Controllable 3D part generation is pivotal for digital asset creation, yet existing methods lack the flexibility to accommodate diverse user workflows requiring varying levels of control. In this paper, we introduce FlexPart, a unified image-to-3D part generation framework that supports variable-granularity geometric conditions within a single model. By seamlessly integrating heterogeneous inputs, ranging from sparse points to dense bounding boxes and masks, via gated adaptive modulation, FlexPart unlocks a powerful cross-modal synergy. We also propose an asymmetric geometric guidance mechanism that leverages strong spatial priors to align representations across granularities, improving geometric consistency and facilitating inter-task synergy. Under mask conditioning on PartVerseXL, FlexPart reduces Part CD by 16.6% relative to TripoSG + SAM3D and by 10.5% relative to OmniPart, while maintaining competitive whole-mesh quality. The code can be found at this https URL
https://arxiv.org/abs/2610.31671
We present OpenTac, a novel sensor and a full-stack ecosystem for tactile skins that are highly customizable, scalable, and readily deployed in downstream robot control and learning applications. Our core contribution is twofold. First, we develop a scalable resistive tactile skin with a structured deformable overlay that converts tangential loading into spatially varying pressure. Differential responses across neighboring "taxels" support decoding of local shear vectors, and the common-mode response encodes normal force. Second, we provide a highly customizable sensor design tool that is able to automatically generate fabrication files for these tactile skins from 2D outlines and developable 3D surfaces, including from abstract descriptions such as text (e.g., "design a sensor for a size 9 shoe insole"). We develop an ecosystem around the OpenTac sensor, including the CAD design tool, a sensor simulator, cross-sensor transfer, and fast/adaptive data acquisition. We demonstrate the broad applicability of the OpenTac-CAD sensor design tool by designing and fabricating more than 30 sensors across a variety of robot embodiments. We characterize the three-dimensional tactile fields produced by OpenTac with a commercial, high-precision force/torque sensor. We demonstrate the broad applicability of 3D tactile sensing across contact-rich feedback control and manipulation policy learning on four real-world robot embodiments. Additionally, adaptive acquisition enables kilohertz-rate partial readouts, exceeding full-array raster scanning on the same sensor by 19.2X at 16 sampled taxels per update for a 1024-taxel skin. We provide all hardware, software, and result videos are at this http URL
https://arxiv.org/abs/2610.31661
Frontier coding agents are becoming increasingly adept at 3D modeling. Yet, they still face challenges when building objects meant to be assembled in the physical world, often creating invalid assemblies with floating, colliding, or disconnected parts. We argue that providing agents with tools for assembling builds and verifying their physical feasibility is sufficient for them to produce physically valid assemblies that still adhere to input prompts. Focusing on the domain of LEGO brick builds, we present BrickWright, a framework for generating physically feasible brick builds from text or image prompts using pre-trained agents, where a build is physically feasible if it uses only real parts, has no colliding or floating parts, and forms a connected structure if possible. BrickWright guides agents to create builds by writing code with BrickLayer, a Python toolkit with two main components: an ergonomic brick assembly API that halves inference cost compared to working in raw LDraw, and a validator that provides feedback on physical feasibility. Whereas baseline agents achieve physical validity rates ranging from only 9% (GPT-6 Luna) to 69% (GPT-6 Astra), BrickWright-guided agents achieve 100% validity on a sample of 512 prompts, while improving prompt adherence for lightweight agents and maintaining it for stronger agents. Additionally, they outperform specialized models on the text-to-brick task. Code is available on our project page: this https URL
https://arxiv.org/abs/2610.31651
Single-image 3D generation has achieved high fidelity on curated benchmarks, yet degrades sharply on real-world images with uneven illumination, blur, and occlusions. Purifying such inputs requires deciding when to intervene and preserving the visual cues needed for 3D generation, while leaving clean inputs unchanged. We introduce Gate3DGen, a selective pre-processing model that gates image inputs to existing 3D generators without retraining them. A degradation-aware router bypasses inputs classified as clean and extracts features to guide purification of the remaining inputs. Conditioned on these features, a 3D-oriented one-step purifier purifies degraded inputs with spatial losses that encourage preservation of object identity, contours, and textural cues. To provide paired supervision, we construct a synthetic data engine that renders clean views of 3D assets and synthesises composite degradations. On the synthetic benchmark, the purifier improves image fidelity and downstream 3D geometry in only 2.3s on average, reducing TRELLIS.2 mesh distance by 61.5% relative to degraded inputs. VLM evaluation and human preferences on real photographs further support identity preservation and degradation correction. More demos and code are available at this https URL.
https://arxiv.org/abs/2610.31649
Monocular models recover 3D geometry from a single image in one pass, but most assume a pinhole camera and produce distorted geometry on the wide-angle imagery produced by fisheye and panoramic lenses. Camera-aware models remove this assumption by predicting a per-pixel ray field. However, they represent different camera geometries using a single fixed basis to capture both the overall camera projection and its finer variations. We argue that camera geometry can be viewed as having a hierarchy of complexity for representing rays. We present OmniRay, a feed-forward model whose Ray Module is composed of three components: a monotone radial base that captures radially symmetric structure, a spherical-harmonic residual for smooth deviations from it, and a free-form residual for remaining local variation. These components are composed as successive rotations on the sphere, allowing the representation to accommodate diverse camera geometries. Given a single image, OmniRay predicts a ray direction and an up-to-scale radial distance for every pixel, from which a 3D point cloud is recovered without needing camera information at inference time. Extensive experiments across different camera configurations demonstrate that OmniRay establishes a new state-of-the-art in camera-agnostic monocular 3D reconstruction.
https://arxiv.org/abs/2610.31645
Video diffusion models have learned rich 3D/4D priors, making them promising for scene generation and video re-rendering. However, their use in spatial tasks is limited by imprecise camera control, spatial and temporal inconsistencies, and entangled camera motion with scene dynamics. Existing approaches, such as task-specific fine-tuning and post-process warping, often introduce visual artifacts, generalize poorly, or incur high computational costs. We propose WorldForge V2 to achieve accurate camera control while preserving the generative capabilities of pretrained video models. We first develop a training-free guidance framework using warped references to iteratively refine generation along a target camera path. Optical-flow analysis identifies motion-related latent channels for selective guidance, helping separate motion control from appearance. A dual-path strategy further compares guided and unguided predictions to correct artifacts from imperfect references. Together, these components guide viewpoint changes while preserving scene appearance and object motion. To reduce refinement costs, v-cache approximates the correction using the preceding denoising prediction, avoiding an additional model evaluation. We further extend motion localization from latent channels to network blocks and introduce Trajectory LoRA, which concentrates adaptation on blocks most responsive to trajectory guidance. A two-stage training strategy teaches these adapters to denoise the states encountered during guided generation, using limited supervision effectively. This enables reliable camera control with very little training data, with a single training scene already supporting generalization to unseen scenes. Quantitative and qualitative evaluations across multiple datasets show that our method achieves state-of-the-art generation quality and trajectory accuracy in camera-controlled video generation.
https://arxiv.org/abs/2610.31640
Feed-forward models accurately estimate camera motion and 3D geometry from short video windows. However, computational and memory costs prevent direct inference on sequences containing thousands of frames. Long videos must therefore be processed as overlapping chunks. This division produces independent local reconstructions with inconsistent coordinate frames and duplicate estimates of shared cameras. Achieving global consistency requires propagating constraints from adjacent overlaps and distant revisits across the sequence. This requirement naturally motivates pose graph optimization. However, the choice of graph level creates a trade-off. Chunk-level graphs efficiently resolve scale drift and close large loops. Yet, their rigid transformations cannot correct internal errors or conflicting frame predictions. Conversely, frame-level optimization offers local flexibility, but scaling it globally is computationally expensive and can break metric scale. HiP3R resolves this trade-off using a hierarchical pose graph. HiP3R first optimizes a robust chunk-level $\mathrm{Sim}(3)$ graph to establish the global layout and scale. It then holds this layout fixed and estimates one shared $\mathrm{SE}(3)$ camera per frame, turning overlapping window predictions into a single trajectory. Experiments across multiple benchmarks demonstrate the effectiveness of HiP3R in improving camera trajectories and 3D reconstruction. Our method applies to both chunk-based and streaming backends without additional training or fine-tuning. The codes are available at this https URL.
https://arxiv.org/abs/2610.31635
This paper studies category-level RGB-D object pose estimation, which recovers an object's 3D rotation and translation without instance-specific CAD models or reference views. This task is highly ambiguous due to intra-class variations, symmetries, and partial observations. Current solutions struggle to balance reliability and efficiency: methods based on intermediate structures are prone to error propagation, while diffusion models suffer from high inference latency and complex post-hoc candidate extraction. To address this, we present F2G-Pose, a real-time direct, single-pass framework that predicts category-level pose, metric size, and camera-frame completed shape from a single RGB-D observation in one feed-forward pass. F2G-Pose lifts dense visual foundation features to partial point clouds, encodes local geometry with DGCNN tokenization, and integrates object-level structure with a Mixture-of-Experts Transformer. Joint size prediction and camera-frame shape completion encourage metric consistency through dense geometric supervision. With its task-specific network trained only on pose-annotated synthetic SOPE data and its frozen RADIO backbone externally pretrained, F2G-Pose achieves state-of-the-art accuracy on SOPE and ROPE while running at 28 FPS for pose-only inference, and further demonstrates strong camera-frame geometry on HouseCat6D and real-object transfer on HANDAL. Analyses of latency, robustness, shape completion, and GenPose++ candidate behavior further demonstrate the efficiency and reliability of F2G-Pose, with real-world manipulation experiments demonstrating deployment potential under segmented RGB-D inputs. The project page, code, and pretrained models are made available at this https URL.
https://arxiv.org/abs/2610.31623
Synthetic biparametric MRI (bpMRI) may help alleviate the limited availability of large and representative prostate MRI datasets for deep learning applications. In this work, we present a conditional 3D diffusion framework for anatomy-conditioned synthesis of complete prostate bpMRI from anatomical masks. The framework supports sequential synthesis, in which T2w and diffusion modalities are generated by separately trained models, and joint synthesis, in which all bpMRI modalities are generated simultaneously within a single model. Five configurations were trained using PI-CAI, FastMRI Prostate, and PROSTATEx datasets to investigate different conditioning schemes, target modalities, and synthesis strategies. Evaluation using distribution-based metrics, paired-image similarity, and qualitative assessment demonstrated the feasibility of both synthesis pathways. Joint synthesis achieved competitive distributional fidelity while generating complete bpMRI, whereas direct synthesis of ADC and computed high-b-value DWI outperformed their derivation from synthetic diffusion-weighted images.
https://arxiv.org/abs/2610.31523
Vision-language models (VLMs) can perform a broad range of tasks across diverse settings, yet their performance in agentic contexts remains poorly understood. Although online evaluations in simulators and real-world environments are essential for measuring interactive agent performance, they are costly and challenging to scale. Complementary offline VQA benchmarks can enable faster and more reliable comparisons across agentic domains, yet existing benchmarks remain limited and fragmented. To address this gap, we introduce AgentVQA, an offline benchmark for evaluating VLMs on realistic agentic scenarios across five agent domains: Web Agents, Robotics, Egocentric Videos, Games, and Spatial Planning. We build AgentVQA by manually selecting 1000 challenging, real-world agent examples from 23 source datasets and adapting them for reliable offline evaluation. The resulting benchmark preserves realistic scenarios from interactive environments across diverse domains, and its model rankings track those from corresponding online evaluations. Across the 22 evaluated models, the best achieves only 58.5% accuracy. Our cross-domain analysis shows that errors are driven primarily by failures to ground and maintain accurate representations of the current and evolving visual state, including localizing relevant UI elements, interpreting motion, tracking state changes over time, and inferring 3D spatial relationships, rather than by task misinterpretation or downstream logical reasoning.
https://arxiv.org/abs/2610.31494
Open-vocabulary 3D semantic maps have emerged as a key spatial memory representation for long-horizon robot autonomy, enabling robots to reason about objects, their spatial relationships, and past observations across time. However, existing object-centric semantic maps are primarily designed for static environments and rely on an append-only point integration strategy, where newly observed points are accumulated but previously integrated points are rarely reevaluated. Consequently, perception errors accumulate over time, and outdated points persist after objects move or disappear. Although recent dynamic mapping methods update object-level representations in changing scenes, they do not explicitly revise noisy or obsolete points within each object. We propose an online refinable semantic mapping framework that continuously refines object representations through probabilistic point-level confidence updating. Each object point maintains a confidence score that is updated online using multi-view temporal evidence: consistent observations reinforce reliable points, while inconsistent segmentation masks, depth measurements, and visibility cues suppress spurious and outdated points. Combined with object tracking and re-identification to preserve instance identities under motion and relocation, our framework enables object-centric semantic maps to be continuously refined rather than monotonically accumulated. Experiments demonstrate improved mapping accuracy over the previous method by 3.46% on Replica and 2.55% on ScanNet, show robustness in dynamic environments and under perception noise, and provide an effective spatial memory for object navigation and embodied question-answering with success rates of 82.4% and 76.7%.
https://arxiv.org/abs/2610.31476
AI coding agents can now build small playable games in minutes, but the results usually look like programmer art: gray blockouts, colored geometric primitives, and flat semantic blobs. We present AnyGameRenderer, a video-to-video generative renderer that turns such footage into high-quality visuals with characters, motion detail, and effects. Throughout, it keeps the layout, camera, and every entity's position and timing intact. Our AnyGameRenderer generalizes across a wide range of genres that agents build, such as tower defense, auto-battlers, top-down survivors, turn-based battles, kart racing, and crowd runners. AnyGameRenderer takes plain video as its game-state input, with no complex representations such as engine G-buffers, per-object class labels, or low-poly proxies. Gray blockouts, colored primitives, semantic maps, and wireframes all work as input. It also preserves entity correspondence: group counts stay correct, and entities appear and disappear on the right frame. We implement AnyGameRenderer by LoRA fine-tuning MiniMax-H3 ref2va, a 33B reference-video-conditioned video generation model. Training uses $\sim$10k paired clips from three sources: (i) multi-stream rendering data from 38 agent-made games exported from GEAR, an AI game-creation tool; (ii) two-stream rendering data from Unreal Engine, with programmatically controlled crowds, count changes, and entity scales; and (iii) real gameplay recordings, with pairs reconstructed via 3D-box detection. To evaluate the entity correspondence, we propose an entity-level benchmark of 59 held-out cases with 753 entities, scored against ground-truth boxes. Compared with the base model, AnyGameRenderer better preserves entity correspondence: temporal match rises from 50.9\% to 62.9\%, missed count changes fall from 34.7\% to 21.3\%, and fewer entities are hallucinated or left unrendered.
https://arxiv.org/abs/2610.31466
A conventional embodied agent in an indoor environment builds a map by accumulating noisy real-world measurements and results from heavy inference to guide navigation. While the detailed measurements may differ due to scene changes or sensor settings, the unique topological structure of navigable passages or the connectivity between rooms may provide training-free guidance that complements local observations. We propose a sparse topometric graph as an efficient structural representation for robust indoor navigation, alleviating the need for fine-grained matching, which is computationally expensive, memory-intensive, and prone to real-world variations. The map consists of nodes that encode local 3D geometry and distance-weighted edges that capture traversable connectivity. A learned graph-matching network finds consistent subgraph structures across sessions by considering both node-level geometric descriptors and neighborhood connectivity. The holistic contextual matching is robust to local ambiguities caused by weak distinctiveness or repetitive structure, and establishes stable correspondences despite local scene changes, different sensor modalities, or limited spatial overlap. We analyze the practicality of the graph through cross-session point-goal navigation, where a goal specified in a prior reference map must be reached from an unknown initial pose in a later session. Experiments show that our method achieves the highest success rates (77.1% on Gibson and 40.0% under 3D-FRONT scene changes), while reducing memory by more than two orders of magnitude compared to point-level representations. The proposed approach further supports cross-session alignment and goal-directed navigation with strong scalability and robust real-world transfer.
https://arxiv.org/abs/2610.31432
Feed-forward visual geometry transformers such as VGGT reconstruct dense 3D structure from images in a single forward pass, simplifying multi-view 3D reconstruction. However, their quadratic attention complexity makes them difficult to scale to long sequences with thousands of frames. Chunk-and-align frameworks address this by splitting a long sequence into overlapping chunks and stitching their local reconstructions into a pose graph. Yet existing methods connect only sequentially adjacent chunks, so small per-frame errors accumulate along the chain into large-scale drift. To move beyond sequential edges, we propose VGGT-Bridge, which adds long-range skip edges that directly constrain non-adjacent chunks without retraining. By running VGGT on sparsely sampled coarse chunks, each coarse chunk bridges distant fine chunks into a single direct constraint. We further turn VGGT's first-frame scale bias into a drift correction by feeding selected coarse chunks in reverse, and a loop-aware policy keeps this reversal compatible with existing loop closures. VGGT-Bridge reduces ATE by 28.3% on KITTI Odometry, 18.8% on Virtual KITTI, and 10.0% on Waymo Open over the SwiftVGGT baseline, achieving the best performance among all chunk-and-align methods. Our code is available at this https URL.
https://arxiv.org/abs/2610.06594
Online semantic 3D Gaussian Splatting (3DGS) enables open-vocabulary scene understanding from streaming observations. However, existing methods recover geometric context missing from image-derived semantic features using an additionally learned 3D network, incurring extra training and runtime overhead. We observe that such geometric-semantic evidence may already exist in the agent's observation history and can be retrieved rather than learned. Based on this insight, we introduce RecallGS (Geometry-Grounded Recall for Online Semantic Gaussian Splatting), a lightweight, training-free mechanism that treats past observations as a non-parametric geometric-semantic prior. RecallGS follows a recall-ground-fuse pipeline: CLIP retrieves relevant observations, alpha-compositing weights identify geometrically supported views, and aggregate their semantic features over each Gaussian's rendered footprint. On ScanNet and ScanNet++, RecallGS achieves strong semantic segmentation performance at 2.48 FPS, demonstrating that geometric-semantic context can be effectively recovered from observation history without an additional learned 3D branch.
https://arxiv.org/abs/2610.31293
LiDAR point cloud semantic segmentation is a fundamental component of 3D perception for autonomous driving and robotics. Projection-based methods map 3D point clouds into 2D representations for feature extraction using 2D networks. However, aggregating multiple points during projection can obscure geometric differences within each frustum, while local feature extraction limits the modeling of spatial relationships across scanning regions. Moreover, proximity in the projected representation does not necessarily imply proximity in 3D space, and interactions between point and projected features may mix features from different ranges, reducing semantic discriminability. To address these challenges, we propose the Ray-aligned and Scan-aware Fusion Network (RaSFNet), which incorporates point cloud geometry and LiDAR scanning characteristics into projection-based semantic segmentation. Specifically, the Ray-Aligned Geometric Distribution Encoding (RAGDE) module characterizes point distributions within each frustum using a ray-aligned coordinate system. To model spatial context, a Scan-Topology-Aware Mamba (STAM) block organizes frustum features according to the LiDAR azimuth sampling pattern and captures long-range dependencies across scanning regions. In addition, a Range-Constrained Point-Frustum Fusion (RCPFF) mechanism uses shared range information to guide feature exchange between point and frustum representations while maintaining spatial correspondence. RaSFNet achieves mIoU scores of 70.2% and 77.7% on the SemanticKITTI and nuScenes validation sets, respectively, indicating competitive segmentation performance compared with the evaluated methods.
https://arxiv.org/abs/2610.31186
Measuring animal distance and motion in metric units underpins abundance estimation, morphometrics, and movement ecology, yet monocular video lacks metric scale and wildlife datasets lack metric ground truth. We present WildDepth 2, extending the synchronized RGB-LiDAR WildDepth dataset in three directions. (i) Imaging radar: 37 RGB-LiDAR-4D-radar sequences (19,716 frames) with per-point Doppler velocity and a measured error budget, to our knowledge the first imaging-radar wildlife recordings. (ii) Benchmarking: a frozen, checksummed hidden test set for RGB-only distance estimation and RGB+sparse-LiDAR depth completion, evaluated separately on animal and background pixels. (iii) Motion and tracking: metric 3D trajectories obtained by lifting 2D tracks using LiDAR, radar, or monocular depth. Across 48,723 animal frames, object-level radar calibration improves monocular depth over scene-level LiDAR calibration without requiring LiDAR at inference (AbsRel 0.120 vs. 0.198), although animal-level LiDAR remains more accurate (0.052). Across 431 tracks, once-per-track radar scaling reduces 3D position error four-fold (2.20 to 0.58 m) and distance-sampling detection-function bias from -13% to -2%, matching once-per-track LiDAR calibration. Transferring radar Doppler onto LiDAR produces motion masks 3.7 times denser than radar alone at 72% precision, reduces moving-animal LiDAR accumulation error by 37%, and estimates radial speed (r = 0.60), albeit with approximately 50% underestimation.
https://arxiv.org/abs/2610.31123
Generated robot videos can look convincing while depicting the wrong interac- tion: a different object is moved, a grasp disappears, or a placement ends out- side its destination. We introduce RGraph-Eval, a reference-based framework that makes these discrepancies explicit through task-grounded temporal scene graphs. Unlike approaches that construct separate evidence representations for different evaluation dimensions, we organize task entities, interactions, and motion within a unified, interpretable scene graph representation. A foundation-model pipeline identifies manipulation roles, grounds persistent object masks, infers and verifies state transitions and action intervals, and reconstructs manipulated- object motion in three dimensions. Applying this representation to a generated video and a reference demonstration supports an interpretable RGraph-Eval score with visible-object, relation-change, and 3D path-shape components. We also introduce ShareRobot-SG, a collection of 1,000 manipulation scenes from ten ShareRobot sources annotated with the multimodal representation. Our eval- uation separates graph-generation quality from agreement with human video judgments, and includes comparisons with adapted SVG2 and SG-Ego, a bench- mark of three video generators. The framework connects robot-video assessment to the observable entities and interactions underlying a task, while making the graph annotations reusable beyond evaluation. Code will be publicly available at this https URL.
https://arxiv.org/abs/2610.31121
While functional magnetic resonance imaging (fMRI) decoders reconstruct images and 3D objects, recovering the metric geometry of rooms from a moving viewpoint remains an open challenge. We introduce, to our knowledge for the first time, the task of reconstructing 3D layouts of held-out scenes using only the known camera trajectories and the fMRI signals of participants watching indoor walkthroughs, without any visual frames. The task is hard because of the temporal mismatch between rapid visual changes and blurred fMRI signals. Our method, DRAFT (Decoding and Reconstructing 3D room lAyouts from fMRI and Trajectories), extracts a compact layout representation from the early visual cortex and fuses this neural code with the geometric free space derived from camera motion. To evaluate it, we propose layout r, the Pearson correlation between predicted and ray-cast log depths. On ten held-out scenes (20 participants), DRAFT reaches a layout r of 0.480, outperforming the camera path alone (0.446) and seven fMRI decoders (at most 0.429). DRAFT also works as a plug-in that improves all seven decoders without retraining, raising their layout r from 0.171-0.429 to 0.487-0.493. Brain activity and camera motion can thus recover the metric layout of unseen rooms, a first step toward reconstructing the 3D spaces people see.
https://arxiv.org/abs/2610.31108
Tilt-rotor quadcopters redirect thrust for translation without banking, but complicate modeling, state estimation, and disturbance rejection. This paper presents a simulation-based flight stack for a \SI{2.00}{\kilo\gram} tilt-rotor quadcopter. The system uses a six-degree-of-freedom nonlinear model with first-order motor dynamics and two-axis rotor tilt, parameterized using a 3D CAD model. A cascaded PD controller commands forward and lateral tilt angles. A 14-state EKF fuses sensor data across hover, early-transition, and transition modes using a hysteretic (Schmitt-trigger) classifier to prevent covariance discontinuities. Because the proportional position loop leaves a steady-state offset under constant wind, a small bounded neural residual is added on top of the unmodified PD controller. It is trained by behavioral cloning from a teacher with privileged access to the true wind, while the deployed network never observes wind. In simulation, the EKF achieves a post-settling position root mean square error (RMSE) of \SI{0.226}{\metre} (horizontal) and \SI{0.03}{\metre} (vertical) and an attitude RMSE below \SI{0.8}{\degree}, and it estimates a wind velocity of $(\num{2.0}, \num{-1.2})\,\unit{\metre\per\second}$ to within \SI{0.15}{\metre\per\second} per axis. The residual reduces steady-state station-keeping error under wind by approximately \SI{49}{\percent}, from \SI{0.117}{\metre} to \SI{0.060}{\metre} at \SI{1.5}{\metre\per\second} and from \SI{0.319}{\metre} to \SI{0.162}{\metre} at an out-of-distribution \SI{3.9}{\metre\per\second}. The framework provides a basis for hardware-in-the-loop and flight-test studies.
https://arxiv.org/abs/2610.31051