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新论文 · v1arXiv:2611.08342

面向毫米波雷达微多普勒的可微渲染:4D 点泼溅

4D Point Splatting for mmWave Radar Micro-Doppler Differentiable Rendering

Adnan Armouti, Guanyue Qian, Rajalakshmi Nandakumar

AI 速读 基于摘要

提出基于物理的可微渲染器 4DPS,将显式运动场景拟合到真实毫米波雷达采集,渲染原始复数回波以缩小雷达数据与视觉数据之间的 sim2real 差距。

cs.CV · cs.GR · cs.LG · eess.SP

查看原文摘要

Millimeter-wave radar resolves the micrometer displacements of a moving body as micro-Doppler, enabling gait, gesture, activity, pose and vital-sign sensing. Each task relies on a downstream model trained on real data, yet radar datasets lag orders of magnitude behind vision and language. Brute-force collection will not close that gap, and existing synthesis methods (forward-only simulators, learned generators and static-scene inverse renderers) cannot fit a real capture of a moving body, leaving a sim2real gap. We present 4D Point Splatting (4DPS), a physics-based differentiable renderer that fits an explicit moving scene to a real capture. Using the synchronized camera to initialize the room and body, we represent the scene as oriented points carrying material, normal and velocity, and splat each point into range and Doppler bins. Our output is the raw complex return a real radar records, so we apply the same signal processing on the rendered data to obtain any representation for training any SOTA downstream model. We fit 235 sequences on HuPR and 100 on RT-Pose, two datasets with different radars. Our reconstructions set the state of the art, with median correlations of 0.940 and 0.830 on range-azimuth, 0.829 and 0.695 on range-Doppler, and 0.988 and 0.966 on micro-Doppler. Our renders also set the state of the art in downstream sim2real gap. On RT-Pose, a pose model trained on them reaches 21.9 cm MPJPE on real data, against 16.7 cm for real training and 127.6 cm for the RF-Genesis baseline, where both the rendered- and real-trained models learn nearly the same features. Our custom CUDA kernels fit a sequence in 5.7 minutes on HuPR and 12.9 on RT-Pose on one H100, making dataset-scale inverse rendering of mmWave radar possible for the first time. This work can enable synthetic data generation for any human-centered downstream task and model, and scene editing for data augmentation.

版本更新 · v3arXiv:2610.09173

RDGSplat: Render-Dedicated Geometry for Novel View Synthesis

Zhijie Zheng, Xinhao Xiang, Jiawei Zhang

原文摘要

Recent 3D foundation models extend to novel view synthesis by carrying a Gaussian head on the representation they already use for reconstruction. However, their rendering quality lags far behind their reconstruction accuracy, because the renderer reads a geometry and a representation that are both optimized for metric reconstruction. Prior methods alleviate this by updating the backbone weights, but they thereby sacrifice the metric predictions the model was built for. To this end, we propose RDGSplat, which decodes a geometry dedicated to rendering from a frozen 3D foundation model while keeping its metric predictions exact. In particular, we devise Render-Dedicated Geometry Decoding, which duplicates the pretrained decoders and optimizes the duplicates under photometric supervision alone. Then, a Target-Pose Conditioned Adapter is introduced to adapt the representation those decoders read towards rendering, conditioned on the predicted target pose. Extensive experiments show that RDGSplat improves novel view synthesis for three feed-forward models of two architectures on four benchmarks, with every pretrained weight frozen. On RE10K, it raises WM2.0 from 20.918 to 25.149dB by training 205.5M added parameters against a frozen 1.4B backbone, and leaves its predicted depth and pose unchanged.

cs.CV

新论文 · v1arXiv:2611.05593

GaussianRenderFormer: Transformer-based Rendering of 3D Gaussian Splats

Shahaf Valencia Levy, Sagie Benaim

原文摘要

Can a neural network learn to render 3D Gaussian splats on its own, with no rasterizer in the renderer? We present GaussianRenderFormer, a transformer that takes a set of Gaussians and a camera and outputs the image directly. Each Gaussian becomes one token in a view-independent encoder, and a view-dependent decoder turns small patches of camera rays into pixels by attending to those tokens. Trained on 26,820 Objaverse objects pruned to 20,000 Gaussians each, GaussianRenderFormer renders 300 unseen objects at 38.08 dB PSNR against the full, unpruned splats, while rasterizing the same pruned input reaches 44.02 dB. The gap is not one of generalization, and our diagnostics are consistent with a bottleneck in the view decoder: telling it the projected footprint of each Gaussian, which it could in principle infer, adds 1.4 dB. Under-training is not ruled out. Code, trained models and videos: https://svlwoof.github.io/gaussianrenderformer

cs.CV · cs.GR · cs.LG

新论文 · v1arXiv:2611.04173

ReconDreamer#: Self-Evolving Closed-Loop Synergy of Reconstruction and Generation for Dynamic Driving Scenes

Songling Liu, Guosheng Zhao, Xiaofeng Wang, Chaojun Ni, Guan Huang, Jiwen Lu, Xingang Wang, Zheng Zhu

原文摘要

Dynamic driving scene reconstruction has made remarkable strides in recent years by leveraging generative priors, particularly in the quality of novel trajectory rendering. Nevertheless, a significant gap remains between the generated data and real-world sensor observations, severely hindering further improvements in reconstruction fidelity. In this paper, we present ReconDreamer#, a self-evolving framework that synergizes reconstruction and generation for dynamic driving scenes, which substantially bridges the gap between synthesized novel trajectory data and recorded real-world observations. Within this self-evolving closed-loop framework, the generative and reconstruction models mutually reinforce each other through iterative refinement, ultimately yielding a significant enhancement in the 3D representation capability of the reconstruction model. Additionally, we introduce a geometry-prior-based adaptive ground model to further enhance the rendering quality of the reconstruction model. To validate the effectiveness of the proposed method, we conduct comprehensive evaluations on Waymo, nuScenes, PandaSet, and EUVS benchmarks. Specifically on Waymo, at a 6-m lateral shift, ReconDreamer# improves NTA-IoU and NTL-IoU by 8.8% and 3.0%, respectively, and reduces FID by 15.1% relative to ReconDreamer++.

cs.CV

新论文 · v1arXiv:2611.04087

ScienceVision: Can AI Observe and Reason Like a Scientist?

Tianyi Ma, Jing Gu, Haozhe Zhao, Liang Chen, Yunfan Zhang, Haijun Su, Jialong Wu, Le Xue 等 13 位作者

原文摘要

Scientific discovery builds on accurate observations interpreted through domain knowledge and reasoning. For scientific 3D data, this requires understanding structures and spatial relationships, from protein contacts to anatomical organization. Existing multimodal benchmarks largely evaluate text and 2D images, while scientific 3D evaluations vary in representations and protocols across disciplines, limiting cross-disciplinary comparison. To assess these foundational capabilities, we introduce ScienceVision, a cross-domain benchmark for scientific 3D understanding and reasoning through expert-level visual question answering (VQA). We construct 250 questions, with 50 each from Biology, Chemistry, Medical Imaging, Mechanical CAD, and Architecture, through a pipeline combining synthetic question generation with domain-expert review and annotation. Each task pairs a native 3D artifact with a scientific question, a specified response format, and a task-specific reference answer, requiring domain knowledge to be applied to geometric or topological evidence. We evaluate 12 models on the same questions in three settings: visual question answering with native 3D artifacts accessed through an agent harness's file and code-execution tools; the same workflow augmented with expert-inspired viewer inspection and measurement tools exposed through the Model Context Protocol (MCP); and visual question answering from prescribed rendered 2D images using an agent harness. All settings use the same task-specific deterministic final-answer scoring. The inspection environment supports view changes, target isolation, and slice inspection. In this main comparison, the best mean answer score is 0.53 out of 1. Mean scores in the native-artifact workflow without additional MCP tools exceed those in the rendered-image workflow for every model, by 17.2 percentage points on average.

cs.CV · cs.AI

版本更新 · v2arXiv:2607.22535

Robot-Factored World Models via Robot Rendering

Byungjun Kim, Taeksoo Kim, Hyunsoo Cha, Hanbyul Joo

原文摘要

Action-conditioned video world models predict future observations from an initial observation and an action signal. We propose robot-factored world models (RoFacto), which move two robot-specific factors outside the world model to separate action realization from scene-response prediction. First, action realization: each command sequence is rolled through the robot's own controller and kinematics without scene contact into a deployment-available nominal trajectory that does not require future realized states. Second, robot rendering: this nominal trajectory is rendered through the robot URDF, factoring the robot's geometry, kinematics, and appearance out of the model and into explicit rendered robot geometry. Paired end-effector and scene depth provide geometric cues for contact and occlusion, while camera-aware static RGB context and rendered robot geometry form a shared visual interface across viewpoints and embodiments through which the model learns scene responses. Our experiments show that the rendered interface outperforms vector-conditioned baselines, supports transfer to unseen robot embodiments, and generates robot manipulation videos from retargeted human demonstrations.

cs.RO · cs.CV

新论文 · v1arXiv:2611.02676

Does the Judge See What the Evaluation Requires? Input Assurance for LLM Agent Evaluation

Boming Xia, Qinghua Lu, Runze Li, Dino Sejdinovic, Liming Zhu

原文摘要

An LLM judge assesses agent steps from text packets. A renderer converts recorded runs into these packets, while software checkers test records and packets against requirements. We ask what evidence shows a packet is what the evaluation requires and propose four input-assurance obligations: required content survives rendering, checkers cover their requirements, a failed check stops later use and the judge reads the bytes last checked. In one pipeline with 30 trajectories, matching hashes, passing checkers and successful staging (copying packets for the judge) coexisted with violations of all four obligations, the last two in integration tests. The renderer omitted every structured tool call, leaving 53 of 60 judged steps blank despite matching hashes. For one judge configuration, later context raised error flags by 13 more on error than on correct steps. Restoring every call reduced this contrast to 2, a reduction of 11 (0.37 per trajectory, 95% cluster-bootstrap interval 0.17 to 0.53). In packets ending at the judged step, that configuration abstained at least once on every blank step, while the other four sometimes abstained but also flagged blank error and correct steps. Both separately written checkers accepted an unmatched tool result. In integration tests, a stub replacing the judge read a failed build's packet and a copy changed after staging. Three added controls stopped 18 of 19 constructed fault cases before the stub read any packet. The remaining stale script never ran. We turn the obligations into four tests and plan to evaluate their transfer to independent pipelines.

cs.SE

新论文 · v1arXiv:2610.40607

战斗世界模型:通过视觉交互代理实现可定制战斗

Fight World Model: Customizable Combat through Visual Interaction Proxies

Jiahua Li, Zixu John, Tom Zhong, Fuping Wu, Tianhao Xu, Ruicheng Zhang, Jun Zhou, Zunnan Xu

AI 速读 基于摘要

FWM 将规则驱动的战斗执行与视频渲染分离,用可执行引擎和确定性编译器生成交互代理,从而在无需重训渲染器的情况下支持可定制战斗规则与角色外观。

cs.CV

查看原文摘要

A playable, programmable game world must maintain persistent state, enforce executable rules, and support extensible gameplay mechanics. Existing video world models can generate plausible combat, yet struggle to keep hit reactions and health updates consistent with game rules. We introduce Fight World Model (FWM), which separates rule-governed combat execution from video rendering. An executable engine maintains state and resolves interactions. A deterministic compiler encodes these outcomes and attempted actions in a spatially and temporally aligned interaction proxy. The proxy aligns action and skill windows, brief hit reactions, and persistent health by fighter identity and timing. These cues can be controlled separately to render interactions under modified rules. Identity-bound references preserve character appearance across side switches. We train FWM on FightWorld Corpus, spanning 52 skill effects, 187 character-appearance variants, and 15 arenas. Without retraining the renderer, FWM supports damage scaling, limited-hit immunity, lifesteal, and multi-stage skill mechanisms beyond the native game. It also allows character and arena customization. Experiments demonstrate the effectiveness of FWM, which outperforms existing game world models in action fidelity, hit reactions, health-state consistency, and character appearance preservation. Our project is available at https://fight-world-model.github.io.

新论文 · v1arXiv:2610.39351

Measuring Duplication, Leakage, and Rendering Dependence in Malware-as-Image Benchmarks

Stefan Larson, Kevin Leach

原文摘要

Classifying malware binaries rendered as images is a popular approach to malware family identification, and papers on the standard benchmarks for this task report accuracies of 97-99%. In this paper we audit ten of these benchmarks for near-duplicate images and test-train leakage, and retrain standard classifiers under naive and content-aware splits. Deduplicating by file hash, which is the standard practice, does not prevent leakage, because distinct binaries render to identical images. Deduplicating on image content reduces top-1 accuracy by up to 8 points and macro-F1 by up to 15 points on the released benchmarks we find leaky. The rendering step also adds duplication, since byteplots of the same binaries contain 19.7% near-duplicates where static feature vectors contain 2.2%, and changing the width at which bytes are wrapped into rows reduces accuracy by 20 to 33 points, although no byte changes. We recommend that content-level duplication and a non-image baseline be reported alongside accuracy.

cs.CR

新论文 · v1arXiv:2610.38754

Alpha-TCM: A Nine-Layer Framework for TCM-Guided Multimodal Inference and Structured-Prior Auditing

Yucheng Liu, Everett X. Wang

原文摘要

Alpha-TCM makes two contributions under a central thesis: auditable systems should separate domain knowledge, case evidence, probabilistic inference, and downstream authority. First, it proposes a nine-layer TCM-oriented architecture covering semantic definitions, multimodal acquisition, quality control, provenance-bearing knowledge, probabilistic inference, longitudinal updating, constrained decisions, language interaction, and human governance. Each layer specifies its information contract, failure boundary, dependencies, and validation status. This is a system-design proposal, not a claim of complete clinical implementation. Second, a controlled synthetic prototype instantiates Layers 1-5 to audit the knowledge-evidence interface. Four conditional-Gaussian encoders process synthetic tongue images, pulse waveforms, inquiry fields, and text, while a frozen bridge predicts a five-dimensional synthetic outcome. A versioned contextual prior is compiled independently of the renderer. Fusion removes duplicated reference-prior information before adding context. Equal-information controls, prior regularization, graded contamination, and structural corruption test contextual benefits, Bayesian specificity, and conflict detection. Across ten paired seeds and four training sizes, contextual knowledge improved mean absolute error over marginal committee fusion at 600 and 1,200 cases, but not over equal-information neural controls. Fully incorrect context harmed performance at every size, while prior effects were inconsistent and conflict scores did not track case-level damage. The results support contextual structure in low-data synthetic settings, not a specifically Bayesian advantage. The prototype establishes no claims about TCM theory or clinical, diagnostic, therapeutic, causal, longitudinal, or transfer validity.

cs.LG

新论文 · v1arXiv:2610.38720

inkGround: Benchmarking Fine-grained Visual Grounding Capabilities of Vision-Language Models for Cursive Handwriting in the Wild

Sidra Hanif

原文摘要

Human handwriting is produced as an ordered sequence of pen movements, but an offline image keeps only the final ink. Handwriting trajectory recovery aims to restore the ordered stroke points and their pen-up/pen-down transitions. Existing image-trajectory pair datasets are recorded with digitizing tablets under controlled conditions, which limits writer coverage and stylistic diversity. Moreover, there is no benchmark that measures the visual grounding capabilities of general-purpose Vision-Language Models (VLMs) for the stroke trajectory recovery task. In this work, we introduce inkGround, a benchmark for stroke trajectory recovery from full-page, camera-captured handwriting. inkGround pairs 537 page images (~18.7k words, ~163k strokes) with reference trajectories produced by a pretrained offline-to-online model, filtered by OCR agreement, and verified by human raters. Because these references are pseudo-labels that represent one plausible pen trajectory, we also evaluate VLMs on the IAM-OnDB dataset, which provides recorded pen trajectories. We cast the task as text-conditioned point grounding: given a page image and a target word, the model must locate the word and output its ordered stroke points. Outputs are scored by trajectory fidelity (DTW, Chamfer distance), readability of the rendered strokes (Accurate Rate, Correct Rate), and style similarity. We benchmark four open-source and three frontier closed-source VLMs with a shared in-context prompt. Closed-source models, notably Gemini-3.1-Pro, produce legible trajectories close to the reference, and this ranking also holds on IAM-OnDB.

cs.CV · cs.AI

版本更新 · v3arXiv:2501.12060

GSVC: Efficient Video Representation and Compression Through 2D Gaussian Splatting

Longan Wang, Yuang Shi, Wei Tsang Ooi

原文摘要

In this work, we explore 2D Gaussian splat as a new primitive for representing and compressing videos, showing its promise as an alternative to traditional signal-based primitives. We introduce GSVC, a new Gaussian splatting-based video codec that incorporates common techniques used in classical video codecs to exploit temporal redundancy between nearby frames. In GSVC, each frame is represented by a set of overlapping Gaussian splats, which, when rendered together, approximate the original frame. Gaussian splats for the first frame and subsequent frames following scene changes (called anchor frames) are learned from scratch, while the remaining frames (called propagation frames) are initialized from the Gaussian splats of their previous frames and then fine-tuned. Scene changes are detected through loss differences during the training process. To capture large motion or newly appeared objects, we randomly add Gaussian splats to propagation frames before fine-tuning. GSVC supports a knob for rate-distortion trade-offs through controlling the number of Gaussian splats for each frame. Gaussian splats with low contributions to the frame quality can be removed during training. GSVC supports two-pass encoding by propagating the Gaussian splats from a future propagation frame back to an anchor frame, further improving the video quality for challenging video scenes. To achieve efficient compression, GSVC uses a residual-based Gaussian splats quantization framework that encodes only changes to the Gaussian parameters between frames. Experimental results show that GSVC achieves rate-distortion performance comparable to state-of-the-art video codec implementations for AV1 and VVC. GSVC inherits the advantages of Gaussian splatting in rendering, allowing it to achieve the rendering speed of 1500 fps for a $1920\times 1080$ video. Project page: https://longanwang-cs.github.io/gsvc/.

cs.CV · cs.MM

版本更新 · v6arXiv:2607.04726

What You See Is What You Get: Observation-Aligned Supervision for Chart-to-Code Generation

Tianhao Niu, Qingfu Zhu, Wanxiang Che

原文摘要

Chart-to-code generation is commonly trained through supervised fine-tuning on reference plotting scripts, implicitly treating the gold code as a fully observable target. However, many chart programs contain latent variables that cannot be uniquely recovered from the rendered image. We identify this latent-observation mismatch in four forms across five chart types: aggregation-induced mismatch, where raw samples are reduced to box statistics or histogram bin masses; normalization-induced mismatch, where absolute scale is removed in pie charts; projection-induced mismatch, where 3D information is lost through 2D rendering; and level-set-induced mismatch, where a scalar field is observable only through selected contour lines. These mismatches introduce target ambiguity and require models to generate information unsupported by the image. We propose Observation-Aligned Supervision, which replaces latent variables with visually constrained quantities. And we study fixed-view 3D scatter and contour charts through controlled experiments. Across VLMs, observation-aligned supervision generally improves observable recovery end-to-end and under both-executable evaluation. Against compact analytic contour formulas, end-to-end performance declines despite better conditional boundary recovery in both-exec setting, suggesting a trade-off with representational compactness.

cs.CL · cs.LG

新论文 · v1arXiv:2610.38231

3DCodeEdit: Benchmarking Instruction-Guided 3D Program Editing

Binjie Wang, Xinran Zhao, Shoubin Yu, Xiang Li, Silong Yong, Chenyang Yang, Tianyu Chen, Ruofei Du 等 11 位作者

原文摘要

Language models increasingly create 3D content through code, with practical workflows often relying on editing existing programs rather than regenerating them, for speed and precise control. Such edits require understanding what a program builds and foreseeing how a change reshapes it, yet prior benchmarks mostly evaluate generation or simple edits against a reference. In this paper, we introduce 3DCodeEdit, a benchmark of 2,592 instruction-guided editing tasks over 108 Blender programs that construct objects entirely in code. Its edits range from parameter to structural changes, style redesign, and scene composition, and are judged from renders against human-reviewed checklists. Across 17 models, the average success rate is only 37%, and even the strongest models complete fewer than 60% of structural and style edits. As models become more capable, their failures shift to geometric foresight, where the code runs but builds the wrong shape. We therefore study whether multi-turn feedback can compensate for this missing foresight. Feedback from a separate reviewer model that describes how the renders differ from the request helps most, more than maximum reasoning effort or an agent harness, and can let a 27B model surpass the single-shot rate of a 2.8T-parameter model.

cs.CL · cs.CV · cs.GR

新论文 · v1arXiv:2610.37585HF 社区推荐

Timestral

Adrien Petralia, Alexandre Gavaudan, Artjom Joosen, Etienne Goffinet, Richard Kurle, Yassine El Ouahidi, Yassir Bendou, Abdelaziz Bounhar 等 356 位作者

原文摘要

We introduce Timestral, a family of four time series foundation models for probabilistic forecasting, with 5M, 28M, 123M, and 209M parameters. Timestral sets a new state of the art on GIFT-Eval, TIME, and fev-bench, where Timestral-209M and Timestral-123M take the top two places on every metric. We achieve this with three ingredients: Decoupled Horizon Forecasting (DHF), which separates prediction tokens from the causally encoded context, so that longer horizons are trained without masking context and each observed value is both a forecast target and context for later forecasts; a covariate framework that natively supports known-future covariates within a causal architecture; and a two-stage pipeline that pretrains exclusively on a diverse, large-scale synthetic corpus before post-training on a mix of real and synthetic data with extended context. This report describes the model design and its benchmark results. Weights for all four models are available on Hugging Face and inference code on GitHub.

cs.AI

新论文 · v1arXiv:2610.37406

CTBakeGS: training-free baking of photorealistic CT volume renderings into 3D Gaussian splats

Haruki Fukuda, Constantin Lux, Wolf Schweitzer, Tadashi Hosoya, Lars Ebert

原文摘要

Photorealistic volume rendering of computed tomography (CT) may convey anatomy intuitively, but it needs the CT data, dedicated software and a powerful graphics processor. Three-dimensional Gaussian splatting (3DGS) displays photorealistic scenes in real time on less powerful devices, but existing medical approaches train each scene for minutes to hours. We aimed to convert a CT volume rendering directly into a 3DGS model without training. Splats were placed on an adaptive octree of millimetre-sized cells. Their colour and opacity were computed on the graphics processor with the renderer's lighting, cell opacity was converted analytically into splat opacity, and faint splats were retained stochastically above the 1/255 opacity floor of standard 3DGS rasterisers. Six public CT scans (1.5-mm voxels) were converted with three transfer functions and compared with converged references by peak signal-to-noise ratio (PSNR), structural similarity and a learned perceptual metric. Two-million-splat models reached a PSNR of 32.6 +/- 0.9 dB for bone, 30.1 +/- 1.0 dB for contrast-enhanced vessels and 32.3 +/- 1.5 dB for skin and bone. A conversion pass (usually two or three per model) took 4-30 s on a current laptop and 9-60 s on a desktop with a 4-GB graphics card. On the laptop, the models rendered at 68 frames per second at 800 x 800 pixels. Training-free conversion produced real-time 3DGS models of photorealistic CT renderings in about a minute or less per conversion pass on ordinary computers, with fidelity that we consider sufficient for interactive viewing.

cs.CV · cs.GR

新论文 · v1arXiv:2610.36371

BoxWorld: Let World Engines Control and Video Generators Render

Zike Wu, Ahmed Hatem, Chintan Trivedi, Wallace Michel Pinto Lira, Xuebin Qin, Lele Wang, Renjie Liao

原文摘要

We tackle the challenge of building real-time interactive video worlds with user-defined behaviors. Such worlds must track object states, apply interaction rules, and render the resulting consequences as users act. Yet existing end-to-end video world models typically learn interaction dynamics within the generator, making it difficult to specify object-level rules and reason about their consequences. In this work, we introduce BoxWorld, which separates interaction reasoning from generative rendering. Given user-specified rules, a coding agent creates a Box World Engine that determines interaction outcomes and exposes the resulting object states through a lightweight interface of layout boxes, persistent object attributes, and dynamic status variables, leaving appearance and physical effects to generative rendering. A Box-State Generative Renderer then renders this evolving state stream into video autoregressively, enabling online control over object motion, state switches, and conditional events. Rendering this state stream is non-trivial: the renderer must respond to object-level state updates in real time while remaining coherent with the generated history. To this end, we introduce a three-stage training strategy that learns object grounding from open-domain videos and state transitions from gameplay videos, both annotated automatically, and finally performs rollout distillation on self-generated histories. We further propose PairedStateBench, a paired benchmark for fine-grained interaction control. BoxWorld substantially outperforms end-to-end world models and remains competitive across multiple public benchmarks. Project page: https://boxworld-web.github.io.

cs.CV

新论文 · v1arXiv:2610.36098

Texture Consolidation of Generated Multi-View Renderings

Hongyi Liu, Yifan Wang, Vladimir G. Kim, Misha Kazhdan

原文摘要

We present a system for consolidating a sparse set of multi-view renderings into a single coherent texture image, providing a framework for integrating generative models for image generation within the geometry-processing pipeline. Given a texture-atlased triangle mesh and a set of renderings with associated camera parameters, we generate the texture image by: (1) back-projecting the renderings onto the mesh to obtain texture images with normalized colors and confidences; (2) solving for flow-fields on the mesh that align the colors to each other, taking into account the associated confidences; and (3) fusing the registered colors into a single texture image using gradient-domain stitching, again incorporating confidences. Our approach complements existing techniques for multi-view image generation, leveraging mesh-based optical flow and texture-space stitching. In doing so it addresses the challenge that while modern image generation pipelines generate highly convincing renderings, they struggle to produce renderings that are consistent across views. Code is available at https://github.com/hliuw/TextureConsolidation.

cs.GR

版本更新 · v2arXiv:2509.01107

FICGen: Frequency-Inspired Contextual Disentanglement for Layout-driven Degraded Image Generation

Wenzhuang Wang, Yifan Zhao, Mingcan Ma, Ming Liu, Zhonglin Jiang, Yong Chen, Jia Li

原文摘要

Layout-to-image (L2I) generation has exhibited promising results in natural domains, but suffers from limited generative fidelity and weak alignment with user-provided layouts when applied to degraded scenes (i.e., low-light, underwater). We primarily attribute these limitations to the "contextual illusion dilemma" in degraded conditions, where foreground instances are overwhelmed by context-dominant frequency distributions. Motivated by this, our paper proposes a new Frequency-Inspired Contextual Disentanglement Generative (FICGen) paradigm, which seeks to transfer frequency knowledge of degraded images into the latent diffusion space, thereby facilitating the rendering of degraded instances and their surroundings via contextual frequency-aware guidance. To be specific, FICGen consists of two major steps. Firstly, we introduce a learnable dual-query mechanism, each paired with a dedicated frequency resampler, to extract contextual frequency prototypes from pre-collected degraded exemplars in the training set. Secondly, a visual-frequency enhanced attention is employed to inject frequency prototypes into the degraded generation process. To alleviate the contextual illusion and attribute leakage, an instance coherence map is developed to regulate latent-space disentanglement between individual instances and their surroundings, coupled with an adaptive spatial-frequency aggregation module to reconstruct spatial-frequency mixed degraded representations. Extensive experiments on 5 benchmarks involving a variety of degraded scenarios-from severe low-light to mild blur-demonstrate that FICGen consistently surpasses existing L2I methods in terms of generative fidelity, alignment and downstream auxiliary trainability.

cs.CV

新论文 · v1arXiv:2610.35008

When the Persona Contradicts the Line: Diagnosing Plan-to-Synthesis Failures in Chain-of-Thought TTS

Joonyong Park, Jerry Li

原文摘要

Chain-of-thought TTS systems rely on language-model planners to translate persona and context into vocal delivery, but it is unclear where this intent is lost when the requested affect conflicts with lexical sentiment. We introduce a bilingual Japanese--English persona--line conflict benchmark in which each item pairs one line with congruent and conflicting personas and pre-declares the expected acoustic direction. We probe this direction in the planner-generated delivery phrase, the planner-written emotion vector, the QwenEmotion-generated vector, and the rendered waveform. Planner outputs are usually direction-correct, while downstream agreement can be substantially lower. Bypassing QwenEmotion provides only modest gains over the full planner-controlled Base. Supervising QwenEmotion raises the direction rate to 75% in Japanese and 84% in English. A learned text-to-latent interface reaches the highest English rate of 89% and the highest Japanese arousal rate of 88%. These results show that learned repair of the plan-to-synthesis interface can recover counter-textual delivery, although its effect differs across languages and acoustic axes.

cs.CL · cs.SD · eess.AS

新论文 · v1arXiv:2610.34697

Semantic Transferability of Generative Rate-Distortion-Perception Systems

Jinwan Jeon, Seoyeon Hwang, Sung Hoon Lim

原文摘要

Generative lossy compression combines a rate-limited representation with a stochastic decoder that preserves source-dependent information while generating unresolved detail. We ask what remains reusable when a rate-distortion-perception (RDP) system selected for one operating point is transferred to a prescribed conditional-generation task. We distinguish the single-letter RDP factorization from its block-code implementation and compare Full Redesign with three increasingly restrictive transfer strategies. Renderer-Only Transfer retains only the renderer and redesigns semantic steering. Representation-Induced Transfer additionally retains the semantic latent law induced by the original representation. Full-Model Transfer retains a compatible RDP code, marginalizing over the task conditional law to form its semantic encoder. For finite alphabets, we characterize Renderer-Only Transfer's exact compression-common-randomness rate region, renderer-hull controllability condition, and compression-rate penalty relative to Full Redesign. Under unlimited common randomness, this penalty is the minimum residual semantic information $I(S;U|X)$ forced by the inherited renderer. Representation-Induced Transfer is exact if and only if the semantic condition depends on the source only through the recurrent-class label $C$ of the end-to-end RDP test channel. Every compatible RDP code reused under Full-Model Transfer preserves $C$ and supports every task satisfying $X-C-S$. Any additionally transferable within-class semantic dependence must satisfy $I(S;X|C)\le R_0-H(C)$, where $R_0$ is the inherited compression rate. The bound is exact when $R_0=H(C)$. A scalar Gaussian specialization yields a renderer-noise controllability threshold, a closed-form transfer penalty, and examples of identical Gaussian RDP test channels with different Renderer-Only Transfer capabilities.

cs.IT

首次观测 · 记录 #1ACL Anthology · ACL 2026:acl:2026.acl-long.659ACL Anthology · ACL 2026

Stable Signer: Hierarchical Sign Language Generative Model

Sen Fang, Yalin Feng, Hongbin Zhong, Yanxin Zhang NVIDIA, Dimitris N. Metaxas

原文摘要

Sign Language Production (SLP) is the process of converting the complex input text into a real video. Most previous works focused on the Text2Gloss, Gloss2Pose, Pose2Vid stages, and some concentrated on Prompt2Gloss and Text2Avatar stages. However, this field has made slow progress due to the inaccuracy of text conversion, pose generation, and the rendering of poses into real human videos in these stages, resulting in gradually accumulating errors. Therefore, in this paper, we streamline the traditional redundant structure, simplify and optimize the task objective, and design a new sign language generative model called Stable Signer. It redefines the SLP task as a hierarchical generation end-to-end task that only includes text understanding (Prompt2Gloss, Text2Gloss) and Pose2Vid, and executes text understanding through our proposed new Sign Language Understanding Linker called SLUL, and generates hand gestures through the named SLP-MoE hand gesture rendering expert block to end-to-end generate high-quality and multi-style sign language videos. SLUL is trained using the newly developed Semantic-Aware Gloss Masking Loss (SAGM Loss). Its performance has improved by 48.6% compared to the current SOTA generation methods, which is a significant increase in the SLP field.

cs.CL

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

首次观测 · 记录 #1ACL Anthology · ACL 2026:acl:2026.acl-long.868ACL Anthology · ACL 2026

FocalOrder: Focal Preference Optimization for Reading Order Detection

Fuyuan Liu, Dianyu Yu, He Ren, Nayu Liu Tianjin University, Xiaomian Kang Institute of automation, Chinese academy of science, Delai Qiu, Fa Zhang, Genpeng Zhen 等 13 位作者

原文摘要

Reading order detection is the foundation of document understanding.Most existing methods rely on uniform supervision, implicitly assuming a constant difficulty distribution across layout regions. In this work, we challenge this assumption by revealing a critical flaw: Positional Disparity, a phenomenon where models demonstrate mastery over the deterministic start and end regions but suffer a performance collapse in the complex intermediate sections.This degradation arises because standard training allows the massive volume of easy patterns to drown out the learning signals from difficult layouts.To address this, we propose FocalOrder, a framework driven by Focal Preference Optimization (FPO).Specifically, FocalOrder employs adaptive difficulty discovery with exponential moving average mechanism to dynamically pinpoint hard-to-learn transitions, while introducing a difficulty-calibrated pairwise ranking objective to enforce global logical consistency.Extensive experiments demonstrate that FocalOrder establishes new state-of-the-art results on OmniDocBench v1.0 and Comp-HRDoc.Our compact model not only outperforms competitive specialized baselines but also significantly surpasses large-scale general VLMs.These results demonstrate that aligning the optimization with intrinsic structural ambiguity of documents is critical for mastering complex document structures.

cs.CL

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

首次观测 · 记录 #1CVF · CVPR 2026:cvf:2c011ab63d5edc1408e7937b015373a2CVF · CVPR 2026

3D Gaussian Splatting with Self-Constrained Priors for High Fidelity Surface Reconstruction

Noda, Takeshi, Liu, Yu-Shen, Han, Zhizhong

原文摘要

Rendering 3D surfaces has been revolutionized within the modeling of radiance fields through either 3DGS or NeRF. Although 3DGS has shown advantages over NeRF in terms of rendering quality or speed, there is still room for improvement in recovering high fidelity surfaces through 3DGS. To resolve this issue, we propose a self-constrained prior to constraining the movement of 3D Gaussians, aiming for more accurate depth rendering. Our self-constrained prior is a TSDF grid fused by the rendered depth during the learning of 3D Gaussians. The prior measures a band on both sides of the estimated surface for imposing more specific constraints on the right 3D Gaussians, such as removing 3D Gaussians outside the band, encouraging larger opacity for Gaussians near the center of the band or smaller opacity for Gaussians near the boundary of the band. We regularly update the prior by fusing more recent depth images which are usually more accurate, and progressively narrow the band to tighten the constraint on Gaussian movements. We justify our idea and report our superiority over the state-of-the-art methods in evaluations on widely used benchmarks.

cs.CV

Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表

首次观测 · 记录 #1CVF · CVPR 2026:cvf:3b4e196ba654d3b170a34cac614c4135CVF · CVPR 2026

Seeing is Improving: Visual Feedback for Iterative Text Layout Refinement

Guo, Junrong, Fang, Shancheng, Qu, Yadong, Xie, Hongtao

原文摘要

Recent advances in Multimodal Large Language Models (MLLMs) have enabled automated generation of structured layouts from natural language descriptions. Existing methods typically follow a code-only paradigm that generates code to represent layouts, which are then rendered by graphic engines to produce final images. However, they are blind to the rendered visual outcome, making it difficult to guarantee readability and aesthetics. In this paper, we identify visual feedback as a critical factor in layout generation and propose Visual Feedback Layout Model (VFLM), a self-improving framework that leverages visual feedback iterative refinement. VFLM is capable of performing adaptive reflective generation, which leverages visual information to reflect on previous issues and iteratively generates outputs until satisfactory quality is achieved. It is achieved through reinforcement learning with a visually grounded reward model that incorporates OCR accuracy. By rewarding only the final generated outcome, we can effectively stimulate the model's iterative and reflective generative capabilities. Experiments across multiple benchmarks show that VFLM consistently outperforms advanced MLLMs, existing layout models, and code-only baselines, establishing visual feedback as critical for design-oriented MLLMs. Our code and data are available at https://github.com/FolSpark/VFLM.

cs.CV · cs.CL

Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表

首次观测 · 记录 #1CVF · CVPR 2026:cvf:52cd8c78dc7d28220c08b3bf27d1f69eCVF · CVPR 2026

Glove2Hand: Synthesizing Natural Hand-Object Interaction from Multi-Modal Sensing Gloves

Zhang, Xinyu, Kou, Ziyi, Qin, Chuan, Huang, Mia, Ristani, Ergys, Kumar, Ankit, Chen, Lele, He, Kun 等 10 位作者

原文摘要

Understanding hand-object interaction (HOI) is fundamental to computer vision, robotics, and AR/VR. However, conventional hand videos often lack essential physical information, such as contact forces and motion dynamics, and are prone to frequent occlusions. To address these challenges, we present Glove2Hand, a framework that translates multi-modal sensing glove data in HOI videos into photorealistic bare-hand representations, while faithfully preserving the underlying physical interaction dynamics. We introduce a novel 3D Gaussian hand model that ensures both temporal and multi-view rendering consistency. The rendered hand is seamlessly integrated into the scene using a diffusion-based hand restorer, which effectively handles complex hand-object interactions and non-rigid deformations. Leveraging Glove2Hand, we introduce HandSense, the first multi-modal HOI dataset featuring multi-view bare-hand videos with synchronized tactile and IMU signals. We demonstrate that HandSense significantly enhances downstream bare-hand applications, including video-based contact estimation and hand tracking under severe occlusion.

cs.CV

Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表

首次观测 · 记录 #1CVF · CVPR 2026:cvf:6814b87c4a840dd6f1d86fb7e49e21cbCVF · CVPR 2026

SunFaded: Illumination-Aware Gaussian Splatting for Dark Scenes with Camera-Mounted Active Lighting

Chang, Wenjie, Ding, Tianle, Yang, Wenfei, Zhang, Tianzhu

原文摘要

Gaussian Splatting has emerged as a popular 3D representation technique, but still struggles with appearance inconsistencies, especially in dark scenes that require active illumination (e.g., camera flashes or co-moving light sources) to capture usable images, leading to dramatic local appearance fluctuations.While existing methods mainly focus on modeling global appearance changes for in-the-wild scenes, such as those caused by different times of day or weather conditions, they fail to handle the severe variations present in dark scenes with moving light sources.In this paper, we propose a novel Gaussian Splatting-based approach for constructing scene representations in dark scenes where active light sources are rigidly attached to the camera and move together with it.Within this framework, we introduce an illumination-weighted loss function that drives the representation toward the underlying unlit scene. Furthermore, instead of adjusting the illumination of each individual Gaussian as in prior work, we employ a tile-based shading scheme that operates directly on the rendered images, greatly reducing computational cost while explicitly separating illumination from intrinsic scene appearance.Additionally, we further refine the learned Gaussian representation by combining the recovered unlit scene appearance with an advanced geometric prior model, which significantly improves geometric accuracy.Experimental results demonstrate that our method achieves superior reconstruction quality in challenging environments compared to state-of-the-art techniques.

cs.CV

Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表

首次观测 · 记录 #1CVF · CVPR 2026:cvf:723d7f4fb7bd426eac28c2d4bad1aaedCVF · CVPR 2026

From Pixel to Precision: Enhancing Handwritten Mathematical Expression Recognition with Image-Level Reward

Liu, Ze, Zhang, Kai, Wang, Xianquan, Liu, Shuochen, Yan, Jiaxian, Han, Yupeng, Liu, Qi

原文摘要

Handwritten mathematical expression recognition is hindered by a fundamental misalignment between the dual representations of LaTeX formulas: the symbolic text and the rendered visual image. This discrepancy means that textually distinct LaTeX sequences can produce visually identical outputs, while minor textual errors can cause catastrophic rendering failures. As a result, text-level reward mechanisms cannot perfectly assess the quality of model predictions, failing to effectively guide the model towards optimal performance during training. To overcome this limitation, we introduce the Image Matching Score (IMS), a lightweight yet effective reward based on the structural edit distance of column-wise image projections, which robustly quantifies the visual fidelity between rendered formulas. Leveraging IMS, we then propose Image-Matching driven Policy Optimization (IMPO), a training framework built upon Group Relative Policy Optimization (GRPO). This approach facilitates stable policy learning directly from our sequence-level visual reward, notably without the need for a separate value function network. Extensive experiments demonstrate that IMPO yields consistent performance gains across various backbone models on the challenging CROHME, HME100K, and M2E datasets. Our framework establishes new state-of-the-art results, improving the Expression Recognition Rate by an average of 1.1% and up to 1.37% over strong prior methods.

cs.CV

Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表

首次观测 · 记录 #1CVF · CVPR 2026:cvf:7753adfc2e3fab94359bc705f633d08eCVF · CVPR 2026

Geometric-Photometric Event-based 3D Gaussian Ray Tracing

Kohyama, Kai, Aoki, Yoshimitsu, Gallego, Guillermo, Shiba, Shintaro

原文摘要

Event cameras offer a high temporal resolution over traditional frame-based cameras, which makes them suitable for motion and structure estimation. However, it has been unclear how event-based 3D Gaussian Splatting (3DGS) approaches could leverage fine-grained temporal information of sparse events. This work proposes GPERT, a framework to address the trade-off between accuracy and temporal resolution in event-based 3DGS. Our key idea is to decouple the rendering into two branches: event-by-event geometry (depth) rendering and snapshot-based radiance (intensity) rendering, by using ray-tracing and the image of warped events. The extensive evaluation shows that our method achieves state-of-the-art performance on the real world datasets and competitive performance on the synthetic dataset. Also, the proposed method works with out prior information (e.g., pretrained image reconstruction models) or COLMAP-based initialization, is more flexible in the event selection number, and achieves sharp reconstruction on scene edges with fast training time. We hope that this work deepens our understanding of the sparse nature of events for 3D reconstruction. https://github.com/e3ai/gpert

cs.CV

Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表

首次观测 · 记录 #1CVF · CVPR 2026:cvf:9abe5dfcba9eea5f7a1b93ad59622199CVF · CVPR 2026

3D Gaussian Splatting at Arbitrary Resolutions with Compact Proxy Anchors

Jeong, Mingyun, Yoon, Seongro, Bremond, Francois, Cho, Donghyeon

原文摘要

Despite achieving high-quality rendering, 3D Gaussian Splatting suffers from aliasing when the rendering resolution changes, as it is typically trained at a fixed resolution. To address this limitation, we introduce a method that enables the model to generate resolution-adaptive 3D Gaussians under arbitrary resolution changes. In particular, built upon Scaffold-GS, we enhance the anchor feature representation by incorporating a resolution-embedding to encode continuous resolution information. From these enhanced anchor features, a pixel coverage gate dynamically forms resolution-adaptive 3D Gaussians. Furthermore, we drastically reduce storage requirements by selecting a compact subset of proxy anchors and designing a residual anchor predictor that reconstructs the unselected leaf anchors based on the proxy anchors, enabling faithful scene representation without compromising visual fidelity. As a result, our method provides continuous and alias-free rendering across resolutions while maintaining practical scalability and memory efficiency. Extensive experiments across diverse resolution ranges demonstrate that our approach achieves an optimal balance between fidelity and memory, enabling practical arbitrary-resolution view synthesis even in resource-constrained settings.

cs.CV

Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表