling of the entire scene further prevents accurate grounding of text entities and concepts. To address this limitation, we propose GraphDreamer, a novel framework to generate compositional 3D scenes from scene graphs, where objects are represented as nodes and their interactions as edges. By exploiting node and edge information in scene graphs, our method makes better use of the pretrained text-to-image diffusion model and is able to fully disentangle different objects without image-level supervision. To facilitate modeling of object-wise relationships, we use signed distance fields as representation and impose a constraint to avoid inter-penetration of objects. To avoid manual scene graph creation, we design a text prompt for ChatGPT to generate scene graphs based on text inputs. We conduct both qualitative and quantitative experiments to validate the effectiveness of GraphDreamer in generating high-fidelity compositional 3D scenes with disentangled object entities.

  • 5 authors
·
Nov 30, 2023 1

MomaGraph: State-Aware Unified Scene Graphs with Vision-Language Model for Embodied Task Planning

Mobile manipulators in households must both navigate and manipulate. This requires a compact, semantically rich scene representation that captures where objects are, how they function, and which parts are actionable. Scene graphs are a natural choice, yet prior work often separates spatial and functional relations, treats scenes as static snapshots without object states or temporal updates, and overlooks information most relevant for accomplishing the current task. To address these limitations, we introduce MomaGraph, a unified scene representation for embodied agents that integrates spatial-functional relationships and part-level interactive elements. However, advancing such a representation requires both suitable data and rigorous evaluation, which have been largely missing. We thus contribute MomaGraph-Scenes, the first large-scale dataset of richly annotated, task-driven scene graphs in household environments, along with MomaGraph-Bench, a systematic evaluation suite spanning six reasoning capabilities from high-level planning to fine-grained scene understanding. Built upon this foundation, we further develop MomaGraph-R1, a 7B vision-language model trained with reinforcement learning on MomaGraph-Scenes. MomaGraph-R1 predicts task-oriented scene graphs and serves as a zero-shot task planner under a Graph-then-Plan framework. Extensive experiments demonstrate that our model achieves state-of-the-art results among open-source models, reaching 71.6% accuracy on the benchmark (+11.4% over the best baseline), while generalizing across public benchmarks and transferring effectively to real-robot experiments.

Berkeley UC Berkeley
·
Dec 18, 2025 2

Thinking in 360°: Humanoid Visual Search in the Wild

Humans rely on the synergistic control of head (cephalomotor) and eye (oculomotor) to efficiently search for visual information in 360°. However, prior approaches to visual search are limited to a static image, neglecting the physical embodiment and its interaction with the 3D world. How can we develop embodied visual search agents as efficient as humans while bypassing the constraints imposed by real-world hardware? To this end, we propose humanoid visual search where a humanoid agent actively rotates its head to search for objects or paths in an immersive world represented by a 360° panoramic image. To study visual search in visually-crowded real-world scenarios, we build H* Bench, a new benchmark that moves beyond household scenes to challenging in-the-wild scenes that necessitate advanced visual-spatial reasoning capabilities, such as transportation hubs, large-scale retail spaces, urban streets, and public institutions. Our experiments first reveal that even top-tier proprietary models falter, achieving only ~30% success in object and path search. We then use post-training techniques to enhance the open-source Qwen2.5-VL, increasing its success rate by over threefold for both object search (14.83% to 47.38%) and path search (6.44% to 24.94%). Notably, the lower ceiling of path search reveals its inherent difficulty, which we attribute to the demand for sophisticated spatial commonsense. Our results not only show a promising path forward but also quantify the immense challenge that remains in building MLLM agents that can be seamlessly integrated into everyday human life.

  • 12 authors
·
Nov 25, 2025

Nonverbal Interaction Detection

This work addresses a new challenge of understanding human nonverbal interaction in social contexts. Nonverbal signals pervade virtually every communicative act. Our gestures, facial expressions, postures, gaze, even physical appearance all convey messages, without anything being said. Despite their critical role in social life, nonverbal signals receive very limited attention as compared to the linguistic counterparts, and existing solutions typically examine nonverbal cues in isolation. Our study marks the first systematic effort to enhance the interpretation of multifaceted nonverbal signals. First, we contribute a novel large-scale dataset, called NVI, which is meticulously annotated to include bounding boxes for humans and corresponding social groups, along with 22 atomic-level nonverbal behaviors under five broad interaction types. Second, we establish a new task NVI-DET for nonverbal interaction detection, which is formalized as identifying triplets in the form <individual, group, interaction> from images. Third, we propose a nonverbal interaction detection hypergraph (NVI-DEHR), a new approach that explicitly models high-order nonverbal interactions using hypergraphs. Central to the model is a dual multi-scale hypergraph that adeptly addresses individual-to-individual and group-to-group correlations across varying scales, facilitating interactional feature learning and eventually improving interaction prediction. Extensive experiments on NVI show that NVI-DEHR improves various baselines significantly in NVI-DET. It also exhibits leading performance on HOI-DET, confirming its versatility in supporting related tasks and strong generalization ability. We hope that our study will offer the community new avenues to explore nonverbal signals in more depth.

  • 4 authors
·
Jul 10, 2024

Modality-Guided Mixture of Graph Experts with Entropy-Triggered Routing for Multimodal Recommendation

Multimodal recommendation enhances ranking by integrating user-item interactions with item content, which is particularly effective under sparse feedback and long-tail distributions. However, multimodal signals are inherently heterogeneous and can conflict in specific contexts, making effective fusion both crucial and challenging. Existing approaches often rely on shared fusion pathways, leading to entangled representations and modality imbalance. To address these issues, we propose MAGNET, a Modality-Guided Mixture of Adaptive Graph Experts Network with Progressive Entropy-Triggered Routing for Multimodal Recommendation, designed to enhance controllability, stability, and interpretability in multimodal fusion. MAGNET couples interaction-conditioned expert routing with structure-aware graph augmentation, so that both what to fuse and how to fuse are explicitly controlled and interpretable. At the representation level, a dual-view graph learning module augments the interaction graph with content-induced edges, improving coverage for sparse and long-tail items while preserving collaborative structure via parallel encoding and lightweight fusion. At the fusion level, MAGNET employs structured experts with explicit modality roles-dominant, balanced, and complementary-enabling a more interpretable and adaptive combination of behavioral, visual, and textual cues. To further stabilize sparse routing and prevent expert collapse, we introduce a two-stage entropy-weighting mechanism that monitors routing entropy. This mechanism automatically transitions training from an early coverage-oriented regime to a later specialization-oriented regime, progressively balancing expert utilization and routing confidence. Extensive experiments on public benchmarks demonstrate consistent improvements over strong baselines.

  • 3 authors
·
Feb 24

SiMilarity-Enhanced Homophily for Multi-View Heterophilous Graph Clustering

With the increasing prevalence of graph-structured data, multi-view graph clustering has been widely used in various downstream applications. Existing approaches primarily rely on a unified message passing mechanism, which significantly enhances clustering performance. Nevertheless, this mechanism limits its applicability to heterophilous situations, as it is fundamentally predicated on the assumption of homophily, i.e., the connected nodes often belong to the same class. In reality, this assumption does not always hold; a moderately or even mildly homophilous graph is more common than a fully homophilous one due to inevitable heterophilous information in the graph. To address this issue, in this paper, we propose a novel SiMilarity-enhanced Homophily for Multi-view Heterophilous Graph Clustering (SMHGC) approach. By analyzing the relationship between similarity and graph homophily, we propose to enhance the homophily by introducing three similarity terms, i.e., neighbor pattern similarity, node feature similarity, and multi-view global similarity, in a label-free manner. Then, a consensus-based inter- and intra-view fusion paradigm is proposed to fuse the improved homophilous graph from different views and utilize them for clustering. The state-of-the-art experimental results on both multi-view heterophilous and homophilous datasets collectively demonstrate the strong capacity of similarity for unsupervised multi-view heterophilous graph learning. Additionally, the consistent performance across semi-synthetic datasets with varying levels of homophily serves as further evidence of SMHGC's resilience to heterophily.

  • 7 authors
·
Oct 4, 2024

Domain-Adaptive Full-Face Gaze Estimation via Novel-View-Synthesis and Feature Disentanglement

Along with the recent development of deep neural networks, appearance-based gaze estimation has succeeded considerably when training and testing within the same domain. Compared to the within-domain task, the variance of different domains makes the cross-domain performance drop severely, preventing gaze estimation deployment in real-world applications. Among all the factors, ranges of head pose and gaze are believed to play a significant role in the final performance of gaze estimation, while collecting large ranges of data is expensive. This work proposes an effective model training pipeline consisting of a training data synthesis and a gaze estimation model for unsupervised domain adaptation. The proposed data synthesis leverages the single-image 3D reconstruction to expand the range of the head poses from the source domain without requiring a 3D facial shape dataset. To bridge the inevitable gap between synthetic and real images, we further propose an unsupervised domain adaptation method suitable for synthetic full-face data. We propose a disentangling autoencoder network to separate gaze-related features and introduce background augmentation consistency loss to utilize the characteristics of the synthetic source domain. Through comprehensive experiments, we show that the model only using monocular-reconstructed synthetic training data can perform comparably to real data with a large label range. Our proposed domain adaptation approach further improves the performance on multiple target domains. The code and data will be available at https://github.com/ut-vision/AdaptiveGaze.

  • 4 authors
·
May 25, 2023

EgoM2P: Egocentric Multimodal Multitask Pretraining

Understanding multimodal signals in egocentric vision, such as RGB video, depth, camera poses, and gaze, is essential for applications in augmented reality, robotics, and human-computer interaction, enabling systems to better interpret the camera wearer's actions, intentions, and surrounding environment. However, building large-scale egocentric multimodal and multitask models presents unique challenges. Egocentric data are inherently heterogeneous, with large variations in modality coverage across devices and settings. Generating pseudo-labels for missing modalities, such as gaze or head-mounted camera trajectories, is often infeasible, making standard supervised learning approaches difficult to scale. Furthermore, dynamic camera motion and the complex temporal and spatial structure of first-person video pose additional challenges for the direct application of existing multimodal foundation models. To address these challenges, we introduce a set of efficient temporal tokenizers and propose EgoM2P, a masked modeling framework that learns from temporally-aware multimodal tokens to train a large, general-purpose model for egocentric 4D understanding. This unified design supports multitasking across diverse egocentric perception and synthesis tasks, including gaze prediction, egocentric camera tracking, and monocular depth estimation from egocentric video, and also serves as a generative model for conditional egocentric video synthesis. Across these tasks, EgoM2P matches or outperforms specialist models while being an order of magnitude faster. We will fully open-source EgoM2P to support the community and advance egocentric vision research. Project page: https://egom2p.github.io/.

  • 6 authors
·
Jun 9, 2025

Image Segmentation: Inducing graph-based learning

This study explores the potential of graph neural networks (GNNs) to enhance semantic segmentation across diverse image modalities. We evaluate the effectiveness of a novel GNN-based U-Net architecture on three distinct datasets: PascalVOC, a standard benchmark for natural image segmentation, WoodScape, a challenging dataset of fisheye images commonly used in autonomous driving, introducing significant geometric distortions; and ISIC2016, a dataset of dermoscopic images for skin lesion segmentation. We compare our proposed UNet-GNN model against established convolutional neural networks (CNNs) based segmentation models, including U-Net and U-Net++, as well as the transformer-based SwinUNet. Unlike these methods, which primarily rely on local convolutional operations or global self-attention, GNNs explicitly model relationships between image regions by constructing and operating on a graph representation of the image features. This approach allows the model to capture long-range dependencies and complex spatial relationships, which we hypothesize will be particularly beneficial for handling geometric distortions present in fisheye imagery and capturing intricate boundaries in medical images. Our analysis demonstrates the versatility of GNNs in addressing diverse segmentation challenges and highlights their potential to improve segmentation accuracy in various applications, including autonomous driving and medical image analysis.

  • 4 authors
·
Jan 7, 2025

GIMS: Image Matching System Based on Adaptive Graph Construction and Graph Neural Network

Feature-based image matching has extensive applications in computer vision. Keypoints detected in images can be naturally represented as graph structures, and Graph Neural Networks (GNNs) have been shown to outperform traditional deep learning techniques. Consequently, the paradigm of image matching via GNNs has gained significant prominence in recent academic research. In this paper, we first introduce an innovative adaptive graph construction method that utilizes a filtering mechanism based on distance and dynamic threshold similarity. This method dynamically adjusts the criteria for incorporating new vertices based on the characteristics of existing vertices, allowing for the construction of more precise and robust graph structures while avoiding redundancy. We further combine the vertex processing capabilities of GNNs with the global awareness capabilities of Transformers to enhance the model's representation of spatial and feature information within graph structures. This hybrid model provides a deeper understanding of the interrelationships between vertices and their contributions to the matching process. Additionally, we employ the Sinkhorn algorithm to iteratively solve for optimal matching results. Finally, we validate our system using extensive image datasets and conduct comprehensive comparative experiments. Experimental results demonstrate that our system achieves an average improvement of 3.8x-40.3x in overall matching performance. Additionally, the number of vertices and edges significantly impacts training efficiency and memory usage; therefore, we employ multi-GPU technology to accelerate the training process. Our code is available at https://github.com/songxf1024/GIMS.

  • 4 authors
·
Dec 24, 2024 1

One Eye is All You Need: Lightweight Ensembles for Gaze Estimation with Single Encoders

Gaze estimation has grown rapidly in accuracy in recent years. However, these models often fail to take advantage of different computer vision (CV) algorithms and techniques (such as small ResNet and Inception networks and ensemble models) that have been shown to improve results for other CV problems. Additionally, most current gaze estimation models require the use of either both eyes or an entire face, whereas real-world data may not always have both eyes in high resolution. Thus, we propose a gaze estimation model that implements the ResNet and Inception model architectures and makes predictions using only one eye image. Furthermore, we propose an ensemble calibration network that uses the predictions from several individual architectures for subject-specific predictions. With the use of lightweight architectures, we achieve high performance on the GazeCapture dataset with very low model parameter counts. When using two eyes as input, we achieve a prediction error of 1.591 cm on the test set without calibration and 1.439 cm with an ensemble calibration model. With just one eye as input, we still achieve an average prediction error of 2.312 cm on the test set without calibration and 1.951 cm with an ensemble calibration model. We also notice significantly lower errors on the right eye images in the test set, which could be important in the design of future gaze estimation-based tools.

  • 3 authors
·
Nov 21, 2022

Relational inductive biases, deep learning, and graph networks

Artificial intelligence (AI) has undergone a renaissance recently, making major progress in key domains such as vision, language, control, and decision-making. This has been due, in part, to cheap data and cheap compute resources, which have fit the natural strengths of deep learning. However, many defining characteristics of human intelligence, which developed under much different pressures, remain out of reach for current approaches. In particular, generalizing beyond one's experiences--a hallmark of human intelligence from infancy--remains a formidable challenge for modern AI. The following is part position paper, part review, and part unification. We argue that combinatorial generalization must be a top priority for AI to achieve human-like abilities, and that structured representations and computations are key to realizing this objective. Just as biology uses nature and nurture cooperatively, we reject the false choice between "hand-engineering" and "end-to-end" learning, and instead advocate for an approach which benefits from their complementary strengths. We explore how using relational inductive biases within deep learning architectures can facilitate learning about entities, relations, and rules for composing them. We present a new building block for the AI toolkit with a strong relational inductive bias--the graph network--which generalizes and extends various approaches for neural networks that operate on graphs, and provides a straightforward interface for manipulating structured knowledge and producing structured behaviors. We discuss how graph networks can support relational reasoning and combinatorial generalization, laying the foundation for more sophisticated, interpretable, and flexible patterns of reasoning. As a companion to this paper, we have released an open-source software library for building graph networks, with demonstrations of how to use them in practice.

  • 27 authors
·
Jun 4, 2018

Learning Situated Awareness in the Real World

A core aspect of human perception is situated awareness, the ability to relate ourselves to the surrounding physical environment and reason over possible actions in context. However, most existing benchmarks for multimodal foundation models (MFMs) emphasize environment-centric spatial relations (relations among objects in a scene), while largely overlooking observer-centric relationships that require reasoning relative to agent's viewpoint, pose, and motion. To bridge this gap, we introduce SAW-Bench (Situated Awareness in the Real World), a novel benchmark for evaluating egocentric situated awareness using real-world videos. SAW-Bench comprises 786 self-recorded videos captured with Ray-Ban Meta (Gen 2) smart glasses spanning diverse indoor and outdoor environments, and over 2,071 human-annotated question-answer pairs. It probes a model's observer-centric understanding with six different awareness tasks. Our comprehensive evaluation reveals a human-model performance gap of 37.66%, even with the best-performing MFM, Gemini 3 Flash. Beyond this gap, our in-depth analysis uncovers several notable findings; for example, while models can exploit partial geometric cues in egocentric videos, they often fail to infer a coherent camera geometry, leading to systematic spatial reasoning errors. We position SAW-Bench as a benchmark for situated spatial intelligence, moving beyond passive observation to understanding physically grounded, observer-centric dynamics.

Peregrine: A Pattern-Aware Graph Mining System

Graph mining workloads aim to extract structural properties of a graph by exploring its subgraph structures. General purpose graph mining systems provide a generic runtime to explore subgraph structures of interest with the help of user-defined functions that guide the overall exploration process. However, the state-of-the-art graph mining systems remain largely oblivious to the shape (or pattern) of the subgraphs that they mine. This causes them to: (a) explore unnecessary subgraphs; (b) perform expensive computations on the explored subgraphs; and, (c) hold intermediate partial subgraphs in memory; all of which affect their overall performance. Furthermore, their programming models are often tied to their underlying exploration strategies, which makes it difficult for domain users to express complex mining tasks. In this paper, we develop Peregrine, a pattern-aware graph mining system that directly explores the subgraphs of interest while avoiding exploration of unnecessary subgraphs, and simultaneously bypassing expensive computations throughout the mining process. We design a pattern-based programming model that treats "graph patterns" as first class constructs and enables Peregrine to extract the semantics of patterns, which it uses to guide its exploration. Our evaluation shows that Peregrine outperforms state-of-the-art distributed and single machine graph mining systems, and scales to complex mining tasks on larger graphs, while retaining simplicity and expressivity with its "pattern-first" programming approach.

  • 3 authors
·
Apr 5, 2020

G-Retriever: Retrieval-Augmented Generation for Textual Graph Understanding and Question Answering

Given a graph with textual attributes, we enable users to `chat with their graph': that is, to ask questions about the graph using a conversational interface. In response to a user's questions, our method provides textual replies and highlights the relevant parts of the graph. While existing works integrate large language models (LLMs) and graph neural networks (GNNs) in various ways, they mostly focus on either conventional graph tasks (such as node, edge, and graph classification), or on answering simple graph queries on small or synthetic graphs. In contrast, we develop a flexible question-answering framework targeting real-world textual graphs, applicable to multiple applications including scene graph understanding, common sense reasoning, and knowledge graph reasoning. Toward this goal, we first develop a Graph Question Answering (GraphQA) benchmark with data collected from different tasks. Then, we propose our G-Retriever method, introducing the first retrieval-augmented generation (RAG) approach for general textual graphs, which can be fine-tuned to enhance graph understanding via soft prompting. To resist hallucination and to allow for textual graphs that greatly exceed the LLM's context window size, G-Retriever performs RAG over a graph by formulating this task as a Prize-Collecting Steiner Tree optimization problem. Empirical evaluations show that our method outperforms baselines on textual graph tasks from multiple domains, scales well with larger graph sizes, and mitigates hallucination.~Our codes and datasets are available at: \url{https://github.com/XiaoxinHe/G-Retriever}

  • 8 authors
·
Feb 12, 2024

ZoomEye: Enhancing Multimodal LLMs with Human-Like Zooming Capabilities through Tree-Based Image Exploration

An image, especially with high-resolution, typically consists of numerous visual elements, ranging from dominant large objects to fine-grained detailed objects. When perceiving such images, multimodal large language models~(MLLMs) face limitations due to the restricted input resolution of the pretrained vision encoder and the cluttered, dense context of the image, resulting in a focus on primary objects while easily overlooking detailed ones. In this paper, we propose Zoom Eye, a tree search algorithm designed to navigate the hierarchical and visual nature of images to capture relevant information. Zoom Eye conceptualizes an image as a tree, with each children node representing a zoomed sub-patch of the parent node and the root represents the overall image. Moreover, Zoom Eye is model-agnostic and training-free, so it enables any MLLMs to simulate human zooming actions by searching along the image tree from root to leaf nodes, seeking out pertinent information, and accurately responding to related queries. We experiment on a series of elaborate high-resolution benchmarks and the results demonstrate that Zoom Eye not only consistently improves the performance of a series base MLLMs with large margin~(e.g., LLaVA-v1.5-7B increases by 34.57\% on V^* Bench and 17.88\% on HR-Bench), but also enables small 7B MLLMs to outperform strong large models such as GPT-4o. Our code is available at https://github.com/om-ai-lab/ZoomEye{https://github.com/om-ai-lab/ZoomEye}.

  • 7 authors
·
Nov 24, 2024

VideoLLaMA 3: Frontier Multimodal Foundation Models for Image and Video Understanding

In this paper, we propose VideoLLaMA3, a more advanced multimodal foundation model for image and video understanding. The core design philosophy of VideoLLaMA3 is vision-centric. The meaning of "vision-centric" is two-fold: the vision-centric training paradigm and vision-centric framework design. The key insight of our vision-centric training paradigm is that high-quality image-text data is crucial for both image and video understanding. Instead of preparing massive video-text datasets, we focus on constructing large-scale and high-quality image-text datasets. VideoLLaMA3 has four training stages: 1) vision-centric alignment stage, which warms up the vision encoder and projector; 2) vision-language pretraining stage, which jointly tunes the vision encoder, projector, and LLM with large-scale image-text data covering multiple types (including scene images, documents, charts) as well as text-only data. 3) multi-task fine-tuning stage, which incorporates image-text SFT data for downstream tasks and video-text data to establish a foundation for video understanding. 4) video-centric fine-tuning, which further improves the model's capability in video understanding. As for the framework design, to better capture fine-grained details in images, the pretrained vision encoder is adapted to encode images of varying sizes into vision tokens with corresponding numbers, rather than a fixed number of tokens. For video inputs, we reduce the number of vision tokens according to their similarity so that the representation of videos will be more precise and compact. Benefit from vision-centric designs, VideoLLaMA3 achieves compelling performances in both image and video understanding benchmarks.

  • 15 authors
·
Jan 22, 2025 6

Disentangled Structural and Featural Representation for Task-Agnostic Graph Valuation

With the emergence of data marketplaces, the demand for methods to assess the value of data has increased significantly. While numerous techniques have been proposed for this purpose, none have specifically addressed graphs as the main data modality. Graphs are widely used across various fields, ranging from chemical molecules to social networks. In this study, we break down graphs into two main components: structural and featural, and we focus on evaluating data without relying on specific task-related metrics, making it applicable in practical scenarios where validation requirements may be lacking. We introduce a novel framework called blind message passing, which aligns the seller's and buyer's graphs using a shared node permutation based on graph matching. This allows us to utilize the graph Wasserstein distance to quantify the differences in the structural distribution of graph datasets, called the structural disparities. We then consider featural aspects of buyers' and sellers' graphs for data valuation and capture their statistical similarities and differences, referred to as relevance and diversity, respectively. Our approach ensures that buyers and sellers remain unaware of each other's datasets. Our experiments on real datasets demonstrate the effectiveness of our approach in capturing the relevance, diversity, and structural disparities of seller data for buyers, particularly in graph-based data valuation scenarios.

  • 2 authors
·
Aug 22, 2024

Understanding Graph Databases: A Comprehensive Tutorial and Survey

This tutorial serves as a comprehensive guide for understanding graph databases, focusing on the fundamentals of graph theory while showcasing practical applications across various fields. It starts by introducing foundational concepts and delves into the structure of graphs through nodes and edges, covering different types such as undirected, directed, weighted, and unweighted graphs. Key graph properties, terminologies, and essential algorithms for network analysis are outlined, including Dijkstras shortest path algorithm and methods for calculating node centrality and graph connectivity. The tutorial highlights the advantages of graph databases over traditional relational databases, particularly in efficiently managing complex, interconnected data. It examines leading graph database systems such as Neo4j, Amazon Neptune, and ArangoDB, emphasizing their unique features for handling large datasets. Practical instructions on graph operations using NetworkX and Neo4j are provided, covering node and edge creation, attribute assignment, and advanced queries with Cypher. Additionally, the tutorial explores common graph visualization techniques using tools like Plotly and Neo4j Bloom, which enhance the interpretation and usability of graph data. It also delves into community detection algorithms, including the Louvain method, which facilitates clustering in large networks. Finally, the paper concludes with recommendations for researchers interested in exploring the vast potential of graph technologies.

  • 3 authors
·
Nov 15, 2024

Synthetic Visual Genome

Reasoning over visual relationships-spatial, functional, interactional, social, etc.-is considered to be a fundamental component of human cognition. Yet, despite the major advances in visual comprehension in multimodal language models (MLMs), precise reasoning over relationships and their generations remains a challenge. We introduce ROBIN: an MLM instruction-tuned with densely annotated relationships capable of constructing high-quality dense scene graphs at scale. To train ROBIN, we curate SVG, a synthetic scene graph dataset by completing the missing relations of selected objects in existing scene graphs using a teacher MLM and a carefully designed filtering process to ensure high-quality. To generate more accurate and rich scene graphs at scale for any image, we introduce SG-EDIT: a self-distillation framework where GPT-4o further refines ROBIN's predicted scene graphs by removing unlikely relations and/or suggesting relevant ones. In total, our dataset contains 146K images and 5.6M relationships for 2.6M objects. Results show that our ROBIN-3B model, despite being trained on less than 3 million instances, outperforms similar-size models trained on over 300 million instances on relationship understanding benchmarks, and even surpasses larger models up to 13B parameters. Notably, it achieves state-of-the-art performance in referring expression comprehension with a score of 88.9, surpassing the previous best of 87.4. Our results suggest that training on the refined scene graph data is crucial to maintaining high performance across diverse visual reasoning task.

  • 12 authors
·
Jun 9, 2025

MMGDreamer: Mixed-Modality Graph for Geometry-Controllable 3D Indoor Scene Generation

Controllable 3D scene generation has extensive applications in virtual reality and interior design, where the generated scenes should exhibit high levels of realism and controllability in terms of geometry. Scene graphs provide a suitable data representation that facilitates these applications. However, current graph-based methods for scene generation are constrained to text-based inputs and exhibit insufficient adaptability to flexible user inputs, hindering the ability to precisely control object geometry. To address this issue, we propose MMGDreamer, a dual-branch diffusion model for scene generation that incorporates a novel Mixed-Modality Graph, visual enhancement module, and relation predictor. The mixed-modality graph allows object nodes to integrate textual and visual modalities, with optional relationships between nodes. It enhances adaptability to flexible user inputs and enables meticulous control over the geometry of objects in the generated scenes. The visual enhancement module enriches the visual fidelity of text-only nodes by constructing visual representations using text embeddings. Furthermore, our relation predictor leverages node representations to infer absent relationships between nodes, resulting in more coherent scene layouts. Extensive experimental results demonstrate that MMGDreamer exhibits superior control of object geometry, achieving state-of-the-art scene generation performance. Project page: https://yangzhifeio.github.io/project/MMGDreamer.

  • 13 authors
·
Feb 9, 2025

DenseGAP: Graph-Structured Dense Correspondence Learning with Anchor Points

Establishing dense correspondence between two images is a fundamental computer vision problem, which is typically tackled by matching local feature descriptors. However, without global awareness, such local features are often insufficient for disambiguating similar regions. And computing the pairwise feature correlation across images is both computation-expensive and memory-intensive. To make the local features aware of the global context and improve their matching accuracy, we introduce DenseGAP, a new solution for efficient Dense correspondence learning with a Graph-structured neural network conditioned on Anchor Points. Specifically, we first propose a graph structure that utilizes anchor points to provide sparse but reliable prior on inter- and intra-image context and propagates them to all image points via directed edges. We also design a graph-structured network to broadcast multi-level contexts via light-weighted message-passing layers and generate high-resolution feature maps at low memory cost. Finally, based on the predicted feature maps, we introduce a coarse-to-fine framework for accurate correspondence prediction using cycle consistency. Our feature descriptors capture both local and global information, thus enabling a continuous feature field for querying arbitrary points at high resolution. Through comprehensive ablative experiments and evaluations on large-scale indoor and outdoor datasets, we demonstrate that our method advances the state-of-the-art of correspondence learning on most benchmarks.

  • 5 authors
·
Dec 13, 2021

Tackling the Challenges in Scene Graph Generation with Local-to-Global Interactions

In this work, we seek new insights into the underlying challenges of the Scene Graph Generation (SGG) task. Quantitative and qualitative analysis of the Visual Genome dataset implies -- 1) Ambiguity: even if inter-object relationship contains the same object (or predicate), they may not be visually or semantically similar, 2) Asymmetry: despite the nature of the relationship that embodied the direction, it was not well addressed in previous studies, and 3) Higher-order contexts: leveraging the identities of certain graph elements can help to generate accurate scene graphs. Motivated by the analysis, we design a novel SGG framework, Local-to-Global Interaction Networks (LOGIN). Locally, interactions extract the essence between three instances of subject, object, and background, while baking direction awareness into the network by explicitly constraining the input order of subject and object. Globally, interactions encode the contexts between every graph component (i.e., nodes and edges). Finally, Attract & Repel loss is utilized to fine-tune the distribution of predicate embeddings. By design, our framework enables predicting the scene graph in a bottom-up manner, leveraging the possible complementariness. To quantify how much LOGIN is aware of relational direction, a new diagnostic task called Bidirectional Relationship Classification (BRC) is also proposed. Experimental results demonstrate that LOGIN can successfully distinguish relational direction than existing methods (in BRC task), while showing state-of-the-art results on the Visual Genome benchmark (in SGG task).

  • 3 authors
·
Jun 15, 2021