CogOmniControl: Reasoning-Driven Controllable Video Generation via Creative Intent Cognition
Abstract: Recent diffusion models achieve strong photorealism and fluency in video generation, yet remain fragile under abstract, sparse or complex conditions, leading to poor performance in professional production workflows such as storyboard sketches and clay render conditions. Existing video generation models, either inject conditions through adapters or couple a generic vision-LLM (VLM) within a diffusion backbone, leaving a capability gap and failing to produce the videos that align with the user's creative intent. We present CogOmniControl, a reasoning-driven framework that factorizes controllable video generation into creative intent cognition and generation. Specifically, we train a specialized CogVLM using authentic anime production data. Compared to generic VLMs, it generates more professional and clear outputs, accurately cognizing user creative intent from sparse and abstract conditions and tuning these cues into dense reasoning output. Besides, CogOmniDiT unifies the controls from various conditions through in-context generation and is aligned to the CogVLM reasoning outputs via reinforcement learning. Furthermore, leveraging CogVLM's robust capability in guiding video generation, we release its potential in planning specific evaluators and enable a Best-of-N selection for the generated videos. This integration transforms the entire framework into a closed-loop "harness-like" architecture. We further introduce CogReasonBench and CogControlBench, built from professional workflows data that carry genuine creative intent rather than simulated ones. Experiments on two benchmarks show that CogOmniControl surpassed the existing open-source models. The project website: https://um-lab.github.io/CogOmniControl/
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What is this paper about?
This paper introduces CogOmniControl, a new AI system that turns rough ideas (like sketchy storyboards, simple “clay” mock‑ups, and short text notes) into polished videos. The key idea is to first “understand the creator’s intent” through reasoning, and then use that understanding to guide the actual video generation so the final video matches what the creator wanted.
What questions did the researchers ask?
They focused on a few simple questions:
- How can an AI understand abstract, incomplete, or even conflicting instructions (like a rough sketch, a reference image, and a text note) and figure out the creator’s true goal?
- How can that understanding be turned into a video that keeps a character’s look, follows the planned shots and actions, and looks high quality?
- Can the system check its own work and pick the best result automatically?
- How do we fairly test whether the AI really understands creative intent, not just copies pixels?
How did they do it?
Think of the system as a small production team made of two main “people”: a director and a filmmaker, plus a reviewer.
- The “director”: Cog VLM
- VLM means a Vision‑LLM. It reads images, videos, and text together.
- Cog VLM is trained to behave like a professional director. It takes in:
- a control video (like a storyboard animatic or a rough clay render that shows timing and layout),
- a reference image (to keep the look, identity, or style),
- and a text description (overall story notes),
- and then writes a clear, detailed plan of what the final video should look like. This plan includes creative intent (what matters most), physics or lighting hints (e.g., how clothes should move), and motion details (camera moves, character actions).
- Training approach:
- Supervised Fine‑Tuning (SFT): first teach it using example pairs of inputs and good “director’s plans,” mostly from real anime production workflows (so it learns real, not fake, creative decisions).
- Reinforcement Fine‑Tuning (RFT): then improve it using feedback/rewards. If its plan is accurate, consistent, and physically sensible, it gets a higher score—like training a player with coaching and points.
- The “filmmaker”: CogOmniDiT
- DiT stands for a Diffusion Transformer, a model that makes videos by gradually turning noise into frames (like sculpting a statue out of a block, step by step).
- It takes the director’s plan plus the inputs (control video, reference image, and text) all at once. You can imagine laying all the clues on one table so the model can connect them in context.
- It is also trained with SFT and then RFT so it doesn’t just look good but also follows the plan and respects the constraints (identity, layout, motion, style).
- The “reviewer” and Best‑of‑N
- After making several candidate videos, the system needs to pick the best one for this specific task. Not every job needs the same checks—for example, if there’s no character, “identity consistency” doesn’t matter.
- Cog VLM also suggests which “evaluators” (tools) to use—for instance, identity consistency, style match, physics plausibility, or motion smoothness. The system then scores each candidate and chooses the best. This creates a closed loop:
- 1) Reason (make a plan),
- 2) Generate (make videos),
- 3) Verify (pick the best with the right checks).
What did they find?
In testing, CogOmniControl did better than other open‑source systems, especially on hard cases with abstract inputs (like storyboards and clay renders):
- It followed creative intent more reliably. For example, it kept character identity the same, respected planned actions and camera moves, and handled visual effects (like ripples in rain) inferred from hints.
- Video quality was strong: smooth motion, fewer artifacts, and consistent style.
- The “director” part (Cog VLM) clearly outperformed general‑purpose models at writing useful, accurate plans from sparse inputs.
- Using the adaptive Best‑of‑N (where the model picks the right evaluators) improved results further compared to using a fixed, one‑size‑fits‑all set of checks.
To measure all this, they built two new benchmarks using real production data (not synthetic):
- CogReasonBench: tests how well the “director” understands intent and reasons about what should be made.
- CogControlBench: tests how well the whole system turns that intent into a correct, high‑quality video.
Why does this matter?
- For creators: It helps turn rough drafts into finished videos that actually match the vision, saving time and reducing frustrating mismatches.
- For studios: It can plug into real workflows (storyboards, clay renders, reference images) and keep identity, style, and motion consistent—useful for animation, VFX, and game cutscenes.
- For research: It shows that separating “understanding intent” from “making pixels,” then closing the loop with smart evaluation, leads to more controllable and trustworthy video generation. The new benchmarks also give the community a fair way to test intent understanding, not just image sharpness.
- Big picture: As AI video gets better, reasoning about creative intent—rather than just copying inputs—will be key to professional‑grade results. This work is a concrete step in that direction.
Knowledge Gaps
Knowledge gaps, limitations, and open questions
Below is a single, concrete list of what remains missing, uncertain, or unexplored in the paper, framed so future work can directly act on it.
- Dataset scale and diversity: CogControlBench has only ~200 high‑res samples and is primarily sourced from anime pipelines; it is unclear how well the approach generalizes to photorealistic, live‑action, diverse cultural contexts, and non‑animation styles. Evaluate on larger, heterogeneous datasets and report per‑domain performance.
- Benchmark/train overlap risk: The paper does not clearly state whether professional workflow data used for training overlaps with CogReasonBench/CogControlBench; ensure strict data splits and report leakage checks.
- Public release and reproducibility: Availability of the curated datasets, trained CogVLM/CogOmniDiT checkpoints, and the evaluator tools/harness is not specified; clarify what will be released and provide scripts for full reproducibility.
- Reliance on LLM‑as‑a‑judge: Both rewards and evaluation use VLM/LLM judges (e.g., Gemini 3.1‑Pro) without human studies or inter‑rater reliability; quantify judge bias, cross‑judge consistency, and perform human expert evaluations to validate improvements.
- Reward circularity and overfitting: If the same or similar judge models are used for RFT rewards and test evaluation, reward hacking is a risk; test with multiple unseen judges and human raters to assess robustness.
- Accuracy reward generation: The process for teacher‑generated binary questions (coverage, quality, and correctness) is under‑specified; analyze failure modes when questions are wrong/incomplete and study robust question generation strategies.
- Reward component ablations: No ablation on the contribution and sensitivity of Holistic vs Accuracy rewards, judge prompts, or weights; provide ablations to guide stable RL fine‑tuning.
- Stability of RFT on DiT: The RL optimization details (algorithmic choices, variance reduction, failure rates) are sparse; report stability diagnostics, convergence behavior, and mitigation of mode collapse under RFT.
- Low‑to‑high resolution transfer: RFT is done at lower resolution with high‑res inference; analyze artifacts and distribution shift, and quantify how performance scales with resolution and clip length.
- Backbone generality: Results are tied to Wan2.2‑T2V‑14B; assess transferability across different backbones (e.g., LTX‑Video, HunyuanVideo) and quantify dependence on base model quality.
- Connector design: The architecture mapping CogVLM embeddings to DiT is not detailed or compared with alternatives (cross‑attention, FiLM, adapters); ablate connector designs and their compute/quality trade‑offs.
- Conflict resolution policies: Although CogVLM “reasons” across conflicting inputs, there is no formal policy or controllable weighting across modalities (text vs reference vs control video); introduce adjustable priorities and evaluate on adversarially conflicting conditions.
- Coverage across control types: Evaluation emphasizes storyboard/clay and reference‑to‑video; report disaggregated performance on pose, depth, lineart, and mixed‑modality controls to identify weak spots.
- Long‑horizon, multi‑shot planning: The method is not evaluated on long videos, shot transitions, or multi‑scene narratives; test multi‑shot storyboards and edit decision lists to measure temporal/global coherence.
- Complex multi‑entity interactions: Benchmarks do not explicitly stress multi‑character choreography, object interactions, or causally consistent physics; add tasks and metrics for interaction fidelity and physical plausibility.
- Objective condition‑following metrics: Beyond judge‑based scores, there are few task‑specific, objective measures (e.g., keypoint error for pose, depth error, identity match scores); include such metrics for reproducibility.
- Harness (evaluator) selection reliability: The adaptive tool selection by CogVLM lacks quantitative analysis (precision/recall of chosen tools vs ground‑truth needs); define accuracy metrics for tool selection and ablate fixed vs adaptive harnesses at various N.
- Best‑of‑N compute trade‑offs: No analysis of latency and compute overhead for Best‑of‑N and harness‑based selection; quantify quality gains vs cost, and explore smarter candidate generation/pruning.
- Robustness to noisy/sparse inputs: Sensitivity to imperfect storyboards/clay renders (perspective errors, occlusions, sparse sketches) is not studied; perform stress tests and report degradation curves.
- Domain shift beyond anime: CogVLM is trained on anime production data; measure zero‑shot transfer to real footage, VFX, stylized/non‑stylized art, and different languages/cultural briefs.
- Multilingual creative briefs: The system is evaluated with English prompts; test multilingual prompts (e.g., Chinese/Japanese typical of anime pipelines) and cross‑lingual intent comprehension.
- Safety, ethics, and licensing: The paper does not discuss content safety, bias propagation, watermarking, or legality of using proprietary/“community” content and third‑party model outputs in training and benchmarks; specify policies and mitigations.
- Human‑in‑the‑loop workflows: While a closed‑loop automated harness is proposed, integration with real production feedback loops (iterative revisions, designer controls) is not evaluated; conduct user studies with professionals.
- Failure analysis: There is no systematic taxonomy or visualization of failure modes (identity drift, ghosting, intent mismatch) under different conditions; provide diagnostic tools and public failure case sets.
- Scaling laws and efficiency: Compute requirements (32×H20 96GB) limit accessibility; study data/compute scaling, LoRA rank trade‑offs, and distilled/lightweight variants for broader adoption.
- Generalization to additional modalities: Audio cues, camera path scripts, 3D constraints, or physics engines are not incorporated; explore multimodal extensions and evaluate cross‑modal intent alignment.
- Transparency of chain‑of‑thought usage: The impact of exposing vs hiding CogVLM chain‑of‑thought on generation quality and safety is not analyzed; ablate CoT visibility and potential leakage risks.
Practical Applications
Immediate Applications
Below are concrete use cases that can be deployed with today’s capabilities, leveraging the paper’s CogOmniControl pipeline (Cog VLM + CogOmniDiT), its evaluator harness for Best-of-N selection, and the released benchmarks.
- Entertainment and Media (animation, VFX)
- Storyboard/clay-to-animatic shot drafts: Convert hand-drawn boards or clay renders into coherent video drafts aligned with creative intent for previsualization and look development.
- Potential product/workflow: “Storyboard-to-Shot” plugin for Adobe After Effects, Blender, Toon Boom; cloud API that accepts control video + reference images + script and returns N candidates + harness-selected best.
- Dependencies/assumptions: Rights to use storyboards/reference assets; sufficient GPU compute; best results in domains similar to training data (e.g., anime/stylized content).
- Director-aligned Best-of-N generation: Use the evaluator harness (identity consistency, style adherence, motion smoothness, physical plausibility) to automatically select the best take per shot.
- Potential product: “Evaluator Harness SDK” integrated in studio rendering pipelines to standardize test-time scaling and auto-QA.
- Dependencies/assumptions: Calibrated evaluators for studio’s style; mapping evaluator scores to internal QA thresholds.
- Post-production QA and gatekeeping: Automatic compliance checks against creative briefs (character identity, style guides, camera plan, motion continuity) prior to editorial review.
- Dependencies/assumptions: Defined thresholds and human-in-the-loop escalation for borderline cases.
- Advertising and Marketing
- Campaign board-to-variant generation: Turn campaign storyboards into multiple style/identity-faithful variants; use evaluator harness to select variants aligned to brand guidelines.
- Potential product: “Board-to-Variant Generator” with brand style/identity evaluators.
- Dependencies/assumptions: High-quality brand reference libraries; evaluator-to-KPI proxy mapping (e.g., style consistency as proxy for brand adherence).
- Game Development
- Cutscene prototyping from keyframes/pose/depth: Rapidly synthesize cutscene drafts from abstract control inputs without building full assets.
- Potential workflow: Plugin for Unity/Unreal to export boards/animatics and import candidate sequences; harness selects best.
- Dependencies/assumptions: Consistent art direction references; pipeline integration for engine ingest.
- Social Media and UGC Creation
- Sketch-to-video content for shorts/reels: Individual creators or small teams convert rough sketches or simple pose videos into short, coherent clips.
- Potential product: Mobile/cloud app that accepts simple controls and returns candidates with auto-selection.
- Dependencies/assumptions: Cloud compute costs; simplified UI for abstract controls.
- Education and Training (film/animation pedagogy)
- Intent-to-output teaching aids: Use CogReasonBench to show how abstract inputs map to dense reasoning and final shots; students iterate on boards and observe evaluator feedback.
- Potential product: Classroom tool where Cog VLM exposes its reasoning chain and chosen evaluators.
- Dependencies/assumptions: Instructor curation of examples; access to base models.
- Software and Tooling
- Intent Cognizer microservice: Expose Cog VLM as a standalone “director” service that turns multimodal inputs (board/clay, reference, script) into dense, production-ready generation plans for any downstream model.
- Dependencies/assumptions: API integration, LoRA weights for the target domain.
- Evaluator Harness library: Off-the-shelf suite for identity/style/physics/motion evaluation to standardize Best-of-N selection in third-party video generators.
- Dependencies/assumptions: Evaluator calibration for different content genres; reduced reliance on proprietary judges.
- Research and Benchmarking (academia, industry labs)
- Model evaluation and comparison: Use CogReasonBench (VLM reasoning) and CogControlBench (controllable video) as higher-fidelity tests of abstract intent understanding and controllable generation.
- Dependencies/assumptions: Availability of benchmark data (licensing); consistent evaluation protocols.
- E-commerce and Product Demos
- Product storyboard-to-demo video: From simple boards and product image references, generate short demos consistent with branding.
- Dependencies/assumptions: Product image rights; constrained style domain for reliability.
- Policy and Governance (internal use)
- Generative AI governance gates: Harness-selected evaluators as audit tools to document alignment with briefs and minimize hallucination or off-brand outputs.
- Dependencies/assumptions: Alignment of evaluator metrics with internal compliance standards; record-keeping for audits.
Long-Term Applications
These opportunities require more research, scaling, integration, or domain adaptation beyond the current system and datasets.
- End-to-End Directing Assistant for Multi-Shot Sequences (Entertainment, Media, Games)
- Sequence-level planning: From a multi-page storyboard, produce coherent multi-shot scenes with consistent characters, style, and camera transitions.
- Potential product: “Sequence Director” that maintains cross-shot coherence and global story beats.
- Dependencies/assumptions: New datasets with multi-shot continuity; enhanced evaluators for narrative consistency and cross-shot identity.
- Interactive, Constraint-Driven Editing
- Iterative refinement with abstract constraints: Users provide high-level feedback (e.g., “more dramatic lighting,” “slower camera pan,” “add ripples that match rainfall”) and the system updates both reasoning and pixels.
- Dependencies/assumptions: Fine-grained editability in CogOmniDiT; RLHF for instruction-following with creative constraints.
- Real-Time Co-Creation Inside DCC Tools
- Near-real-time previews as users sketch or adjust boards/poses; tight integration with industry software.
- Dependencies/assumptions: Significant latency reduction; on-device acceleration or efficient cloud streaming.
- Cross-Domain Generalization (Live-Action, Scientific Visualization, Industrial)
- Transfer from anime/stylized data to live-action cinematography, lab demos, or industrial processes.
- Dependencies/assumptions: Domain-specific SFT/RFT data; updated evaluators for realism, safety, and domain correctness.
- Robotics and Autonomy (simulation data generation)
- Physically plausible synthetic video datasets: Generate scenario-rich videos with controllable dynamics and physics-aware evaluators for training perception/action models.
- Dependencies/assumptions: Physics-grounded reward models; validation against real-world data to reduce sim-to-real gaps.
- Healthcare and Education at Scale
- Patient education and surgical planning videos derived from clinical storyboards and protocols; personalized instruction content.
- Dependencies/assumptions: Clinical validation; strict privacy/compliance; medically accurate evaluators.
- Compliance-Ready Marketing and Finance Communications
- Regulated content generation with audit trails: Reasoning logs and harness scores archived as part of compliance documentation.
- Dependencies/assumptions: Regulator-accepted standards for evaluator metrics and provenance; watermarking/traceability.
- Energy/Industrial Training and SOP Visualization
- Procedure-to-video generation for operator training; abstract instructions converted to visual SOPs with safety-checked evaluators.
- Dependencies/assumptions: Domain datasets; hazard-aware evaluators and human oversight.
- Standards and Policy Frameworks for Generative Video QA
- Industry-wide evaluator suites and benchmarks: Adopt harness-based scoring as a standard for “fitness to release,” including safety and attribution checks.
- Dependencies/assumptions: Cross-org consensus; open-source evaluators with transparent scoring.
- Ecosystem Products
- Best-of-N Orchestrator: A generic controller that interfaces with multiple video generators and evaluator suites to maximize output quality per intent.
- Abstract-to-Video Studio: Full-stack platform for storyboarding, intent cognition, candidate generation, evaluator-driven selection, and editorial handoff.
- Dependencies/assumptions: Vendor-neutral interfaces; sustained compute and MLOps.
Notes on feasibility across applications:
- Model dependencies: Current system relies on large base models (e.g., Wan2.2-T2V-14B, Qwen3-VL-8B-Thinking) and reinforcement fine-tuning; performance may vary outside anime/stylized domains.
- Data requirements: High-quality, rights-cleared workflow data (storyboards, clay renders, final videos) are crucial for domain adaptation and long-term generalization.
- Computational costs: Best-of-N and evaluator-driven selection increase inference cost; batching and cache-aware pipelines mitigate but do not remove this constraint.
- Legal/ethical constraints: Use of reference images and identity evaluators requires consent and IP clearance; governance structures are needed for responsible deployment.
- Evaluator robustness: Many applications depend on reliable evaluators; expanding and validating toolsets (beyond proprietary VLM judges) is essential for enterprise and regulated settings.
Glossary
- Accuracy Reward: A binary, fact-checked reward signal used to verify that reasoning outputs satisfy atomic facts derived from the inputs. "To ensure the reasoning is grounded in factual accuracy and avoid hallucinations, we implement the Accuracy Reward function Racc."
- Adapter-based methods: Techniques that add external control modules to inject conditions into diffusion models without changing the core generator. "The adapter-based methods and video generation models with generic VLM fail to generate the final video from the given condition."
- Autoregressive transformers: Sequence models that generate outputs token by token, here integrated with diffusion for unified generation. "OmniGen (Xiao et al., 2025) and OmniGen2 (Wu et al., 2025a) integrated autoregressive transformers with diffusion to realize a unified generation."
- Best-of-N: A test-time selection strategy that samples multiple candidates and chooses the highest-scoring output. "enable a Best-of-N selection for the generated videos."
- Clay render: An intermediate, simplified animated draft (often grayscale) used in professional pipelines to convey motion and blocking. "clay render videos during real-world professional animation productions."
- Closed-loop Reasoning-Generation-Verification system: A pipeline where reasoning guides generation and adaptive evaluators verify outputs in a feedback loop. "We further extend CogOmniControl into a closed-loop Reasoning-Generation-Verification system through an evaluator harness emitted by Cog VLM."
- Condition following: The degree to which the generated video adheres to all provided control signals and instructions. "Condition Following. The core of our evaluation lies in whether CogOmniControl faithfully adheres to the creative intent implied by the condition set {Vctrl, Iref, Tdesc}."
- Creative intent cognition: Inferring and structuring the underlying artistic goals from sparse or abstract multimodal inputs. "We present CogOmniControl, a reasoning-driven framework that factorizes controllable video generation into creative intent cognition and generation."
- Diffusion models: Generative models that synthesize data by iteratively denoising samples from a noise distribution. "diffusion models have been proven to produce high-fidelity visual content"
- DiT (Diffusion Transformer): A transformer-based diffusion architecture used for image/video generation. "Wan2.2-T2V-14B (Wan et al., 2025) as the base DiT with 32 NVIDIA H20 96GB GPUs."
- Direct Preference Optimization (DPO): A preference-based training method aligning generators with human choices without explicit reward modeling. "introduced Direct Preference Optimization (Rafailov et al., 2023) into T2I Diffusion to align with human preference."
- Dynamic plausibility: A measure of whether motions and temporal effects in generated video are physically and perceptually believable. "this type of evaluation also provides dimensions on identity consistency and dynamic plausibility."
- Evaluator harness: A set of dynamically chosen evaluation tools specified by the reasoner to score and select the best outputs. "through an evaluator harness emitted by Cog VLM."
- Flow-matching models: Generative models that learn continuous flows transforming noise into data, often trained via ODE/SDE formulations. "extended this paradigm into flow-matching models (Liu et al., 2022) by transforming the deterministic ODE formulation into a stochastic SDE"
- GRPO: A group-relative policy optimization method that provides denser, relative rewards within sampled groups for RL fine-tuning. "using GRPO (Shao et al., 2024) to provide more dense rewards through computing relative rewards in a sample group"
- Holistic Reward: A multi-dimensional, judge-based reward assessing creative intent, physics, information integrity, and motion description. "The holistic reward function Rholistic is to assess the qualitative alignment of the reasoning output R with respect to the input conditions C:"
- Identity consistency: The preservation of a character’s appearance and attributes across frames or shots. "identity consistency is irrelevant for generations that do not involve any character or identity."
- In-context learning: Using concatenated condition tokens and embeddings so the transformer can infer control relations via self-attention. "Leveraging the powerful in-context learning (Zhou et al., 2024; 2026) of the transformer backbone"
- Latent: A compressed representation (often noisy during sampling) on which diffusion operates and to which conditions are injected. "the noisy latent and various conditions can model themselves and others within the self-attention."
- LoRA: Low-Rank Adaptation; a parameter-efficient fine-tuning technique for large models. "we employ LoRA (Hu et al., 2022) training with a rank of 16 and an alpha of 64"
- Multimodal intent alignment: Coherent satisfaction of cross-modal constraints (text, reference image, control video) in the final video. "the evaluation of multimodal intent alignment is based on the following considerations:"
- Non-pixel-aligned: Conditions that do not correspond to a one-to-one pixel mapping with the generated frames. "particularly in those that are non-pixel-aligned or serve merely as visual references."
- ODE (Ordinary Differential Equation): A deterministic continuous-time formulation used in some generative flows. "transforming the deterministic ODE formulation into a stochastic SDE"
- Omni-level controllable generation: Unified handling of diverse control types and abstraction levels within a single system. "Current research (Jiang et al., 2025; Pan et al., 2026) is moving toward omni-level controllable generation"
- Pixel-level priors: Low-level spatial/appearance constraints learned by generative models, contrasted with high-level intent. "bridge the gap between pixel-level priors and high-level intent"
- Reference-to-video: A task where a reference image guides appearance/style while generating a moving video. "In general Reference-to-video task, CogOmniControl remains strong in performance."
- Reinforcement Fine-Tuning (RFT): RL-based fine-tuning that optimizes models toward reward-defined objectives. "For RFT in CogVLM, we train our model with an initial learning rate of 1e-6 for 500 steps."
- SDE (Stochastic Differential Equation): A stochastic continuous-time formulation enabling exploration in flow-based generative models. "transforming the deterministic ODE formulation into a stochastic SDE"
- Supervised Fine-Tuning (SFT): Standard gradient-based fine-tuning on labeled pairs to specialize a base model. "we employ a two-stage training strategy, SFT and RFT."
- Test-time scaling: Improving results by allocating more computation at inference, e.g., sampling multiple candidates and scoring them. "As a result, effective test-time scaling calls for an evaluator set that is adaptively selected per input rather than fixed in advance."
- VBench: A benchmark suite of numeric metrics for assessing video generative models’ quality and dynamics. "based on VBench (Huang et al., 2024)"
- Vision-LLM (VLM): A model that jointly processes visual and textual inputs for understanding and reasoning. "Compared to generic VLMs, it generates more professional and clear outputs, accurately cognizing user creative intent from sparse and abstract conditions and tuning these cues into dense reasoning output."
- VLM-as-a-Judge: An evaluation paradigm where a (multimodal) LLM scores model outputs along specified dimensions. "a VLM-as-a-Judge (Zheng et al., 2023) paradigm, employing Gemini 3.1-Pro (Google) as the authoritative evaluator."
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