Knowledge graph question answering (KGQA) enables models to answer natural-language questions through structured graph reasoning and has achieved substantial progress across many benchmarks and applications. Recently, multimodal KGQA (MM-KGQA) has attracted increasing attention because many questions require jointly using multimodal inputs and KG evidence. However, existing MM-KGQA methods typically use multimodal information only for starting entity grounding or evidence retrieval, after which multi-hop reasoning degenerates into text-only graph search. As a result, they cannot exploit multimodal cues that become important at intermediate hops. To address this limitation, we propose VISPATH, a visual-intent-guided path reasoning framework for MM-KGQA. VISPATH first identifies a reliable starting entity by combining multimodal grounding with graph-structural cues. It then performs intent-guided path discovery by recomputing hop-specific multimodal intent from the input, question, and current partial paths, so that each expansion is guided by the current reasoning state. The discovered paths are further refined through reasoning-chain pruning, which evaluates candidate paths as complete evidence chains based on their consistency with the question, reasoning sketch, and hop-specific intent. Finally, VISPATH checks whether the selected evidence is sufficient for answer generation. We further construct VISPATH-Bench, a benchmark for evaluating multimodal multi-hop reasoning over KGs, covering questions that require two to four hops over KG paths. Extensive experiments on VISPATH-Bench and three additional multimodal QA benchmarks show that VISPATH consistently outperforms strong baselines. Notably, with GPT-4o as the backbone, VISPATH surpasses GPT-5.4 on VISPATH-Bench, achieving a 10.6% relative improvement in average accuracy and a 13.1% improvement at 2-hop reasoning.
https://arxiv.org/abs/2609.20843
Adapting CLIP for zero-shot sketch-based image retrieval (ZS-SBIR) via prompt learning faces a fundamental tension: the model must bridge the sketch-photo domain gap through task-specific adaptation, yet the added flexibility risks overfitting to seen training categories and eroding CLIP's zero-shot generalization. We present SeCo-SBIR, a semantically consistent prompt learning framework that resolves this tension from both sides. First, a text-guided multi-modal prompting strategy routes learnable prompt vectors through CLIP's text encoder and projects the resulting intermediate representations into the visual encoder at every layer via learnable coupling functions. Because the text encoder has already learned robust, abstract category-level semantics from large-scale language supervision, this mechanism injects transferable semantic knowledge directly into the visual pathway - adapting the model to the sketch-photo domain while inherently favoring generalization to unseen classes. Second, a perturbation-based consistency constraint addresses the residual overfitting risk from the learnable coupling functions by aligning the adapted model with a frozen CLIP reference branch using an asymmetric InfoNCE objective - augmented inputs feed the frozen branch while clean inputs feed the trainable branch - anchoring the learned representations to CLIP's generalizable feature space. Together with lightweight adapters and a multi-objective loss combining triplet, NT-Xent, and classification terms, SeCo-SBIR achieves state-of-the-art results on all three standard ZS-SBIR benchmarks across categorical, generalized, and across-dataset settings.
https://arxiv.org/abs/2608.03120
In animation production, paint-bucket colourisation for hand-drawn animation is a labour-intensive procedure that assigns each enclosed region in line sketches a colour from reference design sheets. Recent automatic paint-bucket colourisation pipelines mirror this workflow via region correspondence, but correspondences can be brittle when regions are ambiguous fragments without proper context. In this paper, we propose Palette Context Assisted (PeCA), a new training-free, plug-and-play framework for animation video colourisation that aims to close this gap at test-time via reasoning over spatial and temporal contexts. Extensive experiments on existing benchmarks and a newly introduced long-video test case show consistent performance boosts.
https://arxiv.org/abs/2608.00903
We present an autonomous robotic portrait-generation system combining real-time face detection, AI-based sketch generation, and robotic drawing. The system captures video frames, extracts facial regions, converts them into minimalist single-line sketches using the Gemini Vision API, optimizes stroke order through graph-based path planning, and executes smooth trajectories on a 6-DoF collaborative manipulator. This perception-cognition-action pipeline integrates computer vision, neural artistic abstraction, motion optimization, and robot control. User ratings on a 5-point scale were high for sketch quality 4.33, perceived execution 4.53, and user experience 4.65, indicating recognizable, appealing, and engaging robotic portraits.
https://arxiv.org/abs/2608.00829
Multimodal large language models have advanced visual understanding, yet perception-intensive reasoning remains challenging. Recent latent visual reasoning methods introduce hidden-space computation before answering, but they often rely on costly intermediate supervision, such as bounding boxes, sketches, or interleaved rationales. These strategies focus on how latent states should be shaped, but do not explicitly assess whether the latent is useful for the final answer. We propose LUT, a latent reasoning framework trained with only standard VQA pairs. LUT centers training on Latent Utility at two levels. At the trajectory level, we propose Utility-Aware Latent Distillation SFT, which explores answer-relevant latent trajectories, selects qualified trajectories by their information gain, and distills more reliable and learnable supervision through curriculum learning. At the step level, we propose Latent Attribution Policy Optimization, which uses answer-to-latent attribution to differentially optimize latent steps during reinforcement learning. Experiments on perception-intensive visual reasoning benchmarks show that LUT outperforms previous latent reasoning methods and remains competitive with latent-text interleaved methods with lower annotation cost.
https://arxiv.org/abs/2608.00743
Debates about whether artificial systems can feel are often forced between two unsatisfactory positions: behavioral equivalence is treated as sufficient for emotion, or phenomenal consciousness is treated as a prerequisite that makes the question empirically inaccessible. This article develops a structural alternative. It models emotions as context-sensitive regions, trajectories and attractor dynamics in high-dimensional representational state spaces. Recent mechanistic interpretability findings support the existence of causally active emotion-concept representations in large language models, but they do not establish subjective feeling or full emotional agency. Assessed against published adequacy standards for representation in language models, intervention provides strong evidence of causal use, while full affective role integration, uniformity across subject domains and coherence remain only partially established; there is no direct analogue of accuracy. These mismatches expose the need for a standard of affective appropriateness, which an account of character must supply. Such an account requires three further conditions: regulatory embodiment that gives valence endogenous stakes, temporal continuity that allows affective episodes to accumulate into a history, and an integrated self-model that binds that history to persistent values. Aristotle's concepts of pathÄ, hexis, mesotÄs and phronÄsis are translated into a state-space sketch in which practical wisdom includes competence in estimating normatively salient context, not merely acting on a context description already given. The framework reframes alignment as a problem of durable disposition rather than output conformity, and yields interventional tests with explicit control conditions.
https://arxiv.org/abs/2609.22362
Rigging is inherently task-dependent because the same mesh may require different skeletons and deformation behaviors across animation tasks. In practice, artists often inspect an initial rig and repeatedly edit its skeletal structure and deformation behavior to meet specific animation requirements. Existing automatic methods primarily generate a plausible rig from geometry, offering limited explicit control over the resulting skeleton and deformation behavior. In this work, we present ViP-Rig, a visual-prompted framework that supports both prompt-first rigging and result-guided editing by injecting features extracted from user-drawn or edited 2D skeletal and rigidity prompts into frozen pretrained backbones. Specifically, ViP-Rig consists of two stages, Skeleton Generation and Skinning Prediction. In the first stage, the skeletal sketch is processed by the Dense-to-Compact Visual Prompt Encoding to produce compact, fixed-length conditioning tokens. The resulting tokens are injected into a frozen pretrained autoregressive generator through gated adapters to control joint placement and branching structure while preserving the generator's geometric prior. In the second stage, the rigidity map is processed using the same visual encoding design, while the pretrained skinning backbone remains frozen. The resulting tokens are symmetrically injected into the point and joint streams to modulate point-joint compatibility and the resulting skinning weights. Experiments on Articulation-XL2.0 and zero-shot evaluation on ModelsResource show that ViP-Rig more accurately recovers target skeletons and skinning weights than geometry-conditioned baselines under prompt-guided evaluation. Qualitative results further demonstrate explicit and localized control in both prompt-first rigging and result-guided editing.
https://arxiv.org/abs/2607.27982
Recent work on LeWorldModel (LeWM) has shown that the Sketched Isotropic Gaussian Regularizer (SIGReg) enables stable end-to-end world-model learning from pixels by regularizing the latent marginal distribution toward an isotropic Gaussian, thereby preventing representation collapse. While effective and elegant in single-task settings, this recipe does not extend reliably to multi-task training, leading to substantially worse downstream behavior-cloning performance. In this paper, we show that marginal Gaussianization compresses the separation between task-dependent latent clusters relative to within-cluster variation. This compression introduces representation aliasing across tasks and states, and makes the learned representations highly sensitive to small visual perturbations. To address this problem, we apply SIGReg to temporally centered residuals rather than to the latent marginal distribution. This surrogate target places no direct regularization pressure on the separation among cluster centers, removes the requirement that the full latent follow a single isotropic Gaussian, and retains the anti-collapse effect of SIGReg. On the LIBERO benchmark, our method improves downstream success on the long-horizon suite by 1.7x and raises the average success rate across four suites from 53.2% to 73.6%. Without external pretraining, it slightly outperforms Diffusion Policy trained from scratch and approaches the performance of large-scale pretrained policy baselines. These results reveal a structural incompatibility between marginal Gaussian priors and multi-task latent structure, and provide a simple route toward stable and scalable end-to-end multi-task world-model learning.
https://arxiv.org/abs/2607.26924
Multimodal large language models increasingly use sketches, annotations, tools, and intermediate images during reasoning, but it remains unclear whether they truly rely on these visual states. Existing benchmarks are limited both by task collections with narrow coverage or partially text-solvable samples and by evaluations that emphasize final answers without diagnosing how intermediate visual states are generated, rendered, and used. We introduce See2Think, a unified evaluation framework comprising See2ThinkBench and Visual Action-of-Thought (VAoT). See2ThinkBench contains 1,200 open-ended, visually dependent problems across 12 task categories spanning 2D structured, 3D scene, and real-world reasoning. VAoT records textual thoughts, visual actions, rendered states, and subsequent reasoning under four controlled inference settings. Evaluating representative proprietary and open-source multimodal models, we find that visual reasoning is strongly model- and environment-dependent, with no single setting consistently dominating across tasks. Process analysis further shows that models usually select relevant visual operations, while faithful rendering remains the clearest bottleneck and high feedback uptake does not necessarily translate into accuracy gains. Under task-relevant corrupted feedback, models exhibit behavioral dependence on visual states, with accuracy dropping by over 10 percentage points in controlled interventions.
https://arxiv.org/abs/2607.26769
A known limitation of long-context language models is their increasingly unreliable performance in non-additive, set-based aggregation as context length grows. Examples include cardinality estimation, set relationships, and grouped statistics, which widely exist in logs, program outputs, tables, and multi-turn conversations. To provide the aggregation state required by these tasks, we introduce a model-side aggregation interface that maintains compact Hash-based HyperLogLog (HLL) sketch states alongside a frozen language model. While the model processes the context, an extractor maps each relevant record to a canonical identity. The identity is then hashed and updates the HLL state. These states can be merged across context segments and/or read out directly for downstream reasoning, avoiding an additional generate-execute-return cycle. We validate the proposed approach by setting the HLL state size as 2 KiB (2,048 registers), which does not increase with context length or set cardinality. In a distinct-count experiment involving one million records, the mean relative error was 1.6%. In a separate merge test, states built from as many as 256 segments produced exactly the same readout as a single pass over the same stream. On 3,969 aggregate-then-reason tasks from 174 source windows, the fixed-budget interface reached 99.2% accuracy on Gemma 4 (31B, BF16), compared with 100.0% under exact aggregation; the paired gap was 0.8 percentage points (95% window-cluster CI: 0.5-1.3 points). On a matched set of 174 items, our method improved over direct full-context reasoning by 63.2 points on Qwen and 56.3 points on Gemma. The corresponding gains over chain-of-thought (CoT) reasoning were 60.9 and 63.2 points, respectively. On a fixed 1,200-task Oolong-Synth subset, our method reached 91.1% on Qwen and 99.3% on Gemma. Code is available at this https URL.
https://arxiv.org/abs/2607.26448
Polygonal meshes are the standard surface representation of modern 3D pipelines, and generating high-quality meshes with artist-style topology is essential for film, gaming, and interactive 3D applications. Mainstream approaches serialize a mesh into a token sequence and decode it autoregressively, which is slow at inference and sensitive to error accumulation, making them impractical for interactive asset creation. We present Meshy T2, a fast native mesh generation framework built on flow matching. At its core is a vertex-set mesh VAE that encodes a mesh into one continuous latent token per vertex and decodes vertices, edge connectivity, and face winding order in a single pass, preserving high-precision geometry and artist-authored topology without vertex quantization or welding. Generation proceeds as a coarse-to-fine cascade of two flow-matching models: an image-conditioned voxel flow first sketches the overall shape as a coarse occupancy scaffold, and a mesh flow then populates the scaffold with per-vertex latent tokens, conditioned on the image, the scaffold, and a requested vertex budget. This design delivers three practical capabilities: interactive generation speed through parallel flow-based synthesis; effective face-count control through the requested vertex budget; and native support for multi-part assets, whose components emerge directly from the generated connectivity. In our experiments, Meshy T2 achieves state-of-the-art geometric fidelity and completes end-to-end image-to-mesh generation within a median of 6 seconds, over an order of magnitude faster than autoregressive baselines. Code and weights will be available at this https URL.
https://arxiv.org/abs/2607.28675
In the age of foundation models, a model is only as good as its prompt. For this reason, prompt engineering has become an essential technique for improving language model performance. Since video models are currently becoming foundation models for visual tasks (e.g., visual reasoning), we here ask whether they similarly benefit from visual prompt engineering: automatically modifying the task image to improve model performance. For example, for a visual physics reasoning task ("Where does the ball land, after passing a set of obstacles?"), an abstract sketch-like scene can be turned into a photorealistic version with a simple call to an image editing model. We find that visual prompt engineering, or VIPE for short, improves video reasoning performance across tasks. In fact, for video models, visual prompt engineering can be even more effective than classic text-based prompt engineering or test-time scaling. Ultimately, just as text-based prompt engineering systematically improves language model performance, visual prompt engineering can serve as a simple, compute-efficient approach to elicit better visual reasoning performance from video models. Example videos on our project page at this https URL.
https://arxiv.org/abs/2607.25537
Recent work has explored the use of Large Language Models (LLMs) to automate simulation model building, typically by generating executable code directly from natural language descriptions. However, this raises challenges for verification and reproducibility particularly for users without programming expertise. We propose Sketch2DES, a sketch-to-simulation workflow that converts diagrammatic representations of queuing networks into verifiable discrete-event simulation models using open-weight LLMs. The workflow has three stages: (1) translation of a diagram into a semi-structured textual description using a multimodal LLM; (2) conversion into schema-validated structured data (JSON) via an LLM with a reflection-based verification loop; and (3) deterministic transformation into an executable simulation model using a software adapter. Intermediate artefacts can therefore be inspected and automatically validated before execution. We evaluate the approach on eight queuing-network diagrams of varying complexity. The workflow achieved high reliability for all stages, and results were statistically indistinguishable from human-coded and analytical benchmarks. Compared to direct code generation, the workflow improves reproducibility, transparency, and verifiability, while reducing the need for programming expertise. Limitations include restricted model scope and dependence on accurate visual interpretation. The results demonstrate the feasibility of structured, workflow-based model generation as a robust foundation for LLM-assisted simulation modelling.
https://arxiv.org/abs/2607.24259
Existing vector-sketch models treat recognition and generation as separate tasks, leaving a gap for streaming interfaces that must understand a drawing as it is being made. We present SketchMamba, a single causal sequence model that continuously classifies a sketch from any partial prefix while simultaneously generating its continuation. We achieve this by applying a dense per-step classification loss to a selective state-space backbone. Evaluated on a 58-class subset of the Quick, Draw! dataset, SketchMamba yields 94.93% final-step accuracy and a progressive-accuracy Area Under the Curve (AUC) of 0.706, crossing 90% of its final accuracy by the time 70% of the strokes are drawn. In a matched-budget comparison, the 1.55 million-parameter backbone ties a causal Transformer while outperforming recurrent and convolutional baselines. Ablations confirm that the dense supervision regime, rather than the architecture alone, drives the early-prediction capability. The results demonstrate that a single causal hidden state can unify progressive recognition and autoregressive generation without auxiliary encoders or task-specific branching.
https://arxiv.org/abs/2607.23580
Two structural insights have been overlooked in automated residential floor plan generation. First, design is inherently progressive. Architects begin with rough strokes and refine them over time, whereas existing methods typically require their conditioning representation to be fully specified before generation, a fundamental mismatch with how design actually works. Second, the 2D floor plan is not an optional intermediate but an irreplaceable spatial contract. Once room boundaries, doors, and windows are fixed, furnishing reduces from open-ended spatial reasoning to bounded constraint satisfaction. Bypassing this contract, as existing 3D systems do by delegating layout to language models, yields overlapping rooms and implausible proportions; directly calling general-purpose language models likewise produces geometrically invalid layouts. Guided by these insights, we present PlanCraft. SketchPlan supplies the missing training signal by replaying the architect's drawing process on 80K real floor plans, producing partial sketches at every completeness level. PlanCraft-Diff progressively sharpens an incomplete sketch into a geometrically precise, vectorizable floor plan through a coarse-to-fine strategy. With the spatial contract established, PlanCraft-Agent then furnishes the scene within well-defined room boundaries. Experiments show that PlanCraft achieves a 61.1\% lower FID than the best existing 2D method and surpasses existing 3D systems by 15 points in expert-rated spatial rationality, with a sketch at only 25\% completion already outperforming all fully specified baselines.
https://arxiv.org/abs/2607.23491
AI-generated content (AIGC) has made significant progress, with 2D generative models becoming ready-to-use tools for the digital fashion industry. However, 3D garment generation remains in its nascent stage, where in the realm of fashion, the semantic information of diverse design elements exhibits intricate coupling relationships in 3D representations, posing substantial challenges for generating diverse 3D garments. In this work, to handle the above problem, We introduce Fashion-3DLR, a novel 3D garment generation framework that utilizes diverse design elements to create high-quality, versatile 3D garment assets. Specifically, to bridge the semantic gaps between different fashion elements, we propose a Garment Feature Fusion Diffusion Transformer (GFF-DiT) module to integrate 2D fashion design elements, e.g., sketch and texture, into latent space. Within the latent space, we then employ a rectified flow transformer to generate geometry latents, which can be decoded into various 3D garment representations, including 3D Gaussians and meshes. Furthermore, we integrate Fashion-3DLR into downstream tasks, achieving the 3D Gaussian Splatting (3DGS)-driven cloth physical simulation and mesh-based virtual try-on. Experimental results indicate that Fashion-3DLR surpass the previous state-of-the-art methods, which verify that the proposed work can generate well-structured, non-watertight garments capable of physical simulation and virtual try-on, underscoring its potential as a versatile 3D garment design tool.
https://arxiv.org/abs/2607.23189
Modern AI systems bring societal risks such as mass surveillance, extreme concentrations of power, and loss of user autonomy---calling into question a model where third-parties collect and control massive amounts of user data. Users require a sovereign system to securely own, govern, and disclose their context while remaining compliant across regulated domains with strict provenance, interpretability, and policy adherence. Perspective-aware AI approaches this by transforming a user's aggregated personal data into a structured identity model called a \emph{Chronicle}: a temporal knowledge graph that represents and grows with the user. Chronicles support the secure disclosure of context across federated networks. A Chronicle holder may expose a queryable, authorized view that a third-party agent may consult without centralizing anyone's data. This paper explores the problem of minimum-necessary disclosure across domain boundaries: when a requester's agent queries a Chronicle, how can the system constrain its response to release only what the requester's relationship, stated purpose, and specific task require? We propose \textbf{Provenance Preserving Chronicles} (PPC), a federated protocol that compiles each holder's Chronicle into a compact \emph{authorized evidence subgraph} governed by one rule: \emph{share no more than the request requires}. Holders keep local sovereignty; an access controller projects relationship-aware views over domain-expert ontologies; and a two-phase flow returns provenance-linked text first, releasing raw artifacts only after explicit holder approval. We frame the problem, map gaps in blockchain, P2P, and holder-sovereign designs, define the core constructs, and sketch the protocol with an explicit threat model.
https://arxiv.org/abs/2607.22953
We introduce TatBLiMP, the first benchmark of linguistic minimal pairs for Tatar (tt, ISO 639-3 tat), a Qypchaq Turkic language written in Cyrillic. To our knowledge it is the first grammaticality evaluation for Tatar language models of any kind, since even the 101-language MultiBLiMP does not include Tatar. TatBLiMP covers 16 morphosyntactic phenomena in 1248 sentence pairs. Each pair differs by a single morpheme, one grammatical and one ungrammatical. A model passes a pair when it assigns higher probability to the grammatical member. Scoring compares probabilities the model already assigns, so the benchmark needs no text generation and no parser, and it runs on base models and on mid-training checkpoints. TatBLiMP adapts the phenomenon inventory and single-morpheme breaking operations of TurBLiMP to Tatar and adds one phenomenon specific to Tatar, bare-noun number after numerals and quantifiers. The grammatical member of every pair is an attested sentence from Tatar literary prose. The ungrammatical member is produced by a deterministic single-morpheme perturbation with the apertium-tat transducer. Every pair is ratified by a native speaker. A plausibility principle governs construction, so the ungrammatical member is a plausible real-world error rather than an arbitrary corruption. Across from-scratch Tatar models, cross-lingual adaptations, and frontier multilingual LLMs, the benchmark tracks focused Tatar training rather than parameter scale. A 478M from-scratch model and a 125M monolingual model lead near 0.97, a 7B adaptation trails, frontier LLMs of 30-120B parameters fall to 0.80-0.92, and a lightly tuned multilingual model is weakest. We close with the benchmark's main limitation. Its inherited taxonomy omits the morphophonology, vowel harmony and consonant assimilation, that is most salient to native speakers, and we sketch a native second layer that would add it.
https://arxiv.org/abs/2609.20832
People often use handwritten notes and sketches to externalize ideas for ideation. To integrate large language models (LLMs) into this practice, we propose Thinkink. Prompts can be handwritten text or drawn sketches with LLM-generated responses visualized as ink-like text and sketches spatially integrated into a shared canvas. A semantic tree streamlines ink interpretation, and a lightweight UI provides explicit control using a state machine. The tool was designed using a three-stage process. A formative study (N=12) examined current practices with conventional and digital inking methods. The results informed a technical probe for a diagnostic study (N=6) identifying usability and human-LLM interaction challenges. This motivated the design of Thinkink, with a final study (N=10) examining how people incorporate it into their ideation practices. We contribute design implications and a tool for ink-native LLM interaction where the user and LLM write and draw in a shared 2D canvas.
https://arxiv.org/abs/2607.21468
We present the interactions with an LLM (Large Language Model) aiming at proving that the square root of 2 is not a rational number in an LP (Logic Programming) context. We start from a few basic pure logic programming predicate definitions. We rely on the LPTP (Logic Program Theorem Prover) system for stating and proving properties about logic programs. As the proof language of LPTP is based on natural deduction, the proofs are human readable. In our case study, we sketch in LPTP the usual proof showing the irrationality of the square root of 2. Then we describe the interactions we had with the LLM. We end up with a complete formal proof, partially generated by an LLM and fully proof-checked by LPTP.
https://arxiv.org/abs/2607.21187