We introduce Warping-Alone Field Transforms (WAFT), a simple and effective method for optical flow. WAFT is similar to RAFT but replaces cost volume with high-resolution warping, achieving better accuracy with lower memory cost. This design challenges the conventional wisdom that constructing cost volumes is nec- essary for strong performance. WAFT is a simple and flexible meta-architecture with minimal inductive biases and reliance on custom designs. Compared with existing methods, WAFT ranks 1st on Spring, Sintel, and KITTI benchmarks, achieves the best zero-shot generalization on KITTI, while being up to 4.1× faster than methods with similar performance. Code and model weights will be available upon acceptance.
We study cross-embodiment 6-DOF robot grasping. Unlike prior works, we require the model not only to generalize to novel objects / scenes but also to novel gripper morphologies and physical grasping processes. Our method extends diffusion model based generative 6-DOF grasping models to condition on the additional gripper's representation. We propose a swept-volume heuristic for encoding the gripper. We train our cross-embodiment model with procedural grippers and a large-scale dataset of 395 Million grasps. In simulation experiments, our model has the best zero-shot generalization to novel real-world grippers and objects over baseline methods. Our model also serves as a good initialization for fine-tuning to adapt to novel grippers. In ablations, we demonstrate the efficiency of our sweep-volume gripper representation and our procedural gripper training dataset. Last, we show zero-shot generalization to real-world novel grippers for 6-DOF grasping, surpassing baselines in cross-embodiment generalization.
Training deep search agents requires verifiable questions whose answers remain unavailable until sufficient evidence has been acquired through search. Existing synthesis methods often increase apparent difficulty by enriching graph structures, but structural complexity alone does not guarantee realized search difficulty: the intended search process can collapse through a cheaper identifying route. We formalize this gap with a shortcut-aware difficulty framework and identify four actionable shortcut risks: evidence co-coverage, single-clue selectivity, exposed constants, and prior-knowledge binding. To diagnose their realized effects, we use trajectory signatures including solving cost, answer hit time, and prior-shortcut rate. Guided by this framework, we introduce FORT, a Framework of Shortcut-Resistant Training-Data Synthesis. FORT constructs shortcut-resistant training data by controlling shortcut risks across entity selection, evidence graph construction, question formulation, and adversarial refinement. Experiments show that FORT induces longer pre-answer search and fewer shortcut patterns than existing open-source deep search datasets. Using the resulting trajectories, we train FORT-Searcher with supervised fine-tuning (SFT) only, and it achieves the best overall performance among comparable-size open-source search agents on challenging deep search benchmarks. Relevant resources will be made available at https://github.com/RUCAIBox/FORT-Searcher.
Memory is widely viewed as an important unsolved problem for LLMs and VLMs, and current benchmarks typically evaluate it by testing accuracy over long text or video. However, accuracy alone misses properties that matter for real long-horizon tasks. We introduce ECCBench, a benchmark and evaluation protocol that measures memory beyond a system's capacity–its raw accuracy at a specific budget–via three axes we call ECC: efficiency–the computation, in FLOPs, needed to answer from memory; compression–whether compressible inputs are remembered more accurately or efficiently; and calibration–whether the system abstains in response to its own uncertainty and the cost of an error. We find that pretrained VLMs compress their memory over text but not video and are poorly calibrated on both. Among a broader set of memory backbones, several non-Transformer architectures achieve better compression-calibration tradeoffs than RoPE Transformers, suggesting they may be useful components for agents operating over long horizons.
We introduce ProcFunc, a library for Blender-based procedural 3D generation in Python. ProcFunc provides a library of easy-to-use Python functions, which streamline creating, combining, analyzing, and executing procedural generation code. ProcFunc makes it easy to create large-scale diverse training data, by combinatorial compositions of semantic components. VLMs can use ProcFunc to edit procedural material and geometry code and can create new procedural code with significantly fewer coding errors. Finally, as an example use case, we use ProcFunc to develop a new procedural generator of indoor rooms, which includes a collection of new compositional procedural materials. We demonstrate the detail, runtime efficiency, and diversity of this room generator, as well as its use for 3D synthetic data generation. Please visit https://github.com/princeton-vl/procfunc for source code.
We introduce WAFT-Stereo, a simple and effective warping-based method for stereo matching. WAFT-Stereo demonstrates that cost volumes, a common design used in many leading methods, are not necessary for strong performance and can be replaced by warping with improved efficiency. WAFT-Stereo ranks first on ETH3D, KITTI and Middlebury public benchmarks, reducing the zero-shot error by 81
Camera intrinsics are vital for recovering 3D structure from 2D video. However, most 3D algorithms assume fixed intrinsics throughout a video, an assumption that often fails for real-world in-the-wild videos. Consequently, estimating per-frame intrinsics from RGB images is critical for making 3D methods robust to videos with dynamic intrinsics. InFlux previously advanced this research direction by establishing the first real-world benchmark with per-frame ground truth intrinsics for dynamic intrinsics videos. Nevertheless, existing methods remain inaccurate due to two obstacles: (i) training data is scarce and lacks intrinsics diversity; and (ii) benchmarks, including InFlux, have limited scene and camera motion diversity, making it difficult to properly evaluate methods. To address both gaps, we present InFlux++, consisting of two components. InFlux++ Synth is a large-scale procedurally generated synthetic video dataset with 441K+ annotated frames from 1841 high-resolution videos, providing accurate per-frame ground truth intrinsics for training dynamic intrinsics prediction models; a subset also includes per-frame pose, depth, and normals. The videos feature rich intrinsics diversity through changes in camera zoom and focus, as well as dynamic objects and realistic rendering effects such as lens distortion and defocus blur. InFlux++ Real is a large-scale real-world benchmark that extends InFlux with 514K+ newly captured frames across 334 high-resolution videos, spanning a wider range of scenes and camera motions. Finetuning existing intrinsics prediction methods on InFlux++ Synth consistently improves focal length estimation across both InFlux++ Real and InFlux, suggesting that synthetic supervision is promising for RGB-based intrinsics prediction. For the dataset, benchmark, code, videos, submission instructions, and live leaderboard, please visit https://influx.cs.princeton.edu/ .
In this paper, we explore the design space of procedural rules for multi-view stereo (MVS). We demonstrate that we can generate effective training data using SimpleProc: a new, fully procedural generator driven by a very small set of rules using Non-Uniform Rational Basis Splines (NURBS), as well as basic displacement and texture patterns. At a modest scale of 8,000 images, our approach achieves superior results compared to manually curated images (at the same scale) sourced from games and real-world objects. When scaled to 352,000 images, our method yields performance comparable to–and in several benchmarks, exceeding–models trained on over 692,000 manually curated images. The source code and the data are available at https://github.com/princeton-vl/SimpleProc.
Transparent objects are common in daily life, and understanding their multi-layer depth information, including both the transparent surface and the objects behind it, is crucial for real-world applications that interact with transparent materials.However, existing depth methods produce only a single depth map, which is inherently ambiguous for transparent surfaces.In this work, We propose a multi-layer depth estimation method, SeeGroup, consisting of novel recurrent decomposition module design and an intensity-based formulation for multi-layer depth. Experiments demonstrate that our method significantly improves the state of the art of multi-layer depth estimation, improving quadruplet relative depth accuracy on LayeredDepth benchmark from 61.34\% to 70.67\%.
Depth from Defocus (DfD) is the task of estimating a dense metric depth map from a focus stack. Unlike previous works overfitting to a certain dataset, this paper focuses on the challenging and practical setting of zero-shot generalization. We first propose a new real-world DfD benchmark ZEDD, which contains 8.3x more scenes and significantly higher quality images and ground-truth depth maps compared to previous benchmarks. We also design a novel network architecture named FOSSA. FOSSA is a Transformer-based architecture with novel designs tailored to the DfD task. The key contribution is a stack attention layer with a focus distance embedding, allowing efficient information exchange across the focus stack. Finally, we develop a new training data pipeline allowing us to utilize existing large-scale RGBD datasets to generate synthetic focus stacks. Experiment results on ZEDD and other benchmarks show a significant improvement over the baselines, reducing errors by up to 55.7
Synthetic datasets are a crucial ingredient for training stereo matching networks, but the question of what makes a stereo dataset effective remains underexplored. We investigate the design space of synthetic datasets by varying the parameters of a procedural dataset generator, and report the effects on zero-shot stereo matching performance using standard benchmarks. We validate our findings by collecting the best settings and creating a large-scale dataset. Training only on this dataset achieves better performance than training on a mixture of widely used datasets, and is competitive with training on the FoundationStereo dataset, with the additional benefit of open-source generation code and an accompanying parameter analysis to enable further research. We open-source our system to enable further research on procedural stereo datasets.
Monocular depth estimation is an important task with rapid progress, but how to evaluate it is not fully resolved, as evidenced by a lack of standardization in existing literature and a large selection of evaluation metrics whose trade-offs and behaviors are not fully understood. This paper contributes a novel, quantitative analysis of existing metrics in terms of their sensitivity to various types of perturbations of ground truth, emphasizing comparison to human judgment. Our analysis reveals that existing metrics are severely under-sensitive to curvature perturbation such as making smooth surfaces bumpy. To remedy this, we introduce a new metric based on relative surface normals, along with new depth visualization tools and a principled method to create composite metrics with better human alignment. Code and data are available at: https://github.com/princeton-vl/evalmde.
Accurately tracking camera intrinsics is crucial for achieving 3D understanding from 2D video. However, most 3D algorithms assume that camera intrinsics stay constant throughout a video, which is often not true for many real-world in-the-wild videos. A major obstacle in this field is a lack of dynamic camera intrinsics benchmarks–existing benchmarks typically offer limited diversity in scene content and intrinsics variation, and none provide per-frame intrinsic changes for consecutive video frames. In this paper, we present Intrinsics in Flux (InFlux), a real-world benchmark that provides per-frame ground truth intrinsics annotations for videos with dynamic intrinsics. Compared to prior benchmarks, InFlux captures a wider range of intrinsic variations and scene diversity, featuring 143K+ annotated frames from 386 high-resolution indoor and outdoor videos with dynamic camera intrinsics. To ensure accurate per-frame intrinsics, we build a comprehensive lookup table of calibration experiments and extend the Kalibr toolbox to improve its accuracy and robustness. Using our benchmark, we evaluate existing baseline methods for predicting camera intrinsics and find that most struggle to achieve accurate predictions on videos with dynamic intrinsics. For the dataset, code, videos, and submission, please visit https://influx.cs.princeton.edu/.
Vision Language Models (VLMs) excel at complex visual tasks such as VQA and chart understanding, yet recent work suggests they struggle with simple perceptual tests. We present an evaluation that tests vision-language models’ capacity for \emph{nonlocal visual reasoning}- reasoning that requires chaining evidence collected from multiple, possibly distant, regions of an image. We isolate three distinct forms of non‑local vision: \emph{comparative perception}, which demands holding two images in working memory and comparing them; \emph{saccadic search}, which requires making discrete, evidence‑driven jumps to locate successive targets; and \emph{smooth visual search}, which involves searching smoothly along a continuous contour. Flagship models (e.g. GPT-5, Gemini 2.5 Pro, Claude Sonnet 4), even those that perform well on prior primitive‑vision benchmarks, fail these tests and barely exceed random accuracy on two variants of our tasks that are trivial for humans. Our structured evaluation suite allows us to test if VLMs can perform similar visual algorithms to humans. Our findings show that despite gains in raw visual acuity, current models lack core visual reasoning capabilities.
Recent years have witnessed substantial progress on monocular depth estimation, particularly as measured by the success of large models on standard benchmarks. However, performance on standard benchmarks does not offer a complete assessment, because most evaluate accuracy but not robustness. In this work, we introduce PDE (Procedural Depth Evaluation), a new benchmark which enables systematic evaluation of robustness to changes in 3D scene content. PDE uses procedural generation to create 3D scenes that test robustness to various controlled perturbations, including object, camera, material and lighting changes. Our analysis yields interesting findings on what perturbations are challenging for state-of-the-art depth models, which we hope will inform further research. Code and data are available at https://github.com/princeton-vl/proc-depth-eval.
Building a foundation model for 3D vision is a complex challenge that remains unsolved. Towards that goal, it is important to understand the 3D reasoning capabilities of current models as well as identify the gaps between these models and humans. Therefore, we construct a new 3D visual understanding benchmark named UniQA-3D. UniQA-3D covers fundamental 3D vision tasks in the Visual Question Answering (VQA) format. We evaluate state-of-the-art Vision-Language Models (VLMs), specialized models, and human subjects on it. Our results show that VLMs generally perform poorly, while the specialized models are accurate but not robust, failing under geometric perturbations. In contrast, human vision continues to be the most reliable 3D visual system. We further demonstrate that neural networks align more closely with human 3D vision mechanisms compared to classical computer vision methods, and Transformer-based networks such as ViT [17] align more closely with human 3D vision mechanisms than CNNs. We hope our study will benefit the future development of foundation models for 3D vision. Code is available at https: //github.com/princeton- vl/UniQA-3D.
Transparent objects are common in daily life, and understanding their multi-layer depth information – perceiving both the transparent surface and the objects behind it – is crucial for real-world applications that interact with transparent materials. In this paper, we introduce LayeredDepth, the first dataset with multi-layer depth annotations, including a real-world benchmark and a synthetic data generator, to support the task of multi-layer depth estimation. Our real-world benchmark consists of 1,500 images from diverse scenes, and evaluating state-of-the-art depth estimation methods on it reveals that they struggle with transparent objects. The synthetic data generator is fully procedural and capable of providing training data for this task with an unlimited variety of objects and scene compositions. Using this generator, we create a synthetic dataset with 15,300 images. Baseline models training solely on this synthetic dataset produce good cross-domain multi-layer depth estimation. Fine-tuning state-of-the-art single-layer depth models on it substantially improves their performance on transparent objects, with quadruplet accuracy on our benchmark increased from 55.14
Mesh extraction from occupancy functions is a useful tool in creating synthetic datasets for computer vision. However, existing mesh extraction methods have artifacts or performance profiles that limit their use. We propose OcMesher, a mesh extractor that efficiently handles high-detail unbounded scenes with perfect view consistency, with easy export to down-stream real-time engines. The main novelty is an algorithm to construct an octree based on a given occupancy function and multiple camera views. We performed extensive experiments, and demonstrate OcMesher's usefulness for synthetic training & benchmark datasets, generating real-time environments for embodied AI and mesh extraction from depthmaps or novel view synthesis methods.
Generalizing control policies to novel embodiments remains a fundamental challenge in enabling scalable and transferable learning in robotics. While prior works have explored this in locomotion, a systematic study in the context of manipulation tasks remains limited, partly due to the lack of standardized benchmarks. In this paper, we introduce a benchmark for learning cross-embodiment manipulation, focusing on two foundational tasks-reach and push-across a diverse range of morphologies. The benchmark is designed to test generalization along three axes: interpolation (testing performance within a robot category that shares the same link structure), extrapolation (testing on a robot with a different link structure), and composition (testing on combinations of link structures). On the benchmark, we evaluate the ability of different RL policies to learn from multiple morphologies and to generalize to novel ones. Our study aims to answer whether morphology-aware training can outperform single-embodiment baselines, whether zero-shot generalization to unseen morphologies is feasible, and how consistently these patterns hold across different generalization regimes. The results highlight the current limitations of multi-embodiment learning and provide insights into how architectural and training design choices influence policy generalization.
We introduce Infinigen-Articulated, a toolkit for generating realistic, procedurally generated articulated assets for robotics simulation. We include procedural generators for 18 common articulated object categories along with high-level utilities for use creating custom articulated assets in Blender. We also provide an export pipeline to integrate the resulting assets along with their physical properties into common robotics simulators. Experiments demonstrate that assets sampled from these generators are effective for movable object segmentation, training generalizable reinforcement learning policies, and sim-to-real transfer of imitation learning policies.