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版本更新 · v3arXiv:2610.10288

TouchScale: 500 Hours of Human Vision and Touch for Visual-Tactile Learning

Dayou Li, Hao Wang, Qianqian Yang, Zihao Zhu, Haoquan Fang, Ziyao Zeng, Yan Han, Zihan Wang 等 26 位作者

Large-scale egocentric human interaction data is becoming an important source of physical supervision for embodied learning, yet video alone leaves the contact and pressure that characterize physical interaction unrecorded. Recent visual-tactile datasets provide this missing supervision, but their synchronized tactile data remain far smaller in volume than human video. Moreover, the largest resources often merge recordings from different sensors or annotation procedures, which makes the effect of data scale difficult to isolate. We therefore introduce TouchScale, a 500-hour dataset of contact-rich human interaction recorded with a single unified wearable setup. Its approximately 2K predefined task descriptions span everyday activities and structured manipulation, and each recording temporally aligns egocentric RGB-D video with wrist RGB video and dense full-hand bimanual tactile measurements. Compared with prior tactile data, training on the full TouchScale raises zero-shot contact IoU on data from an unseen tactile sensor from 0.134 to 0.383. Pretraining a visual encoder on TouchScale also yields the highest action recognition accuracy on three benchmarks among the compared visual-tactile datasets. Used for visual-tactile mid-training of a robot policy, TouchScale improves the average real-world success rate across four contact-rich manipulation tasks from 22.5% to 57.5%. With the sensor and collection protocol held fixed, both zero-shot tactile prediction and robot success show an overall upward trend as more TouchScale data is used. These results suggest that human visual-tactile data collected at scale with consistent sensing benefits both perception and robot manipulation. We will publicly release TouchScale, including all synchronized visual-tactile recordings and reconstructed object models, to support future research on scalable visual-tactile learning.

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cs.CV
arXiv ↗PDF ↗
版本更新 · v3arXiv:2609.35203

NucShare: Lightweight Nuclei Instance Segmentation with Foundation-Model Accuracy

Wenyan Li, Xiangyang Jia, Wenlong Zhong, Xu Chen

Nuclei instance segmentation is fundamental to quantitative pathology. Yet high-accuracy methods mostly build on large vision transformers (ViTs) or heavy convolutional backbones, whose parameter count and compute cost hinder deployment in clinical and edge settings. We present NucShare, a lightweight model whose shared decoder handles nuclear pixel segmentation, horizontal-vertical distance, and classification through learnable transposed convolutions for upsampling and three lightweight heads, using 37% of independent decoders' parameters with no loss in accuracy. Output-level distillation then transfers knowledge from NucShare-T (UNI2-h) to NucShare-S (ConvNeXt V2-Tiny), reducing 690.5M parameters to 34.7M. On PanNuke they reach mPQ 0.524 and 0.519, above the prior best CFR-SAM-H at 0.511, and NucShare-S surpasses HoVer-Net and Mask R-CNN by 5.6 and 15.0 points; on zero-shot MoNuSeg it attains bPQ 0.668 against CFR-SAM-H's 0.662. Code: https://github.com/L-iMeng-L/Newidea

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cs.CV
arXiv ↗PDF ↗
新论文 · v1arXiv:2610.39278

WorldFlow: Joint Video and 3D Motion Prediction via Large-Scale Pretraining

Yuhao Lu, Jiongxu Chen, Hexiang Wei, Jiajin Wu, Juelin Li, Mingjian Liang, Fan Yang, Zhuowei Liang 等 12 位作者

Predicting future physical states stands as a central challenge in embodied intelligence. Existing video world models leave 3D dynamics implicit, action-based formulations remain tied to specific robot configurations, and 3D motion prediction models use flow-only supervision, providing a limited learning signal for physical dynamics. To circumvent these limitations, we introduce \method{}, a generative world model that jointly predicts future video and query-based 3D trajectories. By parameterizing 3D motion as continuous displacement tokens aligned with the video grid, a unified Mixture-of-Transformers (MoT) backbone jointly denoises both modalities under a rectified-flow objective. This formulation couples explicit geometric dynamics with visual evolution, effectively unlocking the physical commonsense embedded within pretrained video models. To empirically scale and validate this unified architecture, we train \method{} on a heterogeneous mixture of 1.44 million object-level samples spanning simulated and real-world domains. We further introduce WorldFlowBench, comprising 1,678 evaluation samples from 11 data sources across simulated and real-world interactions, including spatial reasoning tasks. Across all three evaluation sets, WorldFlow achieves the lowest average displacement error (ADE) and final displacement error (FDE) among the evaluated learning-based methods. Notably, on the challenging SpatialCog set, WorldFlow achieves an ADE of 0.060 m, a 54.2\% reduction compared with the strongest external baseline. It also reduces ADE and FDE by 55.9\% and 68.5\%, respectively, compared with its flow-only variant. Project page: https://worldflow-rbs.github.io/.

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cs.CV · cs.AI · cs.RO
arXiv ↗PDF ↗
新论文 · v1arXiv:2610.37364HF 社区推荐

EmbeddingGemma 2: Unified and Efficient Multimodal Representations

Henrique Schechter Vera, Sahil Dua, Jovan Andonov, Sara Smoot, Sebastian Russo, Ivan Llanos, Max Matveev, Jae Hyeon Yoo 等 73 位作者

We present EmbeddingGemma 2, an open multimodal embedding model which natively represents text, images, audio, video, and combinations thereof in a unified space. Our approach introduces improvements such as simplified per-layer embeddings and a multi-stage curriculum with modality and objective progression which ensure strong quality across unimodal, cross-modal, and mixed-modal evaluations. Notably, in comprehensive embedding benchmarks across all modalities, EmbeddingGemma 2 establishes a new Pareto frontier, outperforming both specialist models and models two to twelve times larger. Furthermore, our design offers flexibility for resource-constrained environments, supporting selective modality encoder loading, adjustable vision token budgets, truncatable embedding dimensions, and quantized weights. We present ablations analyzing key decisions and release EmbeddingGemma 2 to promote further research.

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cs.LG · cs.CL · cs.CV · cs.SD
arXiv ↗PDF ↗
新论文 · v1arXiv:2610.36756

Efficient Remote Sensing Image-Text Retrieval via Interaction-Free Recall and Text-Guided Reranking

Xi Chen, Xu Chen, Xiamgyang Jia, Wei Wang, Xu Zhang, Zhenyuan Shun

Remote sensing (RS) image-text retrieval plays a critical role in understanding massive RS imagery. However, the dense multi-object distribution and complex backgrounds in RS imagery make it difficult to simultaneously achieve fine-grained cross-modal alignment and efficient retrieval. Existing methods either rely on complex cross-modal interactions that lead to low retrieval efficiency, or depend on large-scale vision-language adaptation, which requires massive data and computational resources. To address these issues, we develop a fast-then-fine (FTF) retrieval framework centered on interaction-free multi-granular recall and parameter-free text-guided cross-modal reranking with the Balanced Text-guided Interaction Block (BTIB). Specifically, interaction-free multi-granular recall pre-computes gallery embeddings and matches them with the corresponding query embedding without full-gallery token-level text-image interaction, while text-guided cross-modal reranking with BTIB refines local semantic correspondence within the top-K candidate set. Furthermore, an inter- and intra-modal loss is designed to jointly optimize cross-modal alignment across multi-granular representations. Extensive experiments on public benchmarks demonstrate that the FTF achieves competitive retrieval accuracy while significantly improving retrieval efficiency compared with existing methods.

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cs.CV
arXiv ↗PDF ↗
首次观测 · 记录 #1ACL Anthology · ACL 2026:acl:2026.acl-long.1392ACL Anthology · ACL 2026

Beyond Atomic Characters: Glyph-Aware Sub-character Alignment for Low-Resource Multilingual OCR

Mengxiao Zhu North China University of Technology, Haixu Chen, Jiu Sha Minzu University of China, Jie Liu North China University of Technology, Ge Shi

Low-resource multilingual OCR faces a dual challenge: complex script structures and severe data scarcity. In such settings, existing OCR models often struggle, as coarse visual representations combined with weak linguistic priors lead to frequent errors among visually similar characters.To address this, we present BASA (Beyond Atomic Sub-character Alignment), a OCR framework built upon high-resolution visual and language backbones with a novel glyph-aware interface. The core technical contribution is the Glyph-Aware Fine-grained Adapter (GAFA). Unlike standard linear projectors, GAFA employs learnable glyph prototypes to actively align sub-character structural primitives (e.g., strokes and radicals) with visual features, explicitly resolving topological ambiguities during vision–language alignment. To complement this, we introduce a two-stage curriculum learning strategy supported by a Glyph-Aware Reverse Synthesis pipeline, which generates large-scale multilingual training corpora with automatic, zero-cost component labels. Furthermore, we construct BASA-Bench, a representative benchmark spanning 11 languages with diverse script structures and 23 authentic scenarios. Experiments demonstrate that BASA achieves consistent improvements over strong OCR baselines, particularly on scripts with complex compositions. Our model and benchmark will be available at https://github.com/NcutLLM/BASA.

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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

ACL Anthology · ACL 2026 ↗PDF ↗
首次观测 · 记录 #1ACL Anthology · ACL 2026:acl:2026.acl-long.248ACL Anthology · ACL 2026

G-Cap: A Game Character Caption Generator

Yang Yang SUN YAT-SEN UNIVERSITY, Feng Hu IEG, Tencent, Haiming Zhang Tencent AI Research, XU Cheng , Tsinghua University, Gui Zheng, Liang Yao SUN YAT-SEN UNIVERSITY, Wenqi Ren SUN YAT-SEN UNIVERSITY

While Large Vision-Language Models (LVLMs) have demonstrated remarkable proficiency in image captioning, existing research primarily focuses on real-world scenarios, leaving surreal, highly stylized, and semantically hybrid virtual-world scenarios significantly underexplored. In this work, we introduce Game Character Captioning, a novel task designed to evaluate LVLMs’ capability to perceive and describe game character from the virtual-world. To facilitate evaluation, we establish GC-Bench, a manually annotated benchmark, and propose Graph-F1 to effectively assess performance on this task. Our evaluation reveals that: (1) current state-of-the-art LVLMs, including closed-source giants such as Gemini 3 Pro and GPT-5.1, struggle to maintain the high performance seen in real-world scenarios; and (2) a notable gap exists between open-source and closed-source models. To bridge this gap, we construct GC-148K, a large-scale dataset generated via a specialized data pipeline, and develop the G-Cap series. Experiments demonstrate that G-Cap series rivals the performance of advanced closed-source models at a lower cost, offering an efficient solution for industrial-grade production environment.

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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

ACL Anthology · ACL 2026 ↗PDF ↗