Papers for

virtual reality developers

Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.

Fractional models improve realism of touch feedback for viscoelastic materials

Perceptual Comparisons of Viscoelastic Renderings: Fractional- vs Integer-Order Models

Abstract: Realistic haptic rendering of viscoelastic materials requires reproducing time-dependent behaviors such as creep and stress relaxation, which arise from the material's inherent memory effects. Fractional-order viscoelastic models have been shown to capture these dynamics accurately and compactly, but it remains unclear whether their increased fidelity translates into perceptual benefits during haptic interaction. In this work, we investigate whether users perceive fractional-order models as more realistic than conventional integer-order models while rendering viscoelastic materials. We compare the fractional-order standard linear solid (FO-SLS) model with two integer-order alternatives: the 3-parameter SLS model and the 5-parameter generalized Maxwell model. We consider two complementary approaches to optimal parameter selection to evaluate rendering realism from both objective and perceptual perspectives: In the first approach, we determine the model parameters via least-squares based system identification of physical viscoelastic reference materials to establish evaluation baselines. In the second approach, we determine population-level perceptually optimal parameters using a qualitative-feedback-based human-in-the-loop optimization and aggregation method. This method establishes model parameters that maximize perceived realism of viscoelastic behaviors through qualitative evaluations. Human-subject experiments indicate that the FO-SLS model is perceived as significantly more realistic than both integer-order alternatives under both parameter selection approaches. Overall, this study provides experimental evidence that fractional-order viscoelastic models are not only theoretically well-motivated, but also perceptually relevant for realistic haptic rendering of creep- and relaxation-dominated behaviors of viscoelastic materials.

Thu 15 OctRobotics
The gist
Touching soft materials often feels different because their squishiness changes over time. The paper shows that using a special kind of math model called fractional-order models can make virtual touch feel more like real materials. The authors tested these models against older ones by asking people which felt more real. People consistently found the fractional models gave a better sense of realistic touch.
Open → 2610.21965v1

DecomVoxel improves 3D scene reconstruction with better object completion

DecomVoxel: Harnessing 3D-Native Priors with Guided In-situ Denoising Optimization for Decompositional Scene Reconstruction

Abstract: Decompositional scene reconstruction aims to reconstruct high-quality objects and background, yet existing methods still struggle with the level of quality under heavy occlusions. While generative priors offer a potential solution, 2D image-based priors often suffer from multi-view inconsistency due to a lack of 3D awareness. Conversely, 3D-native priors provide stronger structural inductive biases but frequently lead to spatial drift and misalignment within complex scenes. To address these issues, we propose DecomVoxel, formulating object completion as a guided in-situ denoising optimization that bridges 3D-native priors with neural scene reconstruction. Our framework introduces a reformulated epsilon-based distillation loss to ensure stable latent refinement, alongside adaptive spatial guidance that utilizes occupied and vacant anchors with temporal annealing to suppress generative hallucinations and mitigate spatial drift. Experiments on Replica and ScanNet++ show that DecomVoxel significantly outperforms state-of-the-art methods while faithfully preserving the original spatial layout, structural fidelity, and style-consistent texture. Our method pushes the boundary of decompositional reconstruction by delivering high-quality textured meshes with clean topology, geometry, and appearance, providing a robust solution for the decompositional reconstruction of complex real-world scenes. Code is available at https://github.com/DecomVoxel/DecomVoxel.

Thu 1 OctComputer Vision and Pattern Recognition
The gist
Reconstructing objects in 3D spaces is hard, especially when they block each other. The authors propose DecomVoxel, a new method that reduces errors by combining 3D-aware guidance with a smart cleanup step. Their method keeps the scene's true shape and texture more accurate than previous ones. This results in clearer and more realistic 3D reconstructions of complex environments.
Open → 2610.01914v1

Video world model enables persistent interaction with generated objects

Oneira: From Open-Ended Generation to Open-World Interaction in Video World Models

Abstract: Generative video world models can now synthesize open-ended environments that agents can navigate and interact with in simple ways. Yet open-ended generation does not imply full interaction: as a generated world expands, newly created content through navigation should expand what the agent can act upon, and as the agent changes the world, those changes should become persistent parts of the environment rather than transient visual effects. We characterize these two requirements as Open-World Interactivity, where newly generated or encountered entities are incorporated into the actionable world, and Persistent State, where interaction outcomes are committed to the world state and continue to influence subsequent observations and interactions. We present Oneira, an interactive video world model that closes the loop between generation and interaction through an explicit, extensible world state managed by a coding agent. Given the current observation and an action or high-level goal, the agent reads the world state, grounds the relevant entities, plans the interaction, and writes its outcome back into a world state table. When exploration reveals new objects, the agent incorporates them from generated observations, allowing the interaction space to expand with the generated world. Meanwhile, previously induced state changes are carried across video segments, making the consequences of interaction persistent parts of subsequent world evolution. The updated world state is rendered along the camera action trajectory into a coarse conditioning video, from which a video generator fills in the appearance, motion, and interaction details not represented in the state. Experiments show that Oneira enables direct and consistent interaction with newly generated objects, while preserving the effects of prior interactions over long horizons. Project page: https://madaoer.github.io/projects/oneira

Thu 1 OctComputer Vision and Pattern Recognition
The gist
Creating virtual worlds where agents can explore is possible, but making sure they can truly interact with new objects and have lasting effects is harder. The authors developed Oneira, a video model that keeps track of an explicit world state to let agents not just move around but also change things permanently. When the agent finds or creates new items, it adds them to the world so interactions grow richer over time. This approach makes the virtual environment more realistic and consistent by remembering past changes through long sequences.
Open → 2610.01614v1

HelixWorld creates real-time worlds with matching sounds and visuals

HelixWorld: A Real-time Interactive Audio-Visual World Model

Abstract: World simulation is inherently multisensory, demanding synchronized visual and acoustic dynamics in real time. Yet prevailing interactive world models remain strictly silent, focusing exclusively on visual rendering and control while overlooking the acoustic dimension. We present HelixWorld, a real-time interactive audio-visual world model where visual scenes and camera-grounded spatial stereo sound co-evolve natively under user interaction. We curate a high-fidelity spatial audio-visual dataset with true stereo acoustics and metric camera poses, upon which we pre-train a bidirectional teacher conditioned on 6-DoF camera trajectories and user actions. To enable low-latency causal interaction, we distill the teacher into a few-step streaming student via an online trajectory distillation loss, sustaining drift-free joint audio-visual rollouts at 24 FPS on a single GPU. Furthermore, we formalize spatial-acoustic consistency and introduce HelixBench to evaluate whether synthesized sound fields faithfully track dynamic viewpoint motion. Extensive experiments demonstrate that HelixWorld matches state-of-the-art silent world models in visual fidelity and responsiveness, while significantly surpassing existing baselines in camera-aligned spatial-acoustic immersion.

Tue 29 SeptComputer Vision and Pattern Recognition
The gist
Worlds in video games and simulations usually show pictures and movement but don't add matching realistic sounds that change as you move around. The authors build HelixWorld, a system where pictures and stereo sounds change together in real time based on where the user looks and moves. They collected special data linking real camera positions with sounds to train their system. Their model runs fast on one computer chip and keeps the audio and visuals perfectly synced as you interact, making the experience more immersive than before.
Open → 2609.38123v1

MUGEN dataset and Wan360 model enable interactive 360-degree video control

MUGEN: Interactive Panoramic World Exploration via Camera Control

Abstract: Interactive panoramic video generation aims to synthesize immersive 360\textdegree{} videos that remain visually coherent while following user-specified camera trajectories during exploration. However, progress is limited by a coupled data-and-model gap: existing panoramic video datasets are often short, weakly annotated, or lack camera trajectories, while existing camera-controlled video generation models are designed for perspective videos and do not directly support panoramic geometry. In this paper, we introduce MUGEN and Wan360 to address these limitations. MUGEN is a large-scale real-world panoramic video dataset tailored to interactive 360-degree world exploration, comprising over 1,300 hours of at least 4K panoramic videos with rich semantic and geometric annotations. Built on MUGEN, we further present Wan360, a camera-controllable interactive panoramic video generation model. Panoramic videos are commonly represented by EquiRectangular Projection (ERP), which unfolds a spherical 360-degree view into a rectangular frame with cyclic longitude seams and pole distortions. To this end, Wan360 introduces three parameter-free ERP-aware components: periodic longitude RoPE for seam-consistent positional encoding, ERP-aware padding for reducing boundary artifacts, and random roll yaw for consistent learning. For camera control, Wan360 uses a panoramic Plücker embedding that represents camera motion with ERP rays rather than perspective pinhole rays. Experiments show that MUGEN serves as a data foundation for panoramic world exploration, and that Wan360 enables high-quality, temporally coherent, camera-controllable 360-degree video generation.

Tue 29 SeptComputer Vision and Pattern Recognition
The gist
Interactive panoramic videos let users explore a full 360-degree world by moving a virtual camera, but making these videos smoothly follow user movements is hard. The authors created MUGEN, a large collection of real 360-degree videos with detailed labels to train computer models. They also built Wan360, a system that can generate new panoramic videos that respond to user-controlled camera paths while keeping visuals consistent and natural-looking. Wan360 solves special challenges from how 360-degree video maps a sphere to a flat image.
Open → 2609.38077v1

Compact memory tokens improve long video quality and consistency

Compress to Remember: Learning Compact Memory via On-Policy Distillation for Long Video Generation

Abstract: Standard video generators do not natively compact historical context into reusable memory tokens. As generation continues, the growing history makes it increasingly difficult to retain information from earlier frames due to long-context degradation. Key-frame-based approaches address this challenge by retaining selected past frames, but can discard information needed for future generation. Rather than relying on frame selection alone, we study whether a frozen video generator can supply the supervision needed to learn a compact representation of the history. We propose Prediction-Aligned Context Compaction (PACC), which uses a learned compressor to aggregate information across past frames into compact memory tokens. We train the compressor through on-policy distillation, using the same frozen generator both as a student when conditioned on compressed memory and as a teacher when conditioned on the full history. The student generates continuations, while the teacher provides targets for the same noisy inputs at each denoising step. Only the compressor is updated to align the student's predictions with these targets. We evaluate PACC on MBench, which jointly measures memory-event coverage and consistency. PACC outperforms the strongest baseline by 6.63 points on Causal-rCM and 3.19 points on Causal Forcing. Evaluation on VBench-Long using MovieGen prompts further shows that PACC produces minute-long videos with generation quality competitive with baselines. Together, these results show that learning to compact historical context can improve long-video memory without modifying the underlying generator.

Mon 28 SeptComputer Vision and Pattern RecognitionArtificial IntelligenceMachine Learning
The gist
Generating long videos is hard because remembering everything from earlier parts gets difficult over time. The authors developed a way to squeeze important information from past video frames into small memory pieces. They taught a helper system to learn this squeezing by comparing its guesses to a more detailed reference. This method helps create long videos that stay consistent and relevant without changing the original video generator.
Open → 2609.36364v1

InfiniHand streams accurate hand motion tracking from first-person video

InfiniHand: Streaming World-Space Hand Motion Estimation from Egocentric Video

Abstract: World-space hand motion estimation from egocentric video requires recovering 3D articulated hand geometry while tracking camera egomotion. Existing approaches heavily rely on cascading independent hand pose estimators and SLAM systems, resulting in error accumulation, complex pipelines, and severe computational overhead. To address these limitations, we present InfiniHand, an end-to-end streaming feed-forward framework that jointly estimates MANO parameters, camera trajectories, and hand locations directly from uncalibrated egocentric video. InfiniHand integrates persistent spatiotemporal memory with hand-centered visual features, explicitly coupling camera motion with local hand geometry within a unified architecture. We train InfiniHand in two progressive stages by first learning robust camera-space hand priors and then extending to streaming world-space reconstruction. To support this process, we aggregate a pretraining corpus of approximately 5,000 hours of egocentric data across multiple public datasets. Extensive evaluations demonstrate that InfiniHand outperforms state-of-the-art baselines on in-domain benchmarks, achieving a 21.4% reduction in ARCTIC PA-p compared to ViDiHand while substantially mitigating world-space drift. Furthermore, InfiniHand generalizes robustly to in-the-wild videos and operates at 11.19 FPS, delivering more than twice the throughput of HaWoR.

Mon 28 SeptComputer Vision and Pattern Recognition
The gist
Tracking how hands move in 3D from video recorded by a camera worn on the head is hard because the camera moves too. The authors present InfiniHand, a way to estimate a hand’s 3D shape and position along with the camera’s motion all at once, without needing separate tools for each. They trained InfiniHand with a very large set of videos and showed it works better and faster than previous methods. This makes it easier to follow hand movements accurately even while the camera wearer is moving around.
Open → 2609.35743v1

GeoVerse improves world-consistent new views from sparse images

GeoVerse: World-Consistent Novel View Synthesis in Geometric Latent Space

Abstract: Novel view synthesis from sparse images must reconcile faithful reconstruction of observed regions with plausible completion of unseen content, while maintaining world consistency across viewpoints. Existing geometry-based methods preserve observed scene structure but often struggle to complete unseen regions, whereas video generative models offer rich appearance priors but accumulate inconsistencies during sequential view generation. We propose GeoVerse, a framework that synthesizes world-consistent novel views by performing generation within the geometric latent space of a pretrained 3D foundation model and injecting appearance priors from a video generative model. Specifically, GeoVerse extracts multilevel features from Wan2.2 VACE and injects them into the geometric latent diffusion model via a ControlNet-style adapter, incorporating video-learned appearance priors to enhance structural completion. To enforce cross-view coherence, a global spatial memory continuously aggregates observed and synthesized content, reprojecting target-aligned guidance to anchor subsequent predictions to a shared scene representation. Extensive experiments across diverse datasets demonstrate improved visual quality and geometric consistency, with a 2.23 dB higher PSNR on DL3DV and 32.4% lower ATE on Mip-NeRF360 compared to GLD.

Mon 28 SeptComputer Vision and Pattern Recognition
The gist
Creating new views of a scene from a few images is hard because the computer must guess what the unseen parts look like and keep things consistent as the viewpoint changes. The authors designed GeoVerse, which works inside a 3D model’s brain-like space and borrows ideas from video generators to fill in missing parts better. It also remembers everything seen so far to keep the whole scene aligned when making new views. Their experiments show GeoVerse creates clearer and more reliable pictures than earlier methods.
Open → 2609.35734v1

Humanoid robot control improves with discrete action token model

Humanoid Loco-Manipulation With Discrete VLA Model

Abstract: Vision-language-action (VLA) models using discrete action tokens have proven effective for controling robotic arms on manipulation tasks. For a humanoid, however, the whole-body action space -- legs, torso, arms, and hands -- is far higher-dimensional and heterogeneous, raising tokenization, training, and real-time inference challenges that the previous VLA models do not address. We present Holo-M, to our knowledge the first discrete VLA model for humanoid loco-manipulation that intrinsically exploits the language model by extending its vocabulary with action tokens. In this model, we devise a unified action tokenizer that decomposes the humanoid action space into four body-part-specific tokenizers -- end-effector, body, hand, and kinematics -- enabling training across drastically different embodiments and data sources, including humanoid teleoperation, ego-centric human video, and simulation. By extending the language model's vocabulary with these action tokens, we avoid the knowledge-insulation problem inherent to the models that use separate continuous action experts. To meet real-time control requirements, we decode each body part's action tokens through grouped discrete diffusion decoding, rather than using autoregression on the action tokens. We have conducted extensive experiments on the SIMPLE humanoid loco-manipulation benchmark, in which Holo-M achieves the highest success rates in both the generalist and specialist evaluations, leading the second best by significant margins. We will release all the code and model weights.

Mon 28 SeptRobotics
The gist
Controlling humanoid robots is difficult because they have many body parts that move in different ways. The authors developed a new model called Holo-M that breaks down these complex movements into smaller parts, each represented as special tokens. This approach uses a language model extended to understand these action tokens, allowing the robot to learn from different types of movement data. This helps the humanoid robot perform walking and manipulating tasks more successfully and quickly than previous methods.
Open → 2609.35709v1

EvolvingAvatar improves 3D head motion during conversations

EvolvingAvatar: Interactive 3D Head Generation That Adapts as Conversations Unfold

Abstract: Interactive 3D head generation requires coordinated speaking and listening motion that responds to an evolving conversation. Existing generators use incoming observations as context but keep their parameters fixed, leaving conversational patterns unused as a learning signal. We introduce EvolvingAvatar, a causal generator that uses test-time training to adapt to user face video and dyadic audio during interaction. Its dyadic context prediction objective provides a self-supervised learning signal from audiovisual context without target motion labels at test time. Persistent fast weights accumulate these updates within each conversation to guide motion generation, while transient jaw adaptation responds to current audiovisual context. Predicted speech activity controls how persistent adaptation guides motion. We also introduce InterHead-Bench, a unified 455.95-hour benchmark built from single-view and dual-view conversation videos. Experiments show improved conversational motion statistics over strong baselines. On the hardest out-of-distribution split, generation improves as conversations unfold, reducing mismatch with recorded user-avatar expression statistics by up to 11.1% from the first interval.

Mon 28 SeptComputer Vision and Pattern Recognition
The gist
Making 3D animated heads that talk and listen naturally is hard because they need to move their faces in sync with the conversation. The authors created EvolvingAvatar, a system that learns and adapts during a chat using the video and sound it sees and hears, even without pre-labeled examples of how to move. It adjusts its behavior over time within a conversation, improving how realistic the head motion looks and making it better match the person it is imitating. They also made a large set of conversation videos to test these systems and showed that EvolvingAvatar improves over time as the conversation goes on.
Open → 2609.35616v1

WorldPlay2 improves real-time interactive world models with better control and memory

WorldPlay2: Extending Real-Time Interactive World Models in Control and Horizon

Abstract: Interactive world models require responding in real time to versatile controls and maintaining long-horizon consistency. However, modeling heterogeneous controls remains difficult, while explosive contexts and unstable distillation impede achieving both long-horizon consistency and real-time responsiveness. In this paper, we present WorldPlay2, an interactive world model that couples a factorized hybrid control interface with a co-design of compressed memory and stable distillation. 1) Our factorized hybrid control interface integrates frame-aligned action control with structured semantic control that explicitly disentangles scene appearance, character identity, and dynamic semantic events, thereby facilitating effective control learning. 2) To achieve efficient long-horizon modeling, we compress historical contexts into compact memory tokens shared by the autoregressive student and the bidirectional teacher. This design enables clip-wise, memory-conditioned score evaluation instead of jointly processing an entire long rollout, substantially reducing distillation overhead. 3) We further propose Stable Forcing, which initializes the autoregressive student via a few-step strategy and leverages full-rollout replay to preserve the quality of long-horizon rollouts, ensuring robust and stable distillation. Extensive experiments demonstrate the strong generalizability of our model and its superior performance compared to existing methods.

Mon 28 SeptComputer Vision and Pattern Recognition
The gist
Interactive world models are computer programs that simulate virtual environments, needing to respond instantly to different controls while keeping the scene consistent over long times. The authors present WorldPlay2, which combines a new way to handle different types of controls with smart memory compression and stable training techniques. These improvements let the system respond quickly, understand complex commands about characters and scenes, and keep the environment steady for longer. Tests show WorldPlay2 works well across many scenarios and beats earlier methods in performance.
Open → 2609.35560v1

Ego forge creates first person videos from third person footage

Ego-Forge: Text and Geometric-Attention Free Exo-to-Egocentric Video Generation

Abstract: Exo-to-egocentric video generation aims to synthesize what a person sees from their own viewpoint given third-person footage and a target head trajectory. The task requires transferring appearance and semantics across large viewpoint changes while hallucinating content never observed by the exocentric camera. Existing approaches either impose additional input requirements, such as a ground-truth initial egocentric frame or multiple synchronized exocentric views, or remain limited to category-specific settings. EgoX is the first to address cross-activity and in-the-wild generalization, but requires a human-provided caption of the non-existent egocentric view at inference and introduces a computationally expensive geometry-guided attention bias that can propagate reconstruction errors and suppress textual and visual context. We therefore propose \textbf{Ego-Forge}, a caption-free and bias-free framework for exo-to-egocentric generation. It introduces \textit{Dynamic Captioning}, which derives conditioning tokens directly from the model's hidden states and adapts them to the diffusion timestep and network depth, replacing external text conditioning. By scaling training by an order of magnitude and using all available exocentric viewpoints, Ego-Forge learns cross-view correspondence implicitly and eliminates the need for geometry-guided attention, requiring only a lightweight depth prior. Ego-Forge achieves state-of-the-art performance on Ego-Exo4D, runs faster end-to-end, requires no external annotation at inference, and generalizes to in-the-wild scenes, including cases where over-reliance on geometry blocks appearance inference. Our model and source code will be made publicly available.

Mon 28 SeptComputer Vision and Pattern Recognition
The gist
Seeing what a person sees just from videos taken by others is very hard because the viewpoint changes a lot and some things are never seen before. The authors developed Ego-Forge, a system that can guess what someone would see from their own eyes given third-person video, without needing extra instructions or special text captions. It learns from many videos and uses a clever new way to think about the scene without relying on complex geometry rules. This makes Ego-Forge faster, more general, and better at imagining new views than previous methods.
Open → 2609.35368v1

DexAgent generates adaptable robot skills from human videos for dexterous tasks

DexAgent: An Agentic Human2Sim2Robot Framework for Dexterous Manipulation with Self-Evolving Tool Library

Abstract: Human videos offer a scalable source of demonstrations for dexterous robot manipulation. However, existing human-to-simulation-to-robot (Human2Sim2Robot) pipelines rely on predefined procedures that struggle to accommodate diverse object properties and interactions, particularly those involving articulated and deformable objects. We introduce DexAgent, an agentic Human2Sim2Robot framework that converts a single egocentric human video and a task prompt into physically grounded robot trajectories for policy training. It operates through four stages: semantic understanding of human videos, property-based simulation reconstruction, robot trajectory optimization, and robot data generation. At each stage, DexAgent adapts its approach to the task and object properties by selecting suitable skills from its tool library or developing new ones when needed. Property-specific verifiers assess stage outcomes for physical validity and task-specific requirements and provide feedback for refinement, preventing error propagation through the workflow. This adaptive, verification-guided process allows DexAgent to process diverse objects and long-horizon tasks. In the final stage, DexAgent varies object and robot states in simulation to generate diverse robot trajectories from a single human video, then retextures the rendered observations to facilitate sim-to-real transfer. Newly developed skills and verifiers are retained in its tool library, making it self-evolving to accumulate reusable capabilities. This reduces processing time as DexAgent encounters more human videos. Across eleven real-world tasks, policies trained with DexAgent-generated data achieve a 3.5x higher success rate than competing baselines. Project website: https://dexagent123.github.io/.

Mon 28 SeptRobotics
The gist
Teaching robots to do tricky tasks with their hands is hard because objects can move or change shape. The authors created DexAgent, a system that watches a single person’s video doing a task and turns it into robot movements. It checks its work at every step to avoid mistakes and can create new robot skills when needed. Over time, DexAgent learns and gets faster by remembering what it discovered. Robots trained this way succeeded much more often on real tasks than before.
Open → 2609.35318v1

Simulation platform enables teamwork for multiple humanoid robots

CoHuB: A Simulation Benchmark for Multi-Humanoid Collaboration

Abstract: Many physical tasks in human environments require collaboration, from assisting a partner to jointly manipulating an object. Yet, existing humanoid benchmarks largely focus on single-humanoid skills and lack evaluation of multi-humanoid collaboration under egocentric visual observations. We introduce CoHuB (Collaborative Multi-Humanoid Benchmark), a simulation benchmark for multi-humanoid collaboration under egocentric visual observations. CoHuB provides 10 tasks, eight with two humanoids and two with three humanoids, spanning diverse collaboration patterns. We also provide synchronized demonstrations collected through a multi-operator VR teleoperation pipeline, in which each operator controls one humanoid from its egocentric view. Experiments with representative visuomotor policies reveal substantial challenges across different forms of coordinated perception and control. CoHuB provides a foundation for developing and evaluating multi-humanoid collaboration policies.

Mon 28 SeptRoboticsArtificial IntelligenceComputer Vision and Pattern Recognition
The gist
Many tasks done by humans require two or more people working closely together, but robots often work alone. The authors created CoHuB, a computer simulation that lets multiple humanoid robots practice working together while seeing only from their own perspective. They set up 10 different tasks involving two or three robots and collected real human-controlled examples to guide robot learning. Their tests show that coordinating vision and movements among multiple robots is still very challenging. CoHuB provides a way to develop and test new methods for robot teamwork.
Open → 2609.34782v1

Triangular resampling improves long-term motion generation accuracy

Triangular Resampling for Long-Horizon Motion Generation

Abstract: We introduce Triangular Resampling (TR), a post-training method for mitigating long-horizon error accumulation in motion diffusion models. Built on FloodDiffusion's triangular denoising schedule, TR addresses the mismatch between ground-truth-derived training windows and model-generated inference states. Replacing only completed motion history leaves this mismatch unresolved in partially denoised states within the active window. TR therefore extends rollout-based training to these states, using ground-truth clamping to limit excessive drift. For each replayed sample, TR draws one denoising threshold, shared across latent positions and replay updates, and replays multi-step triangular denoising without gradient tracking. After each update, states below the threshold are replaced with noise-matched ground truth, while those at or above it retain model predictions. The resulting latent window enters the standard training update. This rollout construction supports both supervised training (TR) and distribution matching (TR-DMD). On 120-second motion generation from HumanML3D test prompts, TR and TR-DMD achieve state-of-the-art FID AUC within their respective non-DMD and DMD comparison groups. Supervised TR reduces FID AUC by 40.9% and FID degradation slope by 55.3% relative to matched post-training without replay.

Mon 28 SeptComputer Vision and Pattern RecognitionArtificial Intelligence
The gist
Generating long sequences of human motion is hard because small mistakes add up over time. The authors propose a method called Triangular Resampling that helps a type of AI model stay accurate when creating longer motions. Their method works by mixing correct steps with the model’s own predictions during training to better handle long sequences. This approach was tested on motions lasting two minutes and showed significant improvements compared to previous methods.
Open → 2609.34697v1

Video context aids navigation by linking past views to new targets

VCN-Bench: A Video-Contextualized Navigation Benchmark for Spatial Reasoning over Prior Visual Experience

Abstract: Spatial reasoning is fundamental to embodied agents, yet it remains unclear whether spatial understanding can be carried forward to guide sequential interactions. Existing spatial-reasoning benchmarks typically terminate at offline predictions, while navigation benchmarks evaluate spatial reasoning as part of instruction following and exploration. We introduce VCN-Bench, a \textbf{V}ideo-\textbf{C}ontextualized \textbf{N}avigation benchmark for probing closed-loop spatial reasoning over prior visual experience in MLLMs. Given a prior video covering both the initial location and destination, the agent is tasked with reasoning out the instruction-specified target and navigating toward it with the inferred spatial context. Built on Matterport3D, VCN-Bench contains five instruction types, 100k training episodes, and 1,250 evaluation episodes. Navigation serves as the primary evaluation, while diagnostic goal identification helps distinguish destination-resolution errors from subsequent navigation failures. We further propose MV-DualVLN, a planning-oriented baseline that jointly leverages prior video and in-episode observations. Experiments reveal limited navigation performance, a substantial destination-resolution-to-navigation gap, and frequent navigation failures even after correct destination identification.

Mon 28 SeptArtificial Intelligence
The gist
Navigating a space requires remembering where things are and using that knowledge to get around. The authors created a new test called VCN-Bench where a computer agent watches a video showing the start and end points before trying to find its way. This test checks if the agent can use what it saw before to understand directions and move correctly. The authors also made a method that uses both the video and real-time views to plan paths, but they found that computers still struggle to navigate even when they know the destination.
Open → 2609.34687v1

Gaze prompts improve robot manipulation success using eye tracker data

Gaze Prompts: Temporally Dense Human Attention for Vision-Language-Action Fine-Tuning

Abstract: Vision-Language-Action (VLA) fine-tuning pairs images with actions at every step, yet typically provides only a task-level language instruction, leaving moment-to-moment visual relevance implicit. We introduce \emph{eye-tracker-supervised gaze prompting}, which uses gaze recorded during VR teleoperation to provide frame-level visual guidance for VLA fine-tuning. During training, recorded gaze locations are rendered as crosshairs on the robot's head-camera images. At deployment, a lightweight predictor estimates gaze locations from recent images and the instruction, supplying the same type of visual prompt without an eye tracker or changes to the policy architecture. Instantiated with $π_0$, gaze prompting increases mean success from $26.3\%$ to $56.0\%$ across six real-world bimanual manipulation tasks, with gains also observed when a single policy is trained on all six tasks. We release \textsc{GazeMani}, a dataset of $1{,}200$ teleoperated trajectories with synchronized gaze.

Mon 28 SeptRobotics
The gist
Robots often get instructions at a high level but don’t know exactly what to pay attention to in each moment of a task. This paper shows how using eye-tracking data from humans controlling robots in virtual reality can help guide the robot’s attention every step of the way. The researchers turned recorded eye gaze into visual cues that train the robot to focus better on important parts of the scene. This approach nearly doubled the robot’s success on tricky two-handed tasks.
Open → 2609.34550v1

Human-tci improves text based retrieval of complex human motions

HUMAN-TCI: Hierarchical Multi-Stream Motion-Aware Network with Torso-Centered Interaction for Text-to-Motion Retrieval

Abstract: Accurate retrieval of human motions is a crucial first step in text-guided human motion modeling and synthesis, as it selects semantically relevant sequences from large datasets and provides grounded references for downstream tasks. Retrieving motions from natural language descriptions remains challenging because sentences can describe multiple actions, overlapping movements, and intricate dependencies between body parts. Existing methods often focus on simple, single-action descriptions and typically process body parts independently or by merely concatenating features, without explicitly modeling how torso movements influence other parts. In addition, their processing pipelines often rely on computationally heavy models, introducing considerable overhead, particularly when modeling longer or more complex motion sequences. This limits learning discriminative motion-pattern representations, reducing retrieval accuracy, interpretability, and efficiency in practical applications. To address these limitations, we propose HUMAN-TCI, a Hierarchical Multi-Stream Motion-Aware Network for text-guided human motion retrieval. HUMAN-TCI employs a three-stream architecture that separately models upper-body, lower-body, and torso motions while explicitly capturing their interactions, allowing torso-related movements to influence the positioning and dynamics of other body parts. By incorporating tailored torso attention, our model effectively recognizes complex human motion patterns, captures fine-grained motion relationships and handles complex multi-action descriptions. Our framework supports retrieval for both simple, single-action sentences and long, compositional descriptions containing sequential or overlapping actions without relying on complex models.

Mon 28 SeptComputer Vision and Pattern Recognition
The gist
Finding the right human movement sequences from text descriptions is hard because people can describe many actions at once and body parts move in connected ways. The authors created HUMAN-TCI, a model that looks at the upper body, lower body, and torso separately but also considers how torso movements influence the rest. This lets the model better understand complex actions and find matching motions even when sentences describe overlapping or multiple movements. Their approach is simpler and faster than previous methods while being good at handling mixed or longer action descriptions.
Open → 2609.34430v1

Omnidirectional image compression boosts virtual reality rendering speed and quality

Rate-Distortion Adaptive Primitive Selection for Omnidirectional Gaussian Splatting

Abstract: Learned image codecs (LICs) achieve high reconstruction quality, but their decoding speed is often insufficient for immersive virtual reality (VR). Gaussian splatting (GS) codecs render much faster, yet still lag in reconstruction quality and typically decide primitive allocation without considering the coding cost of each primitive. We introduce OIC-GS, an omnidirectional GS codec with a new hierarchical HEALPix primitive grid representation. Gaussian primitives are anchored at predefined spherical locations, eliminating explicit coordinate coding. Finer levels refine their coarser ancestors, naturally supporting coarse-to-fine reconstruction and layered transmission. The predefined grid also enables efficient viewport decoding by selecting only view-relevant primitives. We further introduce a lightweight entropy model for quantized primitives and optimize the codec under a spherical rate-distortion objective. Primitives with insufficient rate-distortion benefit are automatically removed when their quantized opacity becomes zero, allowing OIC-GS to adapt both primitive density and level of detail without a fixed primitive budget. A single bitstream supports full-sphere, viewport-dependent, and progressive decoding. The first viewport reaches final quality after decoding only 52% of the bitstream, and is then rendered at 1,270 FPS. On a 100-image omnidirectional benchmark, OIC-GS outperforms all evaluated GS codecs, reducing WS-PSNR BD-rate by 49.6% over GaussianImage++ and 68.6% over SGI, which uses a learned entropy model.

Mon 28 SeptComputer Vision and Pattern Recognition
The gist
Virtual reality needs very fast and good-quality images so users feel immersed, but current methods often force a trade-off between speed and image quality. The authors created a new way to represent these images using Gaussian dots arranged on a special sphere grid, which makes encoding more efficient and lets the system focus on the part of the image the user is looking at. Their method adapts by removing less useful dots automatically to keep the data size small, all while supporting smooth and fast loading of images. This approach shows better image quality and much faster rendering compared to previous methods in tests.
Open → 2609.34367v1

Spatial audio models improve sound event detection and location accuracy

SAIL: Spatial Audio Intelligence with Large Language Models via Disentangled Acoustic-Spatial Encoding and Dual-Stream Q-Former

Abstract: Spatial audio large language models (LLMs) enable embodied agents, wearable assistants, and immersive systems to recognize sound events, localize sources, and reason about their spatial relationships. However, existing spatial audio LLMs often rely on early fusion of acoustic and spatial features and source-agnostic token representations. These designs make it difficult to preserve the correspondence between individual sound events and their spatial attributes, particularly in multi-source scenes. To address this limitation, we propose SAIL, a Spatial Audio Intelligence framework with LLMs that preserves acoustic-spatial structure and source-level correspondence from audio encoding to LLM alignment. SAIL introduces a Disentangled Spatial Audio Transformer that represents Mel-spectrogram and interaural phase difference features as separate acoustic and spatial streams. Source-discriminative task queries further learn event, direction, and distance information for each source. A Dual-Stream Q-Former then aligns the two streams with the LLM using acoustic and spatial queries organized by source slots. Compared with the early-fusion baseline, SAIL achieves consistent improvements in dual-source sound event detection, direction and distance estimation, and spatial reasoning. These results demonstrate the importance of structured, source-discriminative audio representations for multi-source spatial understanding and reasoning.

Mon 28 SeptSoundArtificial Intelligence
The gist
It is hard for current computer models to tell what sounds are coming from where, especially when multiple sounds happen at once. The authors introduced a new model called SAIL that keeps the sounds and their locations separate inside the computer. This lets the model better recognize sounds, figure out their direction and distance, and understand how they relate in space. Their tests showed this method works better than older approaches that mixed sound and location information too early.
Open → 2609.34347v1

Olfactory cues alter distance and direction estimates in virtual reality

Smelling the Way: Olfactory Modulation of Spatial Estimation and Path Integration in Virtual Reality

Abstract: Spatial cognition enables individuals to perceive and interpret spatial relationships, estimate locations, and navigate within their surroundings. While vision plays a dominant role, other sensory modalities, particularly olfaction, can support spatial processing when visual cues are limited. This paper explores the effects of scent-delivery within virtual reality (VR) environments by using fan-mediated olfactory devices. We conducted two formal studies to evaluate the effects on spatial information acquisition. Study 1 (N=24) examined the participants' ability to localize a scent source while walking a linear path using two different olfactory devices. Study 2 (N=19) employed a triangle completion task, in which participants attempted to return to their starting point under varying rotation angles and olfactory conditions. Results indicate that scent-delivery feedback influenced spatial behavior in distinct ways across the two studies. In Study 1, visual-olfactory misalignment produced systematic directional biases without improving absolute localization accuracy. In Study 2, distance-modulated scent-delivery feedback reduced terminal homing error but also increased traveled distance and completion time, suggesting a more deliberate goal-confirmation strategy.

Sat 26 SeptHuman-Computer Interaction
The gist
Humans usually rely on sight to understand where they are and how to get around. This paper looks at how smells can also help when visuals are limited, using virtual reality setups. The researchers tested how people locate smells and find their way back to a spot while smells were delivered in different ways. They found that smells can change how people judge direction and distance, sometimes making them more careful but not always more accurate.
Open → 2609.32992v1

Olfactory cues improve location recognition in virtual reality navigation

Exploring the Effects of Olfactory Cues and Ventilation on Teleportation-based Navigation in VR

Abstract: Spatial cognition supports how people interpret spatial relationships and navigate their surroundings. Although vision plays a dominant role, other sensory modalities, including olfaction, may also contribute under limited visual conditions. This paper investigates the role of olfactory cues in location recognition during virtual reality (VR) navigation. We conducted two formal studies using a wearable olfactory prototype. Study 1 examined whether olfactory cues and ventilation influenced users' recognition of encountered locations during \HDY{teleportation-} and dash-based navigation. Study 2 extended this investigation to repeated navigation and examined whether ventilation duration influenced recognition performance and user experience across successive movements. Results show that olfactory cues can support recognition of encountered locations during navigation, while ventilation was associated with reduced residual interference and improved usability. However, longer ventilation did not clearly improve recognition accuracy in repeated navigation. These findings suggest the potential of olfactory cues as contextual signals during VR navigation, while also highlighting the importance of scent management for maintaining perceptual clarity and user comfort.

Sat 26 SeptHuman-Computer Interaction
The gist
People use their sense of smell to help recognize places when they cannot rely fully on their vision. The authors studied how smells affect people’s ability to remember locations while moving around in virtual reality using teleportation and dashing methods. They found that smells helped users recognize where they had been, and managing the airflow helped reduce confusing leftover scents. However, making users wait longer for the smell to clear did not improve memory as expected. This shows that adding smells can help people navigate VR worlds but also needs careful scent management to keep the experience comfortable.
Open → 2609.32975v1

Watermarking raw 3D point clouds preserves geometry and ownership

Geometry-Preserving Blind Watermarking for Raw 3D Point Clouds

Abstract: Raw 3D point clouds are a core geometric representation. Establishing their ownership is challenging because point sets are irregular, unstructured, and frequently altered by resampling and geometric preprocessing. We present a blind watermarking framework that operates directly on xyz coordinates and supports both object-level shapes and scene-scale scans. At verification time, the embedded message is recovered from the observed point cloud alone, without access to the original point cloud, color, normals, or mesh connectivity. The method jointly learns watermark embedding and extraction through a feed-forward octree-based architecture, enabling efficient multi-scale geometric reasoning on large point sets. During training, a stochastic transformation layer exposes the decoder to common geometric perturbations, while progressive pose alignment improves robustness to pose changes. Experiments on object-level and scene-level benchmarks demonstrate reliable message recovery under common geometric processing while maintaining low geometric distortion. Qualitative comparisons further show that the learned perturbations are less visually conspicuous and less spatially structured than those of handcrafted alternatives.

Sat 26 SeptComputer Vision and Pattern Recognition
The gist
It is hard to prove who owns 3D point clouds, which are collections of dots representing shapes or scenes, because the points can be rearranged or changed easily. The authors created a method to hide a secret message directly in the 3D points that can be checked later without needing the original data. Their method uses a type of neural network that understands the shape at multiple scales and trains to resist common changes like rotations or resampling. Tests show the hidden message can be found reliably without messing up the shape or making visible changes to the points.
Open → 2609.32222v1

Underwater 3D mapping improved with scalable Gaussian splatting technique

OceanXL: Large-scale Underwater 3D Gaussian Splatting via Block Partitioning and Adaptive Pruning

Abstract: Underwater 3D reconstruction is critical for marine exploration, ecological monitoring, and subsea infrastructure inspection, yet remains challenging at large scale due to light attenuation, scattering, and limited capture coverage. While 3D Gaussian Splatting (3DGS) enables high-quality real-time rendering, its application to large underwater scenes is constrained by high memory consumption and inefficient optimization over extensive areas. We propose OceanXL, a fast and scalable 3DGS-based framework for large-scale underwater reconstruction. OceanXL adopts a divide-and-conquer strategy, partitioning scenes into spatially coherent blocks to enable efficient optimization while preserving global geometric consistency. We further introduce an adaptive pruning scheme tailored to underwater conditions that removes redundant primitives, producing compact representations without sacrificing visual fidelity. Together, these components improve training efficiency and rendering performance for large scenes. We also introduce a large-scale underwater dataset covering diverse marine environments. Experiments on five large-scale scenes demonstrate favorable scalability, compactness, and efficiency--quality trade-offs over large-scene baselines. Controlled comparisons on the small-scale SeaThru-NeRF dataset further show competitive reconstruction quality with substantially smaller model sizes than underwater-specific methods.

Thu 24 SeptComputer Vision and Pattern Recognition
The gist
Creating 3D pictures of underwater scenes is hard because water distorts light and it’s tricky to cover large areas. The paper presents OceanXL, a method that breaks big underwater areas into smaller blocks to build detailed 3D images more efficiently. It also smartly removes unnecessary details to keep the 3D models small without losing quality. The authors tested OceanXL on several large underwater environments and showed it works better than previous methods in handling large scenes while keeping good visual results.
Open → 2609.29985v1

Virtual reality agents use gestures text or icons to show ai uncertainty

Signals of AI Hallucination: Designing Hallucination-Aware Cues for Embodied Conversational Agents in VR

Abstract: LLM-powered conversational agents (CAs) often present uncertainty and provenance cues alongside their responses to help users assess response reliability and identify potential hallucinations. In immersive environments such as Virtual Reality (VR), CAs often take the form of speech-based embodied conversational agents (ECAs), where uncertainty and provenance cues cannot rely on persistent inline text and may be missed or disrupt comprehension when delivered through speech. We conducted a within-subjects study (N = 24) to compare three designs for presenting the hallucination-awareness information (uncertainty and provenance) in ECAs in VR against a no-cue baseline: embodied cues using gestures and posture, icon cues using visual indicators, and text cues using color-coded text with inline citations. We evaluated how these designs affect users' ability to identify hallucination-related information, trust in the ECA, and interaction experience (immersion and task load). Our results show that all three designs support users in identifying hallucinations. Embodied cues were associated with higher trust and immersion, text cues offered clearer interpretability, and icon cues preserved relatively good interpretability while causing less disruption to immersion compared with embodied cues and text cues. This work contributes to the VR and AI research community by comparing different designs of hallucination cues in immersive ECA settings and examining how they affect users' ability and experiences to identify hallucinations. It also offers practical insights and design implications for developing future hallucination-awareness interfaces for ECA.

Wed 23 SeptHuman-Computer Interaction
The gist
AI agents in virtual reality can sometimes make up information, which is called hallucination. The authors studied three ways to show when the AI might be unsure or potentially wrong: using body movements, icons, or color-coded text. They found that all three methods help users notice incorrect information, but each has different effects on trust and immersion. For example, body movements made users trust the agent more and feel more involved, while text was easier to understand. This work offers guidance for making AI conversations in VR clearer and more trustworthy.
Open → 2609.28812v1

New method improves realistic hand grasp generation for virtual reality

DEAL-Grasp: Decoupled Alignment Representation for Geometry-Aware Dexterous Grasp Generation

Abstract: Synthesizing realistic articulated hand-object interactions is a fundamental problem in virtual reality, embodied intelligence, and digital human applications. Existing methods for dexterous grasp synthesis typically regress or denoise poses in a joint space that couples global rigid motion with local articulation, which often yields unstable samples and physically implausible contacts. We introduce DEAL-Grasp, built upon the Decoupled Alignment (DEAL) representation, which reformulates grasp synthesis as alignment-space generation: the interaction state comprises task-space geometric anchors and articulation parameters, from which the rigid transform is recovered via closed-form Procrustes alignment while preserving local articulation. On this mixed state, we model grasp generation using heterogeneous-state flow matching with component-wise vector fields, incorporating time-adaptive physical regularization during training. At inference, grasps are synthesized solely by integrating the learned vector field, without test-time optimization or auxiliary physical guidance. Across MultiDex and zero-shot RealDex benchmarks, DEAL-Grasp attains high force-perturbation success rates alongside minimal penetration and high diversity of generated grasps, while substantially reducing native inference latency compared to optimization-heavy baselines. The project page is available at https://wmtlab.github.io/DEAL-Grasp/.

Wed 23 SeptRoboticsGraphics
The gist
Making computer-generated hands grasp objects realistically is hard because hand movements combine big motions like moving your whole hand and small finger movements. The authors created DEAL-Grasp, a method that separates these parts to better model hand poses. This method learns to generate grasps by focusing on key hand-object points and finger motions, producing stable and realistic grips without extra trial-and-error during use. It works well on test datasets, making hand-object interactions look natural and physically plausible in virtual environments.
Open → 2609.28131v1

Avatar visual quality can mislead intent recognition accuracy

When Visual Quality Misleads: Intent Recognition under Rendered Avatar Distortions

Abstract: Avatar-streaming systems are commonly evaluated with image and video quality assessment (IQA/VQA) metrics, implicitly treating visual fidelity as a proxy for communicative success. We test this assumption through a controlled behavioral study of rendered 3D avatars across a pristine condition and fourteen geometric, photometric, temporal, and combined distortions. Fifty-nine participants contributed 2,688 judgments of perceived action, response confidence, and visual quality. We identify Misleading Quality in this dataset as distorted renderings that retain above-average perceived quality but yield below-average action-recognition accuracy. We also derive an Intent Quality Score (IQS) combining recognition correctness and confidence as the behavioral target for objective metrics. Among 126 distorted content--condition cells, 31 (24.6%) exhibited Misleading Quality; temporal and geometric distortions showed the highest rates, at 50.0% and 31.1%, respectively. The results reveal a quality--accuracy dissociation where distortion families affect appearance and communication differently. Across 24 direct-scoring IQA/VQA metrics and three supervised feature-regression baselines, alignment with IQS remained limited; at $λ=0.5$, the best leave-one-content-out baseline reached PLCC $=0.4435$. Under this controlled protocol, visual fidelity alone is insufficient for avatar communication, motivating intent-aware quality assessment and streaming objectives.

Wed 23 SeptMultimediaComputer Vision and Pattern RecognitionHuman-Computer Interaction
The gist
People often judge the quality of 3D avatars by how good they look, assuming this means the avatar clearly communicates actions or intentions. The authors tested this by showing participants avatars under different distortions and found many cases where an avatar looked good but people misread its actions. This means good visual quality doesn't always mean effective communication. The authors suggest new ways to measure avatar quality that include how well intentions are understood, not just how they look.
Open → 2609.27560v1

Verbal attunement shapes empathy perception more than mimicry in VR agents

Listening and Mirroring: The Effects of Verbal Attunement and Behavioral Mimicry on Social and Empathic Perceptions of Embodied AI Agents in VR

Abstract: As embodied agents take on increasingly social and relational roles in VR, visual realism and embodiment alone may be insufficient; users must also perceive these agents as emotionally attuned, supportive, and humanlike. Prior work suggests that verbal attunement and nonverbal mimicry can each improve users' social evaluations of embodied agents. However, behavioral mimicry has largely been studied outside of real-time, conversational AI interactions, leaving limited understanding of how users respond when an agent simultaneously generates contextually responsive dialogue and adapts its nonverbal behavior during an immersive conversation. To address this gap, we developed an embodied AI counselor that combines conversational AI with real-time facial-expression and posture mimicry, while producing either verbally attuned or neutral responses. We evaluated the system in a 2 X 2 within-subjects study with 20 participants, manipulating verbal attunement and behavioral mimicry. Results showed that verbal attunement was the most reliable driver of perceived empathy. Behavioral mimicry showed a marginal relationship with perceived humanness, while greater mimicry exposure showed preliminary, exploratory positive associations with empathy, positivity, and humanness, particularly among female participants. Together, these findings show that multimodal synchrony is not a simple additive strategy for designing empathic conversational agents in VR and underscore the need to consider how verbal and nonverbal behaviors are combined during real-time interaction.

Wed 23 SeptHuman-Computer InteractionArtificial Intelligence
The gist
People tend to feel more empathy toward virtual reality agents when those agents respond with caring, understanding words rather than just copying their facial expressions or movements. The authors built a virtual counselor that could both talk in a supportive way and mimic a user’s expressions and posture. They found that speaking with emotional understanding was the main factor for people feeling empathy. Mimicking behavior alone had only small effects on how human-like people thought the agent was. This shows that VR agents need to combine talking and body language carefully to seem truly empathetic.
Open → 2609.27246v1

Ai uncertainty improves multisensory visualization interactions

When Direct Manipulation Becomes a Guess: Productive Friction in AI-Mediated Multisensory Visualization

Abstract: Generative visualization increasingly embeds large language models within direct manipulation and multisensory interaction. Speech, gaze, touch, gesture, sound, and haptics can make probabilistic inference feel like familiar, deterministic tool use. I call this gap a deterministic-affordance mismatch: deterministic interaction cues persist while AI weakens predictability, locality, reversibility, or provenance. Reading the malleable interfaces of Iron Man 2 against systems from Blade Runner 2049, I propose productive friction, including cross-sensory renderings whose detail reflects model uncertainty. Four frictions expose the inference boundary, match action to effect, make stochastic branches tangible, and attribute sensory agreement.

Tue 22 SeptHuman-Computer Interaction
The gist
When people use tools that combine AI and senses like speech or touch, it can feel like the tool always works perfectly. The paper explains that this feeling hides how uncertain AI predictions really are, which can cause confusion. The authors propose making this uncertainty clear through sensory feedback, like changing sounds or visuals, so users understand the AI's limits. This helps people work more effectively with AI by recognizing when the system is guessing and when it is confident.
Open → 2609.27104v1

Technique improves camera localization using neural fields and ray prediction

NaCR: Visual Localization via NeRF-aided Camera Ray Regression

Abstract: Visual localization (VL) is a fundamental technology for vision applications such as virtual reality. Recently, a novel VL paradigm, Camera Ray Regression (CRR), has emerged, which maps 2D image patches to 3D camera rays, but its accuracy is limited. To improve CRR accuracy, we notice a compelling duality: the inverse of this mapping is inherently performed by the novel view synthesis model, \ie, Neural Radiance Fields (NeRF). While NeRF renders image patches from camera rays via differentiable ray marching, CRR predicts the rays from image patches. Motivated by this complementary relationship, we propose NeRF-aided Camera Ray Regression (NaCR), a unified framework that seamlessly bridges NeRF and CRR at the ray level. First, NaCR incorporates three simple yet effective enhancements into the CRR baseline. Second, leveraging a pre-trained NeRF, NaCR augments the training data by synthesizing novel views tailored for efficient, patch-level consumption. Finally, exploiting the differentiability of NeRF, NaCR forms a closed-loop supervision pipeline where photometric rendering errors are back-propagated to optimize the predicted camera rays. To ensure stable convergence within the highly non-convex image space, we introduce a two-stage training curriculum. Extensive experiments across indoor and outdoor benchmarks demonstrate that NaCR achieves competitive accuracy. Comprehensive ablation studies validate the efficacy of each proposed component.

Tue 22 SeptComputer Vision and Pattern Recognition
The gist
Visual localization helps devices understand where they are by looking at pictures. The authors focus on a new approach that predicts where a camera is pointing from small parts of an image but found it was not very accurate. They realized that a neural rendering method called NeRF, which creates pictures from camera views, could help improve this by providing extra training data and feedback. Their method combines both ideas to better predict camera directions, making location estimates more precise in a variety of environments.
Open → 2609.25907v1

Real-time hand gesture recognition improved with transformer models

Real-Time Hand Gesture Recognition for OpenXR Using Transformer-Based Machine Learning

Abstract: Hand gesture recognition is a key component in human-computer interaction (HCI), enabling intuitive interfaces for applications in gaming, virtual reality (VR), robotics, and more. This study integrates transformer-based machine-learning models for real-time hand gesture recognition, using hand-tracking data captured through the OpenXR standard in Unity. We leverage positional data of hand joints and wrist rotation angles to train a custom gesture recognition system. By utilizing the sequential modeling capabilities of transformers, the system captures temporal dependencies within short gesture windows and classifies gestures robustly across hand orientations and sizes. The results show a significant improvement in gesture classification accuracy. Building on this, we outline how the approach can be extended toward detecting the flow of movement, i.e., the transitions between gestures, as future work.

Mon 21 SeptArtificial Intelligence
The gist
Hand gesture recognition helps computers understand what your hands are doing so you can interact naturally in virtual reality, games, or with robots. The authors built a system that uses a special kind of AI model called a transformer to look at sequences of hand positions over time. This approach helps the system recognize gestures more accurately, even if hands are different sizes or orientations. They tested it using hand-tracking data from a widely used VR framework called OpenXR.
Open → 2609.25466v1

Structured 3d buildings generated from text with mesh proxies

ProxyBuild: Text-Guided Structured 3D Building Generation with Mesh-Anchored Procedural Proxies

Abstract: Text-guided 3D building generation holds tremendous application potential, yet existing generative models typically output inseparable single meshes or non-interactive rendered representations. While procedural modeling can generate editable buildings with hierarchical structures, rule authoring is laborious, and even with the aid of large language models (LLMs), it remains challenging to effectively solve procedural rules under geometric constraints. In this paper, we propose ProxyBuild, a novel hybrid framework for structured building generation. We introduce the Mesh-Anchored Procedural Proxy (MAPP) as a novel intermediate representation, which tightly anchors building components onto geometric shells, thereby decoupling the generation task into two phases: proxy prediction and proxy-to-asset instantiation. First, we construct a building dataset with MAPP annotations to train our designed face-edge bigraph encoder. By explicitly modeling the feature interactions of topological elements on heterogeneous mesh graphs, this encoder accurately infers the semantic roles of faces and edges. Subsequently, conditioned on textual styles and attribute parameters parsed by LLMs, we accomplish high-precision asset retrieval and assembly by integrating a spatial placement logic with hard constraints. Extensive experiments show that ProxyBuild not only significantly mitigates common issues in building generation such as over-smoothing, component collisions, and structural corruptions, but also accurately parses semantic-free shells from diverse sources. Outperforming prior baselines across various metrics, our method can robustly generate structurally clear, detail-rich, and post-editable 3D buildings from text, thereby providing a reliable and interactive content foundation for downstream applications such as virtual reality and digital twins.

Sun 20 SeptComputer Vision and Pattern RecognitionGraphics
The gist
Creating 3D buildings from text descriptions usually results in models that are hard to edit or separate into parts. The authors present ProxyBuild, a new method that uses a special type of intermediate model called Mesh-Anchored Procedural Proxy (MAPP) to organize building parts clearly. This approach breaks down the task into two steps: predicting these proxies and then turning them into final 3D assets that fit together properly. ProxyBuild performs better than earlier methods by avoiding common problems and producing detailed, editable 3D buildings based on textual input.
Open → 2609.23386v1

LiteTex-GS speeds up and simplifies texturing for 3D view synthesis

LiteTex-GS: Fast and Lightweight Texturing for Gaussian Splatting

Abstract: Gaussian Splatting has enabled real-time novel view synthesis, but its tightly coupled geometry and appearance representation often require a large number of primitives to reproduce high-frequency texture details, leading to substantial memory and optimization costs. Recent textured 2D Gaussian methods alleviate this limitation by attaching texture maps to Gaussian primitives. However, bridging the fundamental structural gap between discrete Gaussians and continuous 2D grids requires complex parameterizations that introduce severe computational overhead. This overhead fundamentally compromises the original efficiency of Gaussian Splatting, making the balance between detailed texturing and computational agility an unresolved challenge. To address these challenges, we propose LiteTex-GS, a fast and lightweight texturing framework for Gaussian Splatting. Our method initializes an extremely compact representation, assigning minimal local texture to each Gaussian and progressively allocates higher resolution only to primitives with significant reconstruction errors. To maintain a streamlined geometric scaffold, we introduce a contribution- and area-aware pruning strategy that eliminates low-utility Gaussians. Furthermore, to mitigate the gradient dilution caused by texture upsampling, we design a resolution-aware update rule that preserves rapid and stable convergence. Extensive experiments on standard novel view synthesis benchmarks demonstrate that our method achieves competitive or superior rendering quality while using substantially fewer parameters and less training time than existing textured Gaussian baselines.

Sun 20 SeptComputer Vision and Pattern Recognition
The gist
Creating new views of 3D scenes on a computer can be slow and memory-heavy when textures are detailed. The authors introduce LiteTex-GS, a method that adds only small amounts of texture where needed and removes unimportant parts to keep things simple. This approach helps keep the process fast and uses less memory without losing image quality. Their experiments show it works well compared to older methods that are slower and larger.
Open → 2609.23380v1

Kinematic capture system tracks both hands with one 360 camera

Kinematic Interface for the Wild: Modular Bimanual Loco-Manipulation Capture from 360$^{\circ}$ Cameras Alone

Abstract: A wrist-mounted camera for UMI-style data collection must do two jobs: record the manipulation and localize in the scene. Most handheld devices localize online from workspace-facing views crowded by hands and objects, or add dedicated tracking hardware. Room-scale bimanual capture therefore still tends to instrument the operator or the scene for accurate localization. We present KIWI (Kinematic Interface for the Wild), a capture kit whose only electronics are off-the-shelf cameras. Our core system splits the two jobs across the two lenses of a 360-degree camera. The rear lens faces the room and builds a shared metric map that registers both hands, and an optional head camera, in one frame without workspace co-visibility; the front lens records the manipulation, and offline IMU fusion bridges front-lens tracking loss. Through our quick-release plate, the camera module attaches to chopstick grippers, parallel-jaw grippers, hand-wrist mounts, or robot flanges. Across six bimanual recordings, combining the rear and front lenses failed to localize only 0.1% of query frames, whereas front-only bimanual feature alignment failed on 24.8% of frames and lost one recording entirely; against evaluation fiducials, localization error stayed within 4.5 mm. KIWI's recovered poses were sufficiently consistent for the four wrist streams alone to reconstruct the scene as a 3D Gaussian splat.

Sat 19 SeptRobotics
The gist
Capturing precise motion of both hands while manipulating objects is tricky because cameras often struggle to see both hands and track their position accurately. The authors present a system called KIWI that uses a single 360-degree camera to solve this by splitting the tracking tasks between the front and back lenses. The back lens maps the whole room and localizes the hands and even a head camera, while the front lens focuses on recording the hand movements. They show this system can very reliably track both hands with minimal errors and can reconstruct the scene in 3D from just the wrist camera views.
Open → 2609.22809v1

ConsistWorld enables consistent multi-agent video streams from one image

ConsistWorld: Evidence Routing for Consistent Multi-Agent World Models

Abstract: Autoregressive video world models enable temporally coherent generation for a single observer. Extending them to multiple agents requires consistency across independently controlled views and temporal gaps under causal streaming. We present ConsistWorld, a multi-agent world model that generates camera-controlled video streams of a static scene from one shared image. We formulate consistency as routing evidence from committed multi-agent history and concurrently generated peer views to the tokens being generated. Pose Conditioned Memory Retrieval selects relevant historical observations from all agents, recovering evidence beyond the recent context window. Visibility-Gated Peer Sharing regulates current peer information according to estimated historical coverage and current-view overlap. Together, they determine which historical observations enter the context and where concurrent peer information contributes, supporting long-term recall and coordinated exploration. Both mechanisms use camera geometry and maintain a bounded active context for a fixed agent count and retrieval budget. Experiments on evidence sharing cases and video length and agent number generalizations show that ConsistWorld achieves a strong cross-time and cross-agent consistency while preserving competitive generation quality.

Fri 18 SeptComputer Vision and Pattern Recognition
The gist
Generating videos that show a scene from multiple viewpoints controlled by different agents is challenging because each agent only sees part of the story and at different times. The authors present ConsistWorld, which creates video streams from a single shared image and uses clever methods to make views from different agents agree with each other over time. It does this by smartly choosing past information and deciding what peers currently see to keep the video consistent and coherent. This helps create long videos that look coordinated across viewers while still being high quality.
Open → 2609.22641v1

Hand tracking improves accuracy but mismatched avatars hurt controllers

Comparing Hand and Controller Avatars with Hand Tracking and Controller-Based Interaction

Abstract: Previous research suggests that the congruency between common VR input devices - such as controllers or hand tracking - and their visual representations (e.g., hand or controller avatars) influences user experience and performance. However, the specific effects of input-avatar combinations remain underexplored. We study the effects of common input devices (hand tracking and controllers) and visual representations (hand and controller avatars) on performance and perceived success in target acquisition tasks. We included both grasping and pinching gestures across 16 combinations of input, avatar, and target size. Results indicate that hand tracking benefits from any form of visual representation - even when mismatched - achieving up to 5.8% greater accuracy compared to having no avatar, likely due to its reliance on visual feedback in the absence of a physical prop. Controllers were generally preferred and offered faster task completion. However, mismatched avatars had a stronger negative effect with controllers, particularly when the virtual gesture did not align with the physical action, leading to a 5.6% drop in accuracy compared to the matched condition - suggesting that inaccurate feedback can be more disruptive than having no avatar feedback at all.

Fri 18 SeptHuman-Computer Interaction
The gist
When people use virtual reality, they can control things either with their hands directly or with controllers, and the images they see can show either their hands or the controllers. This paper shows that seeing some kind of hand or controller avatar helps people be more accurate when using hand tracking, even if the image doesn't exactly match their real action. But for controllers, using the wrong avatar can actually make people less accurate and slower. This means matching what you see with how you really move is important, especially for controllers.
Open → 2609.21799v1

Iterative refinement improves dynamic 4D scene synthesis from sparse videos

4DGS-Fixer: Generative Sparse-View 4D Gaussian Splatting with Iterative Refinement Guided by Video Diffusion Priors

Abstract: This paper addresses the challenges of dynamic scene synthesis from sparse-view videos. Existing methods employ geometric priors, adaptive optimization, or density-control strategies to improve 4D Gaussian modeling under sparse observations. However, they cannot fundamentally resolve the ill-posed problem caused by insufficient observations and missing scene information. Moreover, sparse-view 4D Gaussian Splatting (4DGS) often suffers from poor geometric initialization: with only a few input views, COLMAP typically reconstructs sparse and incomplete point clouds, leaving large scene regions without sufficient Gaussian support and making them difficult to recover through subsequent optimization. To address these limitations, we propose a novel iterative refinement framework based on a video diffusion model to improve the completeness and consistency of dynamic 4D scenes. Specifically, we first estimate multi-view depth maps and fuse them into dense point clouds to provide more complete geometric initialization for a dynamic 4DGS representation. We then employ a pretrained video restoration model to refine sequences rendered along novel camera trajectories at different time steps. The restored sequences serve as pseudo-supervision to regularize and iteratively refine the 4DGS representation. Experiments on a widely used benchmark dataset demonstrate that our method substantially outperforms existing baselines, achieving nearly a 2 dB PSNR improvement over the previous best-performing method.

Fri 18 SeptComputer Vision and Pattern Recognition
The gist
Creating detailed 3D videos from just a few camera views is difficult because it’s hard to guess parts of the scene that aren’t seen. The authors developed a method that first builds a fuller 3D shape from sparse views, then uses AI to improve the video frames and fix mistakes step by step. This approach helps fill in missing details and makes the dynamic 3D scenes much clearer and more complete. Their method showed significantly better results than earlier techniques on a standard test.
Open → 2609.21176v1

Dextera converts one image into robot hand control policies

DEXTERA: From a Single Image to Deployable Dexterous Manipulation via Real-to-Sim-to-Real

Abstract: Collecting real-world robot data for dexterous manipulation is costly and time-consuming. While high-fidelity physics simulators enable scalable data synthesis and policy learning, constructing deployment-ready digital twins manually remains labor-intensive, and residual visual, geometric, and dynamics gaps hinder reliable sim-to-real transfer. We present DEXTERA, an automated real-to-sim-to-real framework that transforms a single RGB image into deployable policies for dexterous manipulation across four unified stages: (1) single-image scene factorization into a static Gaussian background and interactive rigid or articulated assets with VLM-inferred physical parameters; (2) metric scene global alignment, object canonicalization, and morphology-balanced robot calibration; (3) scalable simulator task primitive construction, VR teleoperation, and object-centric trajectory synthesis; and (4) a shared multimodal policy interface supporting both imitation learning and reinforcement learning. We evaluate DEXTERA across 13 task-embodiment pairs, 2 dexterous robot platforms, and 6 policy architectures. Experimental results demonstrate that DEXTERA achieves superior visual fidelity and 3D geometric reconstruction compared to generative baselines, while cross-domain trajectory replays validate strong physical interaction consistency. Furthermore, simulation-only trained policies enable viable zero-shot real-robot deployment, while simulation-real co-training substantially improves mean physical policy success from 29.2% to 61.9% across diverse policy architectures.

Thu 17 SeptRobotics
The gist
Getting robots to use their hands like humans is hard because it takes a lot of time and work to teach them using real-world examples. The authors created DEXTERA, a method that starts with just a single photo and builds a detailed digital model of the scene. This model helps robots learn how to move and interact with objects through simulations and shows that the learned skills can be used by real robots without extra training. They found that by mixing simulated practice with some real experience, robots perform tasks more successfully.
Open → 2609.21045v1

Age effects on virtual reality tasks vary by interaction method

Ageing, Digital Literacy, and Interaction Modality in Immer-sive Virtual Reality: Psychomotor Performance, Cognitive Flexibility, and Their Processing-Speed Association

Abstract: Extended reality (XR) increasingly supports training and cognitive assessment, yet the age sensitivity of its interaction techniques is unclear. This study examined age, digital literacy, and interaction modality as correlates of psychomotor and cognitive-flexibility performance in immersive virtual reality (VR). Two hundred and two adults (19-90 years) completed a five-mode Fitts' law task (eye-gaze, head-gaze, controller ray-casting, virtual finger, and controller direct touch), the Trail Making Test in VR (TMT-VR), and a digital-literacy questionnaire. Age was associated with slower task times across modes, but controller direct touch carried the steepest relative age gradient yet remained among the fastest in absolute terms; technique altered relative age sensitivity without determining absolute efficiency. Higher digital literacy was associated with faster TMT-VR completion but not Fitts task times. A Fitts-derived speed score predicted TMT-VR performance beyond age and partly accounted for its age association, consistent with shared processing-speed variance; an exploratory full-battery extension confined the Fitts-score association to completion-time and error-adjusted-time indices and the digital-literacy association to error-adjusted-time indices, not wrong-target errors, mean selection distance, or relative Part B indices. Age-inclusive XR assessment should standardise interaction modality, evaluate rather than exclude mid-air direct selection, and interpret cognitive scores alongside digital literacy and psychomotor speed.

Thu 17 SeptHuman-Computer InteractionComputers and Society
The gist
This paper looks at how age and digital skills influence how well people do tasks in virtual reality (VR). Older people tend to be slower at doing VR tasks, but the way they interact, like using hand controllers or eye movements, changes how much age matters. People with better digital skills do better on some VR thinking tests but not on all tasks. The study suggests VR assessments should pick one interaction method and consider both digital skills and motor speed when interpreting results.
Open → 2609.20719v1

Human feedback helps control rover navigation with free energy approach

Towards Interaction Regulation from Human Feedback via Free Energy Minimization

Abstract: A central challenge across control and learning is the design of mechanisms regulating the interactions between humans and autonomous agents. Inspired by the free energy principle from computational neuroscience, we introduce a control-theoretical framework to integrate human preferences online into an agent policy. We turn the framework into an open control architecture and validate our approach using a human-in-the-loop experimental testbed involving a rover navigating via onboard sensing. The human, remotely located and equipped with virtual reality headsets, shares the same sensory information as the rover. Human preferences are provided to the rover via gestures which introduce both cooperative and competitive interactions between the agent goal and the preferences. The experiments show that interactions are regulated, validating the proposed approach.

Wed 16 SeptRobotics
The gist
Controlling robots or autonomous agents together with humans can be tricky because humans have preferences that may conflict with the robot's goals. The authors propose a new way to include human preferences directly into the robot’s decision-making by using a theory called the free energy principle from brain science. They tested this by letting a person remotely guide a rover using gestures and virtual reality, showing that the system can balance cooperation and competition between the human and the robot’s goals. This method helps the robot adjust its actions based on what the human wants in real time.
Open → 2609.18853v1

Gamified virtual reality helps robots learn manipulation skills faster

From Gameplay to Policy: Towards Scalable Robot Data Collection via Gamified Robot-Free Interaction

Abstract: Learning generalizable robot manipulation policies requires large-scale and diverse interaction data, yet collecting real-world demonstrations remains costly and difficult to scale. Existing approaches to data collection are either dependent on specific robot hardware that limits crowdsourcing and transferability, or suffer from incomplete annotation and limited behavioral diversity. Inspired by how games sustain long-term human engagement, we explore an alternative paradigm that turns data collection into an engaging gameplay experience and transfers the resulting human manipulation experience to real robots. We present Project Kitchen, a VR-based gamified egocentric data collection platform that elicits diverse, goal-directed manipulation while remaining independent of specific robot embodiments and hardware, making it applicable to broader and potentially large-scale deployment. To bridge the game-to-real gap, we further introduce Game2Policy, which extracts embodiment-invariant affordance cues, including contact points and sub-goal states, from gameplay trajectories. An affordance model is pre-trained on game-collected data and then jointly fine-tuned with downstream policies using only a handful of real-robot demonstrations. Experiments show that Game2Policy improves average success rates by 10.0 points in simulation and 18.3 points on real robots in the few-shot setting. User studies and quantitative analyses further show that Project Kitchen promotes diverse manipulation behaviors and provides an engaging data collection experience. These results demonstrate the potential of gamified virtual environments as a scalable source of manipulation knowledge. The platform and code will be released upon acceptance.

Wed 16 SeptRobotics
The gist
Teaching robots to handle objects well requires lots of examples, which are hard and expensive to collect in real life. The authors developed a virtual reality game called Project Kitchen that lets people practice handling objects in engaging ways without using actual robots. They designed a method called Game2Policy to turn these game actions into useful guidance for real robots, needing only a few real demonstrations to succeed. Tests showed that this approach improves robot performance and encourages diverse ways of moving objects.
Open → 2609.18650v1

GenStream cuts video bandwidth by recreating humans from metadata

GenStream: Semantic Streaming Framework for Generative Reconstruction of Human-centric Media

Abstract: Video streaming dominates global internet traffic, yet conventional pipelines remain inefficient for structured, human-centric content such as sports, performance, or interactive media. Standard codecs re-encode entire frames, foreground and background alike, treating all pixels uniformly and ignoring the semantic structure of the scene. This leads to significant bandwidth waste, particularly in scenarios where backgrounds are static and motion is constrained to a few salient actors. We introduce GenStream, a semantic streaming framework that replaces dense video frames with compact, structured metadata. Instead of transmitting pixels, GenStream encodes each scene as a combination of skeletal keypoints, camera viewpoint parameters, and a static 3D background model. These elements are transmitted to the client, where a generative model reconstructs photorealistic human figures and composites them into the 3D scene from the original viewpoint. This paradigm enables extreme compression, achieving over 99.9% bandwidth reduction compared to HEVC for the continuous data stream. We partially validate GenStream on Olympic figure skating footage and demonstrate potential for high perceptual fidelity under minimal data. While acknowledging the significant computational costs shifted to the client and challenges in generalization, GenStream opens new directions in volumetric avatar synthesis, canonical 3D actor fusion across views, and personalized viewing experiences, laying the groundwork for scalable, intelligent streaming in the post-codec era.

Wed 16 SeptComputer Vision and Pattern RecognitionArtificial IntelligenceMultimedia
The gist
Streaming videos usually send all the pixels in each frame equally, which wastes data when only a few people move and the background stays the same. The authors introduce GenStream, which sends only the important scene details like human poses, camera angles, and a fixed background model. Then, the viewer’s computer uses these details to generate realistic images of people and place them inside the background. This method can shrink the data needed for video by over 99.9%, but it requires more computing power on the viewer’s side.
Open → 2609.18634v1

MoQSplat improves streaming of 3D scenes with adaptive network transport

MoQSplat: Adaptive Progressive Streaming of 3D Gaussian Splatting via MoQ

Abstract: 3D Gaussian Splatting (3DGS) enables photorealistic novel view synthesis, but transmitting gigabyte-scale scene data remains challenging for immersive applications. Traditional HTTP Adaptive Streaming over TCP introduces Head-of-Line (HOL) blocking and coarse segmenting ill-suited to fine-grained 3DGS delivery. We propose MoQSplat, which maps 3DGS content onto the Media over QUIC (MoQ) transport hierarchy. MoQSplat partitions scenes into spatial Tracks, clusters splats into semantically coherent Groups, and constructs progressive-quality Subgroups mapped to independent QUIC streams to eliminate connection-level HOL blocking. Using a stateless, subscriber-driven adaptation loop, clients dynamically request spatial regions and quality tiers based on six degrees of freedom (6-DoF) frustum visibility, distance, and foveal alignment. We evaluate the core components on a prototype implementation, showing that opacity-based pruning outperforms scale-based pruning for progressive delivery. The source code is available at https://github.com/emanuele-artioli/MoQSplat.

Wed 16 SeptMultimediaGraphicsNetworking and Internet Architecture
The gist
3D Gaussian Splatting can create very realistic 3D images but sending such huge 3D data over the internet is slow and clunky. The authors designed MoQSplat, a way to send smaller parts of the 3D scene through a better internet transport called Media over QUIC, which avoids common delays and lets users see the parts they're looking at in high quality first. The system automatically adjusts what data to send based on where and how users look around, improving speed and experience. They also tested different methods for sending parts of the 3D data progressively and found some ways work better than others.
Open → 2609.18624v1

Hand motion helps predict future head movement in object tasks

HAP: A Hand-Driven Active Perception Framework for Egocentric Head Motion Prediction

Abstract: Egocentric motion forecasting has primarily focused on hands and manipulated objects, leaving future human head motion comparatively underexplored. During manipulation, the head both redirects perception toward the target to acquire task-relevant evidence and coordinates with body and hand motion. We therefore formulate future six Degree of Freedom (6-DoF) head-motion prediction conditioned on observed hand motion and inferred target context, and propose HAP, a Hand-Driven Active Perception framework. HAP infers confidence for each target object from observed hand motion and object geometry. Then constructs a dynamic Predictive Target-Centric Amodal Occlusion Graph (P-TAOG) representing current and potential occlusion among candidate objects. Directed graph and causal temporal reasoning encode the evolving target conditioned perceptual state, which is fused with hand and head motion history. A horizon-wise gate then blends the learned trajectory with a constant velocity prior. We further introduce Bottle, an egocentric RGB-D dataset of object manipulation toward specified targets, with coordinated head and hand motion under changing target visibility. Experiments on the public dataset and Bottle show that HAP achieves lower head motion prediction errors than representative baselines, supporting the value of hand driven intention and dynamic occlusion reasoning for anticipating human head motion. Code will be released at https://HAP-ego.github.io/HAP.

Wed 16 SeptComputer Vision and Pattern RecognitionRobotics
The gist
People move their heads when they reach for and use objects, but predicting where the head will look next is tricky. The authors created a method called HAP that watches hand movements and figures out which objects someone is likely focusing on. By using this and understanding when objects might block each other from view, HAP forecasts future head motions more accurately. They also introduced a new video dataset to test their method. This helps computers better understand how humans pay attention during activities.
Open → 2609.18548v1

Mixed reality setup shows robots moving realistically in your space

Hardware-Free Robotics Laboratories in Mixed Reality

Abstract: Teaching robotics relies on screen-based simulation, showing robot motion in an abstract coordinate frame rather than at real scale in the learner's own space, while access to physical hardware is limited by cost, safety, and scheduling constraints. We present MR-Robotics LAB, a mixed-reality (MR) platform that replays MATLAB-generated robot trajectories at real scale within the learner's physical environment. A browser-based service validates a MATLAB workspace file (.mat), normalizes units, and publishes a versioned JSON trajectory; a Unity application on a Meta Quest 3 then reproduces the authored joint configurations under position control and replays them at the declared frame rate within a physics-enabled scene that supports collision detection and end-effector grasping. A formative single-group evaluation with engineering students found that participants reported low setup effort (M = 4.67 on a 5-point scale) and perceived support for workspace understanding from multi-viewpoint inspection (M = 4.56), and 83% of participants affirmed their willingness to use the platform in an introductory robotics course. The evaluation instrument records only perceived outcomes, without counterbalancing or a learning measure, so no comparative advantage over desktop simulation is claimed. The contribution is a reusable simulation-to-MR trajectory pathway and design guidance for hardware-free robot visualization in engineering education.

Wed 16 SeptRoboticsHuman-Computer Interaction
The gist
Learning robotics usually relies on watching robots move on a flat computer screen, which doesn’t show the real size or space around the robot. The authors created MR-Robotics LAB, a tool that lets students see robot movements replayed in real size inside their physical environment using a VR headset. This system takes robot paths designed in MATLAB and plays them back with accurate positions and collisions in mixed reality on the Meta Quest 3 device. Students found the setup easy and felt it helped them understand how robot workspaces look in reality, though no direct comparison with traditional simulators was made.
Open → 2609.18434v1

Vision language models struggle with egocentric waypoint navigation tasks

EgoPathBench: Evaluating Zero-Shot Egocentric Waypoint Decision-Making in Vision-Language Models

Abstract: Zero-shot waypoint navigation requires vision-language models to select, from the current first-person observation, a sequence of spatial actions that is feasible for the agent and reaches the goal, placing joint demands on the integrated spatial intelligence of today's foundation VLMs. Existing spatial-intelligence benchmarks primarily evaluate isolated judgments of relations, directions, or targets and therefore do not directly measure the integrated navigation ability required to combine target recognition, action-consequence assessment, distance estimation, and path planning. To fill this evaluation gap, we introduce EgoPathBench, a dataset and five-task benchmark for first-person waypoint decision-making. Each question presents an egocentric RGB image, a natural-language goal, and numbered visible waypoints; a model returns traversable candidates or an ordered route. Predictions are evaluated for candidate feasibility, adjacent-edge legality, and goal arrival under point-agent or embodied geometry. EgoPathBench contains 31,852 training, 1,345 validation, and 1,111 benchmark questions and retains at least one geometrically verified reference route for every route question. Across nine VLMs, the highest EgoPath Score is only 28.3. The top-ranked model reaches 35.9% success on Point Path, but only 2.9% and 4.0% on Embodied Path and Intent Path, respectively, showing that current models remain limited in forming complete, goal-consistent routes under embodiment constraints. Beyond the evaluation data, we release the corresponding training resource. Fine-tuning Qwen 3.5 4B on the released training split raises its EgoPath Score from 3.9 to 38.9 and improves all four reported evaluations across three external spatial benchmarks, with gains of 1.4--9.6 points.

Tue 15 SeptComputer Vision and Pattern Recognition
The gist
The researchers studied how well advanced vision-language AI models can choose paths to reach goals from a first-person view. They created EgoPathBench, a new test with images, goals, and waypoints to see if models can plan routes that follow real-world rules. The results showed that current models perform poorly, especially when needing to consider physical constraints and full route planning. Fine-tuning one model with their data improved results but still left challenges to solve.
Open → 2609.16610v1

ProxiDex improves multi-finger manipulation under uncertain contact

ProxiDex: Learning Dynamics-Guided Proximity Policy for Dexterous Manipulation

Abstract: Multi-finger dexterous manipulation relies on stable hand-object interactions, yet these interactions are partially observable in practice. Visual observations are often occluded by the hand, tactile sensors introduce hardware-specific modalities and calibration burdens, and existing policies rarely model how these cues evolve under actions, making them brittle under contact uncertainty. To address these, we present ProxiDex, a dynamics-guided proximity policy framework that treats hand-object proximity as an interaction state for dexterous manipulation. ProxiDex reconstructs interaction point clouds and converts geometric distances into proximity cues, forming a hardware-agnostic contact representation that provides immersive feedback during VR teleoperation. Built on this representation, ProxiDex learns action-conditioned proximity dynamics with a coupled forward-inverse design: future observation latents are predicted from actions, while proximity variations are decoded from latent changes. Leveraging these dynamics, ProxiDex adaptively reweights proximity tokens across manipulation phases and uses dynamics-consistency supervision to guide policy inference, stabilizing action generation under unreliable visual feedback. Simulation and real-world experiments demonstrate improved success rates and robustness over representative baselines across standard, unseen objects, and perturbation scenarios. Additional visualizations are available at https://proxidex.github.io/.

Tue 15 SeptRoboticsArtificial Intelligence
The gist
Multi-fingered robot hands need stable ways to touch and hold objects, but it's hard to observe these contacts clearly because the hand blocks cameras and touch sensors are tricky to use. The researchers created ProxiDex, which uses 3D shapes of the area around the hand and object to guess how close they are and how this changes over time. This lets the robot better plan its moves even when vision isn't perfect. In tests with both simulations and real robots, ProxiDex helped robots handle new objects and unexpected situations more successfully than previous methods.
Open → 2609.16586v1

Wristband sensor estimates hand pose and finger force accurately

Beyond Gestures: Estimating Full Hand Pose and Contact Forces from Wrist-Worn Pressure Sensor Array

Abstract: Capturing hand motion and interaction forces is critical for interactive computing, VR, and high-fidelity tactile demonstrations for robot learning. We introduce a wrist-worn pressure-sensing wristband that recovers continuous full-hand pose and distributed contact force on a single wearable. The system consists of flexible capacitive sensor arrays around the wrist, which require no electrical skin contact, and a recurrent network that maps the resulting pressure signal to hand state. Our key insight is that muscle contraction and tendon displacement produce pressure patterns, which correlate strongly with hand pose and interaction force. To validate this, we collect synchronized recordings of wrist pressure, optical motion-capture hand pose, and tactile-glove interaction force, covering isolated finger motion, fingertip-force stress tests, and natural hand-object manipulation. On isolated single-user motion the wristband attains $4.6^\circ$ mean finger-joint MAE, and across four users manipulating everyday objects it estimates per-finger contact force at $R^2=0.57$, which an external pose signal brings up to $0.75$. We see the wristband as one node in a constellation of everyday wearables -- e.g. paired with an egocentric camera -- adding the contact force that vision cannot observe and taking over when the hand is occluded.

Tue 15 SeptHuman-Computer InteractionRobotics
The gist
Knowing how our hands move and how hard we press can help make computer games, virtual reality, and robots work better. The authors created a special wristband with soft sensors that can feel muscle movements and tendon shifts around the wrist. These sensor signals are turned into a detailed picture of finger positions and how much force each finger is applying. Tests show the wristband closely matches high-tech hand-tracking cameras and gloves, even when people use their hands naturally and with objects. This wristband could work together with cameras or other gadgets to help computers understand hand movements and forces better, even if the hand is hidden.
Open → 2609.16518v1

Nonverbal signals reveal when people say no in conversations

Negation Beyond the Verbal Channel: Temporal Multimodal Correlates in Dialogue

Abstract: Negation is typically modeled through its linguistic realization, although spoken interaction is accompanied by tightly coordinated nonverbal behavior. We ask whether contexts centered on spoken negation cues contain measurable multimodal behavioral information: whether they can be distinguished from matched control contexts without lexical or acoustic input, where this information occurs in time, which modalities carry it, and whether it extends to the dialogue partner. We study 27 human-human interviews conducted in virtual reality, comprising temporally aligned gaze, facial, head, body, hand, and finger behavior and 964 annotated negation cues. Treating classification as a predictive probe, we compare 20 time-series models while excluding lexical and acoustic information, and then systematically vary temporal context, interactional source, modality availability, and event timing. Across grouped 10-fold cross-validation, the strongest probes reach up to .75 mean held-out AUROC from speaker-side behavior. Temporal analyses show that predictive information is concentrated around cue onset but remains detectable over a broader surrounding interval, while dialogue-partner behavior carries weaker predictive information with a comparatively diffuse temporal profile. Ablation and timing perturbations further show that facial features produce the largest modality-ablation effect and that the trained probe is sensitive to the temporal organization of the observed events.

Mon 14 SeptComputation and Language
The gist
People usually understand 'no' when they hear it spoken, but there are also many nonverbal clues like facial expressions and gestures. The authors looked at conversations and found that you can detect when someone says no just by looking at these nonverbal behaviors without hearing the words. They discovered that facial movements were especially important for this, and even the other person’s behavior gave hints about negation, though less clearly. This means that detecting ‘no’ in dialogue isn’t only about the words but also about how people behave physically around that moment.
Open → 2609.16396v1

Interocular blur and sharpness differences improve visual detail perception

Dichoptic Foveation

Abstract: Interocular differences in visual perception can induce a variety of effects when fused by the brain. For example, prior works have found that carefully crafted binocular differences in local detail can improve contrast. It has also been found that when the frequency content of two stimuli are slightly different, blur suppression leads to a fused percept that is typically dominated by the sharper image. In this paper, we develop a psychophysical framework to measure the perception of natural image stimuli with interocular frequency differences across the visual field. To this end, we study the effect of dichoptic foveation, which we define as the application of blur to one eye and a simultaneous sharpening filter to the other. Stimuli were viewed in a virtual reality (VR) head-mounted display (HMD) and placed at different retinal eccentricities. Study data were scaled to a perceptual just objectionable difference (JOD) scale, and a 4D model was fit to it; our results suggest that interocular frequency differences can be well described by a simple computational model. We applied the model in a realistic VR scenario with free exploration of 360° videos to improve a base foveated rendering system by enhancing high frequency information dichoptically.

Mon 14 SeptGraphicsPerformance
The gist
People’s eyes sometimes see slightly different images, and the brain merges them into one picture. This paper studied what happens when one eye sees a blurry image while the other eye sees a sharper one, especially across different parts of the vision field. The researchers used a virtual reality headset to show these images and measured how people perceived them. They created a simple model to describe how these differences are combined by the brain and used it to improve how virtual reality scenes are rendered, making detailed areas clearer while saving computing power elsewhere.
Open → 2609.16385v1

Tele360 reconstructs live 3D humans from few unposed cameras fast

Tele360: Real-Time Feed-Forward Human Reconstruction from Sparse Unposed Cameras

Abstract: Live free-viewpoint visualization of real humans is critical for immersive communication and interactive digital experiences. Existing methods either rely on computationally expensive optimization or require calibrated cameras and low-resolution inputs, making real-time high-resolution deployment impractical. In this work, we present Tele360, the first real-time feed-forward system for dynamic human reconstruction and live free-viewpoint visualization from sparse, unposed RGB streams. Our system jointly estimates camera poses and reconstructs a dynamic 3D Gaussian representation for each time instance in a single forward pass. To achieve this, we start by designing a lightweight sparsity-aware multi-view transformer backbone that tokenizes foreground human regions while preserving global context through a shared scene token. We then employ a fully transformer-based Gaussian decoder to mitigate convolution-induced over-smoothing while keeping decoding sparse and efficient. In addition, we introduce a hybrid feature pyramid that injects multi-scale appearance cues into geometry prediction. We further introduce a lightweight differentiable Levenberg-Marquardt camera refinement layer to enhance multi-view consistency and geometric alignment. Moreover, to stabilize learning under sparse, unposed inputs, we transfer multi-view geometry priors from a large visual-geometry foundation model via teacher-student distillation. Finally, the predicted Gaussian maps are streamed with video codecs to remote devices for interactive free-viewpoint rendering. Extensive experiments show that Tele360 achieves state-of-the-art visual quality on studio benchmarks while supporting real-time 2K input-to-rendering at over 25 FPS on a single consumer GPU. Additional captured sequences illustrate its performance across varied subjects, clothing, and motions under our multi-camera setup.

Mon 14 SeptComputer Vision and Pattern Recognition
The gist
Showing real humans from any viewpoint in live video is important for things like virtual meetings and games. Current methods are either too slow or need special camera setups. The authors made Tele360, a fast system that uses just a few regular cameras without needing them to be fixed or calibrated. It quickly figures out where the cameras are and makes a 3D model of the person in real time, so viewers can see them from any angle smoothly.
Open → 2609.15032v1

Users create causal virtual worlds using fuzzy cognitive maps and ai video generators

Converting Sequenced Fuzzy Cognitive Maps to Causal Virtual Worlds with Large Video Generators

Abstract: We show how users can create and manipulate causal virtual worlds with large-language-model (LLM) and large-video-model agents. The approach uses feedback fuzzy cognitive maps (FCMs) both to model the granular causal structure of the virtual world and to guide its causal evolution. The local causal rules are partial or fuzzy while the FCM's feedback structure produces global equilibria that define causal scenarios. A sequence of \emph{dynamical} meta-rules of the form ``If $\mathcal{A}$ then $\mathcal{B}$" define the causal scenes of the virtual-world video. The if-part causal pattern $\mathcal{A}$ perturbs the FCM's virtual world at the user's or agent's discretion. The FCM's transient feedback dynamics define the meta-rule's causal arrow of implication. The then-part $\mathcal{B}$ is the resulting equilibrium attractor such as a FCM limit cycle or fixed point. Our algorithm extracts these meta-rules from the FCM and guides the LLM agent to write a script based on the FCM meta-rule sequence. The large video generator converts the meta-rule into a video scene in accord with the flow of the dynamics. We applied the agent-based technique to a simple FCM that describes an undersea world of dolphins and sharks. Google's Gemini 3.1 generated the script and Google's Veo 3.1 generated the dolphin-shark video. The approach is general and can scale by mixing larger FCMs and AI agents to produce more immersive virtual worlds.

Mon 14 SeptArtificial IntelligenceComputation and LanguageInformation Retrieval
The gist
People want to make virtual worlds that change and happen in believable ways. The authors show how to use special maps called fuzzy cognitive maps to describe cause and effect in these worlds. Then, artificial intelligence helps turn sequences of these cause-effect rules into story scripts and videos. This lets users create virtual scenes, like dolphins and sharks underwater, that unfold logically and look real. The method could work with bigger worlds and different AI tools to build more detailed virtual experiences.
Open → 2609.14985v1

AlayaVista creates streamed panoramic video from single views

AlayaVista: Streaming World Modeling from Panoramic States to Perspective Video

Abstract: Interactive video world models must maintain broad scene context under camera motion while producing high-fidelity observations with low latency. Existing approaches face a representation trade-off: perspective models operate on local views and must preserve off-screen content over long rollouts, whereas broader spatial coverage is typically obtained by synthesizing full-sphere videos or constructing explicit 3D representations. Motivated by the complementary roles of global context and selective local acuity in visual perception, we present AlayaVista, a camera-controllable streaming video world model that decouples panoramic world evolution from perspective observation synthesis. Given a single perspective image, AlayaVista constructs a 360-degree scene prior using a pretrained panorama expansion model and then evolves the scene as a camera-conditioned panoramic latent state. A latent viewport renderer maps this state to the requested perspective video latents, while a perspective refiner restores details, suppresses artifacts, and performs super-resolution. To support efficient streaming, we adapt the panoramic generator to chunk-autoregressive generation and distill both panoramic generation and perspective refinement into few-step processes. To provide the supervision required by this design, we construct MUGEN, a large-scale real-world panoramic video dataset containing 1,318 hours of videos at resolutions of at least 4K, together with rich semantic and geometric annotations.

Sun 13 SeptComputer Vision and Pattern Recognition
The gist
Keeping track of a whole scene while moving a camera is hard, especially when you want detailed close-up views quickly. The authors made AlayaVista, a system that starts with a normal photo, makes a full 360-degree version, and then updates that full scene as the camera moves. It then extracts the exact viewpoint needed, improves the image quality, and sends it as a video stream with low delay. To make this work well, they also collected a large dataset of very high-resolution panoramic videos with lots of extra information.
Open → 2609.14462v1

Kinematics-aware model improves 3D hand pose estimation from depth images

KAD-Net: Kinematics-Aware Decoupled Learning for Robust 3D Hand Pose Estimation from a Single Depth Image

Abstract: Due to the complexity of hand kinematics and self-occlusion, existing 3D hand pose estimation methods based on single depth images struggle to comprehensively model the topological dependencies among hand joints. Furthermore, traditional hierarchical multitask architectures enforce a shared feature space for both 2D joint localization and depth estimation, which can induce mutual interference. To address these challenges, we propose a Kinematics-Aware Decoupled Learning Network (KAD-Net) for robust 3D hand pose estimation. Specifically, we first design a Finger Topology Constraint (FTC) module to enhance the representation of distal joints. This module utilizes three consecutive finger joints to construct a local kinematic representation to impose topological constraints, which supplements the kinematic features of the distal joints. The FTC module leverages the structural context from visible joints to assist in locating occluded distal joints, thereby improving robustness to occlusion. Additionally, we propose a task-decoupled hierarchical multitask framework. This framework separates 2D joint localization from depth estimation and incorporates a dedicated multitask learning strategy for depth regression, effectively isolating the UV and depth features to mitigate mutual interference and negative transfer. Extensive experiments demonstrate that KAD-Net outperforms existing methods on several benchmark datasets (ICVL, NYU, and MSRA), achieving state-of-the-art accuracy in 3D hand pose estimation. Potential applications of KAD-Net include human-computer interaction, virtual reality and gesture-based control systems.

Fri 11 SeptComputer Vision and Pattern RecognitionHuman-Computer Interaction
The gist
Estimating the exact positions of hand joints from a single depth image is hard because hands are complex and fingers often block each other. The authors developed a method called KAD-Net that better understands how finger joints move together and splits the task of finding 2D joint locations from estimating their depth to avoid confusion. Their method also uses information from visible joints to predict hidden ones, making it more accurate when fingers are overlapping. Tests show KAD-Net does better than older methods on popular hand pose datasets.
Open → 2609.12559v1

Communication timing improves in-car agent interactions and reduces interruptions

When2Talk: When Should a Proactive In-Car Agent Talk?

Abstract: Proactive in-cabin agents can help passengers understand automated-vehicle (AV) behavior, but communicating every ride event may introduce unnecessary interruptions. We investigated how communication should adapt to event priority and passenger activity. In a mixed-methods within-subject study, 41 participants rode as passenger in a VR simulated fully-automated vehicle. We compared an event-triggered (ET) policy that communicated immediately at every event with a context-sensitive (CS) policy that selected \textit{Immediate}, \textit{Delayed}, or \textit{Silent} communications. CS increased communication appropriateness and substantially reduced perceived interruption. Perceived trust did not differ between policies, although baselines dispositional trust differentiated communication preferences. Findings highlight event consequence, passenger activity, continuing information value, and confirmation need as key considerations for selective in-cabin communication.

Fri 11 SeptHuman-Computer InteractionComputer Vision and Pattern Recognition
The gist
Automated cars can use in-car agents that talk to passengers to explain what the car is doing. The authors found that if these agents speak only when important and consider what the passenger is doing, people feel less interrupted and find the communication more appropriate. They tested two ways: one that talks about every event immediately, and another that chooses when to talk or stay silent based on the situation. The results showed that selective talking leads to better experiences without reducing trust in the car system.
Open → 2609.12503v1

RoboCousin creates flexible simulation tools for two-handed robot tasks

RoboCousin: Build Your Own Simulation Playground for Robust Bimanual Robotic Manipulation

Abstract: Bimanual manipulation policies require large and diverse training datasets, yet collecting demonstrations on physical robots is expensive and difficult to scale. Simulation can generate data efficiently, but existing pipelines typically operate within closed asset libraries and predefined scenes: adding a newly observed object or environment still requires substantial effort to reconstruct geometry, specify physical and semantic properties, annotate interactions, and integrate the result into executable tasks. We present RoboCousin, an extensible simulation-based data-generation platform that turns user-provided observations into reusable assets, scenes, and expert trajectories for bimanual manipulation. Built on RoboTwin~2.0, RoboCousin converts object images into simulation-ready assets with visual and collision geometry, semantic and physical metadata, and automatically generated grasp-contact candidates. It further constructs digital cousins that vary compatible objects, backgrounds, layouts, and language instructions while preserving task-relevant affordances and spatial relations. The same asset system supports tabletop and room-level scene construction, with collision-aware base control for interaction beyond a fixed workspace. We release RoboCousin-OBD, containing more than 3,000 annotated object instances and 50 background environments, and use RoboCousin to generate over one million expert trajectories across 50 tasks. Simulation and real-robot experiments show that the automatically generated interaction annotations are comparable to curated annotations, generated assets provide effective sim-to-real supervision, and tabletop cousins can improve transfer beyond training on a single reconstructed scene. RoboCousin therefore provides a practical path for expanding both the scale and coverage of synthetic bimanual manipulation data.

Tue 8 SeptRoboticsArtificial Intelligence
The gist
Robotic systems that use two hands need lots of practice data, which is hard to get from real robots. The authors created RoboCousin, a system that turns photos of objects into detailed virtual models for robot training. It also builds varied digital scenes and task instructions to help robots learn more diverse and realistic skills. Their experiments show these automatic simulations closely match real-world data and improve robot performance when moving from simulations to real tasks.
Open → 2609.08339v1

Agentic systems struggle to turn web searches into usable 3D worlds

Search-to-World: Evaluation of 3D World Delivery from User Request through Web Search

Abstract: Agentic systems can interpret user requests, search the live web, and use external tools, but their ability to transform retrieved web content into a usable 3D world has not been systematically evaluated. No established end-to-end pipeline or benchmark exists for this capability. We introduce Search-to-World, an end-to-end evaluation task covering request understanding, web visual-content retrieval, and 3D-world delivery. We define Observed Retrieval Rate (ORR) and World Delivery Rate (WDR) to distinguish observing relevant content from successfully delivering a request-aligned, perceptually acceptable world. We also present WorldSearcher, a reuse-then-reconstruction harness that connects existing search agents to world delivery: it first retrieves reusable 3D worlds and, when none are available, reconstructs a world from video. A structured recovery controller revises temporal grounding, replaces source videos, or reformulates queries after failure. Using WorldSearcher, we benchmark representative models on Search-to-World and study supervised fine-tuning (SFT) for recovery subagents. Results show that delivery depends on the underlying agentic model, and that relevant-content observation does not ensure world delivery. Jointly training recovery agents improves delivery success and action efficiency. Search-to-World makes agentic 3D-world delivery measurable, while WorldSearcher provides a practical evaluation harness with recovery capabilities.

Mon 7 SeptComputer Vision and Pattern Recognition
The gist
It is difficult for AI systems to take user requests, search the internet, and create 3D virtual environments that match what the user wants. The authors created a way to measure how well these systems perform this task by introducing two new scores that check if the retrieved content is relevant and if the 3D world delivered meets the user's request. They also built a system called WorldSearcher which tries to find ready-made 3D worlds or build them from videos, improving success by fixing mistakes along the way. Their findings show that even if a system finds relevant content, it does not always produce a good 3D world. Training parts of the system to recover from errors helps deliver better results more efficiently.
Open → 2609.07605v1

Self supervised approach estimates 3d gaze targets from multiple cameras

Self-Supervised Multi-View 3D Gaze Target Estimation via Probabilistic Ray Marching

Abstract: We present a self-supervised approach, Self-MVGTE, for estimating 3D gaze targets from multiple camera views. Unlike existing methods that independently estimate 2D gaze targets per camera view, Self-MVGTE predicts gaze targets directly in 3D space for the first time. Moreover, it does not require any ground-truth annotations from the target scene and uses only the multi-view input images from a calibrated camera setup, pseudo 2D gaze target labels from a monocular gaze target estimation model, and 3D gaze vectors from a monocular 3D gaze estimation model. A key challenge is that these pseudo labels are inherently noisy and multi-view inconsistent. To address this, we propose a probabilistic ray marching framework, which models the uncertainty of these pseudo labels and exploits 3D gaze vectors as geometric priors. Specifically, these gaze vectors are first integrated into the monocular gaze target estimation model to improve its generalization to unseen scenes, producing higher-quality pseudo labels. Then, for 3D gaze target estimation, we construct a 3D gaze cone by casting a bundle of rays from the eye position around the gaze vector to strictly constrain the solution space. Within this cone, we propose a depth-guided feature sampling strategy using off-the-shelf DINOv2 and Depth-Anything-3 models, and estimate a spatial likelihood distribution of the gaze target. Finally, we convert the pseudo gaze target labels into a target distribution and softly optimize the network. Extensive experiments on the MVGT dataset show that Self-MVGTE achieves state-of-the-art performance, surpassing existing fully-supervised baselines.

Mon 7 SeptComputer Vision and Pattern Recognition
The gist
Accurately finding where someone is looking in 3D space is hard and usually needs lots of manual data. The authors created a method that uses multiple camera views and existing rough gaze estimates to figure out the 3D point of gaze without needing exact labels. They deal with noisy input by modeling uncertainty and geometric clues, improving the accuracy of gaze targets in 3D scenes. Their approach performed better than earlier methods that relied on full supervision.
Open → 2609.07415v1

Scene manifold modeling improves quality scores for 3D view rendering

From Explicit References to Scene Manifolds: Distributional Fidelity and Realism for Radiance Field Quality Assessment

Abstract: Radiance field representations such as 3D Gaussian Splatting (3DGS) enable high-quality novel view synthesis but can introduce complex, view-dependent artifacts from reconstruction, rendering, and compression. Reliable perceptual quality assessment (QA) is thus essential for evaluating rendered views and guiding the design of perceptually faithful scene representations. Existing full-reference QA metrics require an aligned reference image, while recent cross-reference metrics relax this requirement by comparing a test view with non-aligned references. However, under wide-baseline radiance field settings, selecting a reliable nearby reference can be difficult, particularly when evaluating views along arbitrary trajectories and poses. We propose SCODA, a lightweight scene-conditioned objective QA method that shifts QA from explicit image-to-image comparison to scene-manifold modeling. High-quality observations of each scene are represented as a multivariate Gaussian distribution in deep feature space, producing a semantic fidelity score that measures deviation from the scene distribution. A weakly-supervised distortion-aware patch discriminator provides a complementary realism signal, and both cues are combined through an unsupervised bounded fusion strategy. Experiments on multiple benchmarks show strong agreement with human judgments and robust generalization across GS- and NeRF-generated views and trajectories. Code is publicly available at https://gitlab.com/saeedmp/scoda.

Mon 7 SeptComputer Vision and Pattern Recognition
The gist
When creating new views of 3D scenes from digital models, errors and odd visual glitches can appear. Existing methods to check image quality compare each view directly to a reference image, which is hard when views come from different angles or positions. The paper introduces SCODA, a method that checks quality by understanding the overall scene instead of comparing individual images. It models the scene using multiple example views, then measures how much new views fit into this model and look realistic. Their tests show SCODA agrees well with human opinions and works across different 3D rendering techniques.
Open → 2609.07346v1

Large vision language models improve 3D spatial reasoning with synthetic blocks

SpatialBlock: Enhancing Spatial Intelligence in LVLMs via Synthetic Block-Stacking Problem

Abstract: Large Vision-Language Models (LVLMs) have achieved strong performance on diverse visual tasks, yet their ability to reconstruct and reason about the 3D structure of the scene depicted in 2D images -- referred to as spatial intelligence -- remains limited. Existing approaches attempt to address this gap by using real-scene spatial question answering datasets that require dense geometric annotations. However, constructing such labels is costly, time-consuming, and often noisy due to reliance on external perception modules. In this work, we propose a novel paradigm inspired by human cognitive development: learning foundational spatial skills through structured block-manipulation tasks. We introduce SpatialBlock-15k, a synthetic dataset of 15,000 block-stacking problems covering 3D-to-2D projection, viewpoint transformation, and structural combination. The dataset further incorporates controlled color modulation as visual cues to encourage anchor-based reasoning in visually complex conditions. Experiments demonstrate that LVLMs trained on our dataset through either direct answering or reasoning-based prediction significantly outperform baselines and generalize to real-world spatial tasks, despite the dataset's synthetic and compact nature. Code and data are available at https://github.com/rsoohyun/SpatialBlock.

Mon 7 SeptComputer Vision and Pattern RecognitionArtificial Intelligence
The gist
Understanding how objects in a 2D image fit together in 3D space is hard for big AI models that see and read images. The authors made a simple digital game with colorful blocks stacked in different ways to teach these models to think better about 3D shapes. When the models practiced on this game, they got much better at solving real-world 3D puzzles in photos. This approach is cheaper and less noisy to set up than using real photos with complex 3D labels.
Open → 2609.07064v1