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Hengshuang Zhao

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Sep 2026

Enhancing Local Cognition of CLIP for Training-Free Open Vocabulary Semantic Segmentation.

CLIP, as a vision-language model, has significantly advanced Open-Vocabulary Semantic Segmentation (OVSS) with its zero-shot generalization. Despite its success, its application to OVSS is limited due to its initial image-level alignment training, which affects its performance in tasks requiring detailed local context. Our study delves into the impact of CLIP's [CLS] token on patch feature correlations, revealing a dominance of the "global patch" that hinders local feature discrimination and demonstrating the reasons, trends and impacts of its occurrence. To overcome this, we propose CLIPtrase, a novel training-free semantic segmentation strategy, which enhances local cognition through recalibrated self-correlation among patches and quadrant mask ensemble strategy. This approach demonstrates significant improvements in segmentation accuracy and the ability to maintain semantic coherence between objects. The experiments indicate a 22.8% average improvement over CLIP in 9 segmentation benchmarks, surpassing current state-of-the-art training-free methods. Moreover, the proposed method can be seamlessly adapted to other tasks such as unsupervised semantic segmentation and multi-label classification with satisfactory performance, which demonstrate the generalization of our approach. The code is available at https://github.com/leaves162/CLIPtrase.

Tong Shao, Zhuo-Tao Tian, Yun-Yang Mo et al. · 0 citations
Preprint Aug 2026

PlayWorld: Benchmarking World Models with Agent Players over Long-Horizon Objectives

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.

Kai Ding, Xi Chen, Minghong Cai et al. · 1 citation
Preprint Aug 2026

Beyond Data Scaling: Representation-Centric Continued Pre-training for Vision-Language-Action Models

Scaling robot data is crucial for building generalist Vision-Language-Action (VLA) models, yet robot trajectories are harder to scale than web-scale image-text data because embodied collection is costly and sparsely covers the physical world. This makes representation quality a central bottleneck: under a fixed robot-data budget, continued pre-training must turn limited trajectories into transferable visual-action knowledge rather than merely fit actions. We propose VLAct, a VLA-oriented VLM backbone trained on broad, heterogeneous, multi-embodiment robot data before task-specific fine-tuning. VLAct preserves the broad VLM prior and encourages shared action semantics across embodiments through VLM-prior preservation, multi-head continuous action co-supervision, and a partially unified cross-embodiment action layout, while allowing task-specific action heads during fine-tuning. Across simulation, real-world, and unseen-embodiment transfer, VLAct consistently improves downstream performance under fixed fine-tuning protocols. On LIBERO-Plus and RoboTwin 2.0, VLAct surpasses industrial VLA systems including ABot-M0 and LingBot-VLA, achieving success rates of 82.6% and 92.5%. On RoboDojo, VLAct ranks sixth among all policies by success rate and outperforms all explicitly designated world-action model (WAM) entries on both metrics. Most notably, on RoboCasa-GR1, an unseen humanoid embodiment, VLAct using only 20% of downstream trajectories outperforms the full-data GR00T-N1.6 baseline. These results are obtained using fully open-source data and only a 16-GPU training setup, showing that representation-centric continued pre-training can deliver highly competitive performance under a modest compute budget and is an important independent axis of VLA progress beyond data scaling.

Senqiao Yang, Chengyao Wang, Yuxin Chen et al. · 1 citation
Preprint Aug 2026

OmniEdit-Bench: A Comprehensive Benchmark for Instruction-based Video Editing

Instruction-based video editing (IVE) is an emerging field with broad applications, yet evaluating editing models remains challenging. Existing benchmarks suffer from two major limitations: limited task coverage inherited from image editing, which overlooks video-specific dimensions, and inadequate metrics that fail to measure instruction fidelity, allowing incorrect edits to receive high scores due to strong visual priors from the original video. To address these issues, we introduce a comprehensive and structured benchmark for IVE. Our benchmark decomposes editing tasks into multiple video-specific dimensions, including spatial, temporal, audio, and reference-based editing, extending beyond conventional frame-level evaluation. It also distinguishes explicit and implicit instructions and incorporates reasoning-based scenarios to better reflect real-world requirements. Furthermore, we propose an evaluation framework that assesses editing quality from four complementary dimensions: accuracy, preservation, realism, and consistency, using both human judgments and state-of-the-art vision-language models. To emphasize instruction fidelity, we introduce an accuracy-aware penalty mechanism that conditions other scores on accuracy, preventing visually plausible but incorrect edits from receiving inflated evaluations. Extensive experiments on representative open-source and commercial models show that current IVE models remain far from satisfactory. OmniEdit-Bench provides a comprehensive and reliable testbed for evaluating instruction-based video editing and offers insights into future research directions. The project page is https://omniedit-bench.github.io/.

Chenxuan Miao, Yutong Feng, Yi Lu et al. · 0 citations

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