Compact time-frequency separators that mask the mixture and refine through a shared cell face two limits. First, a bounded multiplicative mask only scales a mixture bin, so where overlapping components cancel, the estimate stays small. Second, a shared cell applies the same weights to every time-frequency token at every step, so enlarging it adds compute everywhere. We present SEAL (Sparse Expert routing with Additive Latent reconstruction) to address both. For reconstruction, a zero-sum additive residual bounded by the local mixture amplitude lets estimates be nonzero where components cancel yet still sum to the mixture. For routing, a query built from acoustic and inter-step evidence sends each token to one of six residual experts, and a norm cap keeps the step cue from overriding clear acoustic evidence. On EchoSet, SEAL (small) surpasses TIGER (small) by 0.31 dB SI-SDRi with 28% fewer parameters and 2.9 times fewer MACs, and SEAL (large) is within 0.07 dB SI-SDRi of TIGER (large) at 3.1 times fewer MACs.
https://arxiv.org/abs/2610.07047
Privileged 3D supervision uses additional geometric information during training to guide RGB-based visuomotor policy learning, without requiring geometric inputs at deployment. However, low reconstruction error does not ensure that visual representations capture geometry useful for control. We identify three limitations that weaken this supervision: proprioceptive shortcuts, dominant-view reliance, and reconstruction objectives dominated by task-irrelevant geometry. To address these limitations, we propose Latent Encoding with Aligned Privileged Geometry (LEAP). Our framework uses an auxiliary decoder to reconstruct point clouds within the manipulation workspace from visual features alone, while retaining proprioception for action prediction. Alongside full reconstruction, we introduce wrist-view dropout and partial reconstruction targets matched to the retained wrist, encouraging the encoder to capture complementary local geometry. The auxiliary decoder is removed at inference, leaving only RGB observations and robot state as policy inputs. Extensive experiments on RoboTwin, ManiSkill, and real-world tasks demonstrate consistent and substantial improvements over Diffusion Policy and ACT, with only a small increase in parameter count and no reduction in inference speed.
https://arxiv.org/abs/2610.07015
This paper examines the role of Novel View Synthesis (NVS) in geometric representation learning. In principle, NVS should reason about 3D scene structure, thereby enabling transferable multi-view geometric representations. Yet, existing encoder-based NVS methods yield poor representations. This is not because of a lack of supervisory signal, but rather due to inconspicuous architectural choices: \textit{spatially expressive decoders} that dilute representational capabilities of the scene encoder, and \textit{low-level pixel-space targets} that hinder feature learning. We present SNAP, a self-supervised encoder-decoder transformer that addresses both through a pose-conditioned local decoder and a latent-space reconstruction objective. SNAP is task agnostic, and we show that it is competitive with special-purpose geometry-supervised methods. SNAP also performs competitively against self-supervised representations across five tasks: visual localization, pose estimation, point correspondence, depth estimation, and robot manipulation. Remarkably, SNAP's patch features exhibit emergent viewpoint invariance that approaches heavily supervised models despite lower compute and data budgets. Under camera shifts where standard 2D representations collapse, SNAP degrades more gracefully, revealing that restricting decoder expressivity actively prevents the suppression of transferable geometric structure. this https URL
https://arxiv.org/abs/2610.03717
We introduce 4DCodeBench, a benchmark for 4D inverse graphics through code generation, in which agents reconstruct dynamic scenes from video as executable graphics programs. To accomplish this, agents must translate visual observations into compact representations of scene structure and dynamics, by implementing abstractions such as physical simulations to reproduce complex behavior. To evaluate this capability, we curate a set of real-world videos and construct synthetic scenes spanning diverse physical phenomena, including deformation, fluid flow, and fracture. We perform extensive benchmarking of frontier models, finding that strong static reconstruction capabilities do not yet translate into reliable reconstruction of complex dynamics. 4DCodeBench provides a testbed for tracking progress toward agents that can interpret the dynamics of the world through code. Our benchmark is available at this https URL
https://arxiv.org/abs/2610.03715
Learning general-purpose robot policies requires large-scale real-world interaction data, yet collecting robot demonstrations remains expensive and difficult to scale. Egocentric videos offer abundant human interaction experience with task-relevant semantics for robotic manipulation, but direct transfer is challenging for two reasons: latent actions inferred from frame reconstruction can be dominated by nuisance variation such as ego-camera motion, and human and robot behaviors often exhibit different temporal dynamics. We propose WING (World Action Learning via INteraction-Centric Spectral Latent Guidance), a framework for transferring interaction knowledge from egocentric videos to robot policies. WING first separates observer-induced motion from hand-object interaction and distills the interaction-centric component into latent actions. It then exploits the observation that cross-embodiment task semantics are concentrated in slowly varying temporal structures, identifying shared low-frequency components between egocentric latent actions and robot behaviors in the spectral domain and using them to guide action generation. WING achieves average success rates of 99.20% on LIBERO, 93.80% on RoboTwin 2.0, and 57.7% on RoboCasa-GR1, and also performs strongly across four real-world manipulation tasks under diverse generalization settings. These results show that interaction-centric spectral guidance provides an effective and scalable way to transfer physical interaction knowledge from human egocentric video to robot control. Project page: this https URL
https://arxiv.org/abs/2610.03607
Editable 3D models of field-grown crops support high-throughput phenotyping and in silico breeding trials, but building them from scanned point clouds requires organ-level segmentation and fitting. Procedural generators can turn an organ-level parameter set into an analysis-suitable 3D model, but obtaining that set requires hours of manual tuning per plant or segmentation models trained on species-specific labels. We present an automated pipeline that reconstructs procedural maize models from raw 3D point clouds without manual tuning or species-specific training data. A multimodal vision-language model (VLM) annotates leaf midlines in rendered orthographic views. Deterministic geometric algorithms back-project the annotations onto the point cloud, merge them into 3D leaves by cross-view consensus, and grow the midlines to full blades on an orientation-weighted surface graph. Measured organ parameters populate a plant descriptor for a Non-Uniform Rational B-Spline (NURBS)-based procedural model generator. Each leaf surface is then refined against its scan points by differentiable NURBS fitting. The pipeline reached a median whole-plant Chamfer distance of 5.4 mm on 100 genotypically diverse field-grown maize plants from the MaizeField3D dataset. The reconstructions were closer to the scans than those of an earlier semi-automated pipeline based on manual annotations. The pipeline recovered 1,017 of 1,023 (99.4%) curated reference leaves at an intersection-over-union of at least 0.5 without using those labels as input. These results show that VLM annotations become usable organ-level measurements when downstream geometric stages can correct them. This makes automated generation of editable 3D plant assets feasible at the scale of modern phenotyping experiments.
https://arxiv.org/abs/2610.03468
Accurate colon segmentation from CT images is essential for colorectal disease analysis, yet deep learning based methods often produce disconnected predictions due to complex anatomy. This study introduces a three-stage, topology-preserving segmentation pipeline to address this issue. The first stage performs initial deep learning-based segmentation, followed by centreline bridging to reconnect disjoint regions and a reconstruction stage to refine continuity. Evaluations on TotalSegmentator and RAOS datasets using overlap, distance and topology-based metrics demonstrate improved structural consistency while maintaining segmentation accuracy. The proposed method enhances topological integrity, enabling more reliable colon segmentation for clinical and research applications.
https://arxiv.org/abs/2610.03467
Accurate three-dimensional (3D) reconstruction of individual dendrites in serial block-face scanning electron microscopy (SBF-SEM) is essential for quantifying structural plasticity in the brain, yet manual annotation at scale is infeasible. We present a fully automatic pipeline for 3D dendrite instance segmentation that unifies YOLOv6-guided Segment Anything Model (SAM) prompting on downsampled slices, iterative two-dimensional mask refinement, random forest 3D instance linking, and instance-aware high-resolution refinement using nnU-Net at native resolution into a single system requiring no manual prompting at inference. Applied to hippocampal CA1 SBF-SEM datasets from a control rat and a pilocarpine- induced epileptic rat, our pipeline reconstructs coherent, well- separated dendrites with high semantic accuracy (Dice 0.93 and 0.91) and strong instance-level performance on control tissue, while analysis of the more challenging epileptic tissue identifies instance recognition in dense regions as the principal remaining limitation. The high-resolution refinement stage recovers thin dendritic protrusions, providing a basis for downstream spine- level analysis. Code is available at this https URL ZE-WEN/dendrite-3d-instance-seg.
https://arxiv.org/abs/2610.03332
Diffusion language model (dLLM) compression faces a known challenge because calibration is typically performed on clean, fully visible activations, whereas inference traverses partially masked intermediate states. For low-rank compression, this raises two questions. First, can low-rank optimality still be characterized when approximation quality is measured over trajectory-distributed states, and second, does the choice of calibration states affect mathematical reasoning preservation under compression? We address these questions by formulating a trajectory-aware low-rank objective over corruption levels and masking realizations. To estimate this objective efficiently, we propose Traj-MC, which estimates the trajectory second moment through Monte Carlo sampling and yields exact sampled-state optimality and population consistency. Under matched compression budgets, trajectory-aware calibration improves reconstruction over the generation trajectory and preserves substantially more mathematical reasoning than clean calibration on mathematical reasoning benchmarks. Our results connect trajectory-aware low-rank optimality to the reasoning capability retained after dLLM compression. Our code is available at: this https URL.
https://arxiv.org/abs/2610.03326
We reconstruct high-fidelity 3D scene meshes from posed multi-view images without per-scene optimization, across scales ranging from single objects to large outdoor scenes. Per-scene optimization methods lack the learned 3D prior needed when observations are sparse or surfaces are glossy or transparent. Existing generative methods leverage such priors to complete geometry in sparsely observed regions, but typically operate at a fixed resolution over a limited spatial extent, trading spatial coverage against detail. Reconstructing a large scene therefore often requires partitioning it into independently processed overlapping local regions, making it difficult to maintain global geometric consistency. To address these issues, we propose T3lescope, which applies a single fixed-resolution generator across scene scales in an inference-time coarse-to-fine cascade. A coarse level establishes the scene layout, and finer levels perturb and denoise geometry inherited from the coarser level within progressively finer spatial cells to recover surface detail. The model is trained on individual cells at multiple scales and shares its weights across all levels, so no hierarchy is fixed during training, and the number of levels, cell scales, and cell locations are determined at inference time. On indoor, outdoor, and city-scale scenes, T3lescope outperforms feed-forward and generative baselines, matches or surpasses per-scene optimization, and recovers fine structures as well as glossy and transparent surfaces. These results show that our method generalizes across diverse scenes, view counts, and image resolutions. Project page: this https URL
https://arxiv.org/abs/2610.03308
The memory footprint of the key-value (KV) cache constrains the practical use of long-context models, and it dominates cost when one prefilled context must later serve many different queries. In this reusable setting, query-agnostic compression trades cost against quality: lightweight estimators are cheap but less accurate, whereas full-context reconstruction scoring is more accurate yet reprocesses the entire prompt. We introduce KV$^2$, a query-agnostic KV-cache compression method based on selective reconstruction. KV$^2$ first uses a lightweight proxy scorer to identify informative in-context tokens, then reprocesses only this subset to compute final eviction scores. On RULER, Needle-in-a-Haystack, and LongBench, KV$^2$'s margin over baselines widens as the budget tightens: on RULER 16K at a 2% KV-cache budget it improves the average score over the next-best baseline by more than 40 percentage points, and on LongBench it attains the highest average across 2%-10% budgets at lower compression-stage runtime and peak memory than full-context reconstruction. Reusable KV-cache compression thus does not require reprocessing the full context. Our code is available at this https URL.
https://arxiv.org/abs/2610.03198
Mobile Gaussian reconstruction must satisfy two requirements: the reconstruction model must execute within a device resource envelope, and the resulting Gaussian asset must expose a representation size suited to downstream mobile use. Existing feed-forward Gaussian reconstructors commonly decode dense, image-aligned candidates whose final cardinality is implicitly determined by the input resolution and number of views. We present PocketSplat, a feed-forward framework for budgeted mobile Gaussian asset construction. Given a prescribed output budget, PocketSplat organizes dense geometry-aware latent candidates in predicted world space, allocates exact integer capacity across local latent cells, and decodes complete Gaussian attributes only for retained candidates. Cell-conditioned latent fusion aggregates repeated multi-view evidence before decoding, while spatial responsibility decoding adapts Gaussian support after local sparsification. Experiments on DL3DV and out-of-distribution benchmarks establish a strong quality--budget trade-off against feed-forward Gaussian reconstruction baselines. On Mip-NeRF 360, PocketSplat executes directly on a target iPhone and constructs compact, higher-quality Gaussian assets substantially faster than a deployable streamed MVSplat variant; native MVSplat and DepthSplat exceed the device memory budget.
https://arxiv.org/abs/2610.03192
Knowledge-driven neural vocoders struggle to learn reliable fundamental frequency end-to-end, because spectral objectives provide weak supervision of periodic structure and lack phase information. We address this with a source-filter model whose alias-free additive source makes the instantaneous phase of the glottal cycle explicit; differentiating it yields the instantaneous frequency, and thus $F_0$, without an external tracker. Waveform error supervises only the deterministic harmonic path, while a spectral loss covers the full signal. On M4Singer and LM-SSD, the reconstruction is phase-aligned, reaching a signal-to-reconstruction-error ratio of 8.1 dB, while neural baselines remain negative. However, GOLF, given an external $F_0$, still reaches lower spectral distortion. On LM-SSD, the recovered $F_0$ attains the highest overall accuracy of any method tested, including supervised neural pitch trackers applied off the shelf, and the glottal closure instants come within 0.53 points of REAPER's identification rate, without any $F_0$ label.
https://arxiv.org/abs/2610.03058
Most human motion generation methods encode motion as tokens on a uniform temporal grid, where every token spans the same fixed time window. Human motion, however, is temporally heterogeneous: slowly evolving global trajectories coexist with rapid transient events such as foot contacts and joint impulses. Forcing such multi-scale dynamics onto tokens of identical temporal resolution entangles motion frequencies, leaving slow regions redundant while smoothing out the rapid details that distinguish realistic motion. We propose \textbf{FreqMo}, a scale-adaptive motion representation that decomposes motion into wavelet frequency bands, separating dynamics across temporal scales while preserving temporal localization and exact reconstruction. Unified Frequency Residual Quantization (UFRQ) then encodes all bands within a single shared codebook, compressing the token sequence threefold and enabling stable single-stage generation. Experiments show FreqMo attains SOTA fidelity with substantially improved high-frequency preservation, and the same decomposition transfers to continuous diffusion backbones.
https://arxiv.org/abs/2610.03012
Adaptive multi-verifier systems are commonly compared through endpoint quality-cost gaps, even when the verifier catalog, availability, accounting, information filtration, or scorer changes with the policy. We formulate verifier routing as a contract-conditioned identification problem. The contract records request support, verifier catalog, realized availability, resource accounting, online filtration, and post-trace scoring; a matched route contrast changes only the policy coordinate. ROUTEAUDIT adds three measurable objects to this contract. A contract lattice averages coordinate increments over every admissible bridge order and reports the resulting attribution together with its path sensitivity. A policy-independent response tape identifies paired sequential contrasts when adaptive policies reveal different observations. For incomplete matching, request-level bounds use whichever potential outcome remains observed and give a sharp finite-population interval. The protocol commits paid observations and ledger events before the oracle join and returns an attribution certificate for each comparison. On two held-out raw-tail caches, matched static SF+SA equals the cascade, assigning the apparent gains of 0.1797 and 0.1250 over full static to the verifier-set edge. On 1,319 held-out task requests, the learned and RLVR studies report quality 0.9522 and 0.9553 versus 0.9484 for matched static; the RLVR-static paired difference is +0.0068 with a request-paired interval $[0.0015,0.0122]$ and a training-seed-by-request hierarchical interval $[0.0006,0.0131]$. Controlled attribution recovery yields route mean absolute error 0.0011 and endpoint reconstruction error 0.0004. Factorial, bridge-order, and stochastic-provider studies evaluate the certificate interface; RLVR supplies a learned-policy stress test under the same identification contract.
https://arxiv.org/abs/2610.02808
Vision-based tactile sensors (VBTS) provide rich contact information for robotic manipulation, but existing designs can be hard to simplify and adapt to the size and constraints of humanoid fingertips. We introduce \textbf{GlowTact}, a pressure-responsive vision-based tactile sensing mechanism that directly visualizes contact pressure. \textbf{GlowTact} requires only single-color, non-directional illumination, and the raw tactile image directly represents the pressure distribution without explicit geometry reconstruction. This simple sensing principle enables compact, customizable tactile sensors while preserving high sensitivity and rich spatial detail. We demonstrate gram-scale contact detection, accurate normal-force estimation, and reconstruction of fine contact geometry, including M1 screw threads. These results establish \textbf{GlowTact} as a practical new sensing technology for compact humanoid fingertips, combining a durable nitrile membrane and simple optical design with sensitive and information-rich tactile perception.
https://arxiv.org/abs/2609.32471
Terminal agents are increasingly deployed beyond software engineering in science and other specialized domains. Constructing training environments requires executable reference behavior and a domain-specific verifier that distinguishes semantic correctness from superficially plausible artifacts. Authoring these components for each task requires repeated engineering and limits reuse. We introduce software-in-the-loop reconstruction, a self-supervised framework that obtains reference outputs and verification targets from existing software workflows, executable programs mapping structured inputs to outputs. For each workflow, we execute multiple input configurations and partition cases into public observations and hidden evaluations. Given the instruction, input schema, and public input--output observations, an agent constructs an editable program without access to the source workflow. The candidate is evaluated on hidden configurations against workflow outputs. A hierarchical verifier combines domain-specific semantic comparison, structural validity, and anti-shortcut checks, while public feedback supports iterative revision. The construction admits additional workflows and configurations without authoring a reference solution for each task. We instantiate SWR with 500 workflows and 46 software families across six domains. Across three attempts per task, Qwen3.8-Max solves 838 tasks and produces 1,422 verified trajectories, which we oversample to 3,000 reconstruction-only training examples. Supervised fine-tuning of Qwen3.8-27B improves mean Terminal-Bench 2 performance from 47.94% to 53.56% across three seeds and achieves the highest mean among four matched-token corpus controls on all four reported evaluations. These results indicate that existing scientific software can provide scalable, behaviorally verified supervision for terminal agents.
https://arxiv.org/abs/2610.02710
Recent vision-and-language navigation (VLN) systems increasingly adopt streaming Video-LLM policies that map egocentric RGB observations and instructions directly to low-level actions. Yet these policies inherit weak 3D geometric priors from 2D pretraining. Existing geometry-aware extensions charge a persistent inference-time price: depth sensors, 3D encoders, or per-step perception tool calls. We propose GeoScaffold, a geometric supervision framework that pays this price once, at training time, by internalizing geometry into the policy itself. It first learns a compact depth tokenizer on depth maps from the training trajectories and freezes it. It then fine-tunes the policy with a handful of learnable geometry query tokens, training their hidden states to reconstruct navigation-critical geometry such as depth, connectivity, and traversability. This supervision turns the query states into compact geometric latents for action decoding, and through the shared weights also internalizes geometry into the backbone's own representations. Like a scaffold, the tokenizer, target generators, and reconstruction heads are discarded after training, leaving the backbone and action interface unchanged. Extensive experiments show that GeoScaffold consistently outperforms leading vision-only navigators on continuous VLN benchmarks, offering a practical paradigm for lightweight edge deployment of spatially aware embodied navigation models.
https://arxiv.org/abs/2610.02697
Future planetary surface missions are likely to involve multiple independently operated rovers sharing the same deployment region, raising the need to verify compliance with operational constraints such as Lunar Safety Zones. Because continuous in-situ observability is rarely available, such verification requires post-hoc reconstruction of rover trajectories from sparse telemetry, including odometry, pose priors, and relative inter-rover detections. We introduce the problem of forensic trajectory analysis for non-cooperative planetary rovers in the presence of Byzantine agents: rovers that provide miscalibrated or deliberately falsified measurements to support an incorrect trajectory. We show that standard outlier-robust pose graph optimisation methods are vulnerable in this setting, because Byzantine rovers can generate measurements that are internally consistent and numerous enough to make truthful incriminating measurements appear as outliers. To address this, we propose an attribution-aware trajectory estimation method that reasons over rover credibility rather than individual measurement validity. The method evaluates candidate credible rover subsets by comparing the statistical consistency of their internal and boundary relative detections against provided priors, and then estimates trajectories using only measurements attributed to credible agents. Across synthetic simulations and real planetary-analogue trajectory data, the proposed method identifies Byzantine rovers and produces significantly more accurate trajectory estimates than existing robust pose graph optimisation baselines.
https://arxiv.org/abs/2610.02694
We present Windfoil, a GPU-friendly algorithm that treats rasterisation and differentiable vector graphics as two sides of the same problem by evaluating the box-filtered winding number of quadratic Bézier contours in closed form. We implement this in WebGPU, allowing it to run across a range of environments, including a web browser on a consumer laptop, and apply the system to real-time 2D rendering, high-resolution rasterisation for print media, and a differentiable renderer. We compare our renderer against Skia, a production-grade engine, and Slug, a popular GPU rasterisation algorithm for games and real-time applications, measuring fidelity to a reference box-filtered coverage. Our renderer matches the reference more closely than either, at performance comparable to Slug. We also compare our optimiser against DiffVG and Bézier Splatting, where it reaches equivalent or better reconstruction quality at a fraction of the per-step cost, scaling to tens of thousands of shapes at interactive rates.
https://arxiv.org/abs/2610.02468