Diffusion models face a fundamental trade-off between generation quality and computational efficiency. Latent Diffusion Models (LDMs) offer an efficient solution but suffer from potential information loss and non-end-to-end training. In contrast, existing pixel space models bypass VAEs but are computationally prohibitive for high-resolution synthesis. To resolve this dilemma, we propose DiP, an efficient pixel space diffusion framework. DiP decouples generation into a global and a local stage: a Diffusion Transformer (DiT) backbone operates on large patches for efficient global structure construction, while a co-trained lightweight Patch Detailer Head leverages contextual features to restore fine-grained local details. This synergistic design achieves computational efficiency comparable to LDMs without relying on a VAE. DiP is accomplished with up to 10xfaster inference speeds than previous method while increasing the total number of parameters by only 0.3%, and achieves an 1.79 FID score on ImageNet 256x256.
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cs.CV
Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表
Caching-based acceleration methods have recently driven significant progress in efficient video generation with diffusion models. However, we identify a critical limitation when directly applying these acceleration techniques to auto-regressive video diffusion models, which generate long videos by sequentially synthesizing segments conditioned on historical context. In such settings, any approximation errors introduced by acceleration tend to propagate and accumulate over time, resulting in severe error accumulation and progressive degradation of video quality. To address this challenge, we propose ARCache, the first training-free caching-based acceleration framework specifically designed for auto-regressive video diffusion models. ARCache improves both the timing and quality of caching through two key components. First, History-Guided Cache (HGC) leverages historical information to adaptively schedule caching for each segment, enabling more accurate and efficient cache utilization. Second, Enhanced Residual Correction (ERC) adaptively refines the residual trajectory for subsequent segments, effectively mitigating error accumulation while introducing minimal computational overhead. Extensive experiments on FramePack-F1, SkyReels-V2, and auto-regressive world model Matrix-Game demonstrate that ARCache achieves state-of-the-art acceleration and visual fidelity.
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cs.CV
Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表
The appeal of RGB-T tracking lies in its resilience when RGB fails under night scenes, glare, fog, and partial occlusion. Despite notable accuracy gains, recent architectures emphasize deep fusion and large parameter counts, driving up FLOPs and bandwidth. This computational burden constrains real-time performance and limits scalability beyond high-end GPUs. To balance accuracy and efficiency, we propose Adaptive Early-Exit (AEE): we augment the backbone with anytime heads and pair them with a confidence-calibrated early-exit policy that halts inference at the earliest reliable layer, skipping redundant computation. For cross-modal interaction, we design a Holistic-Token-Guided Interaction (HTGI) module, where each modality is compressed into a compact set of holistic state tokens and injected into the other modality's modeling stream without layer-wise alignment, enabling targeted information exchange at extremely low cost. On RGB-T benchmarks, the lightweight tracker substantially reduces latency while maintaining competitive accuracy; on LasHeR, it achieves 70.2% precision and 56.3% success, running at 148.3 FPS on GPU, 50.2 FPS on CPU, and 28.7 FPS on an edge device.
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cs.CV
Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表
We present Muses, the first training-free method for fantastic 3D creature generation in a feed-forward paradigm. Previous methods, which rely on part-aware optimization, manual assembly, or 2D image generation, often produce unrealistic or incoherent 3D assets due to the challenges of intricate part-level manipulation and limited out-of-domain generation. In contrast, Muses leverages the 3D skeleton--a fundamental representation of biological forms--to explicitly and rationally compose diverse elements. This skeletal foundation formalizes 3D content creation as a structure-aware pipeline of design, composition, and generation. Muses begins by constructing a creatively composed 3D skeleton with coherent layout and scale through graph-constrained reasoning. This skeleton then guides a voxel-based assembly process within a structured latent space, integrating regions from different objects. Finally, image-guided appearance modeling under skeletal conditions is applied to generate a style-consistent and harmonious texture for the assembled shape. Extensive experiments establish Muses' state-of-the-art performance in terms of visual fidelity and alignment with textual descriptions, and potential on flexible 3D object editing.
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cs.CV
Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表
Directly editing ultra-high-resolution (UHR) images is valuable but underexplored, primarily due to the lack of high-quality data and the challenge in modeling high-frequency texture details. We introduce VINS-120K, the first large-scale dataset for instruction-based UHR image editing, comprising 120K carefully curated triplets of instruction, input image, and edited image. Each image exceeds 4K resolution (\geq4096x4096) and is filtered through a rigorous multi-stage pipeline to ensure visual quality, instruction alignment, and aesthetic fidelity. Built on VINS-120K, we further develop a high-frequency-aware post-adaptation strategy to extend pretrained non-high-resolution models to the UHR regime. We also present VINS-4KEval, a benchmark covering diverse editing types, to facilitate consistent evaluation in UHR settings. Experiments confirm that our work improves fine-grained detail synthesis and texture realism in UHR image editing.
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cs.CV
Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表
3D morphing remains challenging due to the difficulty of generating semantically consistent and temporally smooth deformations, especially across categories. We present MorphAny3D, a training-free framework that leverages Structured Latent (SLAT) representations for high-quality 3D morphing. Our key insight is that intelligently blending source and target SLAT features within the attention mechanisms of 3D generators naturally produces plausible morphing sequences. To this end, we introduce Morphing Cross-Attention (MCA), which fuses source and target information for structural coherence, and Temporal-Fused Self-Attention (TFSA), which enhances temporal consistency by incorporating features from preceding frames. An orientation correction strategy further mitigates the pose ambiguity within the morphing steps. Extensive experiments show that our method generates state-of-the-art morphing sequences, even for challenging cross-category cases. MorphAny3D further supports advanced applications such as decoupled morphing and 3D style transfer, and can be generalized to other SLAT-based generative models. Project page: https://xiaokunsun.github.io/MorphAny3D.github.io/.
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cs.CV
Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表