❌

Normal view

ReFlow: Self-correction Motion Learning for Dynamic Scene Reconstruction

arXiv:2604.01561v1 Announce Type: cross Abstract: We present ReFlow, a unified framework for monocular dynamic scene reconstruction that learns 3D motion in a novel self-correction manner from raw video. Existing methods often suffer from incomplete scene initialization for dynamic regions, leading to unstable reconstruction and motion estimation, which often resorts to external dense motion guidance such as pre-computed optical flow to further stabilize and constrain the reconstruction of dynamic components. However, this introduces additional complexity and potential error propagation. To address these issues, ReFlow integrates a Complete Canonical Space Construction module for enhanced initialization of both static and dynamic regions, and a Separation-Based Dynamic Scene Modeling module that decouples static and dynamic components for targeted motion supervision. The core of ReFlow is a novel self-correction flow matching mechanism, consisting of Full Flow Matching to align 3D scene flow with time-varying 2D observations, and Camera Flow Matching to enforce multi-view consistency for static objects. Together, these modules enable robust and accurate dynamic scene reconstruction. Extensive experiments across diverse scenarios demonstrate that ReFlow achieves superior reconstruction quality and robustness, establishing a novel self-correction paradigm for monocular 4D reconstruction.

Reflection of Episodes: Learning to Play Game from Expert and Self Experiences

arXiv:2502.13388v2 Announce Type: replace Abstract: StarCraft II is a complex and dynamic real-time strategy (RTS) game environment, which is very suitable for artificial intelligence and reinforcement learning research. To address the problem of Large Language Model(LLM) learning in complex environments through self-reflection, we propose a Reflection of Episodes(ROE) framework based on expert experience and self-experience. This framework first obtains key information in the game through a keyframe selection method, then makes decisions based on expert experience and self-experience. After a game is completed, it reflects on the previous experience to obtain new self-experience. Finally, in the experiment, our method beat the robot under the Very Hard difficulty in TextStarCraft II. We analyze the data of the LLM in the process of the game in detail, verified its effectiveness.

Generation Is Compression: Zero-Shot Video Coding via Stochastic Rectified Flow

arXiv:2603.26571v2 Announce Type: replace-cross Abstract: Recent advances in generative modeling have enabled perceptual video compression at ultra-low bitrates, yet existing methods predominantly treat the generative model as a refinement or reconstruction module attached to a separately designed codec backbone. We propose \emph{Generative Video Codebook Codec} (GVCC), a zero-shot framework that turns a pretrained video generative model into the codec itself: the transmitted bitstream directly specifies the generative decoding trajectory, with no retraining required. To enable this, we convert the deterministic rectified-flow ODE of modern video foundation models into an equivalent SDE at inference time, unlocking per-step stochastic injection points for codebook-driven compression. Building on this unified backbone, we instantiate three complementary conditioning strategies -- \emph{Image-to-Video} (I2V) with autoregressive GOP chaining, tail latent residual correction, and adaptive atom allocation, \emph{Text-to-Video} (T2V) operating at near-zero side information as a pure generative prior, and \emph{First-Last-Frame-to-Video} (FLF2V) with boundary-sharing GOP chaining for dual-anchor temporal control. Together, these variants span a principled trade-off space between spatial fidelity, temporal coherence, and compression efficiency. Experiments on standard benchmarks show that GVCC achieves high-quality reconstruction below 0.002\,bpp while supporting flexible bitrate control through a single hyperparameter.

Genetically encoded fluorescent reporters to visualize α-synuclein pathology in live brain

The development of genetically encoded fluorescent reporters, along with their corresponding knock-in mouse lines for labeling α-Syn inclusions, enables diverse applications in studying the propagation and pathological effects of α-Syn inclusions in the live brain.
❌