Video world models predict future frames from past frames and actions. They serve as simulators in which agents train, plan or are evaluated, and that humans can control interactively. They generate in the latent space of a video autoencoder, whose compression sets their cost per frame and how long each action waits to take effect. Yet world models often reuse the autoencoders of text-to-video generators, built for offline generation with no agent waiting and, without their training data and code, not retrainable at another compression. We therefore ask how, where and how much a world model should compress. We build CADRE, an open family of causal diffusion representation autoencoders spanning multiple spatio-temporal compressions. Its members differ only in a small bottleneck on frozen features and share a diffusion decoder self-distilled to one or a few steps. We train the same world model on each autoencoder in two domains, manipulation and navigation, with two environments each. CADRE forms most of the latency-quality frontier, especially with a moving camera. Our study also leads to four findings. At strong compression, a diffusion decoder is sharper than perceptual regression. In robot manipulation, temporal compression is more effective in the autoencoder than in the world model. Manipulation and navigation call for opposite compressions: temporal compression costs little when the camera is still, and spatial compression when it moves. Surprisingly, with a still camera, coarser spatial tokens hurt motion far more than image quality. Code, models and a live demo are at this https URL
https://arxiv.org/abs/2610.30129
Language models' abilities to interpret tasks and generate programs offer a promising basis for 3D spatial reasoning. Yet following spatial instructions in 3D scenes requires programs to construct geometric references that language leaves implicit. In this work, we introduce VoxProg, which formulates 3D object placement through voxel programming: a language model translates task interpretations into executable programs over local voxel views of scene surfaces. Because these views index surface geometry on regular grids with explicit coordinates and neighborhood relations, an evidence program can isolate task-relevant regions and boundaries directly from scene meshes, and a downstream pose program can measure the resulting geometry to compute a target $SE(3)$ pose. Visual and numerical feedback from execution lets the model inspect intermediate selections and candidate placements to iteratively revise its code. To evaluate open-ended placement across functional use, geometric fit, and contextual arrangements, we introduce the 71-task VoxProg-Bench benchmark along with an evaluation suite pairing perceptual Intent Alignment and 3D Physical Validity. Across VoxProg-Bench and external benchmarks, VoxProg consistently outperforms relation-based, keypoint-based, and mesh-based baselines.
https://arxiv.org/abs/2610.30127
Existing world models typically perceive a scene through current visual frame or a narrow history window. However, these observations may not reveal the physics properties that determine transition dynamics, such as an object's mass distribution, joint damping, or surface friction. Without calibrating these physics factors for world models, predictions tend to regress toward an empirical prior and induce severe drift in novel test scenes. To this end, we propose PhysiCalWorld, which calibrates action-conditioned world models to the instance-specific dynamics via in-context prompting, without fine-tuning or analytical physics modeling. Our method encodes an exploratory interaction clip collected within the test scene into a compact physics descriptor token, which grounds subsequent predictions in the scene's actual physical behavior. PhysiCalWorld is trained end-to-end with the latent prediction loss alone, without physics labels. At inference time, the descriptor token is extracted once and can be reused across rollouts with negligible compute overhead. We evaluate PhysiCalWorld across four environments covering diverse physics variations and show that it substantially improves rollout prediction accuracy and visual planning success rate. The learned descriptors also form a physically structured latent space and generalize beyond the physics ranges seen during training.
https://arxiv.org/abs/2610.30125
World models turn visual representations into predictions and actions. We argue that their visual foundation should combine physical-state information, native language alignment, and pixel reconstruction, so that a single representation can support prediction, instruction, and inspection. However, existing encoders typically specialize in only one or two of these capabilities; we therefore introduce ALPS, a pretrained visual state encoder that unifies all three in a single set of patch tokens. Using only still images and text, we pretrain a ViT-B/16 from scratch with language, reconstruction, and spatial correspondence objectives, and then refine it via cross-view self-distillation. In a unified evaluation across fifteen public encoders, ALPS achieves the lowest aggregate LIBERO state-probe error among ViT-B models (matching the 3.5x larger V-JEPA 2-L) while maintaining strong language alignment and accurate pixel reconstruction. Downstream, frozen ALPS tokens reach the highest mean policy success on LIBERO (85.5%) when paired with our native text tower, match or exceed leading encoders on world-model planning across PushT, Wall, and Granular, and allow predicted future tokens to be decoded directly into pixels for visual inspection. We hope this work helps establish visual pretraining as a shared foundation for understanding, prediction, and action in world models.
https://arxiv.org/abs/2610.30120
Multimodal agents (MMAs) sustain interaction through reasoning, memory, tools, and feedback, most visibly as computer-use agents, while robotic systems (RSs) couple sensing and actuation under physical dynamics. We define multimodal embodied agents (MMEAs) as goal-directed systems that couple multimodal task reasoning with physical action and revise decisions from the resulting feedback. This raises a central question: what changes when a multimodal agent moves from computer-use to robot-use? We introduce PAPAV, a unified capability-centric framework of five recurring functions: Perceive the current state, Anticipate action effects, Plan a feasible course, Act through an interface or body, and Verify the outcome. Defined by function rather than architecture, these capabilities let PAPAV identify what all three share and then compare MMEAs with MMAs and with RSs. Five physical constraints, from partial observability to unverifiable outcomes, leave fewer choices fixed in advance and less room to reverse errors. Across 64 benchmarks, explicit evaluation centers on Act; only 5 assess Anticipate and 3 assess Verify, leaving both largely hidden behind task success. These constraints also frame the open challenges we identify. PAPAV therefore provides a common basis for designing reliable physical agents and measuring progress across all five capabilities rather than task success alone.
https://arxiv.org/abs/2610.30108
Vision-language-action (VLA) models have shown promise in robotic manipulation, but imitation learning (IL) alone often struggles to master complex long-horizon skills. Reinforcement learning (RL) offers an effective avenue for further improving VLA policies. However, existing VLA-RL methods typically suffer from delayed and biased credit assignment due to trajectory-level sparse rewards, while imbalanced subtask mastery creates bottlenecks that limit overall performance. To address these challenges, we propose AtomicRL, an RL post-training framework that leverages atomic task structures for reliable credit assignment and adaptive exploration. AtomicRL introduces Semantic-Aware Policy Optimization (SAPO), which uses semantic-aware gating to constrain TD residuals from failed atomic subtasks from propagating across task boundaries, mitigating credit contamination while preserving intra-subtask credit assignment and value bootstrapping. In addition, Bottleneck-Adaptive Target Exploration (BATE) dynamically coordinates task sampling and local exploration incentives based on the mastery of individual atomic subtasks, directing learning toward the remaining bottlenecks. Finally, we develop a Real2Sim2Real pipeline that bridges online RL in simulation with real-world deployment, facilitating practical transfer to physical robots. On LIBERO-LONG, AtomicRL achieves absolute performance gains of 3.6% and 4.0% over PPO across two VLA architectures. On CALVIN ABC-D, it improves full-task performance by up to 9.5% over PPO. Combined with the Real2Sim2Real pipeline, AtomicRL further improves real-world task performance by an average of 21.3%. These results demonstrate that AtomicRL effectively improves the learning efficiency and manipulation performance of VLA policies on long-horizon tasks.
https://arxiv.org/abs/2610.30097
Today's multimodal assistants are typically prompted to interpret the visual evidence presented to them. To offload the cognitive burden of remembering across long horizons, wearable assistants should instead proactively acquire and maintain useful memory as the user's surroundings evolve. Doing so on the user's behalf requires identifying what matters, understanding the scene in real time, and initiating memory maintenance in the background while the user stays focused on their activities. We introduce ProactEgoMem, a benchmark that evaluates proactive memory in streaming egocentric video. Three tasks ground the evaluation in ambient environmental needs: Information Capture (IC) preserves transient yet dense visual information, State Tracking (ST) follows changing object states, and Location Tracking (LT) records object movements. The benchmark defines its protocol at two levels of proactiveness: the Notification Level asks for a single timely notification that satisfies the user's intent, while the deeper Intervention Level asks the agent to maintain memory on the user's behalf through an active start-to-stop tool lifecycle. Parallel ProactEgoMem-Daily and ProactEgoMem-Sci tracks contain 300/100 clips covering daily and scientific use cases, paired with 1000/500 questions in ProactEgoMem-QA, which measures the quality of the proactively acquired memory. Across proprietary, open-source, video-language, and streaming baselines, even the strongest models fail to capture memory both timely and accurately. ProactEgoMem provides a rigorous evaluation foundation for proactive multimodal assistance and for video agents that co-exist with their users.
https://arxiv.org/abs/2610.30089
Increasing the attention context length significantly improves streaming video generation quality, while incurring prohibitive memory and computational costs as the context grows. Existing methods attempt to capture this contextual information through attention selection or compression, but remain limited by bounded representations and lack explicit attention-level supervision to retain historical contributions to current queries. To address this, we introduce Attn-Forcing, a novel framework that preserves full-context attention contributions for streaming video generation under bounded memory and computation. We achieve this by introducing attention proxies that continuously approximate the attention responses induced by the historical context. Specifically, we implement the proxies as learnable visual latents and employ a Proxy Update Module to incorporate visual context from historical latents. Moreover, we propose an Attention Matching Loss to explicitly constrain the attention behavior of the learned proxies using full-context attention supervision. Extensive qualitative and quantitative experiments demonstrate that Attn-Forcing consistently improves streaming video generation quality and achieves state-of-the-art performance over existing baseline methods.
https://arxiv.org/abs/2610.30036
A patient who has lost part of the skull vault needs an implant that fits the defect exactly, and such implants are still drawn by hand in CAD by specialists, which makes each case slow and expensive. The task can be considered as a shape completion problem, so pretrained completion models, and now the first shape completion foundation models, look like a way to remove that manual step. We audited three publicly released pretrained shape completion models, two of them foundation models, applied zero-shot to 239 cranial defects, some carved from public skull datasets and some real post-craniectomy cases. Each output was compared with simply returning the patient's own remaining bone, and tested for whether the predicted material could be placed without intersecting the bone that is still there. On the 210 carved defects none of the three improved on doing nothing, and on the 29 real cases only one did so beyond chance. Yet not one output, from any model in any configuration, was implantable: none managed both to stay clear of the bone the patient still has and to place more material than doing nothing, where a task-specific volumetric model, trained for this task and selected on these cases, was implantable on all but one. The output that most convincingly resembles a skull is no more placeable than the rest, and at these point densities implant thickness cannot be read off the emitted points at all, which is a property of the output representation rather than of any one model. On this evidence the shape completion foundation models we could obtain cannot be trusted and, used as released, are not usable in clinical practice. Substantial research towards trustworthy foundation models for shape completion is still needed.
https://arxiv.org/abs/2610.30035
This paper addresses the problem of creating immersive volumetric videos from sparse and low-resolution capture resources. Conventional dense multi-view reconstruction methods can produce high-quality volumetric videos, but their reliance on costly capture setups makes them impractical in real-world scenarios. Recent approaches use generative models to relax capture requirements, but still suffer from limited resolution and 4D inconsistency. To overcome these constraints, we propose RealMe, a unified framework built around a high-resolution video diffusion model that enhances limited captures into high-resolution (2K), 4D-consistent videos for volumetric video reconstruction. Specifically, RealMe constructs auxiliary data from capture videos and encodes them into latents along with layout-aware positional embeddings. The video diffusion model adapts factorized spatio-temporal attention to the multi-view capture layout, denoises these latents across viewpoints and time, and decodes them into enhanced videos to refine the 4D representation. This adaptation helps the model capture temporal dynamics and multi-view relationships, leading to more 4D-consistent generation. To reduce the data gap between generated videos and real captures, we apply a latent frequency loss that provides frequency-domain supervision in latent space. Extensive experiments on the public DNA-Rendering benchmark and our self-captured RealVV dataset demonstrate that RealMe is able to create immersive volumetric videos and outperforms state-of-the-art methods in visual fidelity and 4D consistency.
https://arxiv.org/abs/2610.30023
Language 3D Gaussian Splatting enables open-vocabulary scene understanding by associating Gaussian primitives with language features. These semantic attributes increase model storage, while most existing 3DGS compression methods are designed mainly to preserve RGB rendering quality. One straightforward approach is to apply sparsification and quantization sequentially. However, pruning based only on rendering quality can remove Gaussians that have small RGB contributions but are important for semantic prediction. Once removed, their semantic information cannot be recovered by later quantization. We propose ClunoGS, a compact framework for Language 3DGS that combines semantics-aware Gaussian sparsification and vector quantization in a unified constrained objective. Semantic supervision is used during sparsification, and the objective jointly considers rendering quality, semantic accuracy, and compactness. We optimize the unified objective with alternating primal, sparsification, quantization, and dual updates. We evaluate ClunoGS on open-vocabulary localization and segmentation using the LERF and ScanNet-10 benchmarks. Under aggressive compression, our unified, semantics-aware formulation substantially alleviates the degradation of semantic representations caused by sequential compression and semantics-agnostic Gaussian sparsification. Ablations further show that jointly coordinating sparsification and quantization better preserves semantic accuracy than applying them independently.
https://arxiv.org/abs/2610.30013
Semantic segmentation of remote sensing imagery often places class boundaries a few pixels away from where they truly lie, and this position error is concentrated in the thin band measured by Boundary IoU (BIoU). We treat boundary refinement as the iterated application of a small learned local rule: the Boundary Refinement Neural Cellular Automaton (BRNCA), that starts from the class probabilities of a frozen, pre-trained segmenter and corrects them cell by cell. We generalise the binary rNCA to the multiclass case by keeping the visible channels on the probability simplex through an Aitchison (log-space) update and by adding free hidden channels. The best configuration improves the mean BIoU over the base segmenter by 2.36 points (from 46.63 to 48.99). The gain is concentrated on the irregular woodland class (+8.5 points BIoU); this suggests that position error is correlated with the fractal dimension of the class boundaries.
https://arxiv.org/abs/2610.30007
Despite recent progress in dexterous reference tracking, existing models focus primarily on single-hand manipulation and a limited range of interactions, leaving the bimanual dexterous behaviors common in real life unaddressed. The scarcity of contact-rich bimanual manipulation data and the increased complexity of coordinating contacts make developing a generalist bimanual tracker particularly challenging. Therefore, we present 1) DONIC, the first generalist bimanual tracker jointly trained across operation categories and human-motion sources, together with 2) BiHOI, a multi-view dataset of 1,575 sequences spanning 229 objects and emphasizing sustained bimanual interaction, where reconstructed interactions are retargeted into robot references. DONIC combines proximal policy optimization with behavioral cloning in a feedback loop that recycles verified successful executions into training demonstrations. An object-centered per-hand reward maintains object-motion feedback while supervising each hand according to its reference contact role. Clip-Centered Advantages remove reference-dependent advantage offsets while preserving within-trajectory differences. Together, these designs enable one single policy to learn coordinated manipulation across heterogeneous references. Without finetuning, a single checkpoint achieves 86.79% success on unseen trajectories of training objects and 57.32% on held-out objects, surpassing the state-of-the-art bimanual tracking baselines by 77.36 and 45.73 percentage points.
https://arxiv.org/abs/2610.29997
Autoregressive video diffusion models generate videos chunk by chunk, yet producing plausible continuations does not guarantee that they capture how scenes evolve. Under teacher forcing, strong temporal redundancy may allow local visual continuity to serve as a shortcut for current-chunk denoising, reducing the pressure to model visual evolution. We introduce Future Chunk Prediction (FCP), an auxiliary objective jointly optimized with teacher-forced denoising that predicts temporally separated chunks without access to the intervening visual context. Drawing supervision directly from training videos, FCP requires no additional pretrained visual encoder and leaves autoregressive inference unchanged. Our method achieves superior physical plausibility over standard teacher-forced autoregressive training with a lower overall training compute budget, highlighting the effectiveness and efficiency of future-chunk supervision for modeling visual evolution. Intriguingly, our visualizations suggest that FCP fosters a more structured representation space, which may be valuable for building autoregressive world models.
https://arxiv.org/abs/2610.29989
Transformer-based models achieve strong performance on blind compressed image restoration (CIR) under unknown compression settings, but their densely stacked projection operators make deployment costly. We study training-free acceleration for such models through an empirical, operator-level analysis. Specifically, we profile where computation is concentrated, characterize channel-wise activation distributions under compressed inputs, and examine the singular-value decay of representative projection weights. These measurements identify the recurring projections in the attention, feed-forward, convolutional, and prompt-conditioning pathways as effective low-rank replacement targets that preserve the original inference graph. They further establish truncated SVD (TSVD) as a principled training-free baseline for blind CIR and reveal why a uniform low-rank objective is mismatched to the channel-imbalanced feature distributions of compressed images. Accordingly, we formulate Activation-Calibrated Singular Value Decomposition (ASVD) for this restoration setting, deriving low-rank factors entirely offline from pretrained weights and lightweight activation statistics gathered from only a few compressed calibration images. By weighting the decomposition with channel-wise activation magnitudes, our ASVD assigns larger penalties to errors on more active channels, requiring neither retraining nor online calibration and leaving the restoration pipeline intact. When instantiated on PromptCIR at rank 64, ASVD consistently improves PSNR-B over TSVD across four standard benchmarks under identical parameter and MAC budgets. At this operating point, the factorized model cuts parameters by 59% (34.75M to 14.34M) and computation by 16.1% (258.79 to 217.16 GMACs for a 256 x 256 input), enabling acceleration without retraining.
https://arxiv.org/abs/2610.29959
The Gaussian Mumford-Shah model segments an image into regions by minimizing a continuous multivariate Gaussian negative log-likelihood term plus a perimeter penalty. It is used for scalar- and vector-valued images, in particular hyperspectral images, but the existence of a minimizer in general is not guaranteed. The energy is unbounded below whenever the covariance of a single region degenerates, regardless of the perimeter of the regions. A quantitative covariance floor on the covariances of all regions, or equivalently uniform Hölder continuity with exponent at most one of all one-dimensional marginals of the histogram, guarantees a lower bound on the energy and the existence of a minimizer. Our approach therefore shows that existence follows from a property of the histogram of the image, and we furthermore argue that scale-independent covariance floors cannot exist. Admitting a quantitative covariance floor is generic: it holds almost surely for all images with suitable noise. As applications of our theory, we show the convergence of regularized models used in practice and of numerical methods.
https://arxiv.org/abs/2610.29949
Recovering metric world-space hand motion from egocentric video supports understanding human interactions and transferring them to embodied agents. Three challenges complicate this task: multi-stage pipelines propagate errors from independently estimated hand and camera motion; monocular observations leave physical scale ambiguous; and occlusion and out-of-view hands admit multiple plausible motion trajectories. We present DewHand, a unified model for direct joint reconstruction of world-space hand and camera motion. To avoid compounding errors from multi-stage estimation, DewHand jointly predicts hand and camera motion in a shared world coordinate system within a single-stage pipeline. To resolve metric-scale ambiguity, it combines scene-level geometric features from VGGT-$\Omega$ with metric-space supervision, while hand-specific features preserve fine-grained articulation. To handle occlusion and out-of-view hands, we formulate reconstruction as conditional motion generation with flow matching. Under the same architecture, this generative formulation outperforms direct regression in both accuracy and temporal smoothness with only two sampling steps. Experiments on HOT3D and ARCTIC demonstrate improved world-space accuracy and temporal consistency over state-of-the-art methods. DewHand reduces rigid-aligned world-space error relative to StableHand from 32.9 to 28.4 mm on HOT3D and from 76.2 to 36.2 mm on ARCTIC. It also recovers camera scale within 10% on two thirds of HOT3D clips, versus about a quarter for SLAM. Moreover, in zero-shot evaluations on HoloAssist, H2O, and TACO, captured with different devices, DewHand achieves the lowest rigid-aligned world-space error (WA-MPJPE) on each dataset.
https://arxiv.org/abs/2610.29936
Goal-conditioned manipulation policies are steered by a goal image, a picture of the desired post-manipulation scene synthesized from the current observation and a language instruction. The prevailing assumption is that better image-editing quality yields better goals, so goal generators are built and compared using general image-editing metrics. We show this assumption is false. Across two independent goal-conditioned policies on CALVIN, the image editors that top aggregate editing-quality leaderboards (Gemini 3 Pro Image and GPT Image 1.5) produce worse control targets than our proposed far smaller finetuned open models, and the gap widens sharply for the multi-step (long-horizon) tasks robots actually face. A per-dimension analysis explains why. Downstream policy success is governed almost entirely by manipulation adherence (selecting the right object and the right final state; Spearman $\rho \approx 0.9$ with success), while photorealism and aesthetic fidelity, precisely where large proprietary editors excel, are uncorrelated with success ($\rho \approx 0$). This dissociation holds on both CALVIN and the real-world-aligned SIMPLER-Bridge benchmark. We then present SGE-Goal, a spatially-grounded decomposed editing framework that predicts initial and final 2D edit-region masks before goal-image synthesis. SGE-Goal turns open base models (FLUX.1 Kontext, FLUX.2 klein) into the strongest goal generators we evaluate on CALVIN, and second only to Gemini 3 Pro Image on SIMPLER-Bridge. Base models fine-tuned with SGE-Goal also hold up under chaining far better than the best proprietary editor, sustaining roughly seven times the success rate at the longest (five-step) chains. We release code, datasets, checkpoints, and a human-aligned diagnostic evaluator. Our results argue that goal generators must be selected by downstream utility, not by editing-quality leaderboards.
https://arxiv.org/abs/2610.24885
Diffusion-based video generation models (VGMs) can produce visually plausible videos, yet their camera ego-motion often drifts over long horizons. Camera ego-motion determines how the viewpoint changes between frames and is essential for maintaining consistent geometry and trajectories. To address this problem, we propose CausalAlign, a causal alignment framework with two components. First, we diagnose how precise ego motion is represented, used, and retained within VGMs using linear probes and causal interventions, revealing a rise-and-fall pattern during denoising. Second, we strengthen ego-motion state in VGM by aligning the representations at the identified layers to a 3D foundation model through delta-token space. This space encodes the changes between consecutive frames, allowing the alignment to focus on ego-motion dynamics rather than static scene content. With Wan2.2 fine-tuned on DL3DV and RealEstate10K, CausalAlign can largely improve motion accuracy, geometric consistency, and temporal smoothness, while preserving visual quality. For example, it improves geometric consistency by more than 20% relative to the base model. Moreover, with the fine-tuned VGM, CausalAlign improves the success rate of world action models (WAMs) by 10 points on mobile manipulation tasks of RoboCasa365 benchmark. Overall, CausalAlign improves ego-motion consistency in diffusion-based VGMs and yields noticeable gains in embodied models.
https://arxiv.org/abs/2610.29915
Thermal cameras can watch over older people living alone without capturing faces, and multimodal large language models (LLMs) can judge a short video without task-specific training. We evaluate a production multimodal LLM, Gemini 3.8 Flash at temperature 0, as the decision stage of an event-triggered fall screener, used exactly as a deployed prototype uses it: one request per short thermal clip, with its sound track when there is one, and its predecessor Gemini 3.7 Flash on the same requests. On 438 staged falls and 563 non-fall windows that we located by hand in a public 32x24 thermal dataset, the deployed request called 69% of the held-out subjects' falls (67% over all subjects; bed falls excluded) and none of 499 non-fall windows, including people lying on the floor and getting up. Over 76 h of ordinary life in an occupied room, recorded at 160x120 with sound, it called none of 395 clips a fall (95% upper bound 1.2 false alarms per day) and caught 4 of the 9 staged falls the camera could see. One cautionary sentence in the prompt ("a person who goes out of view ... is not a fall") accounted for many of the misses: removing it raised sensitivity on the held-out subjects from 69% to 83% on 3.8 Flash and from 80% to 92% on Gemini 3.7 Flash, and in the home from 4 to 9 of the 9 visible falls, with no false call in ordinary living but at the price of calling deliberate lie-downs a fall. Sensitivity collapsed at 8x6 pixels (34%); identical requests disagreed on 4% of windows; and when the model called a fall, its explanation placed it within a second of the annotated landing 99% of the time. Two conventional detectors trained on the laboratory data caught nearly every held-out laboratory fall but raised 14.2 and 23.9 false alarms per day in the home. We release the frame-level fall annotations of the public dataset and every model answer on it.
https://arxiv.org/abs/2610.29913