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版本更新 · v3arXiv:2602.01404

BOA Constrictor: Squeezing Performance out of GPUs in the Cloud via Budget-Optimal Allocation

Zhouzi Li, Cindy Zhu, Arpan Mukhopadhyay, Mor Harchol-Balter, Benjamin Berg

原文摘要

The past decade has seen a dramatic increase in demand for GPUs to train Machine Learning (ML) models. Because it is prohibitively expensive for most organizations to build and maintain a large GPU cluster, organizations instead choose to rent GPUs from cloud providers. The customer is responsible for devising a policy for (i) deciding how many GPUs to rent at every moment in time to process a stream of ML training jobs and (ii) allocating the rented GPUs among the currently active jobs in the system. Because ML training jobs can be parallelized across different numbers of GPUs, the customer generally has many options for how many GPUs to use for each job. Allocating more GPUs to a single training job will cause the job to complete more quickly. However, the customer pays for each GPU-hour they use, and a training job receives a diminishing marginal benefit from running on additional GPUs. Hence, allocating too many GPUs to a single training job can dramatically increase the overall cost that the customer pays to the cloud provider. This gives rise to a cost-performance tradeoff that customers must balance when running training jobs in the cloud. To balance the cost-performance tradeoff, we develop BOA Constrictor, a new scheduler for ML training jobs which uses a Budget-Optimal Allocation (BOA) policy to squeeze the highest level of performance out of a cloud-deployed GPU cluster given a fixed budget constraint. We explicitly formulate the problem as a budget-constrained scheduling problem and derive the BOA policy which minimizes the average job completion time (JCT) of a stream of arriving jobs subject to the user's budget. For a given budget level, we demonstrate that BOA Constrictor can reduce average JCT by 1.6 times in small-scale implementation experiments and by 2 times in detailed, large-scale simulations compared to state-of-the-art heuristic based schedulers.

cs.DC

新论文 · v1arXiv:2611.13890

DroneSegEdit: Adapting Pretrained Generative Editors for UAV Segmentation with Language-Grounded Verification

Dehua Chen, Long Xin, Jiangtao Wei

原文摘要

Recent work has shown that pretrained image generators can support diverse visual tasks. Yet directly applying them to language-guided unmanned aerial vehicle (UAV) segmentation exposes a key limitation: a plausible mask may correspond to the wrong instance among small and repeated objects. We call this mismatch between mask rendering and expression-level target selection the Grounding-Rendering Gap. We present DroneSegEdit, which combines RGB proposal rendering with language-grounded, proposal-constrained verification to select supported foreground while retaining rendered geometry. DroneSegEdit adapts the open-weight LongCat-Image-Edit model using task-specific LoRA and fixed color-to-label decoding. For referring segmentation, a Language-Grounded Spatial Verifier (LGSV) reads hierarchical states from the frozen multimodal large language model backbone to derive expression-conditioned spatial evidence, which is mapped back to the rendered proposal without introducing foreground outside it. On RIS-LAD, DroneSegEdit reaches a new state of the art at 52.78 mIoU, 7.16 points above the previous best. It remains competitive overall on UAVid-RIS and VDD-RIS, with its clearest class-wise gains on compact, application-relevant categories, notably vehicles and humans. A separate verifier-free experiment extends the RGB interface to full-scene parsing: a task-specific adapter jointly renders all classes from one task-level instruction without enumerating class names or palette colors.

cs.CV

新论文 · v1arXiv:2611.13808

FastWild-GS: Minutes-Scale In-the-Wild Gaussian Splatting via Compact Per-Image Appearance Adaptation

Donghun Ryu, Seokhyun Kim, Minhyeok Lee

原文摘要

Internet photos of a scene differ in exposure, illumination and transient objects such as passers-by, so one set of Gaussian colours cannot explain all photos (the in-the-wild setting). Recent in-the-wild Gaussian Splatting methods mostly report hours of per-scene optimization. We present FastWild-GS, which describes each photo by a 128-dimensional Photo Appearance Token and a per-channel transform, a scale and an offset applied to the rendered image (six parameters); a small MLP predicts the colour of each Gaussian from this token and a per-Gaussian feature, replacing the spherical-harmonics colour. The same transform is applied to the renders that score Gaussians for densification and pruning, so appearance differences between photos are not counted as reconstruction error. On PhotoTourism, FastWild-GS trains in 8.8 minutes per scene with the lowest LPIPS among the compared methods, 23x faster than AsymGS, the next best in LPIPS. On NeRF-OSR, it has the best average PSNR, SSIM and LPIPS among the compared methods in 9.7 minutes per scene.

cs.CV

新论文 · v1arXiv:2611.12597

Unmasking Four Knapsack Problems in the Traveling Thief Benchmark

Mohammed Mizan Alanazi, Mahdi Khemakhem

原文摘要

The traveling thief problem (TTP) asks a thief to choose a tour and a packing together, and the benchmark of 9,720 instances of Polyakovskiy et al. (2014) is the standard test set for comparing TTP heuristics. We show that four of these instances are not TTP instances at all. Their files give a renting rate of 0.00, so the tour has no effect on the objective and each instance reduces to a 0-1 knapsack problem. One of them belongs to the 60 categorized instances on which new methods are usually compared, and on it five of nine published methods report exactly the same value. The cause is the format of the files, which keep the renting rate with two decimals, while the rule of the generator gives a rate close to 0.003 on these instances. The same rounding may shift the rate of 949 other instances by more than 1%. Since the tour and the packing used by the generator were not published, the original rates cannot be recovered. We therefore define new rates with the same rule, applied to a fully specified reference solution that we publish, and we show with a published heuristic that the corrected instances behave as TTP instances again. We also give reference results on the corrected instances and recommendations for future studies. Finally, we present ttplib, a new open-source Python library that loads any of the 9,720 instances, including the corrected ones, without downloading the whole benchmark.

cs.CL · cs.AI

新论文 · v1arXiv:2611.12319

Mitigating SM-Level Load Imbalance in 3D Gaussian Splatting on GPUs

Junha Ryu, Hoi-Jun Yoo

原文摘要

3D Gaussian Splatting (3DGS) enables photorealistic, real-time rendering on commodity GPUs and is increasingly adopted in generative world models and autonomous driving simulators. However, existing optimizations rely on algorithmic changes that often require retraining, or on specialized accelerators that lack flexibility across evolving 3DGS variants. In this paper, we identify a fundamental inefficiency in GPU-based 3DGS rendering: severe SM-level load imbalance caused by uneven workloads across screen tiles. This imbalance creates a long execution tail, leaving most SMs idle while a few process computationally intensive tiles, particularly in large-scale urban scenes. To address this, we present a software-defined GPU scheduling approach that mitigates the execution tail. Our approach uses a persistent kernel to schedule heavy tiles first and selectively chunks outlier tiles across multiple CTAs. A lightweight per-frame policy determines when and how much to chunk using tile statistics already available in the rendering pipeline. Our approach requires neither retraining nor specialized hardware and can be applied orthogonally to existing optimizations across diverse 3DGS variants. Averaged per scene, it accelerates alpha blending by up to 2.93x on a large-scale urban scene, and by up to 5.6x on its most imbalanced frames, while retaining the original alpha blending formulation.

cs.DC · cs.CV · cs.GR · cs.LG

新论文 · v1arXiv:2611.13027

TypedInk: Knowing When Not To Draw

Weiwei Yang

原文摘要

Can a scientific figure generator know when it does not have enough evidence to draw? Complete-source illustrators map a finished methodology section to a schematic, or a table to plotting code, and are never asked this question because their input is assumed complete. The research record is rarely that complete: an outline, a draft paragraph, a table, or a one-sentence intent, in any combination, and painting measured numbers with an image model when the table is missing is a hallucinated result. TypedInk infers a figure type from {diagram, plot, plate} from a possibly incomplete source and dispatches to the renderer that can honor that type's evidence contract, refusing dispatch when the contract cannot be met. On the six gold plots in TypedFigBench (5 views, n=30), TypedInk's code path inks every gold table token when a table is observed (12/12), refuses the 12 hidden-table views instead of inventing numbers, and marks 6 intent-only views illustrative, with no execution failures. An always-draw coder with no such gate inks 30/30 charts, including all 18 with no table, and recovers zero gold numbers on any of them; two vision-language raters (not humans; human replication is future work) still judge those always-draw charts submittable 17/36 times, against TypedInk's refusal 0/36 times. A diagnostic field ablation of the type router (16 illustrations, 5 views each, n=80) locates where this failure would originate if unchecked: an outline alone yields type accuracy 0.31 and sends every gold plot into an integrity violation, and a chat-model planner narrows but does not close the gap (overall accuracy 0.85, still integrity-failing on 25% of outlines). Diagram-label recall is 0.47 on the full record and 0.19 on an outline. Gold plates are typed at dispatch (oracle integrity-fail 0.00) and rendered as stills.

cs.HC · cs.CV

版本更新 · v2arXiv:2610.24462

O-SCD++: Replay-Free Online Scene Change Detection via Recursive Evidence Fusion

Chamuditha Jayanga Galappaththige, Jason Lai, Lloyd Windrim, Timothy Patten, Donald G. Dansereau, Niko Suenderhauf, Dimity Miller

原文摘要

Online scene change detection requires an autonomous agent to detect what has changed in a previously mapped environment while it is still on site, observing from unconstrained viewpoints and without access to future observations. This causal setting is strictly harder than offline detection, and online methods have long trailed offline accuracy. Our earlier method, O-SCD, closed that gap at over 10 frames per second, but its multi-view fusion is an iterative optimization that refits a change field over a 3D Gaussian splatting map of the reference scene to all past observations at every frame. This step consumes over half of the per-frame budget and forces accuracy to be traded against speed. We present O-SCD++, a replay-free formulation that eliminates this trade-off. Because the reference map stays fixed, rendering the change field is a linear operation. Each new observation can therefore be carried onto the map's Gaussians by a single backward pass of the renderer and fused by a two-scalar recursion per Gaussian. Past observations are never stored or revisited. O-SCD++ also makes the change/no-change decision without labels or iterative optimization. It sets each frame's threshold to the exact minimizer of O-SCD's self-supervised objective over threshold masks, using one sort, and the distance to this threshold gives a per-pixel decision margin that predicts errors. On PASLCD, O-SCD++ improves change detection accuracy (mIoU) from $0.489$ to $0.575$ and throughput from $11.8$ to $25.6$ frames per second, exceeding O-SCD's offline result while remaining causal.

cs.CV

版本更新 · v2arXiv:2609.11894

3D Point Splatting for mmWave Radar Novel View Synthesis

Adnan Armouti, Yixuan Gao, Rajalakshmi Nandakumar

原文摘要

Solving novel view synthesis (NVS) for millimeter-wave (mmWave) radar requires a renderer that is physically faithful, complex-valued, and multi-viewpoint-tractable. No prior method achieves these three properties simultaneously. Differentiable Monte Carlo (MC) ray tracers implement the radar forward model directly with explicit material modeling and complex outputs, but a joint fit across views takes over an hour per scene. Optical-NVS ports of NeRF, hash grids, and 3D Gaussians train fast but discard phase and replace explicit material modeling with opaque learned features, restricting them to power-only range-azimuth (RA) magnitudes. We propose 3D Point Splatting (3DPS), the first differentiable point splatting renderer for radar, derived directly from the standard solid-angle form of the radar equation. Each oriented 3D point carries a material model built on ITU-R P.2040 permittivity and slab reflection, evaluated in closed form, with the resulting complex phasor splatted into range bins through a precomputed point spread function (PSF). The complex-valued output makes the renderer product-agnostic. The same optimized scene yields analog-to-digital converter (ADC), complex range profile (CRP), and RA outputs through standard fast Fourier transform (FFT) pipelines without retraining for each format. On six outdoor ColoRadar scenes, 3DPS reaches 0.587 mean Pearson correlation on held-out RA images. This is between 1.7x and 5.2x the three optical-NVS baselines (RadarSplat, Radar Fields, DART) and 1.3x the mmIR ray tracer at 1/25 of its wall-clock time. Training takes approximately 3 minutes per scene on a single RTX 4090. Project page: https://3d-point-splatting.github.io/

cs.CV · cs.GR · cs.LG · eess.SP

新论文 · v1arXiv:2611.10840

Simple Test-Time Refinement for Plot-to-Code Generation via Visual-Code Diagnostics

Peiming Guo, Jinpeng Huang, Yangbin Sun, Gaoxiong Cao, Ensheng Shi, Yuchi Ma, Yu Zhang, Meishan Zhang 等 10 位作者

原文摘要

Plot-to-code generation has been greatly advanced by recent multimodal large language models (MLLMs). However, existing studies mainly focus on one-pass generation or iterative sampling guided by verifier-based filtering, which does not align with the typical human programming workflow of generate first, then iteratively error-location and fix. This naturally motivates a test-time refinement paradigm for plot-to-code generation. In this work, we present the first study on plot-to-code generation via iterative test-time refinement. We propose a Visual-Code Diagnostics framework that enables refinement through visual feedback from source code. Specifically, we first categorize generation errors into four coarse-grained types, and then train lightweight discriminators to recognize and localize these errors based on the rendered visual outputs and corresponding code. Unlike traditional compiler- or debugger-based verification, our approach performs iterative refinement guided by one diagnostics system, enabling more effective semantic and visual correction during test time. Extensive experiments demonstrate that our method consistently improves generation quality across diverse generators and significantly outperforms strong test-time scaling baselines.

cs.CL · cs.CV

新论文 · v1arXiv:2611.10699

PLS-GS: Probabilistic Lidar Scaffolds for Compact, Surface-Aligned Gaussian Splatting

Krishnan Harikumar, Alejandro Fontan, Thierry Peynot, Emili Hernández, Niko Sünderhauf

原文摘要

While 3D Gaussian Splatting (3DGS) is typically optimized from images only, many robotics and mapping applications provide both camera and high-definition LiDAR data, combining rich visual appearance with accurate geometric structure. We introduce PLS-GS, a probabilistic LiDAR scaffold for Gaussian Splatting that exploits this complementary sensing setting to construct a compact 3DGS representation aligned to the measured surface. PLS-GS fits a Hierarchical Gaussian Mixture Model jointly over position and color, yielding a continuous and adaptive scaffold that eliminates the need for discrete scene partitioning such as voxel grids or octrees. The fitted mixture then guides the renderable 3DGS Gaussians: each rendering Gaussian is associated with a GMM component and constrained in the local surface frame induced by that component's covariance. A Mahalanobis support loss bounds the deviation of the rendering Gaussians from the corresponding LiDAR-derived surface. Across five large outdoor scenes, PLS-GS places primitives markedly closer to the LiDAR measurements than both image- and LiDAR-initialized baselines, while employing substantially fewer primitives, yielding a considerably more compact model and faster rendering. At matched capacity, PLS-GS places primitives closer to the LiDAR measurements, with comparable rendering quality. Code is available at https://github.com/k-harikumar/PLS-GS.

cs.CV · cs.GR · cs.RO

新论文 · v1arXiv:2611.10599

The RenAIssance: Caption-Guided Diffusion Models for Historical-Art Visual Media

Zhanyu Tuo

原文摘要

Generative AI can expand cultural collections into prompt-responsive visual media, but historical artworks rarely provide the paired descriptions needed to adapt modern image generators. We present The RenAIssance, a scalable pipeline that turns a collection of historical European artworks into a reusable text-to-image media resource. The pipeline generates scene-level captions with BLIP and uses the resulting approximately 15,000 image--text pairs from DEArt to train a compact LoRA adapter for Stable Diffusion v1.5. The adapter shifts generated images toward the historical-art distribution while retaining the base model's ability to render novel concepts. On historical and contemporary prompts of different lengths, it improves FID to the DEArt reference distribution in every setting with only a modest decrease in CLIP text--image similarity. Qualitative results show that the same adapter can render both period-appropriate subjects and contemporary concepts in a coherent historical visual language. By decoupling a reusable style representation from the base generator, the approach offers a practical building block for controllable historical-art media creation, interactive authoring, and rich-media experiences.

cs.CV · cs.AI · cs.LG · cs.MM

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