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Our teams aspire to make discoveries that impact everyone, and core to our approach is sharing our research and tools to fuel progress in the field.

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Our teams aspire to make discoveries that impact everyone, and core to our approach is sharing our research and tools to fuel progress in the field.

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1 - 15 of 11597 publications
Preview abstract Recent reports have highlighted how mobile apps share user location data with third parties, risking user privacy and platform trust. Although location data is highly sensitive, when users grant apps location access, they may not know the full extent to which it is used. We study how requiring Android apps to show a reason for location access could impact developers, users, and the platform. We surveyed 323 Android app developers and found most supported such a requirement. The majority said it would have a positive impact on user privacy, trust for apps, and trust for Android, where impact on user trust for Android correlated most strongly with support. Many developers also said the intervention would increase the number of users granting location access. Yet their open-ended comments also revealed consistent concerns, such as apps providing dishonest reasons and platform verification. To study the impact on user behavior, we conducted a randomized controlled experiment with 2579 US Android users. We tested how users' decisions to grant location access were impacted by app type, whether reasons were included in the requests, and the content of the reasons, including monetization. We did not find the reasons impacted users' decisions; decisions were instead driven by app type and demographics. Yet we did find the reasons could have a positive impact on user perception for the platform when the reasons did not include using data for ads. Our findings provide insights into developers' willingness to implement privacy-enhancing changes, and expose limits to improving user privacy by simply adding information to user interfaces. View details
A 3D Scene Graphs Survey: Open Challenges and Future Directions
Dennis Rotondi
Francesco Argenziano
Sebastian Koch
Nathan Hughes
Martin Büchner
Johanna Wald
Lukas Schmid
Daniele Nardi
Abhinav Valada
Liam Paul
Luca Carlone
Kai Arras
Annual Review of Control, Robotics, and Autonomous Systems (ARCRAS), 10 (2027) (to appear)
Preview abstract 3D Scene Graphs (3DSGs) have emerged as a powerful representation for spatial AI by combining geometric grounding with semantic and relational abstractions of the environment. Their expressiveness has made them relevant to a broad range of problems in robotics and computer vision, including mapping, task and motion planning, scene understanding, and many others. However, the field remains fragmented: different communities adopt distinct formulations, construction pipelines, and evaluation protocols, making it difficult to compare methods, identify common assumptions, and assess remaining challenges for robust real- world deployment. This survey provides a unified and critical review of 3DSGs, with particular emphasis on open challenges and future directions. We first formalize 3DSGs under a common definition and analyze the principal modeling choices that characterize existing formulations, including node and edge attributes, hierarchical structure, dynamic scene representations, and affordance-aware extensions. We then review how 3DSGs are constructed from raw sensory observations, covering both learning-oriented and construction-oriented systems. Finally, we examine downstream applications and evaluation strategies, from intrinsic graph quality to task-level performance. To support the community, we also provide a dedicated website that organizes and extends the surveyed works. View details
An Overview of Quantization in AV2
Joe Young
Jin Zhao
In Suk Chong
Todd Nguyen
Wan-Teh Chang
Madhu Krishnan
Ryan Lei
Alican Nalci
Xiaoqing Zhu
Joel Sole
Hilmi Eglimez
Luhang Xu
Yue Yu
Dong Wang
(2026)
Preview abstract This paper presents an overview of the quantization techniques used in the AV2 video coding standard. For scalar quantization, an improved design consolidates six lookup tables into a simplified function where the step size doubles with every 24 quant index increments. Support for user-defined quantization matrices can be signaled in the sequence header, enabling segment-level matrix selection. Moreover, advanced quantization methods are described, including a parity-hiding method which can implicitly signal the parity of the DC (index 0,0) coefficient, based on the sum of the AC coefficients, thereby reducing the number of explicitly coded symbols. Additionally, an eight-state trellis-coded quantization method is introduced as a high-performance alternative to scalar quantization. This paper covers the rationale, implementation details, and the resulting coding gain benefits of these methods. View details
Preview abstract Cinematography, the craft of visual storytelling through framing, lighting, and camera operation, fundamentally shapes how audiences perceive and emotionally engage with video content. While Large Vision Language Models (LVLMs) have made remarkable progress in video question answering, existing benchmarks primarily focus on identifying low-level techniques rather than understanding their storytelling impact. To address this, we introduce CinematicVQA, the first-of-its-kind benchmark for cinematic video understanding that goes beyond technique recognition to evaluate film-grammar reasoning, utilizing our introduced Cinematic Scene Graph (CSG), a structured representation that links filming techniques to their perceptual effects and narrative functions. Through comprehensive evaluation of state-of-the-art LVLMs, we reveal a striking semantic gap: models consistently perform higher on describing visual presentations than on identifying the underlying techniques. Surprisingly, Chain-of-Thought prompting fails to provide consistent gains and degrades performance for most models, suggesting that current LVLMs lack sufficient cinematic domain knowledge to benefit from step-by-step reasoning. Fine-tuning on CINEMATICVQA-TRAIN yields consistent improvements, particularly for narrative function and multi-hop reasoning. Overall, CinematicVQA serves both as a rigorous benchmark for cinematic evaluation in LVLMs and as a practical dataset for training more film-aware video models. View details
Preview abstract We study machine unlearning in large generative models by framing the task as likelihood-ratio estimation rather than supervised fine-tuning. While classifier guidance is a standard approach for approximating the target density ratio and can succeed in general, we show it can fail to faithfully unlearn with finite samples when the forget set represents a sharp, concentrated data distribution. To address this, we introduce \textbf{Temper-Then-Tilt Unlearning (\alg)}, which freezes the base model and applies a two-step inference procedure: (i) \textit{tempering} the base distribution to flatten high-confidence spikes, and (ii) \textit{tilting} the tempered distribution using a lightweight classifier trained to distinguish retain from forget samples. Our theoretical analysis provides finite-sample guarantees linking the surrogate classifier's risk to unlearning quality, proving that tempering is necessary to successfully unlearn for concentrated distributions. Empirical evaluations on the TOFU benchmark demonstrate that \alg improves forget quality and generative utility over existing baselines, while training only a fraction of the parameters with a minimal runtime. View details
Preview abstract We revisit the distributed counting problem, where a server must continuously approximate the total number of events occurring across $k$ sites while minimizing communication. The communication complexity of this problem is known to be $\Theta(\frac{k}{\eps}\log N)$ for deterministic protocols. Huang, Yi, and Zhang (2012) showed that randomization can reduce this to $\Theta(\frac{\sqrt{k}}{\eps}\log N)$, but their analysis is restricted to the oblivious setting, where the stream of events is independent of the protocol's outputs. Xiong, Zhu, and Huang (2023) presented a robust protocol for distributed counting that removes the oblivious assumption. However, their communication complexity is suboptimal by a polylog(k) factor and their protocol is substantially more complex than the oblivious protocol of Huang et al. (2012). This left open a natural question: could it be that the simple protocol of Huang et al. (2012) is already robust? We resolve this question with two main contributions. First, we show that the protocol of Huang et al. (2012) is itself not robust by constructing an explicit adaptive attack that forces it to lose its accuracy. Second, we present a new, surprisingly simple, robust protocol for distributed counting that achieves the optimal communication complexity of $O(\frac{\sqrt{k}}{\eps} \log N)$. Our protocol is simpler than that of Xiong et al. (2023), perhaps even simpler than that of Huang et al. (2012), and is the first to match the optimal oblivious complexity in the adaptive setting. View details
Progressive Photorealistic Simplification
Adi Rosenthal
Yedid Hoshen
Arik Shamir
2026
Preview abstract Existing image simplification techniques often rely on Non-Photorealistic Rendering (NPR), transforming photographs into stylized sketches, cartoons, or paintings. While effective at reducing visual complexity, such approaches typically sacrifice photographic realism. In this work, we explore a complementary direction: simplifying images while preserving their photorealistic appearance. We introduce progressive semantic image simplification, a framework that iteratively reduces scene complexity by removing and inpainting elements in a controlled manner. At each step, the resulting image remains a plausible natural photograph. Our method combines semantic understanding with generative editing, leveraging Vision-Language Models (VLMs) to identify and prioritize elements for removal, and a learned verifier to ensure photorealism and coherence throughout the process. This is implemented via an iterative \emph{Select–Remove–Verify} pipeline that produces high-quality simplification trajectories. To improve efficiency, we further distill this process into an image-to-video generation model that directly predicts coherent simplification sequences from a single input image. Beyond generating cleaner and more focused compositions, our approach enables applications such as content-aware decluttering, semantic layer decomposition, and interactive editing. More broadly, our work suggests that simplification through structured content removal can serve as a practical mechanism for guiding visual interpretation within the photorealistic domain, complementing traditional abstraction methods. View details
MAGE: Modality-Agnostic Music Generation and Editing
Muhammad Usama Saleem
Ravi Tejasvi
Rajeev Nongpiur
Mayur Jagdishbhai Patel
Pu Wang
2026
Preview abstract Multimodal music creation requires models that can both generate audio from high-level cues and edit existing mixtures in a targeted manner. Yet most multimodal music systems are built for a single task and a fixed prompting interface, making their conditioning brittle when guidance is ambiguous, temporally misaligned, or partially missing. Common additive fusion or feature concatenation further weakens cross-modal grounding, often causing prompt drift and spurious musical content during generation and editing. We propose MAGE, a modality-agnostic framework that unifies multimodal music generation and mixture-grounded editing within a single continuous latent formulation. At its core, MAGE uses a Controlled Multimodal FluxFormer, a flow-based Transformer that learns controllable latent trajectories for synthesis and editing under any available subset of conditions. To improve grounding, we introduce Audio-Visual Nexus Alignment to select temporally consistent visual evidence for the audio timeline, and a cross-gated modulation mechanism that applies multiplicative control from aligned visual and textual cues to the audio latents, suppressing unsupported components rather than injecting them. Finally, we train with a dynamic modality-masking curriculum that exposes the model to text-only, visual-only, joint multimodal, and mixture-guided settings, enabling robust inference under missing modalities without training separate models. Experiments on the MUSIC benchmark show that MAGE supports effective multimodal-guided music generation and targeted editing, achieving competitive quality while offering a lightweight and flexible interface tailored to practical music workflows. View details
SNPeek: Side-Channel Analysis for Privacy Applications on Confidential VMs
Ruiyi Zhang
Albert Cheu
Adria Gascon
Michael Schwarz
Octavian Suciu
Network and Distributed System Security (NDSS) (2026)
Preview abstract Confidential virtual machines (CVMs) based on trusted execution environments (TEEs) enable new privacy-preserving solutions. But CVMs are not a privacy panacea, as they are vulnerable to side-channel attacks that may compromise confidentially of workloads. In this work, we develop the FARFETCH’D framework to help developers evaluate side-channel assisted privacy attacks that are broadly applicable to CVMs. The privacy reduction due to these attacks heavily depend on the execution environment and the workload, which varies vastly:What are avail-able attack primitives? How does the particular privacy work-load behave?This makes manual investigation and efficiently mitigating software-based side channels a cumbersome and impossible task. FARFETCH’D solves this challenge by providing a set of configurable attack primitives that can execute on real CVM hardware and automated ML-based analysis pipelines. We evaluate the effectiveness of FARFETCH’D on privacy-preserving workloads. Our results show that our approach is effective at pinpointing the vulnerability of privacy apps against side channels and help evaluating mitigation based on oblivious memory and differential privacy. View details
Preview abstract As SoC complexity grows, traditional serial JTAG/IJTAG interfaces increasingly become a bottleneck for post-silicon validation and instrument orchestration. This paper details the first-pass ATE bring-up and test experience using Tessent High-Bandwidth IJTAG (HB-IJTAG), a solution that maps IEEE 1687 control sequences directly onto the Streaming Scan Network (SSN) bus fabric View details
Preview abstract We study contextual bandits in the stochastic i.i.d.\ setting, where a learner observes contexts drawn from an unknown distribution, selects actions from a finite set $\cA$, and aims to identify an approximately optimal policy from a given class based on bandit feedback. Motivated by the important special case of bandit multiclass classification with zero-one rewards, we focus on the \emph{$s$-sparse} setting in which, for every context, the underlying reward vector has $L_1$-norm at most $s \ll |\cA|$. Our main result is the design of algorithms that, with probability at least~$1-\delta$, output an $\eps$-optimal policy compared to policy class $\Pi$ using \begin{align*} \wt{O} \brk*{\brk*{\frac{s}{\eps^2} + \frac{|\cA|}{\eps}} \log \frac{|\Pi|}{\delta}} \end{align*} samples. We further extend this bound to general Natarajan classes and complement it with a matching lower bound (up to logarithmic factors), thereby closing a substantial gap left by prior work~\citep{erez2024real,erez2024fast,erez2025bandit}, which incurred an additional $\Theta(|\cA|^9)$ dependence. We obtain these results via two complementary approaches. First, we analyze contextual bandits through the lens of contextual decision making with structured observations, designing an exploration-by-optimization algorithm whose sample complexity is governed by the \emph{decision-estimation coefficient} (DEC; \citealp{foster2021statistical,foster2022complexity}). We show that, with $s$-sparse rewards, the induced model class admits a sharp DEC bound that scales with $s$ and directly yields the optimal rate. Since this approach is largely information-theoretic and involves solving complex min-max optimization problems, we also develop a second, more specialized algorithmic method based on a low-variance exploration technique. This approach leads to concrete, tractable algorithms and naturally extends to contextual combinatorial semi-bandits, leading to improved sample complexity guarantees for bandit multiclass list classification. View details
Preview abstract In "Elephants, Goldfish and the New Golden Age of Software Engineering," the author discusses how AI is changing knowledge work, especially software development. Written from the perspective of April 2026, the article points out that while AI speeds up coding, it can also quickly generate a lot of mistakes and messy code if it isn't carefully managed by human oversight and clear processes. The paper outlines a practical approach to working with AI, broken down into three main sections: Using AI as a Tool, Not a Toy: The author notes that people often get poor results by asking AI to do everything in a single prompt. Instead, users should have back-and-forth conversations with AI to question assumptions, set clear grading rules, and guide the research. The main point is that humans must still provide the final judgment; AI is simply a way to speed up and record that thinking. The Elephant-Goldfish Model: As AI creates more code than humans can easily read, written design documents become more important than the code itself. To keep AI on track, the author suggests a two-part method: * The Elephant: A long chat session where the human and AI discuss ideas and write a detailed design document *before* any code is written. This session holds all of the project's background information and decisions. * The Goldfish: A brand-new AI chat session with no memory. The human asks this "goldfish" to read the design document. If the goldfish cannot understand the plan based only on that document, the document needs more details. * Only after the design document is clear enough for the goldfish to understand does the human ask the AI to write the code based on those strict instructions. * Managing AI and the Future of Work: The author expects that regular employees will soon act like managers, overseeing multiple AI helpers. Because of this, workers need to learn basic management skills, like how to delegate tasks and set clear boundaries. Also, since AI will handle routine chores, humans will need to practice focusing for longer periods to do deeper, harder thinking. Ultimately, a worker's value will come from their planning and decision-making skills, rather than their ability to type code. View details
Preview abstract We study the d-dimensional knapsack problem. We are given a set of items, each with a d-dimensional cost vector and a profit, along with a d-dimensional budget vector. The goal is to select a set of items that do not exceed the budget in all dimensions and maximize the total profit. A polynomial-time approximation scheme (PTAS) with running time n^{Θ(d/{ε})} has long been known for this problem, where {ε} is the error parameter and n is the encoding size. Despite decades of active research, the best running time of a PTAS has remained O(n^{⌈ d/{ε} ⌉ - d}). Unfortunately, existing lower bounds only cover the special case with two dimensions d = 2, and do not answer whether there is a n^{o(d/({ε)})}-time PTAS for larger values of d. In this work, we show that the running times of the best-known PTAS cannot be improved up to a polylogarithmic factor assuming the Exponential Time Hypothesis (ETH). Our techniques are based on a robust reduction from 2-CSP, which embeds 2-CSP constraints into a desired number of dimensions. Then, using a recent result of [Bafna Karthik and Minzer, STOC'25], we succeed in exhibiting tight trade-off between d and {ε} for all regimes of the parameters assuming d is sufficiently large. Informally, our result also shows that under ETH, for any function f there is no f(d/({ε)}) ⋅ n^{õ(d/({ε)})}-time (1-{ε})-approximation for d-dimensional knapsack, where n is the number of items and õ hides polylogarithmic factors in d/({ε)}. View details
Integrating Level-Design for Editable, Shared Worlds in Diffusion Game Engines
Po Ryan
David Zhang
Amir Hertz
Gordon Wetzstein
Neal Wadhwa
Nataniel Ruiz
2026
Preview abstract Video world models have shown immense promise for interactive simulation and entertainment, but current systems still struggle with two important aspects of interactivity: user control over the environment for reproducible, editable experiences, and shared inference where players hold influence over a common world. To address these limitations, we introduce an explicit external memory into the system, a persistent state operating independent of the model’s context window, that is continually updated by user actions and queried throughout the generation roll-out. Unlike conventional diffusion game engines that op- erate as next-frame predictors, our approach decomposes generation into Memory, Observation, and Dynamics modules. This design gives users direct, editable control over environment structure via an editable memory representation, and it naturally extends to real-time multiplayer rollouts with coherent viewpoints and consistent cross-player interactions. View details
Preview abstract We study online linear optimization with matrix variables constrained by the operator norm, a setting where the geometry renders designing data-dependent and efficient adaptive algorithms challenging. The best-known adaptive regret bounds are achieved by Shampoo-like methods, but they require solving a costly quadratic projection subproblem. To address this, we extend the gradient-based prediction scheme to adaptive matrix online learning and cast algorithm design as constructing a family of smoothed potentials for the nuclear norm. We define a notion of admissibility for such smoothings and prove any admissible smoothing yields a regret bound matching the best-known guarantees of one-sided Shampoo. We instantiate this framework with two efficient methods that avoid quadratic projections. The first is an adaptive Follow-the-Perturbed-Leader (FTPL) method using Gaussian stochastic smoothing. The second is Follow-the-Augmented-Matrix-Leader (FAML), which uses a deterministic hyperbolic smoothing in an augmented matrix space. By analyzing the admissibility of these smoothings, we show both methods admit closed-form updates and match one-sided Shampoo’s regret up to a constant factor, while significantly reducing computational cost. Lastly, using the online-to nonconvex conversion, we derive two matrix-based optimizers, Pion (from FTPL) and Leon (from FAML). We prove convergence guarantees for these methods in nonsmooth nonconvex settings, a guarantee that the popular Muon optimizer lacks. View details
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