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首次观测 · 记录 #1CVF · CVPR 2026:cvf:051c939fbf9b7209f3462c00d6a505c8CVF · CVPR 2026

Thinking in 360deg: Humanoid Visual Search in the Wild

Yu, Heyang, Han, Yinan, Zhang, Xiangyu, Yin, Baiqiao, Chang, Bowen, Han, Xiangyu, Liu, Xinhao, Zhang, Jing 等 12 位作者

原文摘要

Humans rely on the synergistic control of head (cephalomotor) and eye (oculomotor) to efficiently search for visual information in 360deg. However, prior approaches to visual search are limited to a static image, neglecting the physical embodiment and its interaction with the 3D world. How can we develop embodied visual search agents as efficient as humans while bypassing the constraints imposed by real-world hardware? To this end, we propose humanoid visual search where a humanoid agent actively rotates its head to search for objects or paths in an immersive world represented by a 360deg panoramic image. To study visual search in visually-crowded real-world scenarios, we build H* Bench, a new benchmark that moves beyond household scenes to challenging in-the-wild scenes that necessitate advanced visual-spatial reasoning capabilities, such as transportation hubs, large-scale retail spaces, urban streets, and public institutions. Our experiments first reveal that even top-tier proprietary models falter, achieving only 30% success in object and path search. We then use post-training techniques to enhance the open-source models, increasing its success rate by over threefold for both object search (14.83% - 47.38%) and path search (6.44% - 24.94%) on the smallest 3B model. Notably, the lower ceiling of path search reveals its inherent difficulty, which we attribute to the demand for sophisticated spatial commonsense. Our results not only show a promising path forward but also quantify the immense challenge that remains in building MLLM agents that can be seamlessly integrated into everyday human life.

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:1783692e824010d847a71dbd6a369ec2CVF · CVPR 2026

Mixture-of-Experts based Feature Decoupling for Open Vocabulary Scene Graph Generation

Li, Yiming, You, Sisi, Bao, Bing-Kun

原文摘要

In recent years, while Scene Graph Generation has advanced significantly, mainstream methods remain constrained by predefined object and relationship categories, limiting generalization to open real-world scenarios. Inspired by open vocabulary object detection, recent efforts have expanded SGG to the open vocabulary domain. However, these models often rely on off-the-shelf VLMs, lacking discriminative attribute extraction and suffering from limited object-relationship semantic interaction, which leads to misclassification of novel categories. To address these issues, we propose the MoE Feature Decoupling (MoE-FD) framework for Open Vocabulary Scene Graph Generation. MoE-FD adaptively learns feature decoupling for objects and relationships via multiple experts, prioritizing critical features through gating network weights. Moreover, it models semantic interactions between objects and relationships using iterative cross-attention, enhancing relationship triple associations and visual-semantic alignment. The main contributions of MoE-FD are threefold: (1) A MoE-based feature decoupling framework that adaptively enhances discriminative feature representation for objects and relations. (2) Semantic interaction modeling between objects and relations to strengthen relationship triple associations and image-text alignment accuracy. (3) Extensive experiments demonstrate the effectiveness of MoE-FD on the Visual Genome dataset.

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:6341c2f5b6f92c1f0ebeeb7b17567a37CVF · CVPR 2026

RaGS: Unleashing 3D Gaussian Splatting from 4D Radar and Monocular Cue for 3D Object Detection

Bai, Xiaokai, Zhou, Chenxu, Zheng, Lianqing, Liu, Jianan, Cao, Si-Yuan, Zhang, Xiaohan, Li, Yiming, Zhang, Zhengzhuang 等 9 位作者

原文摘要

4D millimeter-wave radar is a promising sensing modality for autonomous driving, yet effective 3D object detection from 4D radar and monocular images remains challenging. Existing fusion approaches either rely on instance proposals lacking global context or dense BEV grids constrained by rigid structures, lacking a flexible and adaptive representation for diverse scenes. To address this, we propose RaGS, the first framework that models the scene as a continuous field of Gaussians, enabling dynamic resource allocation to foreground objects detection while maintaining flexibility and efficiency. Specifically, RaGS adopts a cascaded pipeline to construct and progressively refine the Gaussian field. It begins with Frustum-based Localization Initiation (FLI), which unprojects foreground pixels to initialize coarse Gaussian centers. Then, Iterative Multimodal Aggregation (IMA) explicitly exploits image semantics and implicitly integrates 4D radar velocity geometry to refine the Gaussians within regions of interest. Finally, Multi-level Gaussian Fusion (MGF) renders the Gaussian field into hierarchical BEV features for 3D object detection. By dynamically focusing on sparse and informative regions, RaGS achieves object-centric precision and comprehensive scene perception. Extensive experiments on View-of-Delft, TJ4DRadSet, and OmniHD-Scenes demonstrate its robustness and SOTA performance. Source code is available at https://github.com/shawnnnkb/RaGS.

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:874b7dd671df53a0f3d05f3005f28b5fCVF · CVPR 2026

Wanderland: Geometrically Grounded Simulation for Open-World Embodied AI

Liu, Xinhao, Li, Jiaqi, Deng, Youming, Chen, Ruxin, Zhang, Yingjia, Ma, Yifei, Guo, Li, Li, Yiming 等 10 位作者

原文摘要

Reproducible closed-loop evaluation remains a major bottleneck in Embodied AI such as visual navigation. A promising path forward is high-fidelity simulation that combines photorealistic sensor rendering with geometrically grounded interaction in complex, open-world urban environments. Although recent video-3DGS methods ease open-world scene capturing, they are still unsuitable for benchmarking due to large visual and geometric sim-to-real gaps. To address these challenges, we introduce Wanderland, a real-to-sim framework that features multi-sensor capture, reliable reconstruction, accurate geometry, and robust view synthesis. Using this pipeline, we curate a diverse dataset of indoor-outdoor urban scenes and systematically demonstrate how image-only pipelines scale poorly, how geometry quality impacts novel view synthesis, and how all of these adversely affect navigation policy learning and evaluation reliability. Beyond serving as a trusted testbed for embodied navigation, Wanderland's rich raw sensor data further allows benchmarking of 3D reconstruction and novel view synthesis models. Our work establishes a new foundation for reproducible research in open-world embodied AI.

cs.CV

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