Video motion transfer aims to generate a target video that inherits motion patterns from a source video while rendering new scenes. Existing training-free approaches focus on constructing motion guidance based on the intermediate outputs of pre-trained T2V models, which results in heavy computational overhead and limited flexibility. In this paper, we present FlowMotion, a novel training-free framework that enables efficient and flexible motion transfer by directly leveraging the predicted outputs of flow-based T2V models. Our key insight is that early latent predictions inherently encode rich temporal information. Motivated by this, we propose flow guidance, which extracts motion representations based on latent predictions to align motion patterns between source and generated videos. We further introduce a velocity regularization strategy to stabilize optimization and ensure smooth motion evolution. By operating purely on model predictions, FlowMotion achieves superior time and resource efficiency as well as competitive performance compared with state-of-the-art methods.
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cs.CV
Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表
Vision models for embodied intelligence require efficient 3D comprehension and interaction with objects within the scene. Existing 3D reconstruction models either overlook instance-level perception or rely on time-consuming offline reasoning, showing a less adaptability in real-time embodied scenario. In this paper, we present PromptDepth, the first promptable vision model that features both geometric 3D understanding and instance-level interaction especially designed for embodied intelligence. PromptDepth is a feed-forward network that quickly yields panoptic, instanced, or tracked depth map from two corresponding frames, enabling the real-time infer sequences from embodied agents. Specifically, following the minimal prediction problem, we design a promptable Dense Prediction Transformer, making it flexible to interact with unified dense prediction according to a specific prompt. Considering the substantial discrepancy between panoptic and instanced depth map, we further introduce a novel Instanced Label Distribution Smoothing (ILDS) loss, followed by Gram Anchoring, to mitigate the inherent conflict between dense and discrete representation. Trained on synthetic data only, our model achieves state-of-the-art results in both depth estimation and interactive segmentation on public benchmarks. Extensive experiments demonstrate superior visual efficiency in embodied tasks compared to current fundamental models. We believe that our efficient and flexible geometric 3D model offers a new foundation for vision tasks in embodied intelligence.
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cs.CV
Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表
With the surge of pre-trained text-to-image flow matching models, text-based image editing performance has gained remarkable improvement, especially for **simple editing** that only contains a single editing target. However, to satisfy the exploding editing requirements, the **complex editing** that contains multiple editing targets is posed as a more challenging task. However, current complex editing solutions: single-round and multi-round editing are limited by long text following and cumulative inconsistency, respectively. Thus, they struggle to strike a balance between semantic alignment and source consistency.In this paper, we propose **FlowDC**, which decouples the complex editing into multiple sub-editing effects and superposes them in parallel during the editing process. Meanwhile, we observed that the velocity quantity that is orthogonal to the editing displacement harms the source structure preserving. Thus, we decompose the velocity and decay the orthogonal part for better source consistency.To evaluate the effectiveness of complex editing settings, we construct a complex editing benchmark: Complex-PIE-Bench. On two benchmarks, FlowDC shows superior results compared with existing methods. We also detail the ablations of our module designs.
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cs.CV
Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表
Aerial object-goal navigation (Aerial ObjectNav) requires an Unmanned Aerial Vehicle (UAV) to navigate to target objects in large-scale outdoor environments using only visual observations and high-level object descriptions, without detailed step-by-step instructions. Existing approaches rely on local observations or short-term history, lacking comprehensive scene understanding and efficient spatial exploration strategies, which constrains their navigation capability in complex aerial scenarios. To address these challenges, we propose OctMem-Agent, an octree memory-augmented framework for aerial object-goal navigation. Specifically, we introduce an Adaptive Octree Memory that incrementally aggregates RGB-D observations into a hierarchical 3D representation, capturing both explored regions and unexplored frontiers across large-scale aerial environments. We further propose a Instruction-Guided Memory Query module that extracts task-relevant scene and exploration tokens through instruction-modulated queries. By integrating these tokens with visual observations and language instructions, OctoMem-Agent achieves comprehensive scene understanding and effective spatial exploration for target localization. Extensive experiments on the Aerial ObjectNav benchmark UAV-ON demonstrate that our method achieves a significant 7.5% improvement in success rate over existing methods, validating the effectiveness of our design.
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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 an approach for high-quality dynamic Gaussian Splatting from monocular videos. To this end, we in this work go one step further beyond previous methods to explicitly model continuous position and orientation deformation of dynamic Gaussians, using an SE(3) B-spline motion bases with a compact set of control points. To improve computational efficiency while enhancing the ability to model complex motions, an adaptive control mechanism is devised to dynamically adjust the number of motion bases and control points. Besides, we develop a soft segment reconstruction strategy to mitigate long-interval motion interference, and employ a multi-view diffusion model to provide multi-view cues for avoiding overfitting to training views. Extensive experiments demonstrate that our method outperforms state-of-the-art methods in novel view synthesis. Our code is available at https://github.com/hhhddddddd/se3bsplinegs.
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cs.CV
Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表
Long streaming video QA remains challenging due to growing visual tokens and limited reasoning length of large language models (LLMs). KV-caching stores the Key-Value (KV) of the historical tokens via LLM prefill and enables more efficient streaming QA. However, existing methods cache every one or two frames, causing redundant memory usage and losing fine-grained spatial details within frame or temporal contexts across frames. This paper proposes MuKV, a method that features a multi-grained KV cache compression module and a semi-hierarchical retrieval approach to improve both efficiency and accuracy for long streaming VideoQA. For the offline KV cache, MuKV extracts visual representations at patch-, frame-, and segment-levels. The multiple levels of granularity preserve both local cues and global temporal context, while maintaining efficiency with a dual signal token compression mechanism guided by self-attention and frequency. For online QA, MuKV designs a semi-hierarchical retrieval method to retrieve relevant KV caches for answer generation. Experiments on long-streaming VideoQA benchmarks show that MuKV significantly improves answer accuracy, without sacrificing memory and online QA efficiency. Moreover, our compression mechanism alone brings consistent benefits across answer accuracy, memory, and QA efficiency over baselines, showcasing highly effective contribution.
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cs.CV · cs.CL
Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表
3D visual grounding (VG) aims to localize target objects in 3D scenes based on free-form textual descriptions. Existing 3D VG models predominantly employ point-based backbones for point cloud feature extraction. Such methods require aggressive downsampling of the input point cloud, which sacrifices the fine-grained spatial details crucial for precise localization. This paper proposes PV-Ground, a novel 3D VG architecture based on effective text-guided point-voxel feature interaction. Our method leverages the complementary strengths of both voxels and keypoints: it employs a voxel-based feature extraction backbone to preserve high-resolution spatial details, while utilizing compact keypoints to aggregate these features for efficient, deep interaction with the textual query. Furthermore, we propose a text-guided keypoint sampling module to adaptively concentrate the keypoint distribution around the text-described object, enabling task-specific feature aggregation and significantly boosts model performance. Extensive qualitative and quantitative experiments demonstrate the superiority of our proposed method. Our method achieves a performance improvement of 5.1% on the ScanRefer dataset and 5.6% on the ReferIt3D dataset, while also achieves over 4% improvement in the segmentation task. The code will be made publicly available.
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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 the first systematic analysis of multimodal large language models (MLLMs) in personalized question-answering requiring ego-grounding - the ability to understand the camera-wearer in egocentric videos. To this end, we introduce MyEgo, the first egocentric VideoQA dataset designed to evaluate MLLMs' ability to understand, remember, and reason about the camera wearer. MyEgo comprises 541 long videos and 5K personalized questions asking about "my things", "my activities", and "my past". Benchmarking reveals that competitive MLLMs across variants, including open-source vs. proprietary, thinking vs. non-thinking, small vs. large scales all struggle on MyEgo. Top closed- and open-source models (e.g., GPT-5 and Qwen3-VL) achieve only 46% and 36% accuracy, trailing human performance by near 40% and 50% respectively. Surprisingly, neither explicit reasoning nor model scaling yield consistent improvements. Models improve when relevant evidence is explicitly provided, but gains drop over time, indicating limitations in tracking and remembering "me" and "my past". These findings collectively highlight the crucial role of ego-grounding and long-range memory in enabling personalized QA in egocentric videos. We hope MyEgo and our analyses catalyze further progress in these areas for egocentric personalized assistance.
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cs.CV · cs.CL
Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表
Omnidirectional 3D Gaussian Splatting with panoramas is a key technique for 3D scene representation, and existing methods typically rely on slow SfM to provide camera poses and sparse points priors. In this work, we propose a pose-free omnidirectional 3DGS method, named PFGS360, that reconstructs 3D Gaussians from unposed omnidirectional videos. To achieve accurate camera pose estimation, we first construct a spherical consistency-aware pose estimation module, which recovers poses by establishing consistent 2D-3D correspondences between the reconstructed Gaussians and the unposed images using Gaussians' internal depth priors. Besides, to enhance the fidelity of novel view synthesis, we introduce a depth-inlier-aware densification module to extract depth inliers and Gaussian outliers with consistent monocular depth priors, enabling efficient Gaussian densification and achieving photorealistic novel view synthesis. The experiments show significant outperformance over existing pose-free and pose-aware 3DGS methods on both real-world and synthetic 360-degree videos. Code is available at https://github.com/zcq15/PFGS360.
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cs.CV
Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表
Test-time training (TTT) enhances the robustness of pretrained models to out-of-distribution (OOD) data through auxiliary self-supervised tasks, without requiring labeled samples. However, existing TTT methods predominantly rely on decoder-based auxiliary objectives, which suffer from inefficient adaptation and weak coupling with the primary task. To solve these limitations, we revisit the mechanism of test-time training by analyzing masking-based pretrained models to uncover the fundamental source of their OOD robustness. Our investigation reveals that their generalization capability stems from a latent feature-level structural invariance, the consistency of encoded representations under masked perturbations. Building on this insight, we introduce LoTT-PC, a lightweight LoRA-based framework that operationalizes this invariance-preserving principle for 3D point cloud classification. LoTT-PC consists of two main components: (1) low-rank modulation units for parameter-efficient adaptation, and (2) a permutation-invariant alignment mechanism that enforces representation consistency through masked feature alignment. Extensive experiments on multiple benchmarks demonstrate that this unified design enables pretrained point cloud models to self-tune rapidly and reliably across diverse OOD scenarios, outperforming state-of-the-art methods by an average of 2.7% in accuracy under various corruption types.
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cs.CV
Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表
Vision-Language-Action (VLA) models trained via imitation learning suffer from significant performance degradation in data-scarce scenarios due to their reliance on large-scale demonstration datasets. Although reinforcement learning (RL)-based post-training has proven effective in addressing data scarcity, its application to VLA models is hindered by the non-resettable nature of real-world environments. This limitation is particularly critical in high-risk domains such as industrial automation, where interactions often induce state changes that are costly or infeasible to revert. Furthermore, existing VLA approaches lack a reliable mechanism for detecting task completion, leading to redundant actions that reduce overall task success rates. To address these challenges, we propose RehearseVLA, an RL-based post-training framework that replaces physical interaction with a low-cost world model-based virtual simulator. RehearseVLA consists of two key components: (1) a physically-consistent world simulator that generates temporally consistent future visual observations, and (2) a vision-language model (VLM)-guided instant reflector that provides continuous reward signals and predicts action termination. This simulated environment enables VLA models to safely explore and generalize beyond their initial imitation learning distribution. Our method achieves notable performance gains with as few as five expert demonstrations per task. Experiments on complex robotic manipulation tasks demonstrate that RehearseVLA effectively overcomes the data inefficiency, safety constraints, and inefficient execution of conventional VLA models that rely on real-world interaction, offering a practical and scalable solution for post-training in resource-constrained settings. Our code is available at https://github.com/iSEE-Laboratory/RehearseVLA.
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cs.CV · cs.CL
Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表
We contend that embodied learning is fundamentally a lifecycle problem rather than a single-stage optimization. Systems that optimize only one link (data collection, simulation, learning, or deployment) rarely sustain improvement or generalize beyond narrow settings. We introduce Arcadia, a closed-loop framework that operationalizes embodied lifelong learning by tightly coupling four stages: (1) Self-evolving exploration and grounding for autonomous data acquisition in physical environments, (2) Generative scene reconstruction and augmentation for realistic and extensible scene creation, (3) a Shared embodied representation architecture that unifies navigation and manipulation within a single multimodal backbone, and (4) Sim-from-real evaluation and evolution that closes the feedback loop through simulation-based adaptation. This coupling is non-decomposable: removing any stage breaks the improvement loop and reverts to one-shot training. Arcadia delivers consistent gains on navigation and manipulation benchmarks and transfers robustly to physical robots, indicating that a tightly coupled lifecycle: continuous real-world data acquisition, generative simulation update, and shared-representation learning, supports lifelong improvement and end-to-end generalization. We release standardized interfaces enabling reproducible evaluation and cross-model comparison in reusable environments, positioning Arcadia as a scalable foundation for general-purpose embodied agents.
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cs.CV
Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表
World engines aim to synthesize long, 3D-consistent videos that support interactive exploration of a scene under user-controlled camera motion. However, existing systems struggle under aggressive 6-DoF trajectories and complex outdoor layouts: they lose long-range geometric coherence, deviate from the target path, or collapse into overly conservative motion. To this end, we introduce Captain Safari, a pose-conditioned world engine that generates videos by retrieving from a persistent world memory. Given a camera path, our method maintains a dynamic local memory and uses a retriever to fetch pose-aligned world tokens, which then condition video generation along the trajectory. This design enables the model to maintain stable 3D structure while accurately executing challenging camera maneuvers. To evaluate this setting, we curate OpenSafari, a new in-the-wild FPV dataset containing high-dynamic drone videos with verified camera trajectories, constructed through a multi-stage geometric and kinematic validation pipeline. Across video quality, 3D consistency, and trajectory following, Captain Safari substantially outperforms state-of-the-art camera-controlled generators. It reduces MEt3R from 0.3703 to 0.3690, improves AUC@30 from 0.181 to 0.200, and yields substantially lower FVD than all camera-controlled baselines. More importantly, in a 50-participant, 5-way human study where annotators select the best result among five anonymized models, 67.6% of preferences favor our method across all axes. Our results demonstrate that pose-conditioned world memory is a powerful mechanism for long-horizon, controllable video generation and provide OpenSafari as a challenging new benchmark for future world-engine research.
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cs.CV
Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表