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首次观测 · 记录 #1CVF · CVPR 2026:cvf:6fa8a93cba4f8e324378b51db70e0b8bCVF · CVPR 2026

TrackMAE: Video Representation Learning via Track Mask and Predict

Vandeghen, Renaud, Thoker, Fida Mohammad, Van Droogenbroeck, Marc, Ghanem, Bernard

Masked video modeling (MVM) has emerged as a simple and scalable self-supervised pretraining paradigm, but only encodes motion information implicitly, limiting the encoding of temporal dynamics in the learned representations. As a result, such models struggle on motion-centric tasks that require fine-grained motion awareness. To address this, we propose TrackMAE, a simple masked video modeling paradigm that explicitly uses motion information as a reconstruction signal. In TrackMAE, we use an off-the-shelf point tracker to sparsely track points in the input videos generating motion trajectories. Furthermore, we exploit the extracted trajectories to improve the random tube masking with a motion-aware masking strategy. We enhance video representations learned in both pixel and feature semantic reconstruction space by providing a complementary supervision signal in the form of motion targets. We evaluate on six datasets across diverse downstream settings and find that TrackMAE consistently outperforms the state-of-the-art video SSL baselines, therefore learning more discriminative and generalizable representations Code available at https://github.com/rvandeghen/TrackMAE

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cs.CV

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

CVF · CVPR 2026 ↗PDF ↗
首次观测 · 记录 #1CVF · CVPR 2026:cvf:73c13d81a1732358635552a7d61d020bCVF · CVPR 2026

What Is the Optimal Ranking Score Between Precision and Recall? We Can Always Find It and It Is Rarely F1

Piérard, Sébastien, Deliège, Adrien, Van Droogenbroeck, Marc

Ranking methods or models based on their performance is of prime importance but is tricky because performance is fundamentally multidimensional. In the case of classification, precision and recall are scores with probabilistic interpretations that are both important to consider and complementary. The rankings induced by these two scores are often in partial contradiction. In practice, therefore, it is extremely useful to establish a compromise between the two views to obtain a single, global ranking. Over the last fifty years or so, it has been proposed to take a weighted harmonic mean, known as the F-score, F-measure, or F-beta. Generally speaking, by averaging basic scores, we obtain a score that is intermediate in terms of values. However, there is no guarantee that these scores lead to meaningful rankings and no guarantee that the rankings are good tradeoffs between these base scores. Given the ubiquity of F-beta scores in the literature, some clarification is in order. Concretely: (1) We establish that F-beta-induced rankings are meaningful and define a shortest path between precisionand recall-induced rankings. (2) We frame the problem of finding a tradeoff between two scores as an optimization problem expressed with Kendall rank correlations. We show that F1 and its skew-insensitive version are far from being optimal in that regard. (3) We provide theoretical tools and a closed-form expression to find the optimal value for beta for any distribution or set of performances, and we illustrate their use on six case studies. Code is available at https://github.com/pierard/cvpr-2026-optimal-tradeoff-precision-recall.

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cs.CV

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

CVF · CVPR 2026 ↗PDF ↗
首次观测 · 记录 #1CVF · CVPR 2026:cvf:fe5e70495ea11fadda3c0336ea751a0dCVF · CVPR 2026

MeshSplatting: Differentiable Rendering with Opaque Meshes

Held, Jan, Son, Sanghyun, Vandeghen, Renaud, Rebain, Daniel, Gadelha, Matheus, Zhou, Yi, Cioppa, Anthony, Lin, Ming C. 等 10 位作者

Primitive-based splatting methods like 3D Gaussian Splatting (3DGS) have revolutionized novel view synthesis with real-time rendering. However, their point-based representations remain incompatible with mesh-based pipelines that power AR/VR and game engines. We present Mesh Splatting, a mesh-based reconstruction approach that jointly optimizes geometry and appearance through differentiable rendering. By enforcing connectivity via restricted Delaunay triangulation and refining surface consistency, Mesh Splatting creates end-to-end smooth, high-fidelity meshes that render efficiently in real-time engines. On Mip-NeRF360 and Tanks&Temples, it boosts PSNR by +0.69dB, while training 2x faster and using 2x less memory, bridging neural rendering and interactive 3D graphics for seamless real-time scene interaction. The project page is available at https://meshsplatting.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

CVF · CVPR 2026 ↗PDF ↗