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.

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