#01Aug 13, 2026
cs.CV
TraVEL: Trajectory-Guided Video Embedding Learning for Driving-Video Retrieval
Yi-Chung Chen, Philip Jacobson, Tom Lampo and 6 more
Efficiently retrieving relevant clips from large-scale driving logs is essential for data curation, model development, and safety analysis. Structured and rule-based retrieval systems can explicitly target driving events, but typically require expert-defined rules, auxiliary data, and multi-stage perception pipelines. Multimodal embedding models offer a simpler and more efficient alternative by representing each video with a single searchable vector. However, general-purpose models often rely on shortcuts from static scene context and struggle to distinguish motion-centric events, such as turning left versus right or accelerating versus decelerating. In this work, we study how to adapt a general-purpose multimodal embedding model to driving-video retrieval. We first fine-tune Qwen3-VL-Embedding on paired clips and reasoning traces from nuReasoning using an InfoNCE objective. While this stage substantially improves overall retrieval, caption supervision alone remains insufficient for fine-grained motion understanding. We therefore introduce TraVEL (Trajectory-Guided Video Embedding Learning), a motion-aware fine-tuning framework that uses ego-trajectory similarity as a reward within Group Relative Policy Optimization. Trajectories serve only as privileged training supervision; retrieval still operates on single-vector video embeddings without ego poses, expert rules, or auxiliary perception outputs. We further construct a driving-video retrieval benchmark from nuReasoning. Experiments show that TraVEL improves motion-centric retrieval across model scales: relative to SFT, it raises longitudinal and lateral mAP by 9.8 and 4.7 points at 2B, with corresponding gains of 7.2 and 1.5 points at 8B. TraVEL thus combines physically grounded supervision with efficient embedding-based search.
#02Aug 13, 2026
cs.CV
DreamX-Phi 1.0: Action-Conditioned Video World Model for Robotic Manipulation
DreamX Team, Rui Chen, Xiangxiang Chu and 7 more
We present \textbf{DreamX-Phi 1.0}, an action-conditioned video world model for robotic manipulation that, given an observed frame, a language instruction, and a prescribed action sequence comprising end-effector poses and gripper states, predicts the resulting future observations. Yet realism alone does not guarantee faithfulness: a convincing rollout can still move the wrong arm or lose the manipulated object. To ensure the prediction respects each arm's commanded path, we inject per-arm $\mathrm{SE}(3)$ transformations into attention via \textbf{PRoPE-style geometric encoding}, preserving arm identity and rigid-motion structure. Action control alone does not fully constrain scene geometry or the evolution of small manipulated objects. We therefore add a lightweight \textbf{depth branch} for scene-level geometry and use \textbf{SAM3 masks} with a frozen \textbf{V-JEPA teacher} to maintain object consistency throughout grasping. We further distill the multi-step generator into a few-step student via distribution-matching distillation for efficient deployment. At the time of writing, \model{} achieves first place on Track~1 and second place on Track~2 of the WorldArena~2.0 Challenge. Our model and code will be publicly available.
#03Aug 13, 2026
cs.CV
AutoDesign: Meta-Harness Optimization for Long-Horizon Agentic Design
Yaxin Luo, Haobin Jiang, Jialv Zou and 11 more
Transforming multimodal sources into condensed and structured media outputs can be fundamentally conceptualized as a long-horizon agentic process centered on a model-harness system. While an ideal harness system should align with human design priors and accumulate reusable experience through empirical exploration to drive recursive self-improvement, existing paradigms remain static and fall short of this capability. In this paper, we present AutoDesign, a framework that aligns with human design priors, where a meta-harness optimizer guides a code agent to recursively improve harness based on rollout feedback. To instantiate and evaluate this framework, we focus on the academic paper-to-poster generation task and introduce PosterBench, comprising a 100-paper Main Track spanning five disciplines and PosterBench-mini, a shared 10-paper subset for controlled evaluation. On the PosterBench Main Track, AutoDesign achieves the highest score of 78.32, surpassing the closed-source commercial system Claude Design by 7.45 points. Across seven controlled code-agent-model configurations, integrating the learned DesignHarness consistently improves performance, increasing the average PosterBench Score from 54.99 to 67.39 (+12.4%). In a fully autonomous long-horizon loop, it executes 253 tool calls and 11 editing turns within 40 minutes for under $3, reaching average conference-poster quality in human evaluation. A system-blind human study further demonstrates that AutoDesign achieves the highest human preference among evaluated systems.
#04Aug 13, 2026
cs.CV
PlayWorld: Benchmarking World Models with Agent Players over Long-Horizon Objectives
Kaixin Ding, Xi Chen, Minghong Cai and 9 more
Video world models simulate future states conditioned on current observations and user actions. Recent systems have demonstrated impressive video consistency and action controllability over long sequences. However, fairly comparing these interactive models remains challenging. In practice, a human player typically evaluates a world model by pursuing long-horizon objectives through interaction. For example, a user may turn around 360 degrees to see whether the environment remains consistent, or walk into the water and inspect whether realistic water ripples are generated. The action sequence required to achieve the same objective may vary substantially between models, making fixed action-conditioned evaluation unsuitable for cross-model comparison. To address this, we employ multi-modal Agent Players to interact with world models toward specified long-horizon objectives. Building on this paradigm, we introduce PlayWorld, a benchmark providing 171 scenarios, each with a specified objective. To evaluate performance thoroughly, we assess models along four core dimensions: geometry consistency, interaction fidelity, out-of-sight evolution, and insight evolution. In addition, we incorporate basic ability metrics for video quality and controllability. Experiments across nine state-of-the-art world models reveal that current models remain unreliable on long-horizon interactive objectives, particularly in maintaining spatial consistency and persistent state evolution. Code and data are available at https://github.com/kxding/PlayWorld.
#05Aug 13, 2026
cs.CV
SNM-VFI: Symmetric Nonlinear Motion-Guided Generative Video Frame Interpolation
Jisoo Jeong, Hong Cai, Jamie Menjay Lin and 5 more
We propose Symmetric Nonlinear Motion-guided Generative Video Frame Interpolation (SNM-VFI), a training-free framework for motion-controllable generative video frame interpolation with pre-trained optical flow and video diffusion models. Unlike conventional diffusion-based VFI methods that synthesize intermediate frames from random noise, SNM-VFI guides the generative process with correspondence-aware frames produced by a symmetric nonlinear motion model. Specifically, we first utilize a pre-trained optical flow model to construct multi-frame nonlinear flow-based intermediate frames and confidence maps. These flow-guided frames are then encoded as latent priors to initialize and iteratively guide a pre-trained Video Diffusion model, enabling the diffusion model to preserve dense motion correspondence while improving perceptual realism. To further enhance output quality, we employ confidence maps to fuse structurally reliable flow-based predictions with diffusion-generated details in uncertain regions such as occlusions and object boundaries. Extensive evaluations on challenging benchmarks, including DAVIS, Sintel, and KITTI, demonstrate that SNM-VFI achieves strong perceptual quality, competitive reconstruction accuracy, and robust temporal coherence across diverse motion scenarios.