Music creation is fundamentally a process of revision. Yet symbolic music generation remains dominated by paradigms that produce complete sequences from scratch, with limited support for selective modification. Edit-based methods have proven effective for text transformation tasks, but remain largely unexplored for symbolic music. We trace this absence to the representational level: conventional event-based music encodings lack the structural properties required by explicit music editing. In contrast, the BEAT encoding, a beat-grid-anchored representation originally designed for autoregressive generation, possesses structural properties amenable to editing. We propose BeatEdit, the first framework for symbolic music generation based on explicit edit operations, recasting generation as producing new content by editing a draft rather than synthesizing from scratch. BeatEdit comprises three complementary mechanisms along an axis of increasing edit density: per-token sequence tagging for error correction, iterative refinement for accompaniment editing, and tag-then-fill for segment completion. All these mechanisms share a single encoding and pre-trained backbone, achieving higher precision and perceptual quality than autoregressive and diffusion methods across all three tasks, while remaining efficient, with single-pass inference completing in under 100 ms. Cross-encoding evaluation further reveals that encoding design substantially influences editing effectiveness, with notable encoding-method interaction effects. Code is available at https://github.com/Haoyu-Gu/BeatEdit-code
Block diffusion is the dominant approach for scaling discrete diffusion language models (dLLMs), as fixed-size blocks preserve parallel decoding while keeping quadratic attention costs tractable. Yet blockwise generation creates a structural weakness: tokens near a block boundary lack future cross-block context, and errors in finalized blocks become irreversible context for later generation. We call this the block boundary problem. Measuring predictions with and without later-block context shows that boundary sensitivity rises sharply: on AIME 2025, mean self-containedness divergence (SCD) in the last quarter of a block is 61.3 times that in the first quarter. We propose Multi-Block Editing (MBE), which revises decoded tokens using cross-block context. Training-Free MBE reopens a full-attention window over selected blocks without parameter updates. To address the mismatch between block-diffusion training and MBE inference, Multi-Block Edit SFT introduces bidirectional attention masks and progressively enlarges the editing span. We also extend SGLang with a multi-shape CUDA Graph pool and fine-grained KV-cache control for efficient variable-length editing. Experiments on LLaDA2.1-Mini across 12 benchmarks show broad, consistent gains. Training-Free MBE improves or matches standard decoding on every benchmark. Full MBE raises the 12-benchmark average from 61.45 to 64.24, with gains of up to 13.33 points on AIME 2025, while retaining 87.3--96.7% of standard-decoding end-to-end throughput across four datasets.
Consistent video generation under editing operations requires persistence: when edits modify scene appearance or layout, subsequent generations should remain coherent across time and viewpoints. However, existing memory designs struggle to maintain long-term consistency after such modifications, as stored contexts may become outdated or invalid. To address this, we propose PermaVid, a novel framework built upon a multi-modal context memory that disentangles spatial context into semantic appearance and geometric structure, together with an edit-aware memory update and retrieval strategy that keeps memory evolution aligned with subsequent observations. Specifically, we develop two complementary memory banks: an RGB context memory that captures appearance-aware observations while implicitly encoding geometry, and a depth context memory that preserves geometry-only structure disentangled from semantics. Building on this design, we introduce a memory-guided video generation model that performs multi-modal feature fusion under reference conditions drawn from mixed-modality memory contexts. Experiments demonstrate that our method maintains strong long-term semantic and structural consistency after edits, significantly outperforming state-of-the-art methods.
Most recent 3D reconstruction and editing systems operate on implicit and explicit representations such as NeRF, point clouds, or meshes. While these representations enable high-fidelity rendering, they are fundamentally low-level and hard to control programmatically. In contrast, we propose and systematically evaluate a new 3D reconstruction paradigm, 3D Code Synthesis (3D-CoS), where 3D assets are constructed as executable Blender code, a programmatic and interpretable medium. To assess how well current VLMs can use code to represent 3D objects, we evaluate representative open-source and closed-source VLMs in code-based reconstruction under a unified protocol. We further introduce a suite of structured code-synthesis workflows, including blueprint-based planning, Retrieval-Augmented Generation (RAG) over Blender API documentation, few-shot geometric demonstrations, and a component-level Agent workflow for part-wise code generation. To demonstrate the unique advantages of this representation, we further evaluate localized text-driven modifications and compare our code-based edits with a point-cloud-based 3D editing baseline. Our study shows that code as a 3D representation offers strong controllability and locality, yielding stronger edit fidelity and better preservation of unedited regions in our targeted editing evaluation. Our work also analyzes the potential of this paradigm, delineates the current capability frontier of VLMs for programmatic 3D modeling, and highlights code synthesis as a promising direction for editable 3D reconstruction.