Self-supervised Vision Transformers learn strong image-level representations, but their patch-level representations can be unreliable for dense prediction. We study this mismatch and find that the class token concentrates global semantics on a small number of representative patches, while dense prediction errors often occur on low-attention regions. We provide a local gradient analysis showing that, along the [CLS] attention readout, image-level self-distillation gradients are weighted by [CLS]-to-patch attention mass. To provide masked patches with global semantics without changing the architecture, we propose Cross Distillation (CODI), which mixes a small amount of the teacher class-token distribution into each teacher patch-token target. CODI gives every masked patch an attention-independent semantic correction while preserving the standard self-distillation architecture. Experiments on dense and image-level benchmarks show that CODI improves both dense and image-level performance under aligned pretraining settings. Code is available at this https URL.
https://arxiv.org/abs/2610.30639
Unsupervised federated learning with Vision-Language Models (e.g., CLIP) offers a promising solution for label-free classification, yet its performance often degrades under severe non-IID shifts. A pioneering method, FedCoPL, typically relies on self-training strategies that exclusively prioritize high-confidence predictions for pseudo-labeling. However, this selective approach neglects the information of ambiguous samples (often referred to as ``waist" samples), leading to the underutilization of data and biased decision boundaries. To address this limitation, we propose FedBST, a bilateral self-training framework that effectively exploits both high-confidence and ambiguous data. Specifically, for local optimization, we introduce uncertainty-aware confidence penalization (UACP). UACP targets ambiguous samples by penalizing overconfident predictions to implicitly promote higher uncertainty, thereby preventing erroneous pseudo-labeling. At inference, we employ a visual-text ensemble strategy. This approach aggregates uncertainty-aware local visual prototypes and ensembles them with textual prototypes, achieving lightweight adaptation to local distributions via prototype-based calibration. Experiments demonstrate that FedBST achieves consistent improvements over existing methods with standard federated aggregation protocols.
https://arxiv.org/abs/2610.30634
Contrastive Language-Image Pre-training (CLIP) has shown superior performance in the image-level open-vocabulary classification task, benefiting from its powerful alignment of visual features and text embeddings. However, dense prediction tasks require models to perform pixel-level predictions, necessitating modifications to CLIP for region-text alignment. In this paper, we adjust the attention layers within the vanilla visual encoder of CLIP. With a novel attention calculation method for selective attention features, the model retains more regional semantic information. To further mitigate the negative impact of the modality gap, we introduce additional visual prototypes to refine the original predictor solely based on text embeddings. Specifically, patch features with confident predictions are selected to form an additional auxiliary memory-based classifier for more accurate prediction. We further integrate an optimizable feature extractor with an exponential moving average updating strategy to enhance prediction quality. Extensive experiments on $5$ semantic segmentation datasets demonstrate the effectiveness of our method.
https://arxiv.org/abs/2610.30623
Relighting and novel view synthesis of human portraits are essential in applications such as portrait photography, virtual reality (VR), and augmented reality (AR). Despite recent progress, 3D-aware portrait relighting remains challenging due to the demands for photorealistic rendering, real-time performance, and generalization to unseen subjects. Existing works either rely on supervision from limited and expensive light stage captured data or produce suboptimal results. Moreover, many works are based on generative NeRFs, which suffer from poor 3D consistency and low real-time performance. We resort to recent progress on generative 3D Gaussians and design a lighting model based on a unified neural radiance transfer representation, which responds linearly to incident light. Using only in-the-wild images, our method achieves state-of-the-art relighting results and a significantly faster rendering speed ($\times12$) compared to previous 3D-aware portrait relighting research. Project page: this http URL.
https://arxiv.org/abs/2610.30619
Unmanned aerial vehicles (UAVs) have recently emerged as important remote sensing platforms, and UAV navigation has shown great potential in remote sensing applications. However, existing methods do not explicitly incorporate kinodynamic modeling or safety distances into trajectory generation, resulting in high absolute yaw rates, frequent collisions, and low navigation success rates, which limit safety and motion stability. To address this challenge, we introduce KinoUAV, a kinodynamic benchmark comprising a dataset and KinoUAV-Agent. First, we develop a hierarchical kinodynamic trajectory generation pipeline that drives UAV through acceleration actions. It uses waypoint chains from global planning and generates trajectories segment by segment under velocity, acceleration, and jerk constraints, reducing oscillations and improving trajectory stability. Furthermore, we introduce directional free-space distance (DFD) labels into the constructed dataset to describe the available clearance for safe motion decisions. The proposed KinoUAV-Agent predicts DFDs and uses them to generate safe actions, decoupling perception from action decision-making. This design enables autonomous obstacle avoidance and improves navigation safety. The benchmark incorporates the proposed Cruise-Seek task, in which the UAV first enters the target region and then searches for the target, reducing the difficulty of target search and improving navigation success. Experiments on KinoUAV show that KinoUAV-Agent outperforms existing methods, achieving the highest success rate while maintaining lower absolute yaw rates and collision rates. These results demonstrate the effectiveness of kinodynamic modeling for safe and stable UAV navigation.
https://arxiv.org/abs/2610.30609
LLMs have shown strong in-context learning (ICL) capability, but extending it to Multimodal LLMs (MLLMs) remains challenging. Prior multimodal ICL methods often rely on ICL-specific datasets for additional training or task vector extraction, which can improve performance on the same ICL benchmark used for adaptation. However, they do not generalize well to other benchmarks and often induce forgetting in previously well-solved tasks. For this reason, we identify 'visual grounding' as the key bottleneck in multimodal ICL; MLLMs often fail to attend to task-relevant visual evidence in demonstrations, instead over-relying on textual cues and producing hallucinated outputs. To address this, we propose ProCoRe to enhance visual grounding through contrastive reinforcement learning on multimodal contrastive data for improving multimodal ICL. ProCoRe generates captions for contrastive image pairs, decomposes them into propositions, and optimizes contrastive rewards that encourage alignment with corresponding images while discouraging mismatched ones. Despite never seeing ICL-formatted training examples, ProCoRe improves average multimodal ICL classification accuracy by 5.6% and captioning ROUGE-L by 13.8% over the off-the-shelf Qwen-VL-3-8B model, outperforming ICL-data-dependent state of the arts across benchmarks. Finally, we introduce PICL, a personalized multimodal ICL captioning benchmark that tests whether MLLMs genuinely understand visual demonstrations rather than relying on pre-trained semantic priors.
https://arxiv.org/abs/2610.30592
Magnetic resonance imaging involves an inherent trade-off among spatial resolution, acquisition time, and noise. This trade-off contributes to long scan times and high cost. Deep learning has improved image denoising, but cardiac MRI remains difficult because high-resolution, rapid acquisitions generally lack corresponding low-noise ground truth. Self-supervised denoising offers a potential solution by learning from noisy image pairs or even single noisy acquisitions. However, we show that Noise2Void-style blind-spot denoising, which uses a mean squared error (MSE) loss and assumes zero-mean, independent and identically distributed (i.i.d.) noise, is poorly suited to MR magnitude images. When applied to short-axis $T2$-weighted and $T1\rho$-weighted cardiac MRI with synthetic Rician noise, it produces biased denoised images and biased parametric maps of $T2$ and $T1\rho$. To address this limitation, we formulate self-supervised denoising as maximum likelihood estimation under a known Rician noise model. This yields unbiased denoisers that are competitive with supervised baselines.
https://arxiv.org/abs/2609.31777
Reinforcement learning from verifiable rewards (RLVR) has produced large reasoning gains in language models, and verifiable video benchmarks make it applicable to causal-temporal video question answering. We study what RLVR teaches video-language models about time. We fine-tune four open models (Qwen3-VL-8B/4B, Qwen2.5-VL-7B, Gemma-3-12B) with group relative policy optimization under three data recipes: verified (synthetic CLEVRER questions with exact answer and event-order rewards), unverified (self-supervised pretext tasks over 43,751 real web videos), and a 1:1 mixture, plus a verified+real arm that adds 4,000 verifiable questions on real video. Each cell is evaluated in-domain and on out-of-domain real video (a NExT-QA temporal stress set and an MVBench subset), with frames in order, shuffled, and absent. (1) Verified training yields large in-domain gains that shrink as base competence grows (+14 to +19 points on weaker models; +6 on the strongest). (2) Much of the gain is non-visual: accuracy with no frames rises nearly as much as with frames. (3) Verified-only training can severely degrade out-of-domain accuracy with no sign during training: Qwen3-VL-8B loses 26.7 and 25.2 points on the two real-video sets, while the mixture never significantly degrades a model trained on it. Adding real verified questions removes that loss (-2.3 points, within noise of base) and keeps a +9.3 in-domain gain, so the cause is narrow synthetic-only data, not verification. (4) No recipe induces temporal-order grounding: across 41 evaluations the ordered-versus-shuffled gap is indistinguishable from zero in 39 and marginal in two, despite an event-order reward. Verifiable rewards improve benchmark accuracy without temporal understanding. Report no-frame controls, and mix in real video to guard against out-of-domain degradation.
https://arxiv.org/abs/2610.03792
Forecasting future human motion requires jointly reasoning about an agent's global trajectory and 3D body pose, which are tightly coupled, particularly in team sports where multiple interacting players introduce complex social dynamics. We exploit a socio-temporal encoder that fuses trajectory and pose at the input level and models them jointly through shared factorized attention. The model is further enhanced by a per-joint loss reweighting scheme that emphasizes dynamic joints and prevents degenerate solutions, and a frequency-domain trajectory smoothing term that improves trajectory prediction while indirectly benefiting pose forecasting. To ensure fair comparison with prior joint forecasting methods, we identify and correct evaluation biases arising from overlapping sequence construction, adopting instead a non-overlapping protocol and a deterministic, oracle-free strategy for multi-future prediction. Our approach improves over prior joint forecasting methods on both WorldPose and 3DPW, with the largest gains on pose accuracy, demonstrating that the proposed joint formulation generalizes beyond the densely interactive scenarios that motivate it.
https://arxiv.org/abs/2610.30519
Saliency and scanpath models are developed almost exclusively on natural photographs, yet paintings are composed by artists to guide the viewer's eye and differ from photographs in texture, colour and abstraction. We introduce \avatt, a free-viewing eye-tracking dataset on \nImages{} paintings spanning sixteen art movements and five centuries, with \nScanpaths{} scanpaths and \nFixations{} fixations from \nParticipants{} participants (\spPerImageMin--\spPerImageMax{} observers per painting). For every painting we release individual scanpaths with fixation timing and eye--screen distance, fixation maps, saliency maps smoothed at one degree of visual angle, temporal saliency videos and rich art metadata. We benchmark classic and deep saliency models against human agreement, revealing substantial headroom for art-aware models, and rank 44 scanpath-similarity measures, including a new language-free family of image-encoder metrics built on ten CNN, ViT and self-supervised encoders. With controls that remove viewing biases, we show that faces are fixated \faceEnrich$\times$ more than expected and within half a second, that local structure draws the eye, that composition rules fitted from image content predict where people look, and that art style shapes how much viewers agree. Dataset, code and a Python package are available at: this https URL.
https://arxiv.org/abs/2610.30481
Reproducing a published 3DGS paper takes weeks of expert engineering before any extension can be proposed. Prior autonomous-research systems read papers, draft hypotheses, and write code, but are limited by short fixed templates, low executability, and weak traceability, and none has been demonstrated end-to-end in a live computer-vision subfield with intense activity. SplatLab is an autonomous research system for 3D Gaussian Splatting that addresses these limitations. Given a research prompt, a target-paper URL, or no input at all, it reproduces a published baseline, proposes an extension, trains and ablates across Mip-NeRF 360 and LLFF, writes the manuscript, and binds every reported number to a logged training run. Five design choices distinguish it: (i) candidates mutate plugins from a verified-reproduction backbone matched to published baselines; (ii) a cascade-weighted Elo tournament across eight islands scores candidates on measured GPU PSNR with verbal-gradient feedback; (iii) a standing falsifier subtracts Elo on failure, integrating stress-test survival into selection; (iv) every reported number is bound to a logged training run, and the run cannot terminate while any claim is unbacked; (v) a seven-category 3DGS taxonomy wraps EVOLVE-BLOCK markers in domain-aligned scaffolds transferable across 3DGS repositories. On PSNR-targeted runs, SplatLab's manuscripts beat their reproduced targets by +0.18 to +3.78 dB, including +3.78 dB on astrophotographic nebula rendering, for which no prior 3DGS method exists. The research cycle compresses from months of graduate-student time to days of mostly autonomous compute. Code, all manuscripts, experiment ledgers, and the cross-run paper store are available on the project page.
https://arxiv.org/abs/2610.30468
Modern vision-based agents have shifted toward skill-based problem-solving, where a skill is an executable image-to-image operation, e.g., cropping, thresholding, or edge detection. As these skill libraries grow, they accumulate duplicated, mislabeled, and defective skills. The signals normally used to curate them (a skill's name, description, or source code) say little about how the skill visually changes the image. We present VisCurate, a framework and benchmark that curates visual skill libraries from observed execution rather than from text. VisCurate runs each candidate skill pair on a shared probe battery and assigns one of six behavioral relations, each tied to a library edit that is safe to make. The benchmark injects seven defect types into a clean library at controlled rates, producing 300 reproducible instances with ground-truth relations and repairs. While text baselines accept up to five of six false merges on hard negatives, our verifier accepts none and recovers 51.2% of the pairs that are truly mergeable. On two real, uncurated libraries, VisCurate finds that 92% of the skills a package shares with its downstream copy are redundant, while execution confirms only 10 of 17 published equivalence claims. The curation problem also remains open, as the strongest of the nine automated curators recovers only about half of the repairs. We emphasize that visual skill libraries should be curated by behavior, not by description.
https://arxiv.org/abs/2610.30405
Adding control to video generation often requires training, which demands additional computational resources, data, or architectural changes. We propose a training-free approach that utilizes pretrained video diffusion models to control object layout and motion using coarse layouts. Our method operates in two passes: first, it steers spatiotemporal placement through prompt-guided cross-attention to produce a coarse visual guide; second, this guide conditions the same model to generate a high-quality, layoutconsistent video. The approach enables coordinated motion with strong temporal consistency, supporting diverse trajectories and object interactions without additional training. Extensive experiments show that our method consistently outperforms prior work in overlap and trajectory accuracy, as well as visual quality across static, dynamic, and multi-object scene settings.
https://arxiv.org/abs/2610.30390
We propose FiLM-CAM; a conditional-access image watermarking approach that enforces authorized encoding, decoding, and removal through keyed feature modulation. A secret key conditions a Feature-wise Linear Modulation (FiLM) mechanism that transforms the internal representation of the watermark signal before embedding, thereby coupling the payload to the key at the feature, rather than pixel level. The same key must be presented to condition the decoder to correctly recover the payload embedded in an image. To enforce conditional access, we train the system to maximize the performance gap between authorized and unauthorized use, ensuring reliable extraction under the correct key while inducing failure under incorrect keys. In addition, we design our encoder to estimate the watermark residual invariant to the presence of pre-existing watermarks. This design enables conditional watermark removal via simple re-encoding and subtraction of the residual using iterative refinement, contingent on knowledge of the secret key. We evaluate FiLM-CAM across multiple watermarking encoder-decoder backbones, demonstrating that keyed feature modulation serves as an effective, architecture-agnostic conditional access module (CAM) for image watermarking.
https://arxiv.org/abs/2610.30347
We introduce Foundation4D, a unified feed-forward model for geometry estimation, 3D detection, semantic occupancy, and Gaussian reconstruction from multi-camera driving video. A shared backbone uses factorized spatiotemporal attention to efficiently combine observations across cameras and time. Our video inference pipeline uses pose graph optimization to refine camera trajectories and assembles object tracks across input windows. We also develop a data annotation pipeline and release PAI-Foundation4D, a benchmark with dense depth and semantic occupancy labels for 1,253 driving clips. With benchmark-specific fine-tuning, Foundation4D achieves the lowest depth AbsRel on Waymo and nuScenes, the highest detection mAP on nuScenes, and the highest occupancy mIoU on OpenOccupancy among the compared methods. Our task-combination study shows benefits for both detection and geometry: co-training detection with geometry and occupancy improves top-class mAP by 1.2 points over detection-only training, while co-training geometry with detection reduces camera-to-rig translation error by $13.4\%$ relative to geometry-only training. We further use the predicted geometry and trajectories as priors for lidarless NuRec, supporting reconstruction of driving scenes for simulation.
https://arxiv.org/abs/2610.30340
Generating an articulated object from a single image requires recovering both its appearance and the mechanism governing its parts. A compact encoding of joint attributes does not by itself ensure that reconstruction preserves the resulting motion. We present MoRE, Motion-Regularized Encoding for articulated 3D generation. MoRE represents coordinate-aligned joint lines with axis classification and two axis-orthogonal Plücker moment coefficients, removing the arbitrary choice of an origin along the axis. During representation learning, decoded joint hypotheses are used to move corresponding three-dimensional anchors, and their motions are compared with those of annotated joints. A differentiable expectation over joint types and axis directions couples attribute reconstruction to the motion it induces. An image-conditioned flow learns the resulting functional latents, while a multi-state-adapted Gaussian model supplies appearance. At inference, recovered part assignments and joints articulate a single set of rest-pose Gaussians without regenerating the object for each state. Experiments on PartNet-Mobility and ACD show stronger part-box agreement, articulated-state geometry and visual similarity than the compared baselines, while joint prediction reduces axis, origin and range errors relative to ArtiLatent. Controlled ablations support the joint-line encoding and show that motion supervision reduces anchor-motion error. Code and pretrained checkpoints will be released in the future.
https://arxiv.org/abs/2610.30337
Dynamic representations based on 4D Gaussian Splatting (4DGS) have shown strong capabilities in reconstruction and rendering, yet current methods remain limited in supporting complex natural-language referring in dynamic scenes. Existing 4D Gaussian methods are primarily designed for rendering-oriented dynamic modeling, while current semantic extensions often rely on scene-specific semantic optimization or are evaluated on relatively simple query settings. In this paper, we study Referring 4D Gaussian Splatting (R4DGS), a task for grounding temporally varying, multi-target or reasoning-intensive, and zero-target or distractor expressions in dynamic 4D scenes. To support this task, we introduce R4D-Bench-QA, a benchmark with structured query annotations. We further present ReferGaussian, a unified framework built upon 4DGS that converts low-level dynamic Gaussians into persistent, language-addressable entities for training-free referring inference. ReferGaussian organizes mask-supported Gaussian entities in an EntityBank, uses Multimodal Large Language Models (MLLMs) to decompose complex queries into trackable object phrases and structured referring constraints, and performs constraint-aware grounding without scene-specific semantic optimization. Experiments on R4D-Bench-QA and the 4D LangSplat protocol demonstrate improved temporal target selection and competitive spatiotemporal grounding without scene-specific semantic training. Project resources are available at this https URL.
https://arxiv.org/abs/2610.30326
World Action Models (WAMs) have emerged as a promising approach to learning generalist robot policies using rich spatiotemporal priors from pre-trained video diffusion models. A recent line of WAMs improves inference efficiency by conditioning a separate action decoder on intermediate future video representations extracted from a single denoising step, avoiding costly iterative denoising required for video generation. This design makes action prediction depend directly on the quality of these future representations. In this paper, we introduce Future REpresentation learning via self-Distillation with temporal context (FRED), a framework that trains WAMs to improve the quality of future video representations from noise in a single denoising step. Specifically, FRED uses self-distillation to predict future representations from noise, using representations extracted from ground-truth future observations as targets. We further condition the video model on historical observations, providing temporal context for predicting future representations better. Across diverse real-world manipulation scenarios, FRED consistently outperforms competing WAMs. It achieves particularly large gains on long-horizon and out-of-domain tasks under zero-shot environment generalization, and substantially improves human-to-robot skill transfer, reaching 50.0% task success on tasks absent from robot training data and demonstrated only in human videos, compared with 19.4% for the best competing WAM.
https://arxiv.org/abs/2610.30320
End-to-end autonomous driving has achieved state-of-the-art performance on benchmarks and real-world deployments. Its standard training recipe, however, is expensive across all existing paradigms: imitation learning requires fleet-scale driving logs whose behavior distribution only thinly covers the safety-critical tail; closed-loop reinforcement learning in a photorealistic simulator, while offering diverse behaviors, is bottlenecked by sample-efficiency, per-step cost of rendering, and a forward pass through a large vision backbone. Self-play in vectorized simulators changes the economics: at millions of rollout steps per second, one can obtain a state distribution with natural diversity in collisions, near-misses, and recoveries that no driving log contains, and a highly reactive policy emerges from a basic driving-quality reward. Our approach exploits this asymmetry. We pretrain a single policy by self-play, distill its rollouts into a flow-matching trajectory teacher that also plans, and train lightweight adapters on a frozen pretrained vision backbone to reproduce the latent space of either teacher through the action KL divergence, a batch-relational low-rank structural loss, and, for the planner, a trajectory-matching loss. Every target traces back to the self-play policy, so alignment never supervises against a logged trajectory: a paired dataset of (image, scene-state) frames suffices, with no need for the curated expert demonstrations that imitation pretraining is built on. From this one self-play teacher we obtain two end-to-end students: a closed-loop policy that outperforms every published imitation-based end-to-end method on the photorealistic 3D Gaussian splatting closed-loop benchmark HUGSim, and a planner that reaches 59.4 EPDMS on NAVSIM navhard, above every published method including DriveZero-Scale (57.1), and 95.5 PDMS on navtest, without human demonstrations.
https://arxiv.org/abs/2610.30319
We introduce EgoHand, a monocular 3D hand reconstruction model that achieves state-of-the-art performance on egocentric video. Central to our approach is the curation of a high-quality training corpus of 14 million images, combining synthetic data, in-the-wild video, and multi-camera motion capture to balance scene diversity and supervision quality. The model adopts SOMA-Hand as its parametric representation and processes 2D hand crops with a transformer encoder, incorporating camera cues and an auxiliary 2D branch to improve geometric consistency and image alignment. Zero-shot evaluations on HOT3D, ARCTIC, and H2O demonstrate strong out-of-domain generalization, with lower joint-position, root-translation, and acceleration errors than competing baselines at an inference latency of approximately 9.69 ms. A blinded user preference study further shows that participants favor EgoHand's reconstructed hand poses over those from Apple EgoDex and Ropedia Xperience-10M. We release the EgoHand model and source code under the OpenMDW license, allowing free commercial use of the model.
https://arxiv.org/abs/2610.30293