Recovering faithful 3D hand motion from video remains challenging due to frequent occlusions and incomplete visual observations, which make frame-wise pose estimates unreliable and temporally inconsistent. To address this problem, we propose JoHan, a unified generative framework that recovers hand motion directly from video sequences without relying on intermediate per-frame pose predictions. Trained from scratch, our model jointly generates aligned 2D and 3D local hand pose sequences by learning their temporal dynamics and cross-representation correspondence. The generated 2D trajectories exploit direct spatial and temporal cues from the 2D images to guide the following generative 3D motion reconstruction, while the learned motion prior promotes temporal consistency. Their learned 2D-3D correspondence further enables recovery of the hand's global position and orientation relative to the camera. Extensive experiments on challenging benchmarks demonstrate significantly improved accuracy and speed in local hand-pose and camera-space reconstruction. Notably, our method captures much better hand-motion dynamics, producing significantly smoother motion than previous methods while maintaining high per-frame pose accuracy.
https://arxiv.org/abs/2610.10512
Tactile sim-to-real learning must bridge simulated contact and device-specific sensor responses while preserving information needed for control. We propose a factorized tactile representation and control framework that maps normal force and contact patch to an effective contact response recoverable from sensor readings. The response is separated into contact geometry, force distribution, and temporal contact change, with representation-specific encoding and randomization. A Tactile Gated Policy preserves these representations separately through control and operates over all mask configurations without retraining. We evaluate the approach through response reconstruction, spatial alignment, force regulation, and contact-rich adversarial peg insertion in simulation and the real world, enabling the utility and transfer reliability of different tactile representations to be assessed independently. The approach achieves <1 mm contact localization, 1.69 N force-tracking error on unseen geometries, and a 35% improvement in real-world adversarial peg insertion over the unfactorized response, with different tactile representations benefiting different interactions.
https://arxiv.org/abs/2610.10510
We introduce QuadTok, a novel framework for visual tokenization and autoregressive image generation. Compared to traditional approaches using 2D grids or 1D token sequences, we propose a hierarchical quadtree structure, bridging the gap between 2D spatial binding and 1D sequence-level flexibility. The QuadTok tokenizer dynamically allocates representational capacity to visually intricate areas while leaving homogeneous regions at a coarse resolution. Compared with a fixed 256-token grid, our ImageNet-trained tokenizer saves approximately 10% of tokens on ImageNet and 9% when transferred zero-shot to the COCO dataset, while maintaining comparable reconstruction fidelity. Furthermore, the natural causality introduced by the tree structure seamlessly enables autoregressive image generation. Conditioned on a quadtree topology supplied before generation, our 947M GPT-style generative model achieves a 2.08 gFID on the ImageNet $256 \times 256$ benchmark. Additionally, leveraging the strong spatial correlation preserved by the quadtree structure, the QuadTok generator enables zero-shot spatially controlled image generation capabilities. Code: this https URL.
https://arxiv.org/abs/2610.10497
A simulation of a real robot workspace must preserve task-relevant interactions, while policies developed in it must operate on observations available to the real robot. Yet scene reconstruction and policy development are often treated separately. We present Agentic Real-to-Sim-to-Real (Agentic RSR), a framework that links scene reconstruction, policy development, and real-robot execution through the same manipulation task. Given a workspace video, a task description, and a known robot model, an agent recovers metric scale, iteratively refines the scene using visual feedback, and checks task-relevant interactions in MuJoCo. A coding agent then develops an executable policy, progressing from privileged object poses to visual observations and randomized simulation. The policy can interleave multiple observations and actions within one invocation, while the agent uses execution feedback to continue, retry, or revise its approach. A shared task-level interface carries the policy and accumulated experience to the real robot, where fresh observations and safety checks guide execution. Across 18 reconstructed scenes involving two robots, the mean four-view Depth MAE against reference depth estimates is 0.1057 m, the mean Lab $\Delta E_{76}$ is 11.04, and the mean grayscale SSIM is 0.6990. In real-robot experiments, the aggregate task success rate reaches 80% of the simulation task success rate, indicating substantial retention of simulated performance on hardware. Code and reconstructed scene data will be made publicly available.
https://arxiv.org/abs/2610.10479
Building interactive simulators from real-world observations is a promising way to scale embodied data, but current pipelines still rely heavily on manual environment construction and calibration. We study whether frontier foundation models and coding agents can automate this process end to end. We formulate \emph{autonomous video-to-simulation} as a software engineering task in which an agent observes an embodied video, constructs the corresponding simulated environment and robot behavior, and iteratively refines the result through execution feedback. To evaluate this capability, we introduce \textbf{Video2World}, a benchmark comprising 222 reconstruction instances derived from 189 robot and human demonstration videos. Video2World measures reconstructed worlds along geometric fidelity, dynamic fidelity, and functional correctness, capturing spatial perception, physical reasoning, and executable interaction. Evaluating 9 frontier coding-agent systems reveals a sharp improvement in Task success beginning with Claude Opus 5, rising from below 5\% to over 15\%, while substantial gaps to human-assisted reconstruction remain. We further find that worlds that look better could work worse: better visual fidelity does not always lead to higher task success. This echoes the broader gap between perceptual realism and factual correctness observed in generative models.
https://arxiv.org/abs/2610.04432
Multimedia editing requires generative models to interpret complex, compositional instructions and modify only the desired elements across modalities, a capability largely beyond existing systems. Current approaches are typically limited to simple, single-attribute edits within one modality, since diverse, high-quality editing pairs are hard to obtain, especially for cross-modal tasks where aligned audiovisual (AV) data is scarce. We present CrossEdit, a unified omni-modal editing model for images, audio, and video that performs AV movie scene edits zero-shot through cross-modal transfer. Our key observation is that complex instruction-following, once learned in any modality, generalizes to others. We exploit the additive nature of acoustic signals to procedurally generate large-scale audio editing pairs with compositional instructions, and show that fine-tuning on this synthetic data and self-supervised AV masked reconstruction, alongside a targeted set of curated cross-modal tasks, induces instruction-following that transfers zero-shot to unseen modality and instruction combinations. To evaluate this capability, we release CrossEditBench, a human-annotated benchmark of AV edits on movie scenes, and propose AV-FES, a metric that jointly scores instruction following and consistency. We show that our proposed techniques improve performance on zero-shot AV movie scene editing, while maintaining or improving performance on lip-synced speech editing and standard image, video, and audio editing benchmarks. Demos are available at this https URL.
https://arxiv.org/abs/2610.10264
Whole slide image (WSI) analysis in computational pathology follows a multiple instance learning (MIL) pipeline where patch embeddings are extracted independently and aggregated for slide-level prediction, but within-slide variance from staining, scanner, and local texture can overwhelm the discriminative signal. We propose Masked Feature Encoding for Multiple Instance Learning (MFE-MIL), a feature-space masking framework that trains a lightweight MLP adapter jointly with a window-based masked reconstruction branch and a MIL classification head. The two objectives are complementary. Classification guides the adapter to suppress within-slide patch variance, while window-based masked reconstruction provides an auxiliary regularizer for the adapted features without using patch coordinates, coordinate graphs, or segmentation preprocessing. The raster patch-extraction order is used only as a weak implicit prior. At inference, the decoder is removed, leaving only the adapter and MIL head. Across CAMELYON16/17, PANDA, and TCGA-BRCA with four diverse encoders, MFE-MIL improves ACC/F1 for nearly all tested aggregator-encoder settings and AUC in most, outperforms coordinate-based spatial methods (CAMIL), and achieves higher AUC than 2DMamba on three of four datasets (UNI). On five TCGA survival cohorts it improves the average concordance index for every aggregator tested, its most consistent gain. Code is available at this https URL.
https://arxiv.org/abs/2610.10225
Robots operating in dynamic environments require reliable detection of how their surroundings change over time. Existing learning-based methods largely rely on pairwise 2D image features, which struggle under large viewpoint changes and occlusions, are sensitive to noise, and show limited generalization across domains, while explicit 3D approaches typically require costly offline optimization. We show that the implicit 3D knowledge of Geometric Foundation Models (GFMs) provides a strong basis for addressing these limitations. We introduce Argos, which adapts GFM features for joint scene change detection and 3D reconstruction. To address data scarcity and take a step toward a foundation model for scene change detection, we introduce a large-scale benchmark comprising two synthetic datasets and one real-world dataset, and train jointly across diverse datasets to improve cross-domain generalization. We further introduce Argos-SLAM, a real-time system designed for robotics, which performs online change detection and change-aware 4D mapping. Across benchmarks, our framework substantially outperforms existing baselines, with gains of up to 42.01% in change IoU and 27.91% in F1, while supporting scalable deployment in changing real-world environments.
https://arxiv.org/abs/2610.10181
Hybrid force/motion control requires knowledge of the interaction force and of a task frame defining the force- and motion-controlled directions. These quantities are usually obtained from force/torque sensing or model-based residuals, often assuming also a nominal environment model. This work addresses the online estimation of the contact force and a possibly time-varying task frame using only soft optical tactile sensing, under the assumption of locally planar contact with a negligible contact moment. The proposed method maps a single image of the deformed elastomer of a soft optical tactile sensor to observable contact variables: indentation depth, two surface-to-sensor tilt angles, and 3D contact force, each with a per-sample uncertainty estimate. The mapping is learned through a self-labeling acquisition procedure, in which a manipulator imposes controlled contacts while an auxiliary Force/Torque sensor is used offline to provide ground-truth labels. The tactile measurement is then fused with robot proprioceptive data in an Extended Kalman Filter, producing a continuously updated estimate of the contact task frame and of the interaction force. Control experiments with a DigiTac sensor mounted on a UR10 manipulator demonstrate closed-loop contact force regulation against a flat rigid board in linear and angular motion by a human operator, with touch as the only exteroceptive feedback.
https://arxiv.org/abs/2610.10020
Single-instrument automatic music transcription (AMT) has advanced substantially, yet choral applications require soprano, alto, tenor, and bass (SATB) to be transcribed as separate parts. Recent note-level choral AMT instead produces a single merged note track, limiting rehearsal, education, and score reconstruction. To address this limitation, we introduce Part-aware Choral Transcription (PawCT), to our knowledge the first end-to-end neural framework that identifies active SATB parts from choral audio and transcribes each into a separate note-level track. PawCT combines part-specific onset, offset, and frame prediction with part-presence estimation, union-level supervision, and structured training targets using a range prior (RP) based on SATB pitch ranges and its ordered-continuity (OC) extension, which adds within-part melodic continuity and cross-part pitch ordering. On YouChorale, PawCT-RP-OC achieves a macro part-aware note F1 of 0.225 at a 50-ms onset tolerance, outperforming an adapted choral baseline (0.165) by 36.4% relative and a two-stage post-hoc assignment pipeline (0.175). Its part-agnostic variant, PagCT, achieves a 50-ms onset F1 of 0.382, compared with 0.237 for the previous state-of-the-art choral AMT model. Cross-dataset evaluations on CSD and Cantoria further assess performance under dataset shift. These results demonstrate the benefit of jointly modeling note transcription and vocal-part assignment. Code and demos are available at this https URL.
https://arxiv.org/abs/2610.09861
We present a 4D Gaussian Splatting framework for the Sparse-View Track of the SIGGRAPH Asia 2026 Volumetric Video Challenge, which requires dynamic scene reconstruction from only six cameras with wide baselines. To achieve robust dynamic reconstruction under such sparse views, our framework integrates three components. (1) Region-adaptive spatial priors: We use foreground masks to guide Gaussian initialization and mask voting to control densification separately for the dynamic foreground and static background. Background geometry is regularized using monocular depth aligned to metric scale. (2) Motion-consistent temporal priors: We provide supervision at intermediate times through frame interpolation and constrain projected Gaussian motion with estimated optical flow. (3) Generative assistance: We place virtual cameras in the widest angular gaps and restore their rendered images using a diffusion-based model conditioned on camera poses. The restored images are iteratively incorporated into training as pseudo-supervision. On the validation set, our framework improves full-frame PSNR from 25.60 dB for the baseline to 29.75 dB. On the official test benchmark, it achieves 30.04 dB full-frame PSNR and 27.88 dB foreground PSNR, ranking first overall in the Sparse-View Track.
https://arxiv.org/abs/2610.04606
Concept-based vision models represent images through an intermediate layer of human-inspectable concepts, so what a model relies on can be traced to those concepts. However, those models are often limited to fixed categories or depend on language to define their concepts. We introduce DisParQ (Discrete Parts with Quantized attributes), a method that learns spatially grounded, discrete concept representations from a powerful frozen vision-only self-supervised backbone. It requires no class labels and no language supervision. Each image patch is assigned to exactly one concept from a learnable prototype dictionary, and only a sparse subset of concepts may activate per image. To capture how each concept varies across images (e.g., the type of a "wheel"), we learn continuous residuals alongside the concepts and then quantize them into discrete attributes. A spatial decoder reconstructs the backbone's representation from the concepts and attributes alone, so successful reconstruction means that the discrete representation preserves the backbone's information. We evaluate DisParQ across seven datasets, from general recognition (ImageNet, PartImageNet, Places) to fine-grained benchmarks (CUB, Cars, Dogs, Flowers). We show that DisParQ closely matches its frozen DINOv2 teacher on ImageNet linear probing (83.2% top-1), achieves higher concept consistency than language-aligned models, remains competitive on fine-grained recognition, and enables cross-category part-based retrieval.
https://arxiv.org/abs/2610.09802
Reward modeling often requires jointly representing and reasoning over multiple evaluation criteria, yet verbalizing this process token by token can incur substantial inference cost. Recent work on latent reasoning suggests that continuous states may support this computation more compactly. We introduce LatentGRM, a latent evaluation framework built on semantic chunking, compression, and reconstruction. By using the structure of rubric-guided evaluations to guide compression, LatentGRM learns compact continuous trajectories that support autonomous pairwise judgments without generating textual assessments. A separate interpreter reconstructs evaluation text from these trajectories, providing an offline view of the information retained under compression. Under matched training data and backbones, LatentGRM achieves competitive aggregate preference accuracy relative to explicit Supervised Fine-Tuning (SFT) judges at both 4B and 8B scales. Across four benchmark domains, LatentGRM-8B compresses evaluation trajectories by 8.9--9.2x and reduces total judge inference time by 6.1--7.0x at vote@5. Controlled rubric interventions show that criterion-dependent preference information is carried through the latent sequence. Together, these results demonstrate that continuous latent evaluation can substantially reduce inference cost while preserving competitive judgment quality.
https://arxiv.org/abs/2610.09788
Mental imagery, ``seeing with the mind's eye'' is an essential aspect of human cognition. Despite rapid progress Large Language Models (LLMs) and Vision Transformers (ViTs) still underperform on tasks requiring spatial understanding. To address this, we introduce Flow-of-Thought (FoT), a framework that integrates the generation of visual sketches as intermediate reasoning steps, mimicking mental imagery in humans. We train coordinate-aware trajectory flow fields on $SO(2)$ group orbits and cumulative shortest paths, then freeze the learned dynamics; same vs. different decisions compare competing generative hypotheses using foreground-weighted reconstruction energy. On locked tests FoT reaches 100.0% accuracy on Tetris and 99.0% on colored shapes. Under frozen transfer, the orbit-trained 2D flow improves over its endpoint-only control on BLINK Multi-view (72.2% vs. 63.9% on 133 public validation pairs), supporting continuous visual traces as an effective and interpretable representation for spatial reasoning in some out-of-distribution settings.
https://arxiv.org/abs/2610.09746
Prior artisan mesh generation works largely predict face tokens autoregressively, which makes inference slow. Recent methods instead flow match continuous latents built by Variational AutoEncoders (VAEs), but reconstruction quality drops significantly when geometry and topology are jointly encoded, and further when the latent space is compressed. We present MeshCarve, a flow matching method that generates entirely in compact latent spaces, generating vertex positions and edge connections separately and sidestepping the difficulty of a joint compact latent. To shorten the token sequence, we propose a hierarchical sparse transformer backbone, instantiated as VertexVAE and EdgeVAE. Instead of encoding fields over the surface voxels, both VAEs anchor on discrete vertices in their latent spaces, which drastically reduces the token sequence length, and our spatial-aware compression shortens it further without costing reconstruction. VertexVAE directly encodes vertex occupancy. For connectivity, we propose vertex-link encoding, which turns arbitrary connectivity between vertices into fixed-length continuous per-vertex embeddings and recovers complex artistic topology faithfully. MeshCarve combines these VAEs with an anchor generator and flow matches on the shortened token sequences. It shows advantages over state-of-the-art autoregressive and flow matching methods on Objaverse and generalizes to Toys4K. To the best of our knowledge, it is among the first artisan mesh generation methods whose every generative stage runs in a spatially compressed latent, with a token sequence only a fraction of the most compressed previous autoregressive and flow matching works.
https://arxiv.org/abs/2610.09723
Online reconstruction of dynamic 4D scenes from long, unposed streaming videos requires both continuous processing and photorealistic rendering, which existing methods struggle to achieve simultaneously. Existing feed-forward Gaussian methods are restricted to offline processing, whereas online point-cloud approaches struggle to maintain dense geometry and high-fidelity rendering. We present DynStream, a framework for streaming 4D Gaussian reconstruction from long, unposed videos. Given a continuous video stream, DynStream reconstructs the scene within local temporal windows and incrementally aligns and fuses these local reconstructions into a globally consistent scene, enabling online 4D reconstruction without per-scene optimization. By jointly enforcing cross-window geometric consistency and modeling time-varying scene content, DynStream supports efficient reconstruction and photorealistic rendering over extended video streams. Experiments demonstrate that DynStream enables high-fidelity online dynamic reconstruction and rendering from long video streams, achieving state-of-the-art performance across diverse dynamic indoor and outdoor scenes.
https://arxiv.org/abs/2610.09720
Motion planning in robotics requires not only computing collision-free paths but also certifying infeasibility when no such path exists. Complete methods are limited to low-dimensional spaces, while sampling-based planners scale efficiently but cannot provide finite-time infeasibility certificates, leaving this problem largely unresolved in high-dimensional spaces. In this letter, we present a geometry-driven framework for certifying infeasibility through an explicit resolution-dependent analysis of configuration space topology. Leveraging signed distance field representations, the proposed method traces separating manifolds induced by obstacle boundaries directly in configuration space, enabling both detection of infeasibility and identification of the specific geometric cause. To address computational challenges, we develop a parallel frontier-expansion algorithm that exploits GPU acceleration for efficient simplicial reconstruction in high-dimensional spaces. We validate the approach on 4-DOF and 5-DOF robot scenarios, certifying infeasibility within seconds for 4-DOF cases and under four minutes for 5-DOF cases. We further discuss avenues for improving scalability to higher-dimensional spaces.
https://arxiv.org/abs/2609.32806
Self-supervised anomaly detection is a promising paradigm for medical ultrasound, as normal images are often easier to obtain than exhaustive annotations of all possible pathologies. However, most existing evaluations are limited to a single anatomy or task, making it unclear whether models learn a robust notion of normal ultrasound appearance or only a source-specific representation. We introduce the SADUSI benchmark, a multi-source ultrasound dataset designed to train and evaluate anomaly detection methods across a broad range of anatomical regions, views, and acquisition protocols. The goal of SADUSI is to provide a diverse normal ultrasound distribution and a benchmark for visible structural anomalies that can be assessed from single images. We evaluate representative self-supervised anomaly detection methods and find that current approaches struggle in this setting. In particular, reconstruction-based diffusion methods such as AnoDDPM and DeCo-Diff achieve pixel-level AUROC values of 0.56-0.72 and maximum F1 scores of 0.10-0.26, indicating limited separation of pathology from normal image regions. Feature-based PatchCore variants perform better, reaching pixel-level AUROC values of 0.76-0.83, but remain limited with maximum F1 scores of 0.14-0.40. These findings suggest that broad multi-source ultrasound anomaly detection remains an open challenge and that SADUSI can serve as a resource for developing methods that generalize beyond anatomy-specific settings.
https://arxiv.org/abs/2610.09677
Unsupervised anomaly detection, which learns only from normal images, is a central task in medical image analysis and remains an open problem. Reconstruction-based methods pass an image through an encoder-decoder network trained on normal data and detect anomalies from the residual between the image and its reconstruction. This works only if the information passed from the encoder to the decoder is limited; otherwise the network learns an identity mapping and reconstructs anomalies too. This limit is usually imposed through architectural choices, tuned per dataset, that cannot be stated in bits. We introduce the quasi-binarizing (QB) layer, which squashes each latent element into [0, 1] and adds Laplace noise of scale 1/epsilon. Each element is then epsilon-locally differentially private, and the mutual information between an image and its reconstruction is bounded by a quantity that depends only on epsilon and the number of QB elements, whatever the encoder and decoder. Placing a QB layer on every encoder-decoder path, including all skip connections, we build QBAE, a seven-level attention U-Net with 32,768 QB elements. On the seven datasets of the MedIAnomaly benchmark, QBAE with one architecture and one configuration reaches a mean image-level AUROC of 0.828, the highest among methods that do not adapt to each dataset, and the best reported results on BraTS2021 (AUROC 0.911, pixel-level AP 0.838). The noise is kept at test time, so that every reconstruction satisfies the bound. Without input corruption, the bottleneck alone prevents identity collapse (mean AUROC 0.805 vs. 0.590). Code is available at this https URL.
https://arxiv.org/abs/2610.09670
Dynamic 3D hand reconstruction from egocentric videos is essential for next-generation computing platforms such as AR/VR and AI glasses. Despite its importance, most prior works focus either on multi-view 3D hand reconstruction or on 4D human body reconstruction. Egocentric 4D hand reconstruction remains difficult due to rapid hand and camera motion, hand-object and inter-hand interactions, and inherent ambiguity from single-view observations. To address these challenges, we introduce Hand-4DGS, a feed-forward framework for dynamic 4D hand reconstruction from egocentric videos. Our approach incorporates a mesh-guided representation for structural priors and temporal convolutions to model dynamic motion. We evaluate our framework on H2O and ARCTIC, two egocentric hand-object interaction datasets, and show improvements over baselines. Our model can efficiently adapt to unseen videos from datasets that are not included in training. In addition, image supervision through differentiable Gaussian rasterization provides an additional signal for appearance optimization and pose adjustment during training and test-time optimization, without ground-truth 3D hand pose annotations.
https://arxiv.org/abs/2606.19156