Accurate localization of neonatal hypoxic--ischemic encephalopathy (HIE) lesions on apparent diffusion coefficient (ADC) images is clinically important but is limited by scarce expert annotations and substantial variation in lesion appearance. We propose OpenMAP-HIE, a pathology-informed score-based diffusion model for unsupervised HIE lesion localization without voxel-wise lesion supervision. A denoising diffusion model learns the healthy neonatal ADC distribution, while a ControlNet-based conditional branch preserves patient-specific anatomy. At inference, anomaly evidence is derived directly from differences between conditional and unconditioned noise predictions at independently evaluated diffusion noise levels, avoiding dependence on a final pseudo-healthy reconstruction or sequential reverse-diffusion chain. Based on the characteristic ADC reduction associated with acute HIE, only discrepancies consistent with the expected pathological direction are retained and aggregated across noise levels using a geometric mean. Spatial mean filtering further suppresses isolated responses. The framework was evaluated on the BONBID-HIE dataset. The ADC-only method achieved a Dice score of $0.283\pm0.244$, average precision of $0.505$, Hausdorff distance of $25.45\pm15.63$ mm, mean average surface distance of $9.40\pm8.49$ mm, and normalized surface distance of $0.355\pm0.236$, providing the best overlap and surface-distance performance among the evaluated unsupervised methods and Dice performance comparable to supervised ADC-only models. Optional population-derived ADC $Z$-map refinement further increased Dice to $0.602\pm0.269$. These findings support pathology-informed score discrepancies as a useful signal for neonatal HIE lesion localization, while highlighting remaining challenges in detecting small and low-contrast lesions.
https://arxiv.org/abs/2610.29322
Diffusion Language Models(DLMs) provide a promising alternative to autoregressive language models through iterative denoising and bidirectional generation. However, their iterative generation process introduces distinct safety vulnerabilities because harmful content can emerge at arbitrary positions and persist across subsequent denoising steps. Existing defenses rely on fixed interventions or aggressive remasking, which limits adaptive control over denoising trajectories and can degrade generation quality. We propose an inference-time defense framework that combines adaptive safety steering with safety-aware remasking. Our method uses a gating direction to continuously adjust steering strength from the current denoising state and applies a steering direction to masked positions to guide subsequent predictions toward safer trajectories. Our method further employs a lightweight response detector after the first generation block to identify unsafe trajectories at an early stage. The detector triggers targeted remasking over generated content and part of the conditioning prompt, and the model regenerates the selected positions under adaptive safety steering. This design combines continuous trajectory control with explicit correction of unsafe content while requiring no modification of model parameters. Experiments on LLaDA and Dream demonstrate that our method improves robustness against diverse jailbreak attacks while preserving benign generation quality and general model capability. Our code is available at this https URL.
https://arxiv.org/abs/2605.13043
Blind all-in-one image restoration must adapt a shared model to heterogeneous and sometimes mixed degradations without a task label at test time. We introduce WaFIR, a decoder module that decomposes features into Haar subbands, summarizes each subband with a compact Fourier descriptor, and routes it to prompt-conditioned spectral modulation experts. Unlike image-level frequency conditioning, WaFIR makes routing decisions at the subband level, enabling frequency-specific processing while retaining the task context learned by the backbone. Under a unified training and evaluation protocol for denoising, deraining, and dehazing, WaFIR improves average PSNR over the three tasks by 0.48 dB over the PromptIR baseline and by 0.38 dB over the recent Up-Restorer. Matched-capacity and routing controls show that the gain is not explained by additional parameters alone. On unseen noise intensities, descriptor-based routing is more robust than a discrete label-conditioned alternative and remains on par under compound degradations, while routing analyses show stable subband-dependent expert use across degradation types. These results support subband frequency structure as an interpretable complement to prompt-based conditioning for blind image restoration. Code is available at this https URL
https://arxiv.org/abs/2610.29108
Amodal video segmentation asks for the complete mask of an object in every frame, including the parts hidden behind other objects. The best current methods generate these masks with fine-tuned video diffusion models, which need many denoising steps and an extra depth network, and give a different answer for every sample. Self-supervised video world models of the JEPA family are trained on a closely related task: predicting the representation of masked space-time regions from the visible ones. We therefore treat occlusion as masking. The tokens that the object's visible mask does not cover are dropped, the pre-trained V-JEPA 2.1 predictor fills them in, and a light head decodes the observed and predicted features into amodal masks. The resulting model, OccJEPA (Occlusion-as-masking JEPA), is deterministic and 33.5x faster than the diffusion-based state of the art, and more accurate on SAIL-VOS, on TAO-Amodal, including a held-out test split (+4.00 AP50) and visible masks tracked by SAM2, and on Kubric. Controlled experiments trace the gain to the predictor's pre-trained weights rather than to its capacity, for world models from 87M to 1.85B parameters. Code is available at this https URL.
https://arxiv.org/abs/2610.29061
Deep research systems iteratively plan, gather evidence, synthesize, and revise, making end-to-end latency a key bottleneck for interactive use. Almost all production systems are built on autoregressive (AR) language models and inherit left-to-right decoding in planning and long-form writing. We present DiffResearch, an open multi-agent deep research framework that places a diffusion language model (dLLM) at the core of every stage, and measure how a diffusion backbone changes latency and report quality. Holding the agentic scaffold, retrieval code, prompts, and evaluation fixed, we swap the backbone between an open diffusion model and a comparable AR model. Across 100 Deep Research Bench tasks, the diffusion backbone is roughly 6 times faster end-to-end, driven by order-of-magnitude reductions in planning and writing. We further introduce dFast, a decomposition mode that reads intermediate denoising states and extracts subqueries before generation finishes, providing a 1.99 times median speedup for decomposition in isolation with no loss of report quality. On the benchmark's RACE rubric, dFast obtains the best overall score among the three configurations. Finally, in a public system-level leaderboard snapshot, an instance built on a stronger diffusion model ranks above several commercial systems. We release DiffResearch under an Apache-2.0 license.
https://arxiv.org/abs/2610.28909
Diffusion language models form answers through a sequence of revisable continuous states, but multi-agent systems usually discard those states and make agents communicate only after decoding text. We ask whether one independent diffusion trajectory can pass a compact hidden message into another and, crucially, whether the receiver uses what that message means. In Hidden Messages, a sender compresses its denoising state into four signed dense vectors; the receiver consumes them while retaining its own context, canvas, and trajectory. Removing a message tests whether the channel matters; replacing it with a message from another example tests whether its content matters. Across controlled tasks, derangement removes a +63.6-point advantage on Tiny-A2D and a +100.0-point advantage on Dream-7B, while targeted substitutions steer the receiver toward the substituted fact. On QASC with the two supporting facts split across agents, matched communication reaches 80.8%, but a wrong-example message lowers accuracy to 46.8%, a content effect of +34.0 points. The surprising result is temporal: one late transfer reaches 87.8%, exceeding four recurrent exchanges by +7.0 points. These experiments provide causal evidence for continuous hidden communication between diffusion-LM agents and show that when information is transferred can matter more than how many times agents exchange it.
https://arxiv.org/abs/2610.28905
Selecting intermediate features from a frozen diffusion model for discriminative tasks is non-trivial because the useful signal is distributed across the denoising trajectory, network depth, and channels. In practice, this requires choosing a timestep, a block, and a channel subset. Existing methods either fix these choices by hand or optimize only a few extraction hyperparameters, most often the timestep, then reuse the same rule across inputs and budgets. We introduce Policy-Mask, a budget-conditioned policy trained on the downstream objective that jointly selects all three under a prescribed channel budget. Without normalization, the channel-score contribution grows with the number of selected channels and dominates the timestep and block updates. We normalize it by subset cardinality, keeping the three policy heads on comparable scales and stabilizing joint training. At matched budgets, Policy-Mask improves over fixed extraction and feature-filter baselines across segmentation, classification, and semantic correspondence, reaching 38.9 mIoU on ADE20K, 75.4% top-1 on CIFAR-100 at 128 dimensions, and 76.3 PCK@0.1 on SPair-71k. Component-wise ablations show that block selection materially affects downstream accuracy, and the highest recorded channel-budget score occurs at 256 retained channels, identifying a practical operating point for compact diffusion representations. We further adapt Policy-Mask to diffusion transformers, including PixArt-$\Sigma$ and SD3.5 MMDiT, by replacing U-Net channels with image-token hidden dimensions.
https://arxiv.org/abs/2610.28889
Most unified multimodal models treat images and text asymmetrically: a pretrained language model generates text, an attached diffusion head generates images, and outputs that contain both are produced in a fixed order, so the first output cannot adapt to the second. We ask whether both modalities can instead be generated by one process that is trained on them jointly from scratch. Pretrained encoder spaces hold both modalities in one continuous form and carry knowledge learned at scale, and recent work finds them effective as generative targets for vision and language. We therefore model the joint distribution directly in these spaces. We introduce JUICE (Joint Unified multimodal modeling In Continuous Encoder spaces), a single flow matching Transformer over frozen image and text representations, in which each modality has its own noise level. Which modalities are clean and which are generated then decides the task: image generation, captioning, visual question answering, or joint generation. Controlled pretraining runs test each design choice. At equal guidance, generating text as continuous states leaves image generation intact (48.41 GenEval, against 47.86 for a model trained only for text-to-image generation), while captions lose some exact wording. Training on joint and conditional denoising together beats either alone, and semantic encoder spaces beat VAE latents and raw pixels as targets. At 2.1B parameters, with no language model initialization and at 224x224, JUICE reaches up to 0.88 on GenEval and 73.1 on VQAv2. By sampling both modalities from the joint distribution (coupled sampling), it can also draw a route on a map while writing out the matching moves. On mazes with several valid solutions, joint success rises from 54.6% with independent sampling to 93.7%, and no modality has to go first. On visual spatial planning, JUICE solves 99.8% of maps at its training sizes.
https://arxiv.org/abs/2610.28801
Game engines and coding agents can specify the layout, motion, and camera of a scene, yet turning such coarse structure into realistic video requires a renderer that follows the structure and completes the appearance it leaves open. Existing renderers are tied to the representation of one engine, need tens of denoising steps or a costly distillation of their own, and learn from conditions that are not aligned with their target videos. We present SolarRenderer, a structure-conditioned video renderer that adapts a frozen MiniMax-H3 33B backbone with two lightweight LoRAs. Structural videos enter the native reference pathway of the backbone at the positions of the frames they describe, without a type identifier and described only in plain text, so that a single control LoRA follows arbitrary structural representations. Starting from a pretrained four-step LoRA, structure-guided distribution matching renders in four steps, 12.3 times faster than 50-step sampling, while preserving the learned control. A block-causal variant extends the same design to streaming and renders 768p video in real time. To train the model, we build a frame-aligned corpus of 136K clips from game engines, simulators, and YouTube videos. Experiments on an in-distribution test set and a generalization benchmark of 16 structural representations show that SolarRenderer achieves state-of-the-art results across both, and generalizes to 11 unseen representations, including pose skeletons, drawings, and point clouds.
https://arxiv.org/abs/2610.28630
Autoregressive models (ARMs) face a "Sequentiality Bottleneck" in reasoning, while diffusion language models (DLMs) offer parallelism but lack semantic coherence. To addresses both limitations, we propose Collaborative Reasoning Asymmetric Learning (CoRAL), a hybrid framework via an Asymmetric Planner-Executor (APE) architecture: a DLM Planner generates K diverse reasoning trajectories in parallel, while a large ARM Executor selects the optimal plan and synthesizes the final answer. To train the Planner effectively, we introduce Reward-Guided Denoising for CoT (RDC), which integrates outcome-based rewards into the diffusion process to steer it toward goal-directed reasoning. Experiments on vision-language benchmarks show that CoRAL significantly outperforms prior diffusion-based methods and achieves competitive performance against strong ARMs, achieving both superior efficiency and quality.
https://arxiv.org/abs/2610.28584
Incorrect exposure degrades both image brightness and recoverable scene detail. Existing sRGB-based correction methods are limited by the non-linear image signal processing pipeline, whereas RAW-based methods are usually developed for a single degradation type, such as low-light denoising or high-light recovery. In this paper, we focus on joint exposure correction and restoration directly in the RAW domain and propose a unified RAW Image Exposure Correction and Restoration (RIECR) framework for both under- and over-exposed images. RIECR decomposes the problem into two coupled sub-problems that follow the RAW imaging model: linear illumination correction and residual degradation restoration. First, a Linear Illumination Correction Network (LICN) estimates exposure-aware linear gains by using channel-specific RAW cues. It exploits the high signal-to-noise ratio of Green channels for robust brightening and the relatively unsaturated Red/Blue responses for high-light darkening. Second, a dual-branch Frequency-based Enhancement Network (FEN) restores the remaining degradation with a Frequency Dynamic Convolution (FDC) module. FDC decomposes convolutional responses into low- and high-frequency components and adaptively suppresses amplified noise or recovers clipped textures according to the exposure context. We further build a real paired RAW benchmark containing 223 scenes and 1,784 pairs covering complex multi-exposure errors. Experiments against sixteen state-of-the-art methods show that RIECR achieves state-of-the-art performance on real RAW exposure correction.
https://arxiv.org/abs/2610.28191
Real-time video generation, interactive world models, and on-device image synthesis are almost a reality. Diffusion Transformers (DiT) achieve excellent sample quality, shifting the bottleneck to the throughput of the models themselves. Natural images are inherently sparse, as large portions of an image are often background, contribute little to the scene content, and are easy to denoise. DiTs fail to exploit this sparsity, as they process image tokens statically and uniformly. We propose MoDDiT, a simple architecture modification that learns to route tokens through both MLP and self-attention operations. By routing tokens through both blocks independently, MoDDiT allows for dynamic compute allocation in MLPs that varies across tokens, images, and denoising timesteps. Using MoDDiT to train image generation models from scratch significantly reduces computational costs of training and inference, processing as few as 12.5% of the tokens. By increasing sparsity and model depth, MoDDiT reduces costs and improves generation performance over unrouted baselines. The learned allocation is interpretable, revealing how computation varies with visual content and noise level. We also use MoDDiT to train video generation models, where allocation correlates with motion, and to distill a dense bidirectional video model into a sparse autoregressive student.
https://arxiv.org/abs/2610.28086
Diffusion models generate samples through a multi-step denoising trajectory, yet condition every step on the same instruction, so the trajectory cannot be addressed at the level of individual operations. We introduce Dancing Diffusion, which assigns each span of timesteps a dedicated continuous condition block and thereby turns conditioning into a latent program. A compiler maps text features into this program, and a fixed pretrained generator executes its blocks over successive sampling intervals. The trajectory can then dance, keeping its executed history while its continuation is redirected. A shared prefix is executed once and reused, and a later operation is rewritten while content fixed by earlier operations is preserved. The compiler is trained through the images it produces, with visual feedback on both the requested change and the retained content. On SANA, reusing an executed prefix preserves markedly more of the scene than regenerating from noise at a similar strength of edit, learned conditions preserve more background than native prompt switching from the same saved state, and the learned program improves generation quality over native SANA. Later branches weaken the edit, which leaves semantic control over individual operations limited. By converting a single-instruction trajectory into a program of addressable operations, Dancing Diffusion lays a foundation for structured intermediate computation in diffusion models.
https://arxiv.org/abs/2610.28003
Moving from controllable videos to genuinely playable worlds requires persistent world state, executable game rules, and low-latency interaction. We outline a roadmap for the next generation of Matrix-Game that separates game execution from visual generation through an executable game harness, and introduce Matrix-Game 4.0 as the first system built on this design. A lightweight game engine maintains world state and executes interaction rules, a multimodal coding agent translates player ideas into game code and dynamic scene captions, and a renderer based on autoregressive video model transforms engine-rendered low-poly proxies into detailed visuals, conditioned on dynamic captions and memory references. This framework provides continuous guidance for visual generation and enables natural-language creation and modification of scenes and gameplay. Our renderer is trained on aligned low-poly and high-fidelity video pairs and distilled into a causal generator that generates in four-frame chunks with one or two denoising steps. Together with targeted inference optimizations, Matrix-Game 4.0 enables 480p, 60 FPS gameplay on a single NVIDIA RTX5090 with a key-press-to-display latency of 112ms. Single-step generation achieves 83FPS steady-state throughput with 18.2GiB of peak GPU memory usage. With fixed prompts, steady-state throughput also reaches 67FPS on an RTX5080 and 58FPS on an RTX5070Ti. We demonstrate customizable shooter and driving games with engine-enforced mechanics, and release code, model weights, and low-poly game assets to support research and creation of playable game worlds.
https://arxiv.org/abs/2610.27999
Long-horizon video generation requires retaining an ever-expanding history, but conditioning on its growing token sequence is costly. Existing methods restrict or compress historical context, potentially losing information needed for future generation. This work proposes ReCam, which groups local spatiotemporal blocks of historical latents into vectors and projects them directly into the high-dimensional hidden space of a Diffusion Transformer. The model learns to use the resulting memory tokens through native self-attention, reducing token count while retaining block-level access to the full history. To mitigate temporal drift during autoregressive rollout, we further introduce dual-pointer denoising with separate noise schedules for recent context and target frames. Among the evaluated methods, ReCam achieves the highest VBench-Long overall score of 80.1 and competitive static-scene revisitation performance on R2M-Bench. It also leads on all four consistency metrics for off-screen subject reappearance, including clothing consistency of 4.09 versus 3.03 for the best baseline.
https://arxiv.org/abs/2610.27986
Egocentric action transfer aims to decouple the semantic action from egocentric observations and reproduce them in new visual contexts, enabling scalable world simulation, embodied policy learning, and robotic data generation. Existing approaches to transferring actions rely on condition-guided video generation, which converts the observation video into explicit geometric controls (e.g., hand poses or meshes) to drive synthesis. However, these methods introduce geometric estimation errors, making it difficult to preserve physically plausible interactions when transferred to new scenes. Alternatively, motion transfer methods directly extract motion patterns from the observation video, yet motion-level features alone cannot encode rich contact dynamics, frequently leading to severe hand structural collapse and implausible contact layout. To address both limitations, we present EgoACT, a test-time framework for egocentric action transfer that operates directly on the denoising process of video diffusion models without requiring additional geometric estimators. EgoACT uses Velocity-guided Structure Anchoring to stabilize reference-consistent hand-object structure in the early denoising stage, and Sparse Correspondence Calibration to refine reliable local correspondences in the mid-to-late denoising stages. Together, these two components preserve transferable action semantics while improving temporal coherence and interaction realism. We further establish EgoActionBench, a benchmark for evaluating action preservation, visual quality, and hand-object plausibility across diverse egocentric manipulation scenarios. Experiments show that EgoACT generates more coherent and physically plausible interaction videos than strong baselines.
https://arxiv.org/abs/2610.27946
Unified audio-video creation requires a single model capable of text-conditioned joint synthesis, bidirectional cross-modal generation, and instruction-guided editing across both modalities. Existing methods rely heavily on paired corpora, which are scarce for joint generation and even rarer for editing. Consequently, they are spent learning single-branch generative and editing capabilities that abundant unimodal data could readily teach, rather than on the cross-modal coupling. Furthermore, prevailing systems apply a single shared noise schedule to both modalities, neglecting two critical limitations. First, due to the significant discrepancy in information density, video requires prolonged high noise to organize spatial and motion structure, whereas the sparser audio signal can settle earlier during the synthesis process, the dynamics a uniform schedule might compromise. Second, lockstep denoising leaves asymmetric workflows, such as conditioning on one modality to synthesize or edit another, untrained. We present UniAVC, which addresses both obstacles. It first trains each branch on unimodal dataset to full generative and editing competence, and subsequently dedicates paired data to exploit cross-modal correspondence. Modality-decoupled schedulers meanwhile warp the noise schedule independently from a shared timestep, while subtasks with one clean modality directly supervise asymmetric configurations. These settings respectively enable intent-aware editing, which preserves one modality intact while enlisting it to constrain the other, and post-inference self-refinement, which regenerates only an unsatisfactory branch against an accepted one. UniAVC thus spans multiple creation tasks from a single set of weights without task-specific adapters.
https://arxiv.org/abs/2610.24791
Game world models have made rapid progress toward real-time interactive generation. Yet action control is still predominantly implemented as feature conditioning, leaving the model to learn from training data how each action should move the visual world. This formulation is poorly matched to a broad class of planar-camera worlds, such as top-down and isometric games. In these worlds, player motion induces a geometrically well-defined planar camera displacement. We observe that the key to spatially consistent control in such worlds is to represent the effect of each action directly in world coordinates. To this end, we introduce ActionRoPE, a parameter-free action interface that converts action-driven camera displacement into world-coordinate rotary positions. As a result, tokens corresponding to the same world location retain the same positional address across time. These world coordinates further expose a spatial asymmetry in generation: regions covered by the initial observation are geometrically known, while newly revealed regions remain to be synthesized. We therefore propose Coordinate-Conditioned Noise Scheduling (CNS), which assigns token-wise denoising schedules according to this known-new structure. It allows observed regions to stabilize earlier, while new content is generated with reference to them. Compared with four representative action-conditioning mechanisms, our approach follows the commanded motion more faithfully and reduces the revisit drift by 66% over the strongest baseline. The same interface transfers across video backbones from 1.3B to 33B parameters and to out-of-distribution scenes. Project Page: this https URL.
https://arxiv.org/abs/2610.25861
Flow-matching vision-language-action (VLA) models generate an action chunk by iteratively denoising Gaussian noise, but typically execute only a short prefix before replanning with updated observations. Under this receding-horizon paradigm, the unexecuted remainder---the action tail---is discarded, and the next chunk is regenerated from fresh noise. We show that this discarded tail retains transferable denoising progress: action-tail initialization can match or outperform a native 10-step Gaussian baseline using fewer denoising steps. However, the optimal denoising budget varies substantially across samples, indicating that tail reuse should be adapted to the updated environment. Based on this observation, we introduce VLA-Rolling, a lightweight inference framework that reuses action tails through three stages: action-tail inheritance, per-action confidence estimation, and confidence-guided refinement through renoising and denoising budget allocation, while the underlying VLA remains frozen. Across $\pi_{0.5}$, SmolVLA, X-VLA, and MolmoAct2 on LIBERO, MetaWorld, LIBERO-Plus, and RoboTwin 2.0, VLA-Rolling reduces action-chunk inference cost in all 16 model--benchmark pairs, achieving up to a $1.48\times$ speedup, while improving success rate in 14 pairs by up to $15.08$ percentage points. These results show that action tails are not merely discarded predictions, but reusable intermediate states that enable more efficient and accurate VLA inference. These results demonstrate that the action tail can support the generation of better actions with fewer denoising steps. Our project is available at this https URL.
https://arxiv.org/abs/2610.25043
Although deep learning-based point cloud denoising methods have demonstrated impressive results in recent years, their effectiveness usually degrades substantially in real-world scenarios where the noise distribution of test point clouds deviates from that of the training set. To address this challenge, we propose a test-time adaptive denoising (TTAD) framework that enables existing denoising approaches to adapt to unknown noise patterns at test time without relying on additional supervision or retraining from source data. Taking a pre-trained denoising model and a test noisy point cloud as input, TTAD first employs a residual-driven noise modeling (RDNM) module to estimate the sample-specific noise distribution through analyzing the deviation between the noisy input and its pseudo-clean version denoised by the initial model. Then, a noise-aware contrastive adaptation (NACA) module is designed to build sample-specific noisy-noisier test-time training pair from the denoised point cloud, and update the model parameters over a few adaptation steps per sample at test time through contrastive learning. Furthermore, TTAD naturally extends to a continual TTAD (CTTAD) setting, facilitating efficient progressive refinement across sequential test samples with consistent noise distributions, while reducing the computational cost per sample. Extensive experiments on both synthetic and real-world datasets demonstrate that our approach significantly improves the generalization ability of existing denoising models under unseen noise, achieving superior performance across multiple evaluation metrics.
https://arxiv.org/abs/2610.27410