Computer Vision
Papers
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Thursday 1 October
Androgenetic alopecia (AGA) is characterized by patterned follicular miniaturization, increased single-hair follicular units, and altered hair-shaft diameter. We present an automated quantitative scalp-analysis and clinical decision-support framework combining FU localization, ordinal visible-shaft counting, calibrated shaft-width estimation, regional aggregation, and an interpretable rule layer. The clinical cohort comprised 243 patients (127 AGA, 116 non-AGA), while the computer-vision experiments used 160 expert-annotated patients, 2,400 trichoscopic images, and approximately 158,000 FU annotations. Under patientdisjoint evaluation, YOLOv8m achieved test mAP@0.5=0.920 and recall=0.860; EfficientNet-B5 with a support-map channel achieved 87.0% expert-box count accuracy (macro F1=0.85). A separate 500-image set was processed end-to-end with detector-generated boxes, yielding MAE of 6.56 for follicle detection and 16.59 for follicle classification relative to human-expert annotations. The system is intended to assist, rather than replace, dermatologist interpretation.
Computer Vision
Octrees as an Explicit 3D Language
Existing 3D large language models (LLMs) compromise on two fronts: they compress shapes into latent codebook indices or coordinate text, which removes spatial structure from what the model observes, and they acquire the 3D modality by fine-tuning the backbone, which overwrites its general language ability. We present OctLLM, which addresses both limitations. Geometry enters as an explicit 3D sequence of octree occupancy tokens. However, full octree sequences grow rapidly with depth; OctLLM therefore randomly empties penultimate-level nodes and omits descendants while preserving shape, yielding a shorter coordinate- and depth-anchored Sparse Octree (S-Octree) for position-aware mask-modeling generation and 3D understanding. On the other front, existing methods introduce a new modality with full fine-tuning or LoRA, but full fine-tuning is costly, LoRA limits 3D capacity, and both modify the language pathway. OctLLM instead adds 3D capacity in parameters separate from the pretrained ones: mesh tokens are routed through independent trainable branches in a subset of blocks while text and image tokens retain the frozen vision-language pathway, and the two streams interact through shared self-attention. It trains far fewer parameters than full fine-tuning, yet sets a new state of the art among unified multimodal LLMs, lowering image-to-3D FID by $17.4\%$ and raising render-grounded captioning by $28.7$ points over ShapeLLM-Omni, while matching the backbone on general language benchmarks.
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Computer Vision
FactorSplat: Appearance-Controllable Gaussian Proxies for Medical Volume Rendering
Transfer functions (TFs) control color and visibility in medical volume rendering, but image-trained Gaussian proxies typically bake one transfer function into their appearance. We present FactorSplat, a per-scene N-dimensional Gaussian splatting (N-DGS) proxy that accepts region-specific intensity-to-RGBA curves at inference. A local lookup applies the authored color and opacity change, while a shared functional encoder and low-rank per-Gaussian factors learn the residual appearance response. Geometry and directional appearance remain shared across presets, with visibility control and TF-aware pruning preserving the ability to hide and reveal structures. On seven CT and MR scans, FactorSplat improves mean PSNR and changed-region error over region-aware VEG across validation, interpolation, unseen composition, and out-of-distribution (OOD) edits. Across these four splits, seven-scan mean PSNR gains over VEG range from 1.10 to 1.52 dB. One checkpoint per scan supports unseen edits without retraining. At $1600^2$, the cached fast renderer averages 524 FPS with 1.17 ms TF switches. Project page: https://gaozhongpai.github.io/FactorSplat/.
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Computer Vision
EviDent-CBCT: Evidence-Bottlenecked Report Generation from Dental CBCT under Non-Exhaustive Report Supervision
Dento-maxillofacial cone-beam CT (CBCT) reports may contain dozens of tooth-specific, anatomical, and spatial findings from a single 3D scan. Learning to generate such reports from limited clinical data is challenging because routine reports may not exhaustively document image findings, and a non-mention may reflect either absence or non-reporting. We present EviDent-CBCT, an evidence-bottlenecked framework designed for this incomplete supervision. An anatomy-aware network maps each CBCT scan to a discrete record of tooth-level, global, and tooth-IAC evidence. A dental-logic consistency projection reconciles incompatible evidence before a deterministic renderer and an image-blind local language model generate the report using only this record. For tooth-level evidence, reliability-aware training uses eligible non-mentions as reduced-weight negatives, while unreported global and tooth-IAC labels remain unknown. A metal-sensitive input channel preserves intensity cues from dental materials. Across three validation runs, EviDent-CBCT achieves $0.666\pm0.006$ merged evidence set-F1 and $0.402\pm0.003$ RadFact-Lite-Dental logical-F1, versus $0.371\pm0.018$ for the strongest controlled direct baseline. In the ODIN 2026 challenge, it ranked second in automated evaluation and third in blinded clinical Arena comparison on the hidden test set. These results support the discrete evidence record as an effective and auditable interface for CBCT report generation.
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Computer Vision
Confidence-Controlled XAI Auditing for Pedestrian Detection under Domain Shift
Explainability is increasingly required for perception models in intelligent vehicles, yet whether explanations remain faithful under driving domain shift is still poorly understood. This work audits post-hoc explanations of a fixed YOLOv8s pedestrian detector across PIE and JAAD using ROI-based D-Deletion, frozen confidence terciles, rank-based tests, bootstrap intervals, and Holm correction. The audit shows that deletion-based faithfulness is strongly coupled to detection strength at explanation time, with Spearman correlations between 0.70 and 0.82 for D-RISE, making naive confidence-stratified comparisons unreliable. After controlling for detection strength within fixed f0 bins, D-RISE faithfulness remains domain-dependent in the central f0 range, with PIE showing higher D-Deletion than JAAD and Holm-adjusted significance. A non-perturbative EigenCAM baseline is less faithful than D-RISE but also exhibits score coupling, suggesting that the effect is not specific to D-RISE and is related to the deletion-based evaluation setup. These results motivate confidence-controlled XAI audits for safety-critical perception under domain shift.
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Computer Vision
SCOPE-4D: Endoscopic 4D Geometry Foundation Models
Geometric understanding supports endoscopic navigation and robotic assistance, but learning reliable endoscopic geometry faces two challenges: scarce geometric annotations and ambiguity between camera motion and tissue deformation. We present SCOPE-4D, an endoscopic 4D geometry foundation model that jointly predicts camera parameters, dense geometry, and 3D tissue trajectories from monocular RGB video in a single forward pass. Our curation and annotation pipeline constructs SCOPE-5K, a collection of approximately 5,000 clips spanning real and synthetic gastrointestinal endoscopy and laparoscopy. The collection provides rich geometric supervision and includes newly collected phantom and real-colonoscopy evaluation sets. Geometric supervised fine-tuning on SCOPE-5K learns endoscopic priors that improve camera and depth estimation. Common–Residual Motion (CRM) further constrains local deformation relative to common tissue movement. Together with geometric supervision, CRM and trajectory supervision further improve camera and depth estimation over geometric fine-tuning alone while enabling dense 3D tissue tracking. Evaluations on public and newly collected benchmarks demonstrate strong in-domain and out-of-domain geometry, superior 3D tracking, and more stable long-sequence colon reconstruction. A blinded user study further supports the perceived reconstruction quality on real clinical video. Together, these results demonstrate the value of large-scale endoscopic supervision and motion constraints for joint geometry estimation and tissue tracking.
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Computer Vision · Cross-listed from cs.RO
World-Calibrated Proposal-to-Action Flow for Vision-Language-Action Models
Flow-based Vision-Language-Action (VLA) policies generate action chunks by transporting samples from a task-agnostic isotropic Gaussian source. As this source is conditioned on neither recent execution nor predicted future evolution, (i) it discards the local continuity established by recently executed motion. (ii) Even when predictive world representations are introduced, they often only condition the transport dynamics rather than determine where generation starts, how far it may deviate, or along which action directions it may expand. Building on this observation, we introduce ProAct, a world-calibrated proposal-to-action framework that makes the generative source itself predictable. (i) To preserve motion continuity, a lightweight Proposal Expert converts recent actions into a scene-aware hypothesis via one motion-anchored endpoint flow-matching step, initializing generation near the demonstrated action manifold. (ii) To jointly capture intended scene evolution and proposal-future compatibility, a prospective World Expert treats the hypothesis as a soft motion prior while predicting the task-consistent latent future. (iii) From this compatibility, the model calibrates a proposal-centered anisotropic source, where a bounded per-step extent controls the allowed deviation and a trace-normalized low-rank geometry under a condition-number budget allocates refinement over coupled translation, rotation, and gripper directions. Compared with $\pi_{0.5}$, ProAct improves performance across simulation and real-world tasks while reducing denoising steps by 50%, inference latency by up to 25.8%, and increasing throughput by up to 34.8%.
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Computer Vision
SCION: Scene Composition with Instanced Neural Primitives
Real-world scenes are compositional: bricks, blades of grass, pebbles, and tree leaves recur across human-built and natural environments. Existing neural scene representations model these elements independently. Most 3D Gaussian Splatting and follow-up abstraction and compression methods treat each element as unique, fitting millions of independent Gaussians per scene. Prior methods like Splat and Replace fit template objects, but they require mostly manual selection of repeated elements. As a result, these representations store redundant parameters and provide weak manipulation handles for downstream tasks. We introduce SCION, a hierarchical compositional scene representation that replaces independent Gaussians with a compact vocabulary of reusable primitives and lightweight world-space instances that place transformed copies throughout the scene. We fit this representation to multi-view captures via a joint optimization over discrete and continuous scene parameters, combining two-level densification over splats and instances with an adversarial loss that preserves detail across shared primitives. The recovered structure yields a compact, controllable representation while maintaining high quality even at 1.2 MB. SCION achieves rate-distortion favorable to existing Gaussian compression methods, and it enables instance-level scene editing and animation without retraining. Our results show that neural scene representations need not memorize scenes as independent primitives; they can discover reusable parts. Project webpage: https://light.princeton.edu/SCION
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Computer Vision
DeskForge: Dense Supervision from Desktop Environments for Computer-Use Agents
Computer-use agents need to reliably ground action targets in complex desktop scenes, where multiple applications, overlapping windows, and visually similar controls compete for attention. Existing training data rarely pair such scenes with dense annotations or vary them in a controlled way. We introduce DeskForge, a controllable desktop environment that composes and explores real applications to generate large-scale supervision for computer-use agents. It varies application states, content, window layout, appearance, and resolution, and fuses screenshots, accessibility trees, and window geometry into dense element annotations while recording the outcome of each executed action. Using this environment, we construct DeskForge-1M, a corpus of 1.2M annotated desktop observations containing 159.7M element instances. We fine-tune four vision-language models on 200K grounding examples drawn from DeskForge-1M. All four improve across held-out desktop conditions and on all five external GUI grounding benchmarks; for Qwen3.5-4B, accuracy increases by 11.51 percentage points on ScreenSpot-Pro and 10.11 points on OSWorld-G. The gains also translate to long-horizon task completion: under a fixed planner, the fine-tuned action models solve more WebArena-Infinity and OpenApps tasks, with Qwen3.5-4B increasing from 31 to 50 of 119 tasks and from 3 to 15 of 100 tasks, respectively. These results show that controllable composition of real desktop environments provides a scalable source of supervision for improving both GUI grounding and long-horizon computer use. The framework code, the dataset, and the fine-tuned model are available from the project page: https://saidgurbuz.github.io/deskforge/
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Computer Vision
EditHero: A Benchmark for Long-Horizon Part-Level 3D Editing and Vibe Modeling
3D editing methods are usually tested on a single edit, yet an asset is built through a long sequence of revisions, each of which must implement the requested change while leaving everything else unchanged. We introduce EditHero, to our knowledge the first benchmark for long-horizon, part-level 3D editing, with natural-language instructions and target images for both geometry and texture. A deterministic assembly engine produces the exact target after every edit, and every sequence is reviewed by hand. We use EditHero to compare 2 opposite approaches to 3D editing. Non-agentic methods operate top down, regenerating the object from a learned 3D representation and inferring what to keep. In contrast, LLM/VLM agents operate bottom up, editing through code that inspects the mesh and rewrites only the parts required by instructions. The non-agentic methods often miss the requested change and disturb regions that should stay fixed. Most LLMs follow instructions more closely, and all of them preserve the unedited parts better, but each of their edits takes minutes. We will release the engine and the edit sequences to support research on reliable iterative 3D editing.
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Computer Vision · Cross-listed from eess.IV
Reliability Stress Tests and Decision-Time Routing for Chest X-ray Vision-Language Models
Medical vision-language model (VLM) evaluation is sensitive to workflow design, prompting strategy, and benchmark construction, yet most studies treat these factors in isolation. We introduce a reliability stress test for chest X-ray interpretation built on two balanced datasets (a private report-backed set and a curated MIMIC subset). Three medical VLMs (CheXagent, MedGemma-4B, and MedGemma-27B) are evaluated across three prompt styles and two workflows (single-VLM and multi-agent), producing 36 configurations. We show that exact-match accuracy alone can overstate the effectiveness of conservative models that default to "Normal" predictions. Diagnostic reliability also depends heavily on model family and scale: multi-agent reasoning helps some configurations but hurts others. Building on these observations, we propose a decision-time routing framework that selectively escalates to multi-agent inference only when beneficial, improving the cost-quality trade-off over fixed workflows. Our results highlight the need for evaluation protocols that jointly consider prompt sensitivity, failure-mode diversity, and workflow choice before clinical deployment.
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Computer Vision · Cross-listed from eess.IV
Confidence-Gated Cloud-Edge Cascade Triage via Variational Risk Minimization for Medical Imaging
Emergency chest X-ray (CXR) triage has a structural modality gap: reports arrive after triage decisions, yet multimodal foundation models require image-text inputs. We present Variational Risk Minimization (VRM), a distillation framework that treats LVLM-generated report variants as Monte Carlo samples of latent clinical interpretations. Rather than distilling from a single teacher target, VRM learns from a variationally marginalized teacher distribution, enabling uncertainty-aware supervision under missing-modality constraints. Under matched encoder families, VRM outperforms direct fine-tuning baselines and improves calibration with strong recovery from hallucinated supervision. Marginalized supervision reduces report-selection instability. In our compact edge-student instantiation, a confidence-gated cascade reaches AUC 0.941 at 103ms average latency with 20.3% cloud escalation, yielding an explicit reliability-latency operating point for cloud-edge clinical workflows.
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Computer Vision · Cross-listed from eess.IV
Event-guided Neural Video Compression
Neural video codecs derive motion and temporal contexts mainly from RGB frames, leaving room for cross-modal guidance from complementary temporal observations. Event streams can provide such observations by recording brightness changes between frames. In this work, we propose an Event-guided Neural Video Codec (ENVC) that uses events shared by the encoder and decoder to improve RGB compression efficiency. For motion coding, ENVC forms an event-guided motion prior and codes the remaining motion residual. For frame coding, an event-conditioned predictor supplies multi-scale features for gated temporal context refinement. To support training and evaluation on standard video datasets, we synthesize paired RGB-event data and assess its predictive utility through comparisons with real events. Across six benchmarks, ENVC achieves average BD-rate savings of 39.13% using PSNR-RGB and 67.63% using LPIPS relative to DCMVC. Further analyses show that our gains persist on large-motion sequences and that ENVC effectively learns to integrate event information. These results demonstrate the potential of events as a complementary modality for reducing the RGB coding rate. Our model and code are available at https://github.com/kjungwoo03/ENVC.
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Computer Vision · Cross-listed from eess.IV
ZAGNet: Zone-Aware Graph Aggregation Network for Patient-Level Lung Ultrasound Diagnosis
Patient-level lung ultrasound (LUS) diagnosis requires integrating findings acquired across multiple anatomical zones, yet clinical examinations frequently involve variable and incomplete scanning protocols with missing zones. Existing diagnostic AI methods primarily analyze individual frames or video loops, relying on heuristic aggregation strategies such as max or mean pooling that ignore inter-zone relationships for patient-level inference. This paper presents ZAGNet, a Zone- Aware Graph Neural Network that represents temporally tracked pathology findings as graph nodes connected by anatomical zone adjacency. A graph transformer network propagates contextual information across neighboring lung regions, while a virtual global node aggregates graph-level features to predict patientlevel consolidation and pleural effusion using only patient-level supervision. ZAGNet accommodates missing zones by computing on a graph structure without fixed input format or size. We evaluate ZAGNet on a multicenter dataset of 714 subjects (20,256 LUS video loops) with exams varying from 4 to 16 zones across anterior, posterior, and lateral thoracic regions. For consolidation diagnosis, ZAGNet achieved an AUC of 0.803 compared to 0.677 (max pooling) and 0.674 (mean pooling). For pleural effusion, AUC increased to 0.893 from 0.804 (max pooling) and 0.815 (mean pooling). These represent improvements of up to 19% and 11% for consolidation and pleural effusion respectively. The results demonstrate that graph-based inter-zone reasoning provides an effective and clinically consistent framework for automated patient-level LUS assessment.
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Computer Vision
Moore, Escher, Penrose: A Conformal Golden Braid
I don't think I have ever done anything as peculiar in my life. Among other things, it shows a young man looking with interest at a print on the wall of an exhibition that features himself. How can this be? Perhaps I am not far removed from Einstein's curved universe.” So wrote M.C. Escher about his 1956 lithograph Print Gallery. Nearly half a century later, a mathematical analysis related its geometry to an untwisted source image through a conformal power map $z \mapsto z^\alpha$, $\alpha \in \mathbb{C}$. Building on this construction, we use a frozen text-to-image diffusion model to generate new self-referential scenes. Prompting alone does not enforce the recursion, while a post-hoc transformation can leave structures poorly connected. Applying the transformation during sampling is also insufficient: the denoiser may "repair" the intended distortion or drift out of the prescribed geometry. We construct a generalized inverse $T^\dagger$ of the non-invertible image transformation $T$, adapted to its recursive constraint. In the idealized formulation, the Penrose identity $TT^\dagger T = T$ makes $TT^\dagger$ an idempotent projection onto geometrically admissible images. Yet denoising only the transformed image remains an out-of-distribution task, even with projection. We therefore braid denoising steps with $T$ and $T^\dagger$: source-space steps develop the untwisted scene, while transformed-space steps refine its appearance and connections in the final geometry. We generate Print Gallery-like compositions and explore further transformations. Rather than distorting a finished image, we let the scene and its distortion develop together.
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Computer Vision
Sphere Encoder 2
Sphere Encoder is an autoencoder that generates images by decoding random points from a high-dimensional latent sphere. We identify two limitations of the original formulation that reduce its generation quality. First, random points concentrate near the equator relative to the pole on an encoded latent, but the training rotation never reaches this region, leaving a gap that limits one-step generation. Second, training for generation with pixel-wise reconstruction loss encourages the decoder to average over plausible images, producing blurry images that lack high-frequency details. We present Sphere Encoder 2 to address both limitations, substantially improving image generation quality while maintaining the speed and simplicity of a autoencoder. Models are released at https://github.com/kaiyuyue/sphere2.
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Computer Vision
One Basis to Animate Them All: Gaussian Blendshape Distillation for Real-Time Avatars
3D Gaussian avatars support fast rendering, however, their real-time animation is often challenged by the costly neural inference. We address this bottleneck and show that the animation of pretrained avatar models can be closely approximated by a linear combination of identity-independent blendshapes. Building on this finding, we introduce GALA (Gaussian Animation via Linear Approximation), a distillation method that replaces per-frame heavy neural decoding with a shallow coefficient predictor and a linear blend. To improve fidelity and reduce memory requirements, we propose to construct the basis using block-local PCA under a rendering-aware metric and a memory budget. Our method learns a shallow MLP network to predict blendshape coefficients and applies to various animation architectures without retraining original models. We validate GALA by accelerating the inference of three distinct avatar models for 3D animation of facial expressions and full-bodies with clothing dynamics. Across these models, our distillation generalizes to held-out identities and reduces CPU animation cost by up to three orders of magnitude while preserving most of the rendering quality. Excellent results of our method confirm the shared linear structure of learned avatar representations and enable highly efficient and accurate animation at frame rates reaching up to 60fps on mobile devices. Project page: https://ramazan793.github.io/gala/
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Computer Vision
PROWBench: Do Video Models Render What the Program Specifies?
Programmable world models separate executable dynamics from visual generation, offering a promising foundation for next-generation game engines. However, their visual adherence to explicit rules and interactions remains insufficiently evaluated. Existing benchmarks assess visual quality, controllability, and instruction or physical adherence, but rarely test fidelity to fine-grained, program-specified world events. We introduce PROWBench, comprising 170 programmatically constructed episodes and 600 proxy videos covering diverse scenes and interactions. PROWBench logs entity states and timestamped events, including those outside the camera's field of view, as replayable world records, from which it renders synchronized views and proxy representations. This enables generated videos to be checked against the observable consequences of program execution. An extensible framework constructs scenes, controls behaviors, and can render each camera view in different representations, such as coarse 3D, and bounding boxes. The benchmark covers first- and third-person perspectives, with synchronized multi-view observations available for a subset of episodes. Grounded in these records, PROWBench evaluates entity control, long-horizon memory, and, with two VLM-based metrics, Logic-Render Alignment and Interaction Success Rate, adherence to the prescribed timeline and the visual realization of timestamped engine-recorded events.
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Computer Vision
Embedding Prediction Helps Image Generation
In diffusion transformers, a class label or a text prompt is embedded once, and the same condition is reused at every denoising step. We ask whether predicted embeddings can serve as this condition instead. Next-Embedding Predictive Autoregression (NEPA) trains a Transformer to predict the next continuous embedding in a sequence. In generation, the clean image follows the noisy image, so its embeddings are the next embeddings after the condition and the noisy image. We train a NEPA model to predict them all at once with Multi-Embedding Prediction, and in Embedding Conditioned Generation, a DiT generator is conditioned on these predictions, recomputed at every denoising step, so the conditioning signal adapts to the current noisy state. Experiments on class-conditional ImageNet $256\times256$ study the condition of the generator, the design of Multi-Embedding Prediction, and the scaling of both models. The NEPA model adds a second network to every sampling step; with it, and combined with REPA, our final model, NEPA-DiT-XL, reaches an FID of 1.32 using about a third of the training compute of REPA.
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Computer Vision
SILSA: Sliding-Window Slice Latents for Topology-Preserving High-Resolution 3D Generation
High-resolution 3D generation increasingly relies on voxel latents and multi-stage pipelines that first predict active structure and then synthesize local geometry. While effective, this design fragments continuous surfaces into many local tokens, inflates generation cost, and often weakens topological consistency for thin or highly connected shapes. We introduce SILSA, a topology-aware 3D generation framework that represents shapes with compact sliding-window slice latents. Instead of generating expensive voxel tokens, SILSA uses a fixed set of overlapping slices along the three canonical axes, where each token summarizes a local depth window to preserve cross-sectional continuity and support single-stage rectified-flow generation. A Slice VAE encodes oriented surface samples into multi-axis slice latents and reconstructs them with a sparse volumetric decoder, while a Volumetric Anchor Lattice coordinates directional slice streams through a shared 3D workspace. To preserve structural correctness, we introduce slice-level topology supervision that matches persistence diagrams and aligns Betti transitions across neighboring slices. Experiments show that SILSA improves structural fidelity while substantially reducing generation cost. SILSA improves PSNR by $8.7\%$, coverage by $5.96$ absolute points, and Betti error by $9.2\%$ over the strongest baseline, while using $70.0\%$ fewer tokens than the next-most compact baseline and over $98\%$ fewer tokens than sparse or hierarchical tokenizers, effectively reducing training memory by $40.4\%$ and inference time by $58.5\%$. Qualitative results further show improved preservation of thin structures, repeated components, and long-range connectivity.
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Computer Vision · Cross-listed from cs.AI
VISTA: A Visual Harness for Reasoning in an Interactive World
We show that multimodal models possess strong reasoning abilities and that an appropriate harness can unlock their potential to solve tasks across diverse interactive environments. We introduce VISTA, a visual harness that gives a general-purpose multimodal model long-horizon vision. VISTA allows the model to directly perceive the environment through visual observations and maintains a lossless visual memory that preserves past observations in their original form. The model can actively retrieve these observations and reorganize its visual input as it reasons. On ARC-AGI-3, VISTA improves Claude Opus 5.0's Relative Human Action Efficiency score from 40.68 to a perfect 100.00, with the model completing all 25 public games using 57.4% fewer actions than first-time human participants. VISTA's simple design also allows it to extend naturally to diverse visual environments with minimal adaptation. Across three additional benchmarks covering a diverse range of visual games and puzzles, it substantially outperforms baselines using the same underlying model with minimal harnesses. Our results highlight VISTA's potential as a general-purpose visual harness for advancing multimodal agents in complex visual environments.
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Computer Vision
HiPhy: Hierarchical Alignment for Physically-Plausible Multi-Principle Video Generation
Video generation models have achieved remarkable visual fidelity and have strong potential to become general-purpose world simulators. Despite this progress, they still fail to generate videos which adhere to laws of physics. The problem becomes even more apparent in realistic settings where multiple physical principles must work together within the same video; for example, "a balloon floating upward while steam rises from a pot" requires buoyancy and fluid dynamics to unfold coherently and simultaneously. Yet existing methods largely ignore multi-principle interactions, focusing on a single principle per video. We propose HiPhy (Hierarchical Physical Alignment), a reinforcement learning framework that grounds video generation in physical laws through a dual-level objective: locally enforcing the temporal dynamics of individual physical principles, and globally ensuring the physical and semantic coherence of the entire scene. To support multi-principle generation, we construct a 50K-prompt dataset and introduce a prompt benchmark MultiPhyBench, spanning a diverse range of co-occurring physical events. Our experiments show that HiPhy significantly outperforms prior methods and baselines, improving physical commonsense and semantic alignment significantly across various benchmarks, with the largest gains on scenes involving multiple concurrent physical principles where competing methods degrade most sharply.
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Computer Vision · Cross-listed from cs.RO
InterEvolve: Test-Time Evolution of Reward Programs for Humanoid Loco-Manipulation
We study test-time evolution for humanoid loco-manipulation: solving tasks that a controller was never trained for by repurposing its existing skills, improving from its own attempts, and retaining what it learns, without retraining. Our key insight is that a broad controller already holds much of the competence a new task needs, and that this competence becomes accessible through an interface between planning and control that is expressive enough to specify contact-rich, multi-stage interactions, yet executable and measurable enough that execution feedback can guide planning from experience. InterEvolve realizes this interface with two components. First, we develop an object-aware forward-backward (FB) behavioral foundation model, whose object residuals on a frozen body prior turn a new reward about the body or objects into loco-manipulation behavior at test time. Second, we specify tasks as reward programs: staged rewards with completion conditions and tunable constants. A large language model (LLM) agent revises the program structure in context, drawing on execution feedback and a skill library of verified programs, while a numerical optimizer tunes its constants. With every candidate verified across parallel simulation scenarios, the program explores new ways to induce, repurpose, and compose the controller's existing motor competence for the task at hand, and thus improves over iterations. Experiments show that human-designed rewards leave much of the FB model's loco-manipulation competence untapped, whereas the programs InterEvolve evolves release it, sometimes through novel strategies. It further produces behaviors for diverse tasks, complex scenes, and long-horizon compositions in simulation, and evolved skills run autonomously on a physical Unitree G1 from egocentric onboard perception.
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Computer Vision
DMAD: Distribution Matching as Adversarial Distillation for Fast Visual Generation
Distribution Matching Distillation (DMD) trains a few-step student from the difference between separately estimated target and student scores, so it must keep an auxiliary diffusion model fitted to the student's evolving distribution at extra memory and computation cost. We introduce DMAD, Distribution Matching as Adversarial Distillation, which recasts distribution matching as classification and learns the required log-density ratios directly. Two discriminator heads on a shared backbone distinguish real data and teacher samples from the student's, and linear losses on their logits train the student without auxiliary score fitting. We prove that at the discriminator optimum these losses recover the distribution-matching gradient underlying DMD, through the classical identity linking discriminator logits to log-density ratios. We further introduce gap-based reweighting, which adapts teacher supervision across noise levels from the real-data head's empirical logit gap between real and teacher samples. DMAD reaches a Fréchet Inception Distance (FID) of 1.04 with one-step generation on ImageNet-64x64, 14.47 with four-step SDXL on COCO-10K, and a VBench total score of 85.15 with four-step Wan2.1-T2V-14B, the best values among the compared few-step methods and the multi-step teachers. On MiniMax-H3-33B, our four-step student achieves overall human preference rates of 79.1% over DMD2 and 84.6% over rCM for joint audio-video generation, excluding ties. Our code, models and demos are available at https://yzmblog.github.io/projects/DMAD.
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Computer Vision
OmniSeek: Native Tool Integration for Multi-turn Audio-Visual Reasoning
We present OmniSeek, an agentic framework that transforms an Omni Large Language Model (Omni-LLM) into an active, multi-turn reasoning agent with native tool use. Rather than passively processing an entire audio-visual sequence in a single forward pass, OmniSeek makes evidence acquisition part of the reasoning process: it dynamically decides whether to look or listen, and over which temporal window, to retrieve sparse but critical evidence across different modalities within long contexts. Through an iterative multi-turn protocol, the retrieved raw audio or visual segments are appended back into the context to support subsequent reasoning. To cold-start this capability, we build a data engine that synthesizes OmniTraj-170K, a corpus of multi-hop Chain-of-Thought trajectories with interleaved audio and visual evidence. We first supervise the model on these trajectories to instill multi-turn tool-use behavior, and then further optimize the policy via a two-stage reinforcement learning with verifiable rewards. Moreover, we introduce an Audio-Visual Necessity objective that explicitly rewards successful trajectories whose reasoning depends on both modalities, discouraging single-modality shortcuts. Extensive experiments across a wide range of benchmarks demonstrate that OmniSeek learns adaptive cross-modal evidence seeking and consistently improves audio-visual reasoning performance.
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Computer Vision
Generative Cinematographer: Composing Camera and Object Motion in 3D
Current controllable video generation systems often rely on 2D motion trajectories or sparse drag signals for object motion. These controls are ambiguous because the same 2D trajectory can correspond to different 3D motions, especially when the camera and objects move simultaneously. We present Generative Cinematographer (GenCine), a system that lifts a single image into an editable 3D scene scaffold where artists jointly author camera and foreground motion. Artists specify a camera path and move selected foreground regions using local 3D motion handles. Several handles can move different parts of a subject independently, providing a piecewise-rigid approximation to non-rigid motion without a physics simulator or category-specific prior. To communicate these controls to a pretrained video model, we project them into guidance maps. These maps record where the controlled regions appear in each frame, assign each handle a fixed color across frames and encode the current 3D positions of its controlled points in the same world coordinate system as the background. This lets us describe object motion relative to the scene even as the camera moves. For training, we recover controls from the motion observed in real videos and use ground-truth geometry and trajectories from synthetic videos. We train a lightweight guidance branch and LoRA adapters on a pretrained Wan model to follow these controls. Our experiments show consistent camera-relative motion, improved geometric consistency under viewpoint changes, and strong controllability across diverse real-world scenes.
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Computer Vision
World Observer: Joint Actor-Observer Generation for Persistent World Modeling
How can a world model continuously observe regions beyond the actor's current view? Video world models simulate how an environment evolves from an agent's actions, yet remain actor-centric. Once an object leaves the actor's view, they lose direct evidence of its evolution, often failing to preserve its state and dynamics upon re-entry. To address this, we introduce World Observer, which decouples observing from acting by jointly generating a perspective actor for the agent-centric view with one or more panoramic observers that watch selected world regions. This allows objects that leave the actor's view to remain visually evolving in an observer, so their updated states are reflected when they re-enter. We ground the actor and observers by warping from a shared panoramic source for explicit geometric correspondence, and introduce an Observer Sink of high-resolution perspective references to restore fine appearance upon re-entry. Since the observers are decoupled from the actor, they can be placed freely across the scene, extended to multiple locations for broader coverage, and driven by control signals to steer out-of-view evolution. To evaluate out-of-view evolution, we further introduce world-space metrics and a benchmark spanning real and synthetic scenes. World Observer substantially improves out-of-view dynamics while remaining competitive in visual fidelity, camera control, and 3D adherence.
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Computer Vision
4Director: Controlling Video World Models with Rigid 3D Geometry
Precise control over camera and object motion is essential for professional video production. Existing methods control objects only coarsely, through image-plane cues that are ambiguous in depth and rotation or through 3D tracks and blobs that lack complete geometry and lose consistency across viewpoint changes. We introduce 4Director, a video world model conditioned on an explicit 4D scene representation: each object is reconstructed once from the input image as a canonical mesh and moved by one prescribed rigid transformation per frame. This representation provides an intuitive 3D control interface and prevents unobserved geometry from being regenerated independently in every frame. We render the controlled scene as a depth video and introduce a Motion Adapter that transforms this geometric scaffold into video while synthesizing view-consistent appearance, illumination, and non-rigid dynamics. For training, we construct RealCOD-Rigid, a new dataset of 20,774 clips annotated with rigid 3D scenes by our automatic pipeline. We further introduce Identity-Gated IoU (IG-IoU), which jointly evaluates adherence to prescribed object motion and preservation of object identity. Experiments demonstrate that 4Director consistently outperforms prior methods in visual quality and in camera and object control.
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Computer Vision
MosaiChunk: Compositing Spatio-Temporal Memory for Autoregressive Video Generation
Long-horizon autoregressive video generation is limited by a finite context window. When an object or scene falls out of context, its fine-grained visual details may be lost and difficult to recover upon reappearance. To retain access to such visual details, we introduce MosaiChunk, a spatio-temporal memory mechanism that composes a mosaic of selected historical key-value (KV) entries across space and time. Our approach is motivated by the observation that a frozen video generator can directly consume such non-contiguous historical KV and recover the corresponding visual content. We therefore keep the generator fixed and learn only a lightweight router that determines which historical sections to include in the mosaic under a fixed active-memory budget. We further introduce RememBench, a benchmark of long-horizon revisits with prompt-driven text-to-video (T2V) and camera-driven image-to-video (I2V) splits. Our experiments show that MosaiChunk consistently improves revisit consistency over both sliding-window inference and whole-chunk retrieval under matched memory budgets, across both T2V and I2V settings.
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Computer Vision
Omni-Embed-Mini: Binding Modalities Without Forgetting via Dense Distillation
Extending a text embedding model to new modalities typically degrades text retrieval quality, and existing omni-modal embedders compensate with multi-billion parameters. We present Omni-Embed-Mini, a 0.9B-parameter model that maps text, speech, audio, images, video, and visually-rich documents into a single shared cosine space without updating any text-side parameter. Our key insight is that the teacher signal requires no separate embedding model: each media sample is paired with a dense cascaded caption, and the teacher target is simply the frozen backbone's own embedding of that caption. Because teacher and student share the same backbone weights, they inhabit byte-identical geometry, and lightweight projectors plus phased LoRA adapters on the modality encoders suffice for alignment. Training combines a Matryoshka SigLIP contrastive loss with an online hybrid hard-negative miner whose negatives sharpen as the encoder improves. The recipe carries over to a 2.3B variant by swapping in a native vision-language backbone. Omni-Embed-Mini-0.9B keeps its text weights bit-identical to the backbone, so training cannot regress text retrieval (49.57 nDCG@10 on MTEB-v2 BEIR-8), while extending it to five additional modalities, and is ~2.7x to 9.5x smaller than every open omni embedder we compare against. The 2.3B variant is competitive with the closed gemini-embedding-2, edging ahead of it on the overall-modality average. Models, code, data and evaluation harness are on our project page: https://omniembed.cvmbzuai.com