Peer Revenue Fully funded

Papers

Fresh from arXiv, typeset properly. Highlighted words trade on the market.

Computer Science Computer Vision

cs.CV Watch Computer Vision (sign in to use)

Wednesday 7 October

Computer Vision

GHARP: Real-time Gaussian Head Animation from Large-scale Reconstruction Prior

We present GHARP (Real-time Gaussian Head Animation from Large-scale Reconstruction Prior), a method that animates 3D human heads in real time from a few input images of a subject and a driving expression signal. We decouple the problem into an identity stage that builds a representation of the subject's geometry and appearance offline, and an animation stage that predicts expression-dependent residuals on top of it at runtime. This separation offers a favorable trade-off with respect to fidelity, quality and runtime: the identity stage can be expensive while the animation stage runs a lightweight network, optimized for mobile devices. Our method performs animation in a semantically structured latent space of a pretrained reconstruction model, where expression changes remain spatially contained, making residual prediction efficient. This reconstruction prior provides a consistent spatial layout, allowing fusion of multiple input views into a compact, fixed-size canonical Gaussian representation. While this two-stage design improves the runtime-quality trade-off, it still inherits a problem common to all expression-driven avatar methods: expression codes describe only the face and thus omit body pose and clothing position, making these regions underspecified in the input. The animation network faces an ill-posed mapping and resorts to averaging over conflicting body appearances, producing blur and temporal flicker. We address this with a body alignment network that learns to align the person's body in the target image with the input reference images, removing the ambiguity from the training signal. Our method achieves state-of-the-art quality on the Ava-256 benchmark while running up to 13x faster on an A100 GPU with 8x fewer Gaussians.
Read the full abstract

All authors Ali Benlalah, Sepehr Johari, Patricia Vitoria, Armin Kappeler, Artem Sevastopolsky, Alexander Jung, Gabriele Fanelli, Kevin Mader, Manuel Breitenstein, Claudia Plüss, Jan Rüegg, Simon Biland, Thomas Etterlin, Dmitry Kostiaev, Mathias Deschler, Brian Amberg, Sebastian Martin

Computer Vision · Cross-listed from cs.RO

When Listening Becomes Easier: Scrubbing Visual Cues for Shortcut-Free VLAs

Shortcut learning is a prevalent issue in robot learning. The limited diversity of robot demonstration datasets can mislead policies into exploiting spurious correlations between tasks and irrelevant features, such as viewpoint or background. Collecting sufficiently diverse robot demonstrations is costly and inefficient, motivating algorithmic alternatives. We focus on vision-language-action (VLA) models and discover that different vision-language model backbones exhibit substantially different levels of susceptibility to visual shortcut learning. We find that model behavior correlates with our proposed representation-level metric, action margin, which requires no policy rollouts. Visual shortcuts consistently enter action representations in early layers, with models differing in the extent to which later layers correct them by incorporating language information. To boost models' attention to language, we introduce task scrubbing, a new domain-adversarial training method that decreases models' likelihood of using visual shortcuts and improves VLAs' generalization. Experiments in both simulation and the real world across multiple VLAs and visual cues show that task scrubbing improves out-of-distribution robustness and often eliminates visual shortcut learning.
Read the full abstract

All authors Jasper Gerigk, Kenzo Aspuru-Takata, Chin-Hsuan Wu, Mohammad Mohammadi, Shuhong Zheng, Igor Gilitschenski

Computer Vision

Less from More: Reinforcing Sparse Video Reasoning from Dense References

Video-language models commonly assume that more temporal observations lead to more reliable reasoning. We question this assumption and argue that the key challenge is not merely processing more video frames efficiently, but learning to reason reliably under limited temporal evidence. We propose SAVER, a dense-to-sparse post-training framework that uses dense video views as training-time references for sparse-frame inference. During reinforcement post-training, paired dense and sparse views are optimized with grounding rewards and a reliability-gated reference reward, encouraging sparse view predictions to preserve task-relevant temporal evidence. Notably, SAVER is trained only on 1,250 randomly sampled temporal grounding examples, without using any video question answering annotations. Across three temporal grounding benchmarks and six video question-answering benchmarks, SAVER consistently improves performance across frame budgets. In particular, SAVER can match or surpass dense-frame Qwen3.5 baselines while using substantially fewer frames. These results show that temporal grounding can serve as an effective evidence-localization proxy for learning sparse video reasoning that transfers to broader video understanding tasks.
Read the full abstract

Computer Vision

SPLIT-RL: Staged Perception-Language Reasoning Training with Claim-Level Advantages

Vision-Language (VL) reasoning requires a model to both extract relevant and accurate information from an image (visual reasoning, VR), and to infer the answer from it (language reasoning, LR). Reinforcement learning with verifiable rewards typically trains both through a single chain-of-thought with a final-answer reward. This gives every CoT token the same sequence-level advantage, failing to distinguish capability specific errors. We propose SPLIT-RL, a staged post-training approach that trains VR and LR in disjoint phases. Because a group's rollouts differ along one capability at a time, the group-relative advantage isolates it, and each phase is optimized using phase-specific reward. We further introduce Claim-Level Advantage (CLA-GRPO), which decomposes VR-phase rollouts into atomic visual claims and provides a fine-grained advantage at claim level based on visual-type group formation. Although trained in two phases, trained policy is evaluated like GRPO model, with a single CoT call at inference time. Under this protocol, SPLIT-RL improves average accuracy over GRPO by 1.4-6.1 points across Qwen3-VL models from 2B to 30B-A3B and InternVL3.5-8B. Evaluating each capability using an oracle based diagnostic shows that answer-only GRPO leaves perception unchanged, whereas SPLIT-RL improves both VR and LR.
Read the full abstract

All authors Raja Kumar, Rajat Koner, Ritwick Chaudhry, Zhuowei Li, Nishant Sankaran, Yifan Xing

Computer Vision

Enabling Preference-driven Unlearning in Few-step Distilled Text-to-Image Diffusion Models

Text-to-image diffusion models are increasingly distilled into few-step variants and being deployed to enable fast inference. However, their ability to generate harmful or undesired content poses significant safety risks. Data-driven unlearning methods suppress targeted generations by fine-tuning model weights using specialized unlearning objectives. Crucially, these objectives implicitly rely on multi-step denoising dynamics, an assumption that breaks down for few-step distilled (FSD) models, resulting in ineffective forgetting. Furthermore, performing unlearning on the non-distilled base model and subsequently re-distilling it to obtain an unlearned FSD model incurs substantial computational and time overhead, making it impractical in many settings. Hence, we address this limitation with a preference-driven unlearning framework that revisits Direct Preference Optimization (DPO) for diffusion models. We show that standard DPO and its unlearning derivatives, formulated around noise-prediction error, transfer poorly to FSD models due to their altered generation dynamics. To overcome this, we introduce a modified preference optimization formulation explicitly aligned with the few-step generation properties, enabling direct concept removal in FSD models while preserving few-step efficiency and maintaining strong retention of desirable (non-targeted) capabilities. We evaluate our framework primarily on identity and NSFW (nudity) removal tasks and also extend our method to object-level unlearning. Extensive experiments demonstrate consistent and effective forgetting, and strong retention performance, establishing our method as a practical and principled solution for unlearning in FSD models.
Read the full abstract

All authors Gaurav Patel, Jun Fang, Greg Ver Steeg, Qiang Qiu, Sravan Sripada

Computer Vision

Velocity Scaling in Flow Matching

Scaling a learned flow-matching velocity field $v_\theta$ by a gain $\gamma(t)$ was recently shown to greatly improve generation quality. Prior work argued that velocity fields trained with mean-squared error (MSE) systematically underestimate velocity magnitude and that scaling corrects this error. We show that MSE training does not create a velocity-magnitude deficit. We find instead that velocity scaling reduces population time lag: sampled states at model time $t$ resemble training states from an earlier time. Velocity scaling and moving model time back are two ways to address this population time lag. Across architectures and model sizes, measuring population time lag and using it to select a gain greatly improves generation quality, reducing FID from 28.0 to 12.2 (estimated by linear interpolation between FID measurements at neighboring gains) on ImageNet-256 at NFE 25 without guidance.
Read the full abstract

Computer Vision · Cross-listed from cs.RO

NavGPT-3: Harnessing Context in a Hierarchical Navigation Runtime

Language models trained with long-horizon agentic reinforcement learning can generalize knowledge through reasoning, express precise actions, and pursue goals over many steps, raising the ceiling on what an embodied agent can understand and decide. Physical interaction, however, remains the domain of action policies, which provide dense, low-latency control. We present NavGPT-3, a harness that connects the two models, with an OS-like runtime built above it: reasoning, acting, and monitoring run as threads with their own context, tools, and permissions, while the runtime schedules them and decides which thread controls the robot's motion, so that the robot can react to sudden real-world events through interruption and thread switching. Beneath it, our action policy NavGPT VLA, trained on 19.28M examples, allocates visual tokens using codec allocation, in proportion to scene change; its 8B model alone reaches 76.94 SR on R2R-CE and leads RxR-CE with 82.39 SR. With the complete harness, NavGPT-3 sets the state of the art on R2R-CE (81.51 SR) and, for the first time, brings an autonomous agent to human level: on RxR-CE it matches human followers in success (90.43 vs. 90.4 SR) and path fidelity (78.47 vs. 77.7 nDTW) at 1 min 22 s per episode, versus roughly 3 min for a human. We comprehensively ablate the harness design and the interaction between the two models, showing how tools and the action policy shape the path from language-model reasoning to physical control: when NavGPT VLA executes the route, the reasoning loop shortens and the system's minimum reaction time falls from 3-19 s per language-model decision to 0.5-1 s per action-policy step (1-2 Hz). These results show that designing this embodied interface is central to connecting frontier language-model intelligence with low-level physical control. We will release all models, code, and evaluation records.
Read the full abstract

All authors Gengze Zhou, Yicong Hong, Jiazhao Zhang, Xunyi Zhao, Jian Zhou, Zixing Lei, Zun Wang, Chongyang Zhao, Xionghui Chen, Stephen Gould, Anton van den Hengel, Qi Wu

Computer Vision

VICO: Visual Environments Co-Evolving for Vision-Language Model Reasoning

Reinforcement learning with verifiable rewards (RLVR) has become a standard recipe for post-training vision-language models (VLMs), but it typically assumes a static training environment. As the actor improves, fixed tasks drift out of its learning frontier: many become trivial, others remain unsolvable; and the learning signal collapses. We argue that VLM post-training should evolve the visual environment alongside the actor, not just the actor itself. We propose VICO, a co-evolutionary framework in which an actor and an Environment-as-Rewriter (EnvRewriter) are trained jointly: the EnvRewriter edits verifiable image-side structures, such as scene graphs, chart tables, or protected region masks, and re-renders them to produce label-valid training samples whose difficulty is calibrated to the actor's current ability through a pass-rate-based reward. This loop continuously realigns task difficulty with actor capability without any additional human annotation. Across nine multimodal benchmarks spanning mathematical reasoning and visually grounded understanding, VICO-8B improves over its base model by up to +5.0% on out-of-domain tasks, surpasses the strongest self-evolution and text-editing co-evolution baselines by +4.3% and +8.4% respectively, and stays comparable to chart-specialized RLVR methods using 16-160 times fewer labeled samples. By shifting from human-labeled supervision to image-editing co-evolution, VICO offers a scalable path beyond static-corpus RLVR for visual reasoning.
Read the full abstract

All authors Meng Lu, Ligeng Zhu, Olivia Xiao, Yuchen Zhuang, Zihan Wang, Kuncheng Wu, Bangya Liu, Yu Wang, Charles Fleming, Wenqi Shi, Xuan Wang

Computer Vision

DOGS: Design-Space Sampling for Prompt-Driven Logo Generation

Prompt optimization for text-to-image (T2I) generation has been pursued almost entirely as text rewriting, in which a short user brief is expanded into a longer, model-preferred token sequence. We argue that such a language-space formulation is ill-suited to structured visual design tasks such as logo creation, where a one-line brief leaves most design decisions unspecified. These decisions depend on relational priors that a linear sequence cannot encode, and they leave an uncontrolled channel through which protected marks may be reproduced. We therefore recast logo prompting as sampling within a structured design space, and instantiate this idea as DOGS (Design-space prompting with an Originality-aware GFlowNet Sampler). From a large corpus of real-world logos, we mine a typed, graph-structured design grammar whose edges record empirical co-occurrence. A GFlowNet sampler then generates design graphs with probability proportional to a terminal reward that combines recognizability, aesthetics, and corpus-relative originality. Every slot draws only from a closed design-level vocabulary, and any infringement-inducing or harmful token is removed during parsing. The originality reward further penalizes proximity to existing logos, thereby incorporating infringement avoidance into the method by construction. On two open-source renderers and against nine baselines, DOGS produces logos that are more recognizable and aesthetic, substantially more diverse, and far less prone to trademark infringement.
Read the full abstract

All authors Ganyu Zou, Chen Dai, Nathan Self, Kevin Piper, Ramachandra Rao Seethiraju, Karthik Shyamsunder, Chang-Tien Lu, Naren Ramakrishnan

Computer Vision

MESSENGER: Memory-Enhanced Sequential Scene Flow Estimation via Autoregressive Next-Frame Forecasting

Scene flow can capture low-level 3D motion displacements in dynamic scenarios. Early pairwise estimators relying on instantaneous two-frame motion lack long-term temporal correlation and also struggle with poor extrapolation ability in future prediction. Although some recent methods attempt to explore multi-frame scene flow estimation in a sequence-to-sequence manner, they typically suffer from heavy computational overhead with increasing input frames and long-horizon prediction degradation due to ineffective motion propagation. To address these problems, we propose a novel memory-enhanced sequential scene flow pipeline, called MESSENGER. To sufficiently mine long-term temporal dependencies naturally within consecutive sequences, a memory buffer is designed by explicitly storing multiple history flow estimates and latent states. For each input frame, the temporally stored flows and states are correlated and retrieved to predict the current initialized flow in a next-frame forecasting manner. Furthermore, we develop an uncertainty-aware reweighting module to filter unreliable retrievals and mitigate accumulated errors. Extensive experiments on nuScenes and Argoverse 2 demonstrate state-of-the-art performance of our MESSENGER, reducing EPE3D by 71.6% on nuScenes and 67.7% on Argoverse 2 in long-horizon future extrapolation. This superiority can be attributed to our designed autoregressive forecasting paradigm, which naturally forces the network to progressively learn the next-frame distribution based on history observations. Code will be released at https://github.com/liujiuming123/Messenger.
Read the full abstract

All authors Jiuming Liu, Jianing Li, Mengmeng Liu, Hongyang He, Hesheng Wang, Per Ola Kristensson

Computer Vision

LinSlot: Exploiting Linear Representation hypothesis for unsupervised attribute discovery from slot based object representation

This paper studies the problem of learning disentangled representations of objects and their attributes from raw, unstructured image data. Slot-based methods have shown considerable success in unsupervised learning of object representations from images. Block-slot attention-based methods extend this framework to attribute representations by assuming a uniform factorization of object representations into attributes, which may be suboptimal and consequently limit the quality of the learned representations. We therefore investigate a framework for jointly discovering object and attribute representations. Our key contribution is leveraging the Linear Representation Hypothesis (LRH), which postulates that composable concepts can be represented as linearly additive subspaces in slot representations. Based on this insight, we propose a probabilistic model connecting images, slots (objects), and blocks (attributes). We present an architecture that leverages block attention to connect attribute representations to slots and incorporates LRH in both object and attribute representation spaces. This architecture effectively optimizes the Evidence Lower Bound (ELBO) of the proposed graphical model. Our experiments demonstrate (i) effective discovery of disentangled object and attribute representations, (ii) empirical evidence for LRH in slot space, and (iii) the ability to perform image editing owing to the disentangled and interpretable nature of the learned representations. Our experiments on multiple datasets demonstrate improvements in DCI scores over state-of-the-art methods.
Read the full abstract

All authors Sanket Gandhi, Utkarsh Giri, Varun Subramaniam, Rohan Paul, Parag Singla

Computer Vision

Seeing Through the Glare: A Multi-Source Benchmark and Ocular-Adaptive Pixel MeanFlow for Eyeglass Reflection Removal

Eyeglass reflection removal is important across smartphone imaging, video conferencing, and other face-centric visual applications. The task is challenging because reflections range from mild photometric contamination to severe ocular occlusion, requiring selective correction and plausible reconstruction without altering identity or natural appearance. Existing datasets cover limited reflection conditions, constraining generalization to complex real-world scenes and systematic evaluation. We introduce OcuBench, a multi-source benchmark comprising 10,280 controllable synthetic pairs, 732 real-input pseudo-pairs, and 458 independent real-world test images, supporting both paired evaluation and assessment beyond generated supervision. We further propose OcuFlow, an ocular-adaptive pixel MeanFlow (pMF) framework for efficient, detail-preserving restoration. It combines geometry-adaptive representation with one-step pMF to focus reconstruction on reflection-obscured ocular regions, together with native-resolution frequency-preserving synthesis to retain reliable observed details. Experiments across diverse reflection conditions demonstrate that OcuFlow achieves consistent advantages in reflection removal quality, ocular fidelity, and efficiency. In a blind user study, it receives $67.32\%$ of selections, $6.2\times$ the next-best share. Both the code and dataset will be released.
Read the full abstract

All authors Tao Liu, Youwei Pang, Kailai Zhou, Jiaming Zuo, Hanqi Liu, Wei Ji, Peng-Tao Jiang, Xiaofeng Liu, Weisi Lin, Xiaoqi Zhao

Computer Vision · Cross-listed from cs.GR

WorldBench: Evaluating LLMs on Three.js Voxel World Generation

Large language models can now write complete, interactive 3D worlds as code, but grading those worlds automatically is unreliable. Existing judges take one view of the output: a vision-language model scores a few rendered snapshots, or a language model reads the source. On worlds written by five frontier models we find that the two views disagree on 32% of required items, mostly code that no frame shows, and that fixed views miss small close-up contents. We present WorldBench, a benchmark and judge for open-ended, LLM-generated Three.js worlds. From one prompt describing a floating voxel island with ten biomes, physics, and day/night and seasonal cycles, the judge explores the running world, controlling its clock, orbiting it, and sending a navigator agent to frame each biome, and reads the code for what it sees. Neither channel is trusted on its own: a code quote counts only if it is text the source contains, and visual claims are checked against measured pixels where the property is measurable. A mutation test, in which we remove features by construction, shows that code-only judging gives full credit to four of five removed features, because their code remains in the file. Our judge cuts the points kept on removed features by a third (5.44 to 3.55 of 7.11), and what it still credits is mostly code that exists but never runs. We evaluate five frontier models: Claude Fable 5.1, GPT-6 Astra, Kimi K3, Grok 4.7 and Gemini 3.1 Pro. Code, prompt, tests and judge configuration are available at https://github.com/KrishBakshi/worldbench
Read the full abstract

Computer Vision

A Camera-Native Stereo VR180 Dataset

Immersive VR180 video is increasingly produced with professional stereo fisheye cameras, yet public VR180 research resources are mostly collected from online platforms such as YouTube: already stitched, projected and compressed by unknown pipelines, and without lens calibration. We present a firsthand-captured stereo VR180 dataset recorded with two Blackmagic URSA Cine Immersive cameras. It contains 1,211 samples – 636 stereo video clips (2,220.8 s, mostly 90 fps) and 575 stereo stills – each released as camera-native Blackmagic RAW, separate-eye native fisheye HEVC (8160x7200 per eye) and half-equirectangular HEVC (7200x7200 per eye), together with the factory lens calibration, portable fisheye/half-equirectangular conversion tools and AI-generated scene and visual-challenge annotations. Re-encoding the released fisheye and half-equirectangular renders with x265 over 24 clips, both eyes, four rate points and nine viewing directions, native-fisheye coding needed more bitrate than half-equirectangular coding at equal viewport quality for all 24 clips (median +38%), in every part of the field of view. Data: https://huggingface.co/datasets/lulinxuan/VR180 ; code: https://github.com/lulinxuan/vr180-dataset-tools
Read the full abstract

Computer Vision

Tetris3D: 3D Scene Generation With Objects That Fit Together

We propose Tetris3D, a generative framework for single-image 3D scene reconstruction that recovers objects which are physically and geometrically coherent as a scene. Existing methods often generate objects independently or couple them implicitly, providing limited guidance for ensuring fine-grained spatial compatibility between neighboring objects that interact with one another. To address this, we explicitly condition the generation of each object on the geometry of surrounding objects and their physical relationships, guiding its shape and pose to remain geometrically and physically plausible within the scene. Moreover, we introduce ComOb, a physics simulation-based dataset of 1.2M scenes featuring physical interactions across diverse object categories, with per-object meshes and pairwise physical relation annotations. Comprehensive experiments on synthetic and realworld scenes show that Tetris3D recovers coherent object shapes and poses even when interacting regions are occluded, and achieves state-of-the-art performance in both generation quality and physical stability.
Read the full abstract

All authors Jaeyeong Kim, Jinhyuk Jang, Jongmin Lee, Kyehong Park, Seungryong Kim

Computer Vision

Never Look Back: Understanding Persistence in 3D Object Memory from Egocentric Videos

As we move through the world and carry out everyday tasks, we encounter objects that may become relevant only later. We are capable of recalling where we left something or what was inside a container, even without knowing we would need it later. Here, we study how an embodied assistant can build a similar memory from egocentric videos, by observing a person's day-to-day activities. We present Ledger, a persistent 3D object memory that combines object locations, their histories, and contextual descriptions. It associates observations across the recording and retains objects after they leave the view, including those the person never touches. It clusters each object's observations by resting locations and records a move only after repeated evidence, reducing the effect of localization noise. Short descriptions preserve details such as an object's contents or supporting surface. It saves these records to later answer spatial questions without having to access the original images or video. Our memory raises HD-EPIC accuracy from 29.7% to 42.6%, UCS-Bench accuracy from 33.8% to 38.5% and localizes Ego4D objects with a 0.99 m median error on returned predictions. Our analyses identify complementary roles for temporal persistence, contextual descriptions, and retrieval. Our study on 100 stitched streams of multiple scenes each further exposes failures in both retrieval and construction. Per-scene construction partially recovers the performance lost across scene changes compared to that of single scene streams.
Read the full abstract

All authors Shravan Chaudhari, William Paul, Suchi Saria, Rama Chellappa, Homanga Bharadhwaj

Computer Vision · Cross-listed from cs.RO

Long-WAM: Scaling the Context of World-Action Models

Real-time robot control demands enough visual history to infer motion and task progress, but processing that history can delay action. We present Long-WAM, a model-system framework for scaling the context of causal world-action models under real-time control constraints. Our central finding is that access to history is not the same as using it: longer histories pay off far more when the video foundation is pretrained autoregressively (AR). We first learn causal prediction from robot and egocentric videos without action labels, then preserve this history-to-future structure during world-action adaptation. On RoboCasa GR-1, increasing context from 0.0 to 19.2 seconds raises success from 63.3% to 78.7%, whereas a bidirectionally pretrained initialization shows no net gain; robot-domain AR pretraining further raises peak success on GR-1 and LIBERO-Long. Long-WAM also achieves the best results among compared methods on LIBERO-Long, RoboTwin 2.0, and DOMINO. Streaming observation encoding, asynchronous execution, and hardware-specific acceleration enable deployment on RTX 5090, DGX Spark, and Jetson AGX Thor without dropping future prediction; on RTX 5090, each action chunk, including future-video latent prediction, takes 107.4 ms. Real-time deployment on Unitree G1 and YAM supports dynamic and long-horizon manipulation, including 95% success on dynamic cup stacking, where Pi0.5 and Fast-WAM succeed in none of 20 trials. As a memory-informed executor, Long-WAM also complements higher-level planning in composite tasks.
Read the full abstract

All authors Wei Huang, Bohan Zhang, Chenzhi Liu, Isabella Liu, Shuai Yang, Weian Mao, Luozhou Wang, Yicheng Xiao, Weifeng Lin, Qixin Hu, Bryan Chu, Sifei Liu, Linxi Fan, Xiaojuan Qi, Song Han, Yukang Chen

Computer Vision

GRACE: Generation-aware latent compression for efficient video generation

Highly compressed video autoencoders offer an effective way to accelerate video diffusion models, as the Diffusion Transformer (DiT) operates on far fewer tokens. However, such autoencoders are challenging to train, since a higher compression ratio degrades reconstruction quality and recovering it requires more channels, which is known to slow the convergence of the DiT. The compressed latent also differs from the one the DiT was trained on, so the pretrained DiT must be either retrained from scratch or adapted at considerable cost. Compressing the autoencoder the DiT was trained with appears to preserve compatibility, yet optimizing it for reconstruction alone still shifts the latent away from the distribution the DiT has learned. To address this, we propose Generation-Aware Latent Compression for Efficient Video Generation (GRACE), a two-stage framework that compresses a pretrained video autoencoder while keeping it compatible with the pretrained DiT. Specifically, we keep a frozen base latent from the pretrained encoder and learn a residual latent for the information lost under stronger compression, while aligning the compressed latent with the pretrained latent in the feature space of the frozen DiT so that the autoencoder is optimized for generation. We then adapt the DiT with lightweight fine-tuning and asymmetric denoising, where the base is denoised ahead of the residual. GRACE reduces the token count of Wan2.1-I2V-14B by 8x and its latency by 11.1x at 480x832x81, while matching the generation quality of the pretrained pipeline before compression on VBench.
Read the full abstract

All authors Jiyoung Kim, Paul Hyunbin Cho, Jisu Nam, Donghoon Lee, Hyunsung Go, Yeonkyeong Lee, Hansaem Kim, Seungryong Kim

Computer Vision

Video-Conditioned Generative Joint 2D-3D Hand Motion Recovery

Recovering faithful 3D hand motion from video remains challenging due to frequent occlusions and incomplete visual observations, which make frame-wise pose estimates unreliable and temporally inconsistent. To address this problem, we propose JoHan, a unified generative framework that recovers hand motion directly from video sequences without relying on intermediate per-frame pose predictions. Trained from scratch, our model jointly generates aligned 2D and 3D local hand pose sequences by learning their temporal dynamics and cross-representation correspondence. The generated 2D trajectories exploit direct spatial and temporal cues from the 2D images to guide the following generative 3D motion reconstruction, while the learned motion prior promotes temporal consistency. Their learned 2D-3D correspondence further enables recovery of the hand's global position and orientation relative to the camera. Extensive experiments on challenging benchmarks demonstrate significantly improved accuracy and speed in local hand-pose and camera-space reconstruction. Notably, our method captures much better hand-motion dynamics, producing significantly smoother motion than previous methods while maintaining high per-frame pose accuracy.
Read the full abstract

All authors Chen Xu, Yunqi Li, Binbin Huang, Brent Yi, Shenghua Gao, Yi Ma

Computer Vision

QuadTok: Quadtree Visual Tokenizer for Autoregressive Image Generation

We introduce QuadTok, a novel framework for visual tokenization and autoregressive image generation. Compared to traditional approaches using 2D grids or 1D token sequences, we propose a hierarchical quadtree structure, bridging the gap between 2D spatial binding and 1D sequence-level flexibility. The QuadTok tokenizer dynamically allocates representational capacity to visually intricate areas while leaving homogeneous regions at a coarse resolution. Compared with a fixed 256-token grid, our ImageNet-trained tokenizer saves approximately 10% of tokens on ImageNet and 9% when transferred zero-shot to the COCO dataset, while maintaining comparable reconstruction fidelity. Furthermore, the natural causality introduced by the tree structure seamlessly enables autoregressive image generation. Conditioned on a quadtree topology supplied before generation, our 947M GPT-style generative model achieves a 2.08 gFID on the ImageNet $256 \times 256$ benchmark. Additionally, leveraging the strong spatial correlation preserved by the quadtree structure, the QuadTok generator enables zero-shot spatially controlled image generation capabilities. Code: https://github.com/myc634/QuadTok.
Read the full abstract

All authors Yucheng Mao, Zeyuan Chen, Xiaojun Shan, Xiang Zhang, Divyansh Srivastava, Bingnan Li, Zhuowen Tu

Computer Vision

Insights from Autoresearch for Solar Panel Segmentation

This paper investigates AutoResearch, a protocol in which a coding language model edits a training program under a one-hour GPU budget and retains a change only if validation IoU improves. The protocol is applied to photovoltaic panel segmentation on a frozen real-image split, with DeepLabV3–ResNet-50 held fixed. Three campaigns of 24 experiments, using Gemma~4 12B, Qwen3-8B all improve their one-hour baselines, but retained modifications do not transfer across hardware. The Qwen3-8B configuration, trained on real images only, reaches a test IoU of 0.836 versus 0.833 for the reference GAN-augmented schedule. Research repository https://github.com/VU-AIML/automl4eo-autoresearch-segmentation.
Read the full abstract

All authors Justinas Lekavicius, Kursat Komurcu, Valentas Gruzauskas, Linas Petkevicius

Computer Vision · Cross-listed from cs.RO

Agentic RSR: Real-to-Sim-to-Real through Scene Reconstruction and Execution-Grounded Robot Policies

A simulation of a real robot workspace must preserve task-relevant interactions, while policies developed in it must operate on observations available to the real robot. Yet scene reconstruction and policy development are often treated separately. We present Agentic Real-to-Sim-to-Real (Agentic RSR), a framework that links scene reconstruction, policy development, and real-robot execution through the same manipulation task. Given a workspace video, a task description, and a known robot model, an agent recovers metric scale, iteratively refines the scene using visual feedback, and checks task-relevant interactions in MuJoCo. A coding agent then develops an executable policy, progressing from privileged object poses to visual observations and randomized simulation. The policy can interleave multiple observations and actions within one invocation, while the agent uses execution feedback to continue, retry, or revise its approach. A shared task-level interface carries the policy and accumulated experience to the real robot, where fresh observations and safety checks guide execution. Using Claude Opus 5.5 through DeepSeek Harness (DSH), all 18 scenes across two robots pass the joint visual check; mean four-view Depth MAE against reference depth estimates is 0.0808 m, mean Lab $\Delta E_{76}$ is 8.01, and mean grayscale SSIM is 0.7338. In real-robot experiments, the aggregate task success rate reaches 80% of the simulation task success rate, indicating substantial retention of simulated performance on hardware. Code and reconstructed scene data will be made publicly available.
Read the full abstract

All authors Yihan Li, Yating Feng, Shengjiu Sun, Jianing Chen, Hao Ren, Bowen Yang, Weisheng Xu, Qiwei Wu, Hui Cheng, Renjing Xu

Computer Vision

Label-free cell counting and viability prediction with brightfield imaging and deep learning

Cell viability assessment is a core requirement in cell culture systems, with critical applications in biopharmaceutical manufacturing and drug development. Conventionally, it is measured by adding membrane-impermeable dyes to a sample (a process called staining), which allows compromised cell membranes to be distinguished from intact ones. However, staining has several limitations: (a) chemical agents can perturb normal cellular processes of the cells being measured, (b) it is often ambiguous to assign viability to individual cells whose membrane integrity is only partially compromised. (c) photobleaching can undermine measurement accuracy over time when using fluorescent stains, and (d) staining cannot be performed in situ or in real time. Here, we show that (1) stained cells captured under brightfield imaging contain sufficient information to distinguish live and dead cells, and (2) cells captured under unstained brightfield imaging exhibit similar image features to their stained counterparts, enabling models trained on stained cells to generalize to unstained ones. We then report the development and validation of ViabiLens, an AI-assisted software for label-free cell viability analysis. The ViabiLens combines a cell detection model for localizing individual cells with a convolutional neural network (CNN) classifier for live/dead prediction, paired with an interactive UMAP-based viewer for visualizing and exploring individual cells across the sample. Evaluated on Chinese Hamster Ovary (CHO) cells spanning a wide range of viability conditions, ViabiLens achieves a mean absolute error of 2.68% on unstained samples against fluorescence-based reference measurements. We also release a benchmark dataset for label-free cell viability analysis to facilitate future research, available at https://amirrezavazifeh.github.io/ViabiLens-Project-Page/.
Read the full abstract

All authors Amir Reza Vazifeh, Christian Zeigler, Sornanathan Meyyappan, Richard Jeske, Jason W. Fleischer

Computer Vision

MORCA: Offline-to-Online Reinforcement Learning for Adaptive Cache Reuse in Video Diffusion Acceleration

Diffusion Transformers (DiTs) achieve remarkable performance in video synthesis, but their iterative denoising process suffers from high inference latency. To address this, caching has emerged as an effective acceleration strategy by capitalizing on inter-step redundancy during denoising. Existing dynamic caching methods typically estimate the error that cache reuse would introduce at each denoising step (step error) to guide cache decisions, whereas our concern is how much quality loss cache reuse would cause in the final generated video (terminal error). We show that step error does not directly correspond to terminal error and that latent information helps capture their relationship, thereby informing cache decisions. Moreover, existing threshold-based methods cannot provide precise speedup control, making it difficult to meet practical requirements for user-specified acceleration targets. To address these limitations, we introduce MORCA, a cache scheduling framework trained through offline-to-online reinforcement learning to make latent-aware reuse/recompute decisions under user-specified acceleration targets. Extensive experiments on different video generation models across multiple target acceleration ratios demonstrate that MORCA achieves better generation fidelity than state-of-the-art caching methods under comparable computational budgets. Code is available at https://github.com/x10ngyx/MORCA.
Read the full abstract

All authors Yuxiang Xiong, Ruiyan Wang, Wenqiang Wang, Teng Hu, Songhang Shen, Bohao Feng, Hongqian Deng, Ran Yi

Computer Vision · Cross-listed from cs.MM

MemoCare: An Interactive Multimodal Mobile System for Automated Cognitive Screening

MemoCare is an interactive mobile system for automated multimodal cognitive screening. A React Native application combines spoken responses, temporal and spatial orientation, touchscreen actions, and visuoconstruction in complete English and Vietnamese workflows. Speech is transcribed by Google Speech-to-Text and scored locally with deterministic task-specific natural language processing rules; GPS coordinates are resolved by the MemoCare spatial module before answer matching; touch tasks are scored from interaction events; and the drawing task uses a three-model convolutional neural network consensus with separate visual interpretation. Software tests pass 151/151 predefined cases across speech/language, spatial-answer, and touch-interaction scoring, while spatial regression passes 48/48 four-country coordinate-resolution cases. For the drawing module, validation-selected ShuffleNetV2 x1.5 achieved 91.33% mean balanced accuracy and 78.87% exact three-criterion accuracy on a locked 71-image test set. Four clinician co-authors additionally inspected the end-to-end workflow, yielding a pooled median rating of 4/5 across eight criteria, with item-level medians ranging from 3 to 4.5. At MMM, attendees can directly try a shortened multimodal screening workflow and inspect automatic item-level and total scoring.
Read the full abstract

All authors Duy-Cat Can, Mau Minh Phuc Le, Tuan-Khoa Hoang, Hai-Dang Nguyen, Trung-Hieu Do, Dang Minh Ly, Minh-Duc Nguyen, Nghia TT Hoang, Linh-Trung Nguyen, Huy-Hieu Pham, Huong Ha, Binh T. Nguyen, Oliver Y. Chén

Computer Vision

ECHO: Embodied Camera Observations of Human Object Carrying

Embodied and assistive agents must do more than recognize objects: they must reason about where an object belongs given the layout of an environment and the habits of the people who live in it. Progress on this problem has been limited, in part because no dedicated benchmark or dataset exists to define and evaluate it. Existing RGB-D scan datasets reconstruct static rooms without human activity, while human-object-interaction datasets capture motion without a navigable, fully reconstructed scene or a ground-truth notion of an object's natural destination. We introduce contextual object placement as a benchmark task: predicting an object's destination during an observed object-carrying episode. To support this task, we present Embodied Camera observations of Human Object carrying (ECHO), a large-scale synthetic dataset that pairs dense RGB-D scans of indoor scenes with recordings of an embodied human carrying everyday objects to context-appropriate destinations. ECHO is the first publicly available dataset to combine reconstructed scenes, human activity, natural language, and contextual-placement annotations. It comprises 3,805 human-annotated episodes across 159 floors of 115 HM3D scenes, involving 198 distinct objects. Each floor includes a complete RGB-D scan with human-annotated room labels and a surface list. Each episode provides synchronized RGB-D encounter clips; 6-DoF camera, human, and object trajectories; start and destination surfaces; an action caption; and a human-written context: a single sentence describing the inhabitant's routine that implies the destination without naming it. We evaluate contextual object placement using input-masked probes and an end-to-end baseline. Results show that no single input modality is sufficient, highlighting the need to jointly reason over scene structure, human activity, and contextual knowledge.
Read the full abstract

All authors Xuefei Sun, Lorin Achey, Kali Hamilton, Alberto Speranzon, Gregory Grebe, Yonatan Bisk, Christoffer Heckman

Computer Vision

Detecting Adversarial Images through Response Profiles of Vision-Language Models

Adversarial perturbations can alter the predictions of frozen vision-language models (VLMs) while leaving their confidence and image–text similarity patterns seemingly plausible. We investigate whether we can identify adversarial inputs based on the broader way an image interacts with a collection of general semantic prompts. Our detector summarizes these responses using category-level statistics, relationships among prompts, deviations from clean reference distributions, and stability under weak image transformations, producing a compact response profile that is classified by a lightweight model while the VLM remains fixed. We evaluate the approach on multiple public image datasets, several CLIP-style visual backbones, and a range of gradient-based, optimization-based, automated, and spatial attacks. The detector achieves strong discrimination in attack-specific settings and retains substantial performance when evaluated on attacks not seen during training. Under a controlled detector-specific protocol, the response-profile representation outperforms the evaluated embedding-geometry baselines. Additional analyses show that the feature groups provide complementary information and that the method remains effective under variations in the prompt configuration. We also examine inference cost and performance against detector-aware adaptive attacks. Overall, the results indicate that response patterns across semantic prompts provide a useful complementary signal for adversarial image detection in frozen VLMs.
Read the full abstract

Computer Vision

SGF+: Decoupling Gradient Flows for Autoregressive Video Generation

Autoregressive video generation requires denoising the current frames while writing their key-value representations as context for future predictions. However, these two roles typically share parameters, and we find that their gradients exhibit distinct patterns and systematic negative alignment, hindering the joint optimization of visual quality and temporal consistency. We introduce Self Gradient Forcing Plus (SGF+), which assigns separate parameters to context writing and denoising while preserving their interaction through causal attention. Both roles are jointly optimized using the original generation objective without auxiliary losses, with context writing supervised through its contribution to future predictions. This simple change improves visual quality and long-horizon consistency over the evaluated baselines in both framewise and chunkwise generation, without additional video training data or a longer training horizon. Trained on only 5s rollouts, SGF+ supports continuous generation for up to 24 hours without long-video fine-tuning. These results highlight role-specific parameterization as an effective design principle for high-quality autoregressive video generation and native long-horizon extrapolation.
Read the full abstract

All authors Zihan Su, Junhao Zhuang, Yaowei Li, Siwen Lu, Haoran Li, Lingen Li, Haoyu Wu, Weiyang Jin, Songchun Zhang, Haoyang Huang, Chun Yuan, Zeyue Xue, Nan Duan

Computer Vision

GraphRectify: Graph-Based Transfer of Adversarial Example Detectors Across Neural Networks

Adversarial example detectors are often tied to the classifier backbone they were trained on, limiting reuse when the protected model is replaced or upgraded. Directly transferring such detectors across backbones is challenging because different networks generally produce incompatible internal representations. We propose GraphRectify, a graph-based framework for transferring adversarial image detectors across classifier backbones. GraphRectify learns a structured representation of intermediate classifier features and adapts representations from a new backbone to the detector learned on the original model, enabling detector reuse. We evaluate GraphRectify across multiple datasets, backbone architectures, and adversarial attacks, including detector-aware adaptive attacks that jointly target the classifier and detector. Across the complete evaluation matrix, GraphRectify achieves higher aggregate ROC-AUC than training a detector from scratch on the new backbone and the evaluated transfer ablations. The gains are particularly strong for transfers between different backbone families and when sufficient data are available. In contrast, training from scratch remains competitive in the most data-limited settings. These results show that adversarial detection knowledge can transfer effectively across heterogeneous classifier architectures rather than being relearned whenever the protected backbone changes.
Read the full abstract

Computer Vision

Rubix: Global Correspondence-Free Point Set Alignment through Assignment Geometry

Procrustes-Wasserstein alignment jointly estimates a matching and rotation without supplied correspondences, but alternating minimization can stop at suboptimal solutions. Rubix solves the equally weighted planar problem globally under squared Euclidean loss. Each matching $\sigma$ of two centered $n$-point sets defines a complex correlation $z_\sigma=\sum_i\bar x_i y_{\sigma(i)}$. Their convex hull is the permutation polygon: supporting vertices give optimal matchings at fixed rotations, and the farthest vertex gives the global alignment. We prove the sharp bound of $n(n-1)$ vertices for $n\ge2$, answering Rote's rotation-assignment open problem. In exact arithmetic, assignment queries recover the polygon in $\mathcal O(n^5)$ operations. Assignment-based bounds extend the approach to three-dimensional rotations and partial matching at a supplied translation through branch-and-bound. On timed MPEG-7 shape pairs, Rubix attains every numerical reference value in 12 ms on average, 50 times faster than a rotation grid at the same accuracy. Its distances improve gravity-aligned matching of real 3D scans, shape retrieval and noisy crystal classification over alternating minimization.
Read the full abstract