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新论文 · v1arXiv:2611.17104

TuMAP: A Dual-View, Morphotype-Aware Pathomics Pipeline for Quantifying Renal Tubular Remodeling

Ruijie Wu, Yuechen Yang, Yanfan Zhu, Yu Wang, Shilin Zhao, Ming-Tsun Tsai, Szu-Yuan Li, Shuo-Ming Ou 等 11 位作者

原文摘要

Quantifying disease-associated renal tubular remodeling is challenging because tubular appearances are heterogeneous. We introduce TuMAP (Tubular Morphotype-Aware Pathomics), a pipeline combining (1) dual-view foundation-model representations and provisional morphotype annotation, (2) compositional and within-morphotype pathomics, and (3) patient-level statistical inference. From 456,158 tubules in 358 PAS-stained kidney biopsy slides, TuMAP identified eight image-based morphotypes, seven of which showed stable subsampling assignments. Across 219 patients in six diagnostic groups, diabetic nephropathy (DN) and tubulointerstitial nephritis/acute tubular injury (TIN/ATI) each differed from minimal change disease in seven morphotype proportions, while IgA nephropathy differed in six. DN showed reduced nuclear solidity and increased eccentricity across all eight morphotypes. Area-normalized nuclear density exposed additional within-morphotype differences. TuMAP provides a framework for separating changes in tubular morphotype composition from phenotypic differences within morphotypes.

cs.CV · eess.IV

新论文 · v1arXiv:2611.13528

GEMOR-GS: Global Extrinsic-calibration-refined Mapping and Online Relocalization for 3D Gaussian-Splatting SLAM

Yuchen Yang, Ming Ding, Xinyu Wu, Hesheng Wang

原文摘要

Photorealistic and metrically consistent world representations are a primary requirement for LiDAR--inertial--visual SLAM systems that serve robots over continuous operation. 3D Gaussian splatting makes such representations attainable by supplying an explicit, renderable, and queryable scene model. We present GEMOR-GS (Global Extrinsic-calibration-refined Mapping and Online Relocalization for 3D Gaussian-Splatting SLAM) to make the Gaussian map geometrically accurate, globally refined, and re-enterable, providing a better appearance for robot perception and decision-making. To improve the 3DGS map, the LiDAR--camera extrinsic is first estimated offline by direct-method alignment over dedicated calibration segments and reused by all following online and offline processes. Under the calibrated geometry, keyframe poses and Gaussian parameters are refined alternately under a gated differentiable-rendering and LiDAR--projection objective. The final global reconstruction is then rebuilt from the refined keyframe schema with all online constraints lifted. For the robot SLAM lifecycle, the method recovers the pose from the 3DGS map after tracking loss through an XFeat bypass map, RANSAC-PnP coarse localization, and Gaussian RGB-D warp refinement. Experiments on one self-collected and five public sequences quantify each element: the offline reconstruction wins all paired keyframes against the online map by 14.3--19.9 dB, improves PSNR by approximately 9 dB over Gaussian-LIC2, and achieves 86--100% held-out relocalization success tied to extrinsic quality. The results show that GEMOR-GS improves the geometric accuracy, appearance fidelity, and re-enterability of the 3DGS map, serving as a dependable robot world model for SLAM and downstream tasks.

cs.RO · cs.CV

版本更新 · v2arXiv:2611.00157

FlowFPR: Flow Matching Prior for Oversampled Fourier Phase Retrieval

Li Jiatai, Cao Wenfei, Chen Yang, Miao Kun

原文摘要

Fourier phase retrieval aims to reconstruct images from magnitude-only measurements; however, the absence of phase information, noises, and channel ambiguities make the recovery of natural color images challenging. Although diffusion-prior-based methods impose strong image constraints, their recovery performance degrades under higher measurement noise, and repeated generative updates incur substantial computational overhead. To overcome these limitations, this paper proposes a novel method, termed FlowFPR, that integrates a pretrained flow-matching prior with the relaxed averaged alternating reflections (RAAR) algorithm for oversampled Fourier phase retrieval. In the basic version of FlowPR (Flow-RAAR-basic), a color image is estimated by repeatedly performing four steps at each outer iteration, where the flow-prior prediction step exploits single-step straight-line prediction, considerably reducing the generation cost. Nevertheless, Flow-RAAR-basic still suffers from two critical issues: (i) the predefined fusion weights, \(λ_n\), might lead to either ineffective or excessive correction, and (ii) the fixed iteration number used by RAAR algorithm does not allow adaptation to measurement noise. To address these two issues, we develop two improved algorithms, Flow-RAAR-adaptive and Flow-RAAR-controlled, respectively. Moreover, these two improved algorithms naturally lead to a joint variant, Flow-RAAR-joint, which combines their advantages. Extensive experiments on a natural face image dataset demonstrate the superior performance of the four proposed methods compared with other relevant competing methods, as well as their acceleration over two recent diffusion-based methods. In the noise setting, Flow-RAAR-joint performs best among the four proposed methods.

eess.IV · cs.CV · cs.LG

新论文 · v1arXiv:2611.07593

TACT-KV: Tri-Axis Cosine Transform for Compressing Volumetric KV Caches in Medical VLMs

Chongyu Qu, Ritchie Zhao, Yufan He, Dong Yang, Zhengyi Lu, Junchao Zhu, Tianyuan Yao, Juming Xiong 等 15 位作者

原文摘要

Vision-language models (VLMs) applied to 3D medical scans face a structural memory wall. A single CT or MRI volume produces tens of thousands of vision tokens, and the resulting key-value (KV) cache scales linearly with both batch and context. Existing KV compression methods operate on the cache's feature or token statistics, or apply 1D and 2D transforms, leaving the three-axis spatial structure in the cache unexploited. We propose TACT-KV (Tri-Axis Cosine Transform), a calibration-free KV compression method that exploits strong spatial correlations in visual KV states along all three anatomical axes of 3D scans. This correlation concentrates the KV cache energy under a frequency-domain transform. TACT-KV applies a separable 3D discrete cosine transform to the KV cache, allocates a per-layer bit budget across frequency bins via reverse water-filling (more bits to high-energy components), and quantizes each bin with a fixed scalar codebook. We derive a close-form relation: the distortion reduction from adaptive bit allocation is dominated by the spectral concentration of the transformed cache. Across six medical VLMs and two 3D CT benchmarks, TACT-KV achieves the lowest 1-bit prediction-flip rate on eleven of twelve model and dataset pairs in our main comparison. The same advantage reproduces on four general-purpose VLMs evaluated on video tasks, indicating that the benefit of exploiting three-axis structure generalizes beyond medical imaging. At equal high-bandwidth memory (HBM), TACT-KV scales the decoding batch size on a single GPU by up to $8\times$.

cs.CV · cs.LG

版本更新 · v2arXiv:2605.15843

WorldAct: Activating Monolithic 3D Worlds into Interactive-Ready Object-Centric Scenes

Jichen Hu, Jiawei Guo, Jiazhong Cen, Chen Yang, Sikuang Li, Wei Shen

原文摘要

Recent 3D world modeling systems based on generative scene synthesis, such as Marble, can create coherent and explorable 3D environments, yet their outputs are typically static monolithic assets with limited editability and physical interaction. This restricts their use in immersive content creation and embodied simulation, where generated worlds must be actively modified and manipulated. To tackle this challenge, we present WorldAct, a framework that converts static generated 3D worlds into editable and interaction-ready scenes. WorldAct uses a multimodal agent to guide scene decomposition, identify actionable objects, reconstruct geometrically aligned object-level meshes for interaction, and restore the residual background via 3D inpainting. The resulting scenes support object-level editing, collision-aware manipulation, and embodied task execution while preserving global scene coherence. Experiments show that WorldAct enables richer interaction scenarios than the original generated scenes, suggesting a practical path toward editable and interactive 3D world models. Project page: https://sjtu-deepvisionlab.github.io/WorldAct

cs.CV

新论文 · v1arXiv:2611.05925

3D Banff Glomerulitis Scoring for Kidney Transplant Pathology: Feasibility Study for Volumetric Quantification

Yanfan Zhu, Junchao Zhu, Ruining Deng, Shilin Zhao, Yu Wang, Yaohong Wang, Yuechen Yang, Chongyu Qu 等 15 位作者

原文摘要

Quantifying glomerular inflammation in kidney-transplant biopsies is traditionally performed on single whole-slide sections using the Banff "most-severe section" rule, despite the inherently three-dimensional nature of lesion distribution. This 2D based assessment might lead to instability when inflammation varies across slices. This paper reports a feasibility study examining the technical feasibility and clinical relevance of extending Banff scoring into three dimensions. To this end, we propose a 3D Banff lesion-scoring framework that aligns serial sections, reconstructs glomerular identities across depth, and integrates inflammatory-cell counts in 3D under three scoring strategies: Compatible, Volumetric, and Deduplicated Volumetric. In the experiments, glomerulitis (g-scores) was used as an example Banff metric and applied to multi-section renal allograft biopsies. Our findings indicate that 3D Banff g-scores are more consistent across sections and, under the semi-automatic setting, the Volumetric strategy correlates more strongly with clinical biomarkers than traditional 2D scores. These results show that 3D volumetric quantification offers promising added value, underscoring the potential benefit of 3D-aware Banff scoring for kidney transplant pathology.

cs.CV

新论文 · v1arXiv:2610.39924

PhysAg3D: Bridging 3D Generative and Agentic Models for High-Fidelity and Physically-Interactive Assets

Bi'an Du, Fanpeng Meng, Jiemin Fang, Chen Yang, Pufan Li, Daizong Liu, Qi Tian, Wei Hu

原文摘要

Generating interactive 3D assets from a single image requires realistic appearance, fidelity to the depicted object, and plausible physical behavior. Yet detailed geometry alone does not determine how an object should move or deform. We introduce PhysAg3D, which couples 3D generative models with agentic reasoning and tool use. A vision-language agent first infers semantic parts, candidate interactions, and physical priors from the image; a 3D generator then produces a textured whole-object mesh from the same image. A hierarchical interaction representation links these revisable priors to mechanisms and the generated surfaces they control, organizing interaction construction and refinement. Guided by this representation and observations of the mesh, the agent uses geometric and physical tools to construct parts, joints, deformable regions, and surface bindings while retaining useful generated geometry and materials. Rendered interactions and execution measurements guide targeted revisions within a fixed budget. The framework accommodates both rigid articulation and compliant deformation. Quantitative and qualitative evaluations on real photographs and external benchmarks demonstrate detailed, image-aligned assets with plausible interactions. Ablations support bounded refinement and source-surface preservation. Project Page: supra-3d.github.io/PhysAg3D.

cs.CV

新论文 · v1arXiv:2610.39151

STRATA: Reinforcement-driven Active Sampling with Tri-paradigm Adaptation for Efficient 3D Spatial Transcriptomics

Junchao Zhu, Ruining Deng, Chongyu Qu, Zhengyi Lu, Yanfan Zhu, Yuechen Yang, Yu Wang, Shilin Zhao 等 10 位作者

原文摘要

Spatial transcriptomics (ST) enables joint characterization of tissue morphology and gene expression. However, 3D volumetric ST acquisition remains expensive. AI-driven methods offer a low-cost alternative but remain limited in accuracy, while recent 2D section-wise ST acquisition still rely on dense grid sampling, resulting in redundant measurements and undersampling of biologically informative regions. To bridge the gap, we propose STRATA, a reinforcement-driven active sampling framework with tri-paradigm adaptation for reconstructing dense 3D transcriptomic maps from sparse voxel-wise ST acquisition. STRATA constructs a 3D graph integrating H&E morphology with single-cell priors and employs a reinforcement learning agent to estimate morphological sparsity and transcriptomic informativeness, enabling budget-aware selection of informative spots. Given these sparse measurements, an adaptive tri-paradigm predictor combines retrieval, regression, and cross-layer imputation through lightweight fusion, dynamically weighting their contributions. Experiments across datasets demonstrate improved sampling efficiency and accuracy, particularly under low-budget settings. Code is available at https://github.com/Junchao-Zhu/STRATA.

cs.CV

新论文 · v1arXiv:2610.39038

LightGenBench: A Benchmark for 3D Emission Generation

Dongchen Yang, Xingguang Yan, Manolis Savva

原文摘要

Recent generation methods produce 3D assets with detailed geometry and rich textures. However, these assets are non-emissive: they reflect light but emit none. We study a new task, emission generation: predicting spatially varying RGB emission over a 3D asset's surface from its geometry, non-emissive materials, and a rendered view. To support this task, we introduce LightGenBench. Our benchmark makes three contributions. First, we curate a dataset of 37k artist-authored emissive assets in UV, voxel, and multi-view form. Second, we establish baselines across four method families: UV-domain, sparse-voxel, multi-view, and segmentation-based generation. Third, we design an evaluation protocol that measures where an asset emits and how, complemented by user-study comparisons on renderings with varying emission strength. Across the four families, the sparse-voxel baseline TRELLIS.2-Emission performs best because generating emission natively in 3D avoids the failure modes of the other representations, such as the fracturing artifacts of UV space and the occluded emitters that multi-view generation cannot see. However, TRELLIS.2-Emission only reaches an IoU of 0.271, leaving the task far from solved. We hope LightGenBench establishes emission generation as a benchmarkable problem for 3D generation.

cs.CV

首次观测 · 记录 #1ACL Anthology · ACL 2026:acl:2026.acl-long.2097ACL Anthology · ACL 2026

Render-of-Thought: Rendering Textual Chain-of-Thought as Images for Visual Latent Reasoning

Yifan Wang, Shiyu Li Tencent, Peiming Li, Xiaochen Yang University of Glasgow, Zheng Wei Tencent Technology (Beijing) Company Limited, Yang Tang Tencent

原文摘要

Chain-of-Thought (CoT) prompting has achieved remarkable success in unlocking the reasoning capabilities of Large Language Models (LLMs). Although CoT prompting enhances reasoning, its verbosity imposes substantial computational overhead. Recent works often focus exclusively on outcome alignment and lack supervision on the intermediate reasoning process. These deficiencies obscure the analyzability of the latent reasoning chain. To address these challenges, we introduce Render-of-Thought (RoT), the first framework to reify the reasoning chain by rendering textual steps into images, making the latent rationale explicit and traceable. Specifically, we leverage the vision encoders of existing Vision Language Models (VLMs) as semantic anchors to align the vision embeddings with the textual space. This design ensures plug-and-play implementation without incurring additional pre-training overhead. Extensive experiments on mathematical and logical reasoning benchmarks demonstrate that our method achieves 3-4\times token compression and substantial inference acceleration compared to explicit CoT. Furthermore, it demonstrates a competitive efficiency-accuracy Pareto exploration compared to other methods, validating the feasibility of this paradigm. Our code is available at https://github.com/TencentBAC/RoT

cs.CL · cs.CV

Proceedings of the 64th Annual Meeting of the Association for Computational Linguistics (Volume 1: Long Papers) · 2026 · 正式发表