We present RACER, a hierarchical control framework for wheel-based quadruped racing that combines an MPPI planner with a learned residual dynamics model and a low-level RL velocity tracker. The planner augments a nominal unicycle kinematic model with a neural residual term to capture the closed-loop tracking behavior of the RL policy. To train this residual model under limited real-world data, we propose Low-Rank Residual Adaptation (LoRRA), a two-stage approach that pre-trains on large-scale simulation data for broad coverage and then fine-tunes on a small real-world dataset with a low-rank constraint. In simulation, we empirically validate our engineering choices by showing (A) Residual dynamics improve the overall performance of our pipeline by capturing the tracking error of RL velocity tracker at high-speed cornering. (B) Residual dynamics trained with both source-domain and target-domain data gives racing performance significantly better than the residual dynamics trained with only target-domain data. (C) Low-rank constraint at target-domain adaptation gives higher success rates and higher performance than full-tune and from-scratch when domain gap in ground coefficient or joint gain increases.
https://arxiv.org/abs/2610.07409
Fine-tuning vision-language models (VLMs) is typically evaluated at a single downstream checkpoint, obscuring whether a semantic capability was never acquired or emerged earlier and later declined during specialization. We ask how semantic capabilities are acquired, when they peak, how well they transfer, and what remains at deployment. We study these dynamics as a semantic capability trajectory, tracking identity- and attribute-based capabilities over training. We formulate a trajectory-based framework that separates capability acquisition, capability-specific optima, and later specialization, and introduce Structured Semantic Routing (SSR) to study how the representation of supervision shapes what is acquired. Across six pretrained backbones spanning DFN, MetaCLIP, and OpenAI CLIP, we show that fine-tuning can acquire semantic capability beyond the pretrained state, including gains observed on held-out evaluations. Unstructured name-and-attribute supervision produces strong name-and-attribute retrieval with comparatively weak name-free attribute-profile retrieval, whereas SSR yields substantially stronger name-free attribute-profile retrieval and is further strengthened by stochastic name-branch dropout. Different capabilities can peak at different stages, so a checkpoint selected by target class-name retrieval need not coincide with a transferable semantic optimum. Continued optimization can therefore preserve strong target class-name retrieval while reducing previously acquired transferable semantic capability. In a representative diagnostic study, this late specialization is consistent with reduced cross-modal semantic accessibility while substantial image-only class structure remains available.
https://arxiv.org/abs/2610.07385
Video world models track objects they can see; we ask what they keep of objects they cannot. We hide an object from a frozen V-JEPA 2 predictor and compare its prediction for the hidden region with the encoder's representation of two worlds that differ only inside that region. The predictor's decision keeps a stationary object in part and one carried inside a container not at all, and loses a moving one within 0.3 s (0.5 s under V-JEPA's own tube mask; ViT-H keeps it to 1.1 s at pretraining's 90% masking ratio); in projection a trace remains, below the midpoint, at 14-60% of what a baseline copying the last view retains. The information is there: the encoder reads the object's presence at 1.00 and keeps a closed container's contents decodable for 3.5 s, while the predictor's output, read with the encoder's own probe, contains the ball in 2% of scenes once the box has been closed for half a second. On rendered scenes, permanence is missing on the predictor's side, and training installs it cheaply as a prior: three thousand predictor-only steps on synthetic containers take this belief from 0.05 to 1.00 against two matched controls. They also raise IntPhys-2019 from 84.2% to 93.3%, but so does a curriculum without containers, and which training habit the benchmark credits changes with its scoring rule. Continued training with tube masks produces 1.1-1.6 s of moving-object carry-over on manipulation and internet-style video, so the deficit is not intrinsic to latent prediction. VideoMAE keeps almost nothing, and Cosmos's next-token prediction keeps a stationary hidden object but not one carried inside a moving container.
https://arxiv.org/abs/2610.07355
Deep-water biological observation is essential for understanding marine organisms and their interactions with the environment. However, conventional optical and acoustic approaches can introduce stimuli that alter animal behavior and bias biological observations. This paper proposes a fluorescence-enhanced whisker array sensing system that pinpoints underwater hydrodynamic sources through local optical readout rather than direct source imaging. Five spatially oriented whiskers, fabricated with nitinol cores and fluorescent urethane shells, are integrated with ultraviolet excitation and a monocular camera. Image enhancement and segmentation are applied to track the whisker deformation. A lightweight convolutional neural network captures temporal and cross-whisker features from 2 s sequences to estimate source localization. Pool experiments achieve a mean spatial localization error of 88 mm, with 73.5 mm in radius and $2.5^\circ$ in angle, across a test region of 600 mm with $\pm30^\circ$. Real-time localization of a moving thruster demonstrates the capability of the proposed method in dynamic scenarios, highlighting its potential for integration into underwater robots for hydrodynamic source detection, localization, and tracking in low-light environments.
https://arxiv.org/abs/2610.07275
Internal features in LLMs are often interpreted as mechanisms when they track a concept and their manipulation changes a related behavior. Yet steering can push a feature far outside its natural range, where its effects need not reflect the model's own computation. We examine this inference and propose an empirical contract whose tests evaluate features at values observed on natural inputs. One test copies a feature's value from an input that shows a behavior into a matched input that does not (installation) or the reverse (removal); the other restores the feature after an upstream edit (downstream rescue). Installation measures how far the feature suffices for the behavior; removal and downstream rescue measure how much the model uses it. Applied to three kinds of representations, the two strengths separate sharply. The published unknown-entity latent strongly steers knowledge abstention, yet installing observed values from either published latent into matched prompts transfers only a small fraction of the natural known--unknown abstention contrast. Dense known--unknown directions show opposite asymmetries between installation and removal in Gemma and Llama, and how fully a released subject--verb agreement feature set reproduces and restores the behavior depends on how its values are written into the model. Tracking a concept and steering a behavior therefore do not by themselves show that the model uses a feature, and each conclusion holds only for the intervention tested.
https://arxiv.org/abs/2610.07270
In this paper, we present a robust nonprehensile object transportation framework for quadruped robots. An uncertainty-aware trajectory optimization method generates object motions with minimal closed-loop sensitivity to uncertain parameters. The resulting reference trajectory is tracked using a coupled convex model predictive controller that jointly predicts the CoM dynamics of the quadruped and the payload followed by a whole-body QP that enforces ground reaction constraints. The approach is evaluated through extensive simulations and real-world experiments under variations in the object's inertial parameters. Its performance is compared with fixed-orientation and straight-line trajectories as baseline. The results show that the optimized object motion reduces the sliding by approximately 50% compared with the fixed-orientation baseline and 30% compared with the straight-line baseline, while also achieving lower robot CoM tracking errors.
https://arxiv.org/abs/2610.07245
Despite its promise for scaling robot learning, egocentric manipulation data is still scarce today. Collection at scale requires vertically integrating ergonomic hardware with centimeter-precise 3D algorithms, at a precision that has not been publicly demonstrated. To address this gap, we introduce RoboCap, a 250\,g six-camera dual-IMU hat designed for in-the-wild egocentric data capture, and the Grounded API, a suite of device-agnostic 3D algorithms tuned for RoboCap. In this report, we demonstrate how hardware, calibration, and 3D algorithms interact to achieve state-of-the-art performance on the public benchmarks: our SLAM across diverse settings and rigs, our depth estimation on egocentric settings, and our hand tracking when adapted to third-party devices.
https://arxiv.org/abs/2610.07217
Deformable-object manipulation is essential for robotic tasks such as folding laundry and handling food, where robots must control shape changes as well as object motion. Predictive soft-body simulation supports these tasks by anticipating deformation under external interactions. However, spatial neighborhoods can misrepresent deformation dependencies, introducing local errors that accumulate over successive predictions. Models fitted to individual scenes must also accommodate changes in object geometry and manipulation conditions. In this work, we propose AIM, an Adaptive Interaction Modeling framework that treats real-to-sim soft-body simulation as a local-global interaction modeling problem. AIM uses motion history and geometry to adapt particle relations over current spatial neighbors and retained connections, while geometry-conditioned global communication coordinates object-wide responses. A unified kinematic control-point interface represents different manipulation configurations, and multi-step autoregressive supervision trains the model on its own predicted trajectories. Experiments on PhysTwin and PGND demonstrate improved motion accuracy and visual fidelity, with a 20.0% reduction in future-prediction tracking error relative to PhysTwin and a 22.8% reduction in mean long-horizon particle error across six object categories relative to PGND. The framework further supports transfer across actions, object instances, and scenes, including zero-shot transfer from robot interactions to human manipulation without target-domain dynamics fitting.
https://arxiv.org/abs/2610.07116
Whole-body tracking has become the interface through which operators drive humanoid robots, yet the references it consumes are recorded on level ground and carrying nothing, so the tracker is aware of neither the forces the robot must exchange with objects nor the terrain it must stand on. Existing controllers address one side of this gap: force-capable policies command an end-effector force but prescribe no whole-body pose, while terrain-adaptive trackers treat loads as disturbances to reject rather than wrenches to command. We present BRACE, a whole-body tracker that exerts and compensates commanded hand forces from diverse poses while following a flat-ground reference on sloped terrain. Rather than leaving the tracker to absorb the load and the slope, BRACE folds both into the reference it follows: terrain conformance lifts footholds and root onto the local surface, and a wrench transformation resolves the hand displacement that produces a force jointly with the center-of-mass and center- of-pressure shifts it induces, bounded by teacher-specific arm-effort limits. Separate exertion and compensation teachers are distilled by DAgger into one flow-matching student that runs on proprioception alone, without a height map or measured wrench, so a teleoperator (even in remote locations) can supply a flat- ground trajectory and the robot resolves slope and load onboard. We extensive experiments on the Unitree-G1 to demonstrate the ability of BRACE to exert, compensate force and handle diverse terrain in simulation and real robot experiments.
https://arxiv.org/abs/2610.07052
Indirect prompt injection (IPI) hides adversarial instructions in content that large language model (LLM) agents read at runtime. As agents compose heterogeneous capability units, including Tools, MCP servers, and Skills, the carriers of injection multiply, and defenses built to recognize attack patterns fall behind them. We instead shift defense from covering attack patterns to one stable point: whatever the carrier and however the injection propagates, harm materializes only at the \emph{execution boundary}, where the agent turns internal state into an external action or released output. Safety there turns on two conditions, both settled by the trusted task rather than by the run: whether the proposed effect is authorized, and whether the runtime information reaching it is endorsed by that task. We present APEX, an active defense that enforces both at this boundary from a single authorization contract compiled before untrusted execution: \emph{evidence-gated prevention} admits an effect only when the contract justifies it, while \emph{deception-based exposure} makes unendorsed use reveal itself before the effect commits. Protection therefore follows from what the task permits rather than from how an attack is built, and applies uniformly across capability units without attack-specific policies or taint tracking. Against 13 baselines, APEX attains 0\% attack success on five of six benchmarks and 0.56\% on the sixth, holds 0\% under adaptive attacks on all three capability-unit types, and remains effective across defender backbones. Code is available at this https URL.
https://arxiv.org/abs/2610.06966
Dense 3D point tracking has been a prominent paradigm for modeling motion in dynamic scenes, but a point track is just a 3-DoF translation curve per pixel: it captures where pixels go, not the rotation of the underlying part, nor which pixels move together as one body. We propose MoSE3, the first feed-forward model that predicts dense SE(3) motion from monocular RGB video, producing full 6-DoF rigid transforms at every pixel in world space. Per-pixel SE(3) motion offers a richer view of how a scene moves: rotation, translation, and grouping all at once. Directly predicting SE(3) is challenging: rotations lie on a curved manifold that is ill-suited to Euclidean regression, and annotations for SE(3) are particularly difficult to acquire. To address these challenges, MoSE3 predicts per-pixel SE(3) through two jointly learned intermediates, 3D point tracks and rigidity embeddings, and recovers SE(3) by differentiably fitting transforms within each soft rigid cluster, enabling end-to-end prediction and supervision. To close the data gap, we introduce Art-Kubric, a large-scale synthetic dataset with dense SE(3) and rigidity labels for articulated objects with rich physical interactions. MoSE3 achieves state-of-the-art SE(3) estimation at pixel, part, and object levels on both rigid and articulated benchmarks, and state-of-the-art average 3D point tracking accuracy across three datasets, while showing strong generalization to real-world videos despite being trained solely on synthetic motion data.
https://arxiv.org/abs/2610.03716
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
We present FlowHMR, a framework for recovering physically plausible global 3D human motion from monocular video. Previous learning-based methods typically regress human motion directly from video and train the network with geometric supervision. However, recovering human motion from monocular video is inherently ambiguous in depth, and direct regression tends to collapse toward an averaged solution. Moreover, the recovered motions are not guaranteed to be physically plausible, so physics-based tracking of them often fails. To address these challenges, we formulate video motion capture as a video-conditioned motion generation problem and first pretrain a flow matching model for this task. Given an input video, the pretrained model generates diverse motion candidates, but not all of them are faithful to the video or physically trackable. We therefore post-train the model using Group Relative Policy Optimization (GRPO) with two rewards. A fidelity reward encourages consistency with the input video. A tracking reward favors motions that a physics-based controller can track successfully. Together, these rewards shift the model's output preference, so the post-trained model stays faithful to the input video while producing more physically plausible motion. We further introduce Wild-4K, a large and diverse dataset of about 4K internet videos, for evaluating human motion recovery in the wild. Qualitative and quantitative experiments on Wild-4K show that our method outperforms state-of-the-art methods in overall motion fidelity and achieves a physical tracking success rate of 82.47%, compared with 62.82% for the strongest baseline, GVHMR.
https://arxiv.org/abs/2610.03691
We present a generalized implementation of Look-Back and Look-Ahead Adaptive Model Predictive Control (LLA-MPC), a learning-free framework for real-time, rapid adaptive system identification and control. The original formulation was demonstrated only in simulation, for autonomous racing with a fixed model structure. Our implementation has modular dynamics and integrators, and we validate it on the F1TENTH platform under constrained computation and noisy state estimation. The system identifies tire parameters online by evaluating thousands of candidate models in real time on an embedded computer. Experiments with low-friction tires across changing surfaces show that LLA-MPC completes high-speed tracking tasks where a fixed nominal model fails. Code, videos, and our related work are available at: this https URL.
https://arxiv.org/abs/2610.03616
A targeted adversarial perturbation can drive a vision-language model's (VLM's) teacher-forced training loss for a fixed target caption to near zero, yet the same model, allowed to generate freely, produces the original, correct description with no trace of the target. We call this dissociation the train/inference gap, and give it a precise mechanistic account on Qwen2.5-VL-7B-Instruct using a controlled two-stage PGD attack on 200 held-out COCO images. First, we show that image-level pixel statistics, including a correctly re-implemented, texture-based attackability measure from the CNN robustness literature, have essentially no predictive power over which images are corrupted (best predictor r=-0.050, p=0.484; ridge regression R^2=0.069). Second, using the logit lens, we localise the gap to a single autoregressive step: the rank of the target token, conditioned on the correct first token already being generated, is fixed at exactly 3,488 out of 152,064 vocabulary entries for every image and every condition, with zero variance. Third, tracking target-token rank across all 28 LLM decoder layers reveals that the visual encoder corrupts every image's representation by a comparable margin regardless of eventual outcome, but the language model decoder then differentially arbitrates: amplifying the corrupted signal for susceptible images and actively suppressing it, past its clean-image baseline, for resistant ones (p<0.001, rank-biserial r=0.579). A linear probe on the merger hidden state separates these two outcomes with AUC=0.858, though we flag a circularity concern in this estimate. Together these results argue that adversarial robustness in autoregressive VLMs is substantially a property of the language decoder's prior, not the visual encoder, with direct implications for where faithfulness evaluations and defenses for deployed VLM systems should be targeted.
https://arxiv.org/abs/2610.03445
Music information retrieval often relates signal-derived, algorithmic, and symbolic information across different coordinate systems. Existing visualizations typically leave notation separate from physical time, while composites that combine them are assembled by hand. We present LayerIt, an open-source Python library for composing independent representations with notation on a shared performance-time axis. Given a score warped into performance time and a note-level alignment, LayerIt emits a single SVG that preserves the score's MEI structure and keeps added components identifiable and restylable. We demonstrate this through a challenging beat-tracking analysis, in which tracker output, signal representations, and notation can be inspected together to locate metrical disagreement and other errors against both notated structure and performed time.
https://arxiv.org/abs/2610.03428
Video is an abundant, inexpensive source of human motion data that is rich in extreme athletic behaviors. Making it usable for humanoid robots, however, is not a matter of simply retargeting a reconstructed trajectory: video-derived motion is physically inconsistent, devoid of actuation information, and says nothing about failure or recovery. We present KungfuAthleteBot (KAB), a framework that treats learning high-dynamic motion from video as the central problem and resolves each of these three failure modes in turn. (C1) We build the KungfuAthlete dataset from videos of national-level martial artists and introduce a physics-guided parabolic trajectory correction that removes height floating, ground penetration, and high-frequency jitter from reconstructed aerial and landing phases. (C2) Because video carries no force information, strict tracking of a reconstructed trajectory is dynamically infeasible, and error-driven initialization keeps re-launching the policy from infeasible aerial poses. We introduce physics-driven pseudo-low-kinetic-energy (LKE) sampling, our central mechanism for making such references learnable: it biases initialization towards dynamically feasible states, letting the policy discover feasible actuation patterns instead of imitating infeasible ones. (C3) Finally, we introduce a direct training paradigm in which disturbance rejection and fall recovery are learned inside the same policy that tracks the video motion, requiring no recovery reference data and no manual mode switching. On a humanoid robot, KAB learns dynamic skills from video and recovers from arbitrary falls in about 0.7 s, the fastest reported recovery for a unified policy. Ablations on the unified policy confirm the necessity of its components, supporting the view that repairing and compensating video data, rather than only collecting more of it, is what unlocks high-dynamic humanoid skills.
https://arxiv.org/abs/2610.03388
The ability of a device to localize itself within its surroundings is a fundamental prerequisite for spatial computing. Visual-inertial odometry (VIO) has proven to be a cost-effective and accurate solution for this task. Robots, wearables, XR devices, and drones can benefit significantly from efficient implementations of VIO since they allow for cooler, lighter, and cheaper devices with longer battery life and a better user experience. In this work, we propose to enhance the efficiency of a VIO system by leveraging the Hexagon DSP, a commodity co-processor present in many modern smartphones and XR devices. Our approach offloads the visual frontend of a stereo-inertial odometry system to the DSP while keeping the backend on the main CPU. By optimizing the implementation for the DSP architecture, we achieve significant reductions in power consumption and latency compared to CPU-only execution. Our system, HexVIO, demonstrates a 67% reduction in power consumption or an 86% increase in throughput on a commodity smartphone, with the ability to sustain long-term real-time 30 fps tracking for 0.83 W, corresponding to ~18 hours of tracking on the testing device. These results highlight the potential of commodity DSPs for enabling all-day visual-inertial tracking in robotics and mobile devices.
https://arxiv.org/abs/2610.03283
Dynamic-point filters are routinely added to feature-based visual SLAM, and several recent systems argue that removing dynamic features can leave too few static features in low-texture regions. So far, these systems have been evaluated only on texture-rich benchmark sequences. We present a controlled study that isolates this interaction. We render synthetic indoor sequences in which surface texture (four levels, quantified by FAST-corner density and image-gradient entropy) and scene dynamics (three levels) are varied factorially along identical camera trajectories, with stereo, RGB-D, ground-truth poses and dynamic masks. On this grid we compare ORB-SLAM2 without filtering, with an optical-flow and epipolar-residual filter (FLOW), and with a multi-view depth-consistency filter (GEOM), and report trajectory error, tracking completeness and surviving static features over five runs. Because the masks give per-keypoint ground truth, we also measure each filter's dynamic-point precision and recall and its static-feature false-removal rate, so that mechanistic explanations can be tested directly. We do not propose a new filter. On 720 runs over 24 sequences, filtering helped mainly in the most dynamic cells; the benefit did not decline monotonically with texture, but at the lowest level filtering reduced tracking completeness, and ORB-SLAM2 never initialised in static L3 scenes. Contrary to our hypothesis, GEOM discarded more static keypoints than FLOW (median FRR 6.8% vs. 1.5% for RGB-D, 19.6% vs. 1.5% for stereo); its RGB-D advantage tracked dynamic-point recall and vanished in stereo mode. Data and code are available at this https URL.
https://arxiv.org/abs/2610.10564
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