Objects move, cameras pan, and weather drifts with the wind: much of what changes in sequential data is motion. Motion changes where things are, not what they are, and is therefore a symmetry of the data. Yet standard recurrent networks are not equivariant to it: their memory stays put while the input moves on. Flow equivariant recurrent networks first brought this symmetry into sequence models, for motions of constant velocity, or flows, by enumerating a bank of velocities. We extend this idea in three directions: from simple recurrent networks to convolutional LSTMs, from flows to motions whose velocity changes in time, and from enumerating velocities to estimating them. Treating a sequence as a field over time, we show that motion becomes a gauge symmetry: a global symmetry made local in time. Built on this view, our motion equivariant convolutional LSTM (MELSTM) uses its velocity model as the gauge field and is provably equivariant to every motion. Across future-frame prediction, classification of digits visible only through their motion, and action recognition under camera shake, MELSTM outperforms a convolutional LSTM and its flow equivariant counterpart with the same number of parameters: it is more accurate, generalizes to longer horizons and to unseen motions, and carries a fraction of the flow equivariant model's state.
https://arxiv.org/abs/2610.28771
The development of face recognition has been strongly supported by the availability of large-scale training datasets. Among them, MS-Celeb-1M has played an important role by providing millions of facial images from nearly 100K identities. However, the size and heterogeneity of such datasets increase the likelihood of annotation errors, redundant samples, and other forms of data inconsistency. This motivated the introduction of refined versions, such as MS1MV2 and MS1MV3, aimed at improving the quality of the training data. Despite these cleaning efforts, we show that several types of training-data defects remain in MS1MV3. By proposing complementary data-auditing strategies, we identify five defect categories: exact and near-duplicate images, split identities, crop errors, multiple-face ambiguity, and invalid content. We then assess the effect of correcting these defects under a controlled face-recognition training protocol based on IResNet-50 and ArcFace. The results show that targeted interventions can preserve, and in some cases improve, recognition performance while requiring fewer optimization steps to reach the performance of the original training set. Duplicate removal provides the clearest overall benefit, while split-identity merging and invalid-content removal also improve training efficiency. Overall, the results indicate that the effect of dataset cleaning depends strongly on the type of defect being addressed and provide further evidence that training-data quality remains an important and comparatively underexplored factor in large-scale face recognition. The training manifests and code used in this work will be released upon acceptance.
https://arxiv.org/abs/2610.28766
Current world models for explicit world simulation typically follow two distinct pathways: (1) video generative models (e.g., Sora), which simulate realistic appearances but fail to preserve 3D consistency; and (2) 3D generative models (e.g., Marble), which generate geometrically consistent scenes but often yield static, less realistic observations. We present AEON, a unified framework that bridges video-based and 3D-based world models and combines the benefits of both. The key insight of AEON lies in a generative model that operates within the text- or image-conditioned video latent space while producing renderable 4D graphics primitives---specifically, 4D Gaussian Splatting (4DGS)---as the explicit world representation. We train a 4D reconstruction model to predict both 4DGS and camera poses from monocular videos, serving as our initialized 4D decoder. Furthermore, we design a domain adapter that translates generative video latents into reconstructive 4D latents through a distillation process on the video VAE. AEON naturally supports video-based world modeling by rendering 4DGS at predicted camera trajectories, and constructs a persistent 4D environment with scene dynamics for realistic world simulation. Consequently, AEON empowers a diverse range of world modeling applications and achieves state-of-the-art performance on standard benchmarks. Project Page: this https URL
https://arxiv.org/abs/2610.28631
Game engines and coding agents can specify the layout, motion, and camera of a scene, yet turning such coarse structure into realistic video requires a renderer that follows the structure and completes the appearance it leaves open. Existing renderers are tied to the representation of one engine, need tens of denoising steps or a costly distillation of their own, and learn from conditions that are not aligned with their target videos. We present SolarRenderer, a structure-conditioned video renderer that adapts a frozen MiniMax-H3 33B backbone with two lightweight LoRAs. Structural videos enter the native reference pathway of the backbone at the positions of the frames they describe, without a type identifier and described only in plain text, so that a single control LoRA follows arbitrary structural representations. Starting from a pretrained four-step LoRA, structure-guided distribution matching renders in four steps, 12.3 times faster than 50-step sampling, while preserving the learned control. A block-causal variant extends the same design to streaming and renders 768p video in real time. To train the model, we build a frame-aligned corpus of 136K clips from game engines, simulators, and YouTube videos. Experiments on an in-distribution test set and a generalization benchmark of 16 structural representations show that SolarRenderer achieves state-of-the-art results across both, and generalizes to 11 unseen representations, including pose skeletons, drawings, and point clouds.
https://arxiv.org/abs/2610.28630
Dexterous multi-finger hands hold promise to unlock diverse skills like functional grasps, in-hand reorientation, and dynamic handover that the human-designed world assumes, yet existing learning recipes force a trade-off. Goal-reaching reinforcement learning generalizes to arbitrary object poses but, lacking any human prior, converges to unnatural and unreliable finger strategies; motion tracking reproduces human-like behavior from a single clip but cannot deviate from it. We present AdaDex, a goal-conditioned RL framework that turns a single hand-object trajectory of a few seconds---from mocap data or HOI reconstruction from in-the-wild RGB(D) video---into an adaptable dexterous skill. At the core of AdaDex is Hybrid Dexterous Mimicking: a shared policy is trained on two populations of massively parallel environments: motion tracking environments trained with dense motion tracking objective, which instill the human prior from human motion; and generalization environments with noised initial states and goals and a sparse object-success reward, which force the skill to work far off the reference. From seconds of human motion per skill, the resulting policies can learn diverse adaptable dexterous skills, such as functional grasping, object reposing, in-hand reorientation with finger gaiting, and dynamic behaviors like throw-and-catch. Our method outperforms baselines in terms of generalization and functionality, and we demonstrate transfer across simulators and to the real world. Project page: this https URL.
https://arxiv.org/abs/2610.28628
Understanding human needs and selecting responses require distinct judgments that aggregate accuracy can obscure. We introduce PsycheMME, a video benchmark informed by psychology, with eight capabilities spanning grounding, states, needs, interaction decisions, memory, and risk. Drawing on Social Information Processing and the Perception-Action Cycle, this organization separates human understanding from response selection. We construct 1,000 questions from 630 episodes through independent answering with proposed references withheld and expert review. Our Reasoning-Verified protocol weights answer credit by the support and logical consistency of explicit rationales against annotated cues. Across 17 models, Timing has the lowest Verified scores and credit retention, with weaker support judgments for correct Timing answers. Models with similar Need scores still differ in answer completeness on open questions. Input controls and SFT/GRPO examine context dependence and adaptation. Evaluating answers alongside rationales locates where models fail across understanding, response selection, and justification.
https://arxiv.org/abs/2610.28625
Deploying a trained 3D Gaussian Splatting scene under shrinking compute budgets requires one primitive set to remain effective when rendered at smaller prefixes. In this continuous level of detail (LoD) setting, the challenge is to decide which Gaussians should retain capacity as the budget decreases. A pilot study on 3DGS-MCMC reconstructions shows that image complexity, computed from the input views before optimization, predicts where reconstruction error concentrates in image and 3D space. It also reveals that simple regions contain too many Gaussians and degrade as much as complex ones at lower budgets, despite being inherently cheaper to represent. Subsequently, in KoalaGS, during training we use this complexity prior to bias relocation toward poorly reconstructed areas while ensuring smooth degradation across LoDs. A primitive importance score then enables inference at low-capacity, while preserving the scene structure. Tested across three datasets, KoalaGS maintains competitive full-capacity quality while significantly improving quality across the budget spectrum, yielding smoother transitions across LoDs, and enabling faster progressive streaming.
https://arxiv.org/abs/2610.28615
Neural implicit representations provide memory-efficient signed distance field (SDF) parameterizations for large-scale LiDAR scenes, but the geometry recovered from sparse and often noisy inputs carries jitter and artifacts. Classical geometric optimization techniques resolve such artifacts with surface energy functionals, whose minimizers correspond to smooth surfaces. Motivated by this principle, we formulate neural LiDAR mapping as the optimization of energy functionals over the parameter space of neural implicit representations. Specifically, we regularize the signed distance field with an energy functional defined on the shape operator of its level set, which represents the curvature of the surface, thus encouraging smoothness along the surface. This adapts classical geometric priors to the scale of million-point LiDAR maps. Experiments on large-scale datasets show reconstructions with improved smoothness at preserved geometric fidelity, and no additional inference-time cost. The code is publicly available at \href{this https URL}{this https URL}
https://arxiv.org/abs/2610.28598
Reliable multi-view forecasting requires videos from different cameras to describe the same evolving 3D scene. To this end, we introduce Video-Point Model (VPM), a world model that conditions on multi-view video histories and a language instruction to jointly forecast future videos from arbitrary viewpoints and the 3D trajectories of persistent scene points. We extend a pretrained world model with camera-conditioned multi-view processing that integrates complementary observations across cameras, and add a trajectory head that predicts how physical points move through time. Each trajectory tracks a single point across all views, and supervising these trajectories alongside video generation therefore anchors appearance changes in every camera to a shared description of 3D motion. To support training and evaluation, we build VPM-Data, a simulation corpus pairing synchronized multi-view videos with persistent point trajectories, and VP-WorldBench, a forecasting benchmark spanning simulated and real environments. We further extend VPM to robot control by adding robot actions as a token modality in the generator. Action tokens share the point-supervised backbone and are denoised jointly with future videos, thereby grounding the policy in the same 3D-aware representation. On VP-WorldBench and existing 4D generation benchmarks, point supervision improves both video fidelity and 3D motion accuracy over a video-only counterpart, and in simulated and real-robot experiments, it also raises the manipulation success of the action-enabled model.
https://arxiv.org/abs/2610.28594
Camera-trap imagery presents substantial variation in animal appearance, illumination, background clutter, and visual degradation. Masked autoencoders (MAEs) offer a label-free framework for modeling such data through reconstruction of randomly hidden image patches. We present WildMAE, a decoder-side extension of MAE that combines local structure-aware refinement with masked-to-visible cross-attention. A zero-gated convolutional residual path introduces a two-dimensional neighborhood prior, while gated cross-attention allows masked positions to retrieve contextual information from visible-position features without replacing the original Transformer decoder. The associated training recipe progressively introduces normalized-pixel, Sobel-edge, and perceptual objectives. In the original Snapshot Serengeti study, covering 4,744 test images at 75% masking, the reported reconstruction scores were 27.90 versus 24.33 dB PSNR, 0.840 versus 0.780 SSIM, and 0.160 versus 0.320 LPIPS for WildMAE and vanilla MAE, respectively. Additional historical records document favorable average differences under four synthetic degradation conditions and describe component variants. We present the method, experimental observations, and their scope together: the retained metrics are historical protocol-dependent results, rather than a newly reproduced, harmonized comparison or a validation of restoration from genuinely unavailable pixels. WildMAE provides a practical architectural case study for combining global token mixing with spatial and targeted contextual refinement in wildlife masked-image modeling.
https://arxiv.org/abs/2610.28590
ScreenCalib enables light detection and ranging (LiDAR)--camera extrinsic calibration using an ordinary programmable display, providing known visual markers and controlled geometry while reducing dedicated target preparation. The camera observes displayed AprilTags, whereas the LiDAR measures the physical screen surface and boundary, requiring indirect cross-modal association. Display geometry introduces association ambiguities, while indoor clutter complicates extraction. ScreenCalib addresses these challenges through tag-guided display extraction, geometric hypothesis generation and refinement, and surrounding scene edges for ambiguity resolution. The single-pose mode requires only one static placement. The joint multi-pose mode combines independent static observations through cross-pose consensus and jointly refines the shared extrinsics and tag scale, reducing sensitivity to tag-size measurement errors without requiring continuous motion or inter-pose trajectory estimation. Experiments in simulation and on three different sensor platforms cover mechanical and nonrepetitive LiDARs in clean and cluttered environments. Benchmark results show that ScreenCalib outperforms competitive calibration-board-based methods in translation accuracy. Joint multi-pose refinement further reduces mean rotation and translation errors across the three platforms and improves rendered-map alignment. Evaluation across readily available displays, including cell phones, tablets, laptops, computer monitors, and televisions, further examines ScreenCalib's versatility as a practical alternative to dedicated calibration targets. The source code is available at this https URL.
https://arxiv.org/abs/2610.28571
Text-to-image personalization aims to equip pretrained diffusion models with the ability to learn user-specific concepts from only a few reference images. Existing methods, however, typically train each concept independently or assume that all concepts are available simultaneously. In practical applications, concepts often arrive sequentially, requiring models to continually learn new subjects, objects, or styles while minimizing interference with previously acquired concepts. We address this continual concept personalization setting by extending residual-space adaptation to the stochastic adaptation process of pretrained diffusion models. Our work achieves the highest concept fidelity among competing continual personalization methods while maintaining near-zero forgetting. Beyond these empirical gains, the learned residual-space dynamics reveal where adaptation capacity is concentrated within the diffusion model. Restricting adaptation to the identified layers by our method preserves nearly the same performance while reducing the number of trainable parameters by up to 72\%, demonstrating that residual-space dynamics can identify the layers that contribute most to continual concept personalization and directly guide more parameter-efficient adaptation.
https://arxiv.org/abs/2610.28567
Despite the success of video world models, extending them to multiple agents is difficult because it requires generating several agent-specific video streams that are consistent in time and between agents. To address this gap, we introduce OverSeer, a multi-agent world model that augments egocentric agent views with auxiliary camera views. We suggest that, by fixing the auxiliary views in space, they act as a proxy for a world-centric representation: Unlike the agents' views, which can change entirely due to a simple change in agent position, changes in the auxiliary views directly map to localized changes in the world state. We show that these fixed views substantially help the model to maintain consistency. We also show that, due to their redundant and semi-static nature, the auxiliary views can be efficiently compressed with a delta-VAE that encodes only the changes relative to a static reference image, reducing the number of tokens required to process them. Experiments in Minecraft and Doom demonstrate improved world and agent consistency, with qualitative results on real-world multi-camera captures indicating that the approach is not tied to game engines. Our compression analysis further shows that delta-VAE substantially reduces the computational overhead of auxiliary-view generation. We conclude that these fixed views provide a simple and efficient way to improve multi-agent world models.
https://arxiv.org/abs/2610.28554
Autoregressive language models are trained by next-token cross-entropy, yet several recent systems also iterate a hidden state without emitting a token: continuous thoughts, pause steps, and recurrent depth. This note separates three risks on one latent process. The token risk $R_{\mathrm{tok}}$ scores a readout. The teacher-forced latent risk $R_1$ scores a one-step map that sees the true hidden state. The open-loop risk $R_H$ scores the same map after it has been iterated on its own outputs. If the Bayes next-token posterior is a function of a $k$-dimensional statistic with full-rank covariance, a width-$k$ latent, a linear least-squares transition, and a refit unembedding match the Bayes token predictor. The statistic is identified only up to an invertible gauge: whitening the residual stream does not change the token law once the unembedding is refit. The matching obstructions are sharp. A constant latent drives $R_1$ to zero while token cross-entropy falls back to the marginal entropy. A perfect token predictor can still hide a null-space walk whose open-loop error grows linearly in the horizon. A small next-latent loss does not certificate next-token prediction, and a small next-token loss does not certificate free latent rollout, unless a rank or injectivity condition is stated with the number.
https://arxiv.org/abs/2610.28540
Collaborative perception enables agents to retrieve the scene semantics and geometry beyond the field of view of any individual agent. This broader scene understanding enhances transportation safety and improves efficiency in multi-robot systems. However, existing collaborative semantic occupancy methods rely on dense 3D voxel annotations and are limited to recognizing objects within a predefined set of semantic classes. To overcome these limitations, we present CoGaussian, an open-vocabulary Gaussian-based collaborative semantic occupancy prediction framework. CoGaussian represents a scene as a set of foundation model-aligned sparse 3D Gaussians, which serve as a compact representation for communicating and fusing geometric and semantic information across multiple agents. On the Semantic-OPV2V benchmark, our method outperforms existing open-vocabulary single-agent approaches, highlighting the effectiveness of open-vocabulary collaborative scene understanding.
https://arxiv.org/abs/2610.28530
Video generation models can create realistic-looking video footage from images and text prompts. Some of the recent advances have raised concerns about the reproduction of copyrighted visual content. However, copyright leakage detection in generated videos remains largely unexplored. In this paper, we introduce a new benchmark data set for copyright leakage detection, comprising 50 copyrighted concepts, each with 5 images. For each concept, we have 5 videos created using the image+prompt video generation model and the prompt-only video generation model. Following that, we develop an AI toolset based on a contrastive retrieval framework that formulates copyright leakage detection as a video-to-image retrieval problem by matching aggregated video frame embeddings against a database of copyrighted image embeddings. Our method uses a single similarity threshold and retrieves the most similar copyrighted reference as supporting evidence. We conducted experiments showing strong retrieval and detection performance, achieving 99.6\% detection accuracy with only a single false negative. These results show the effectiveness of the retrieval-based method for scalable and explainable copyright leakage detection in AI-generated videos. Data can be accessed publicly from this https URL and the source code for this project is publicly available at this https URL.
https://arxiv.org/abs/2610.28524
Video generation and feed-forward 3D reconstruction typically use separate representations, requiring RGB decoding and visual re-encoding to recover geometry from generated latents. We propose Latent Bridge, which connects video generative latent spaces with geometric feature spaces to directly predict 3D geometry from video latents. We develop representation-specific bridges for Wan2.1 and V-RAE, enabling feed-forward prediction of cameras, depth, and 3D point clouds without the intermediate RGB pathway. Each bridge is trained on RGB videos through feature distillation, while the video encoder and geometry model remain frozen. Training requires neither ground-truth geometry nor execution of the downstream geometric aggregator or prediction heads. At inference, the same video latents support both RGB decoding and geometry prediction. The same trained bridge can be reused for image-to-video and text-to-video generation within the same video latent space, without bridge retraining. Experiments on Co3Dv2 and WildRGB-D demonstrate competitive geometric reconstruction quality, efficient end-to-end generation and reconstruction, and faster latent-to-geometry decoding, highlighting latent alignment as a practical and reusable interface between video generation and 3D reconstruction. Our code is available at: this https URL.
https://arxiv.org/abs/2610.28521
Understanding contact and tactile magnitude in hand-object interaction is a key step toward physically intelligent systems, yet learning such representations is limited by the cost and restricted coverage of tactile measurements. We present Touch-JEPA, a framework for learning tactile representations from hand-object videos with limited tactile supervision. We first introduce a self-supervised pretraining objective that learns from video alone without tactile supervision. Using video-derived hand geometry, Touch-JEPA predicts masked visual features at corresponding hand-surface locations from spatial and temporal context, encouraging the representation to capture latent contact dynamics. We then extend this formulation to joint representation learning, where masked prediction is applied to all videos while tactile supervision is available only for a labeled subset, grounding the shared representation in measured contact and magnitude. With self-supervised pretraining alone, simple supervised readouts on frozen Touch-JEPA features outperform supervised baselines in contact discrimination and tactile magnitude estimation across three human-hand benchmarks, and transfer to robotic hands without robot tactile training data. Joint learning with limited tactile supervision further improves contact and magnitude estimation on the human-hand benchmarks. Together, these results show that hand-object video can provide scalable self-supervision for tactile representation learning, while limited tactile measurements provide complementary physical grounding.
https://arxiv.org/abs/2610.28519
Tactile-visual-language models combine vision and touch through a shared language space to recognize objects and materials. In real-world deployment, changes in lighting, contact quality or sensor hardware can shift visual or tactile inputs and degrade recognition performance. When both modalities contribute to a prediction, an unreliable modality can override correct evidence from the other. Since labeled data are generally unavailable during deployment, test-time adaptation offers a way to recover recognition performance from unlabeled observations. In this setting, we find that comparing accumulated observations with the text embeddings of candidate classes reveals modality reliability differences that confidence can miss. Refining features against competing classes also improves recognition beyond geometric alignment alone. These findings motivate SenseAlign, which uses a common semantic reference for test-time modality weighting and feature correction. Alignment Trust weights each modality according to its support for shared predicted classes. Anchor Realignment uses the same class text embeddings to fit a shared feature correction that separates predicted classes from alternatives. Both modules use the same unlabeled history while keeping all encoders frozen. Extensive experiments across diverse datasets demonstrate strong recognition performance under both natural shifts and controlled corruptions.
https://arxiv.org/abs/2610.28511
Reliable lane markings are important for both human drivers and automated driving systems, but their condition is still commonly assessed through manual inspection. Existing autonomous-driving datasets primarily support lane detection and scene understanding and usually lack maintenance-oriented labels for lane-marking visibility, continuity, or degradation. In this study, we present a geo-referenced smartphone dashcam dataset and baseline framework for lane-marking quality assessment. The dataset contains 63,839 road-facing frames collected across South Texas using a GPS-enabled dashcam application. A subset of 3,339 frames is matched with OpenStreetMap-derived lane-count labels, which are used as weak supervision for lane-count regression and map-consistency evaluation. We propose three lane-quality measures: Contrast Stability Index (CSI), which captures lane-background contrast using Laplacian responses; Line Continuity Ratio (LCR), which estimates structural continuity using edge and Hough-line evidence; and Regression Lane Confidence Score (RLCS), which measures agreement between predicted and map-derived lane counts on matched frames. The baseline prediction models attained strong performance, with CSI (MAE $0.039$, $R^2=0.97$) and LCR (MAE $0.093$, $R^2=0.84$). Notably, CSI and LCR are no-reference, segmentation-derived quality metrics that can be computed without dense human labels. In a pilot validation using 50 human-ranked images, these proposed lane-specific metrics show stronger rank agreement with human lane-quality ordering (e.g., Spearman's $\rho=0.7316$ and Kendall's $\tau=0.5472$ for LCR) than general image-quality measures such as PSNR, SSIM, BRISQUE, NIQE, and LPIPS. We believe the dataset, metrics, and baseline provide an initial step toward scalable, low-cost, location-aware lane-marking quality assessment. Data and code: this https URL
https://arxiv.org/abs/2610.28508