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  <title>arXiv Query: search_query=(abs:HDR OR abs:HDRI OR abs:"environment map" OR abs:"lighting estimation" OR abs:"light probe") AND (abs:diffusion OR abs:generation OR abs:estimation OR abs:panorama)&amp;id_list=&amp;start=0&amp;max_results=60</title>
  <updated>2026-09-28T19:02:34Z</updated>
  <link href="https://arxiv.org/api/query?search_query=(abs:HDR+OR+(abs:HDRI+OR+(abs:%22environment+map%22+OR+(abs:%22lighting+estimation%22+OR+abs:%22light+probe%22))))+AND+(abs:diffusion+OR+(abs:generation+OR+(abs:estimation+OR+abs:panorama)))&amp;start=0&amp;max_results=60&amp;id_list=" type="application/atom+xml"/>
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  <entry>
    <id>http://arxiv.org/abs/2609.28300v1</id>
    <title>RoomLight: A 2.5D Illumination Prior for Indoor Environments</title>
    <updated>2026-09-23T15:46:46Z</updated>
    <link href="https://arxiv.org/abs/2609.28300v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.28300v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Ill-posed inverse problems require priors to constrain the solution space toward plausible outcomes. In inverse rendering, learned priors modeling the distribution of natural illumination improve the recovery of scene properties. However, existing models rely on the distant-illumination assumption, representing lighting as a far-field environment map. This limits their applicability to indoor scenes, where illumination is highly spatially varying due to finite-distance emitters, visibility changes, and parallax, all of which are poorly approximated by a single environment map. To address this, we introduce a spatially-aware illumination prior trained on real-world indoor panoramas and their estimated depth. Our variational autoencoder model learns a compact, optimizable latent space that decodes into HDR radiance and depth, parameterizing an area light emitter for direct integration into standard differentiable rendering pipelines. This design bridges the plausibility guarantees of a learned prior with the gradient flow required for downstream optimization. Crucially, by jointly modeling radiance and depth, our prior captures the spatial structure of indoor illumination, instead of treating the light sources as infinitely distant. We demonstrate that this formulation enables spatially-varying illumination modeling and achieves higher-fidelity recovery of indoor lighting compared to existing approaches. Project page: https://andreead-a.github.io/RoomLight</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-23T15:46:46Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Andreea Ardelean</name>
    </author>
    <author>
      <name>Bernhard Egger</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.27083v1</id>
    <title>AI-Enabled Wireless Propagation Modeling and Radio Environment Maps for 5G Aerial Wireless Networks</title>
    <updated>2026-09-22T21:32:02Z</updated>
    <link href="https://arxiv.org/abs/2609.27083v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.27083v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>With the gaining prominence of aerial mobility applications, their success depends on the seamless integration of terrestrial and non-terrestrial network connectivity. However, providing reliable connectivity from terrestrial telecommunication networks remains challenging due to multi-cell interference from base stations (BSs) under line-of-sight (LoS) conditions to unmanned aerial vehicles (UAVs), coverage holes caused by antenna sidelobe degradation, localized multipath fading effects, and the high-speed dynamics of aerial users. To model such complexities, often exacerbated by sparse real-world data, this work proposes a dual-stage radio environment map (REM) framework. Our approach physically decouples the channel modeling, where a spatial Transformer first anchors the deterministic, large-scale path loss geometry, while a gated recurrent unit (GRU) subsequently extrapolates the stochastic, localized fast- fading deviations. By reformulating 3D spatial interpolation as a 1D radial sequence prediction task, the framework inherently aligns with the physics of propagation. We evaluate the proposed framework against state-of-the-art baselines, including 3D Kriging, UNet, Mamba, and Inception, using empirical 5G datasets. The results demonstrate improved intra-site generalization across diverse altitudes, user dynamics, and reference signal received power (RSRP) datasets, achieving signal-strength predictions with errors near 3 dB and REM spatial-similarity indices exceeding 0.75. Finally, we examine the influence of REMs and channel rank conditions on UAV channel quality, underscoring the necessity of reliable channel modeling for robust aerial connectivity.</summary>
    <category term="eess.SP" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-22T21:32:02Z</published>
    <arxiv:comment>Submitted for possible publication in IEEE JSTEAP</arxiv:comment>
    <arxiv:primary_category term="eess.SP"/>
    <author>
      <name>Gautham Reddy</name>
    </author>
    <author>
      <name>Kürşat Tekbıyık</name>
    </author>
    <author>
      <name>Bryton Petersen</name>
    </author>
    <author>
      <name>Antoine Lesage-Landry</name>
    </author>
    <author>
      <name>Gunes Karabulut Kurt</name>
    </author>
    <author>
      <name>Ismail Güvenç</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.25790v1</id>
    <title>Automating Constructive Assessment with Large Language Models: Toward Scalable and Repeated Evaluation of Practical Competence</title>
    <updated>2026-09-22T07:24:54Z</updated>
    <link href="https://arxiv.org/abs/2609.25790v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.25790v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>This study aimed to automate hierarchical diagnostic reasoning (HDR), a constructive method for evaluating practical judgment skills, by developing and testing an evaluation process using a large language model. HDR is a descriptive task that measures higher-order cognitive skills by requiring students to identify and explain errors in case-study-based problems. However, it requires expertise and effort to develop and evaluate. Hence, we proposed and empirically validated the automatic (1) generation of case problems containing errors aligned with educational intentions, (2) scoring of descriptive answers, and (3) generation of structured feedback based on incorrect answers, achieved solely through prompt design without fine-tuning. The internal consistency and construct validity of the generated problems were supported by the experimental score distribution and Cronbach's alpha (0.78). The agreement between automated and human ratings reached 100% under some conditions. The feedback was rated as being as convincing and useful as that from human instructors, demonstrating a practical framework for implementing HDR-based constructive assessment with reproducibility, immediacy, and low cost. The flexibility of large language models will also enable repeated and longitudinal assessments while maintaining structure, showing broad potential for application in educational settings.</summary>
    <category term="cs.CY" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-22T07:24:54Z</published>
    <arxiv:comment>23 pages, 4 figures, 9 tables</arxiv:comment>
    <arxiv:primary_category term="cs.CY"/>
    <author>
      <name>Satoshi Takahashi</name>
    </author>
    <author>
      <name>Atsushi Yoshikawa</name>
    </author>
    <author>
      <name>Megumi Kose</name>
    </author>
    <author>
      <name>Kenichi Suzuki</name>
    </author>
    <author>
      <name>Chieko Inoue</name>
    </author>
    <author>
      <name>Yumi Watanabe</name>
    </author>
    <author>
      <name>Mari Sawada</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.23161v1</id>
    <title>An Eternal Irradiance Camera</title>
    <updated>2026-09-19T18:14:23Z</updated>
    <link href="https://arxiv.org/abs/2609.23161v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.23161v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>A conventional camera uses millions of pixels to measure radiance from all directions within its field of view. We present an omnidirectional irradiance camera that measures the irradiance function---the illumination incident upon every point on a sphere. The irradiance function varies smoothly over the sphere and hence is bandlimited. We have analyzed this function in the frequency domain and have shown that it is well approximated by a weighted sum of the first seven degrees of spherical harmonics. As a result, the irradiance function can be accurately reconstructed from a small number of samples. This implies that an irradiance camera does not need millions of detectors (pixels)---just a handful of measurements suffice. This brings two major benefits. First, the camera consumes such little energy that it can be completely powered by the light falling on its detectors. Second, it does not capture the visual details needed to identify an individual, and hence privacy is preserved. We have built a prototype irradiance camera, called FluxCam, using 49 detectors arranged on the surface of a sphere. In a well-lit indoor environment, FluxCam can read out and wirelessly transmit its measurements at 30 frames per second using energy harvested from the light falling on it (i.e., without a battery, cable, or external power supply). We show how FluxCam can be used as an optical gyroscope for computing rotation, to monitor a workspace, as an untethered light probe for diffuse relighting, and as an omnidirectional pyranometer for estimating sky conditions and determining the best orientation of a solar panel.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-19T18:14:23Z</published>
    <arxiv:comment>18 pages, 18 figures. SIGGRAPH Asia '26</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Jeremy Klotz</name>
    </author>
    <author>
      <name>Shree K. Nayar</name>
    </author>
    <arxiv:doi>10.1145/3829340.3842234</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1145/3829340.3842234" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.19819v1</id>
    <title>Online Material-Labeled Environment Reconstruction via Bayesian Multipath Attribution for Low-Altitude ISAC</title>
    <updated>2026-09-17T07:29:59Z</updated>
    <link href="https://arxiv.org/abs/2609.19819v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.19819v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Environment reconstruction for low-altitude integrated sensing and communications (ISAC) has largely focused on geometry-centric maps, overlooking material-dependent propagation effects. Material-labeled reconstruction is therefore a key step toward propagation-aware mapping, enabling more physically grounded channel prediction and uncrewed aerial vehicle (UAV) networking. However, constructing such maps from wireless multipath observations is challenging in outdoor multi-building scenarios because multipath components (MPCs) from different facades are mixed, path-to-facade attribution is uncertain, and UAV measurements arrive sequentially under time-varying observation geometries. To address these challenges, we propose a unified online probabilistic framework that represents each reflecting facade as a virtual anchor (VA) and couples Bayesian VA localization, multipath attribution, and material inference. The Bayesian front end estimates facade-level geometry and computes soft MPC-to-VA attribution probabilities using a speculardiffuse likelihood model, thereby accounting for both dominant specular paths and diffuse surface-interacted components. These attribution probabilities are used to construct attribution-aware MPC representations, which are aggregated in a VA-centric manner and mapped by a material inference network to facadelevel material evidence. The resulting evidence is recursively fused through an online Bayesian update to produce stable material posteriors and material-labeled environment maps. Ray-tracing simulations in a representative urban street scenario show that the proposed method substantially outperforms a no-attribution baseline, achieves 93.75% final facade-level material accuracy on a held-out UAV trajectory, and maintains accurate VA-based facade localization.</summary>
    <category term="cs.IT" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-17T07:29:59Z</published>
    <arxiv:primary_category term="cs.IT"/>
    <author>
      <name>Meihui Liu</name>
    </author>
    <author>
      <name>Shu Sun</name>
    </author>
    <author>
      <name>Ruifeng Gao</name>
    </author>
    <author>
      <name>Qiuming Zhu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.10787v1</id>
    <title>Shedding Light: A Benchmark for Evaluating Lighting Understanding in Generative Image Models</title>
    <updated>2026-09-09T19:49:30Z</updated>
    <link href="https://arxiv.org/abs/2609.10787v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.10787v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Accurate modelling of illumination is central to realistic image synthesis and scene understanding. Yet, there is little exploration into whether image generative models are good at this task or whether physical plausibility remains a key challenge for them. Clearly, significant progress has been made in realistic image synthesis, but do models truly understand lighting in a physically accurate manner? To answer this question, this work proposes a benchmark to assess the lighting understanding and harmonisation capabilities of generative models. Our key insight is that evaluating lighting understanding for such models only requires testing how well they insert novel objects into real photographs whilst maintaining consistent illumination. To do so, we use a multi-illumination dataset with images containing simple objects serving as ``light probes'', and prompt models to inpaint the same object onto the original image, then compare the generated results against the ground-truth light probes. We then estimate the lighting direction, colour and radiance distribution from the inpainted probes, providing a quantitative measure of illumination accuracy and photometric realism. Our work establishes a scalable evaluation protocol to systematically assess how well generative models capture and reproduce real-world lighting, offering a foundation for benchmarking the photometric accuracy of any future models. All code and data are available at https://lvsn.github.io/SheddingLight/ .</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-09T19:49:30Z</published>
    <arxiv:comment>Accepted to ACM Transactions on Graphics (SIGGRAPH Asia 2026), vol. 45, no. 6, article 227, December 2026. 25 pages. Project page: https://lvsn.github.io/SheddingLight/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Justine Giroux</name>
    </author>
    <author>
      <name>Jack Oliver Hilliard</name>
    </author>
    <author>
      <name>Yannick Hold-Geoffroy</name>
    </author>
    <author>
      <name>Javier Vazquez-Corral</name>
    </author>
    <author>
      <name>Jean-François Lalonde</name>
    </author>
    <arxiv:doi>10.1145/3842579</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1145/3842579" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.09890v1</id>
    <title>StreetDiff: Multi-view Street Scenes Generation via Cross-view Consistent Multi-view Stable Diffusion with Structure Prompts</title>
    <updated>2026-09-09T08:46:34Z</updated>
    <link href="https://arxiv.org/abs/2609.09890v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.09890v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Multi-view diffusion models have shown strong performance in scenes with strong geometric priors and sparse semantics, such as indoor rooms or simple outdoor environments (e.g., fields, courtyards). However, they often fail to maintain cross-view consistency under camera rotation, especially in structurally complex urban environments. Without explicit modeling of spherical correspondence across views, existing approaches tend to produce object duplication, structural distortion, and layout inconsistency. To address this limitation, we propose StreetDiff, a multi-view diffusion framework that explicitly enforces cross-view alignment during denoising. StreetDiff introduces a Panorama--Perspective Synergy design to decouple global layout reasoning from local detail synthesis, and incorporates a Panorama Alignment Module (PAM) that establishes spherical-projection-based attention constraints across views. By injecting structured alignment constraints without modifying the diffusion backbone, our framework achieves robust cross-view coherence in challenging urban street scene generation tasks. In addition, we construct Street360, a large-scale HDR multi-view urban panorama dataset. Extensive experiments demonstrate that StreetDiff significantly improves structural consistency and visual fidelity compared to prior multi-view diffusion generation methods.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-09T08:46:34Z</published>
    <arxiv:comment>10 pages, 4 figures</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Qi Zhang</name>
    </author>
    <author>
      <name>Yanyifan Wang</name>
    </author>
    <author>
      <name>Weiyuan Zhang</name>
    </author>
    <author>
      <name>Hui Huang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.07414v1</id>
    <title>RelightFormer: Feed-forward Generative Transformer for Multiview Object Relighting</title>
    <updated>2026-09-07T12:25:58Z</updated>
    <link href="https://arxiv.org/abs/2609.07414v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.07414v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Image relighting is traditionally tackled via complex inverse rendering pipelines, which suffer from ill-posed optimization, or single-image generative models that ignore crucial multi-view cues necessary for understanding 3D geometry and material interactions. To address these limitations, we introduce a feed-forward generative Transformer for direct single- and multi-view image relighting that entirely bypasses explicit intrinsic property estimation. Adapted from a video foundation model, our architecture features a latent illumination module that dynamically injects target environment maps into spatial features via cross-attention. Furthermore, we employ permutation-invariant positional encodings to symmetrically process unordered multi-view inputs without sequential bias. To train this robust data-driven model, we construct the massive Laval Objaverse Dataset (LOD), comprising 90K objects and 39K unique illuminations. Extensive experiments demonstrate state-of-the-art visual quality, photorealistic relighting quality, and strong zero-shot generalization across single-view, multi-view, and novel-view relighting tasks.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.MM" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-07T12:25:58Z</published>
    <arxiv:comment>SIGGRAPH Asia 2026. Hejun and Jinxi are co-first authors. Code and data are available at: https://github.com/vLAR-group/RelightFormer</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Hejun Wang</name>
    </author>
    <author>
      <name>Jinxi Li</name>
    </author>
    <author>
      <name>Junwei Jiang</name>
    </author>
    <author>
      <name>Shiwei Mao</name>
    </author>
    <author>
      <name>Hu Cheng</name>
    </author>
    <author>
      <name>Shouwang Huang</name>
    </author>
    <author>
      <name>Bo Yang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.06467v1</id>
    <title>Local and Global Stability in Performative Reinforcement Learning</title>
    <updated>2026-09-06T08:29:07Z</updated>
    <link href="https://arxiv.org/abs/2609.06467v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.06467v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>In performative reinforcement learning the deployed policy shapes the environment that generates the learner's future data, and the natural solution concept is a performatively stable policy that is optimal in the environment it induces. Existing convergence guarantees rely on Lipschitz sensitivity assumptions on the environment map $π\mapsto (P_π, r_π)$, which are hard to verify and fail in settings such as multi-agent best-response dynamics. We instead study stability for mixtures of policies, and show that the resulting picture is fundamentally different from performative prediction, where randomization removes the need for any sensitivity assumption. We distinguish local mixed stability, an occupancy-weighted first-order relaxation that we show is equivalent to stationarity, from global mixed stability, which certifies against arbitrary deviating policies. Our first result is that a weighted per-state Hedge dynamic drives the local stability gap to zero at an $O(1/\sqrt{T})$ rate for an arbitrary, possibly discontinuous, environment map, both with exact and with trajectory feedback. The two notions genuinely differ: we exhibit an instance where local stability is achieved exactly but every mixture has global stability gap bounded away from zero. For global stability we introduce a bounded transition range assumption, strictly weaker than Lipschitz sensitivity, under which unweighted per-state Hedge converges up to a floor of $O(γε_P/(1-γ)^3)$, and we prove a matching-in-$ε_P$ lower bound of $Ω(γε_P/(1-γ))$ under trajectory feedback, so this floor is unavoidable. Finally, we extend both notions to $n$-player performative Markov games, obtaining local stability with no assumption on the joint environment map or game structure, and global stability for performative Markov potential games.</summary>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-06T08:29:07Z</published>
    <arxiv:primary_category term="cs.LG"/>
    <author>
      <name>Debmalya Mandal</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.30521v1</id>
    <title>MEOM: Multi-View Expected-OKS Maximization for Human Pose Triangulation</title>
    <updated>2026-08-31T09:54:05Z</updated>
    <link href="https://arxiv.org/abs/2608.30521v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.30521v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Conventional algebraic triangulation solves 3D human pose estimation (HPE) from multi-view 2D keypoints. The typical approach, decoding 2D keypoints from predicted heatmaps, is unreliable as heatmaps can be multimodal under occlusion, and collapsing them into single peaks discards their spatial distribution. We seek to use the entire heatmap to estimate 3D poses more accurately, which requires solving two problems: how to robustly fuse heatmaps across views, and how to assess the reliability of heatmaps. For the former, we introduce a novel objective, Multi-viewExpected-OKS Maximization (MEOM), that locates a 3D joint where the views agree in probability mass. For the latter, we adopt highest-density-region (HDR) calibration as a diagnostic of that mass, independently of distance-based metrics. The proposed framework covers two settings, with and without 3D supervision. Without 3D supervision, we optimize 3D poses from pretrained heatmap predictors by maximizing MEOM, achieving comparable performance with state-of-the-art methods that rely on larger backbones, temporal fusion, and simulated 3D data. On ambiguous Human3.6M (H36MA) and occluded CMU Panoptic frames, the advantage is substantial. When 3D labels are available, we train the model end-to-end with a combined MEOM and MSE loss, achieving 19.11 mm absolute MPJPE on Human3.6M outperforming the state-of-the-art volumetric approach on absolute MPJPE at half the inference cost.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-31T09:54:05Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Ziliang Xiong</name>
    </author>
    <author>
      <name>Henglin Shi</name>
    </author>
    <author>
      <name>Per-Erik Forssen</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.28523v1</id>
    <title>Distinct Modes of Pulsar Glitch Activity Revealed by the Waiting-Time--Amplitude Morphology</title>
    <updated>2026-08-28T17:00:19Z</updated>
    <link href="https://arxiv.org/abs/2608.28523v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.28523v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Pulsar glitches display diverse behaviors. They are commonly labeled as "Vela-like" or "Crab-like," yet these qualitative categories do not provide reproducible quantitative boundaries. We constructed an objective classification scheme based on the joint distribution of backward waiting time $Δt_{-}$ and fractional glitch amplitude $Δν/ν$. A sample of 349 glitches from 22 pulsars was compiled by cross-matching the Jodrell Bank and ATNF glitch databases. For each source, we used two-dimensional kernel density estimation (KDE) together with highest-density regions (HDRs) to derive geometric descriptors, including the HDR area, anisotropy ratio, and out-of-HDR fraction. Hierarchical clustering of the KDE--HDR descriptors revealed two morphology classes independent of visual inspection. In this convention, the Compact class is associated with small HDR areas, elevated anisotropy, and limited peripheral occupancy. The Extended class is associated with broader HDR occupancy and stronger low-density extensions. We found that bootstrap resampling and hyperparameter sensitivity tests confirmed this partition for most sources. Nevertheless, two prolific pulsars (PSR J0537-6910 and PSR J1341-6220) were found to occupy intermediate positions. Logistic regression identified the mean backward waiting time $\langleΔt_{-}\rangle$ as the strongest class predictor (in-sample $\mathrm{AUC}=0.88$; leave-one-out $\mathrm{AUC}_{\mathrm{CV}}=0.59$, reflecting the limited sample size). Additionally, a parallel analysis using $Δt_{+}$ recovered the same two-class structure but with reduced stability. The data suggest that the Compact class is consistent with near-complete reservoir depletion, whereas the Extended class reflects partial, avalanche-like releases. As a result, short-term measurements of $G$ in Extended-class pulsars may underestimate the true crustal superfluid fraction.</summary>
    <category term="astro-ph.HE" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-28T17:00:19Z</published>
    <arxiv:comment>22 pages, 6 figures, 7 tables; accepted for publication in The Astrophysical Journal</arxiv:comment>
    <arxiv:primary_category term="astro-ph.HE"/>
    <author>
      <name>Wen-Tong Liu</name>
    </author>
    <author>
      <name>Wei-hua Wang</name>
    </author>
    <author>
      <name>Xia Zhou</name>
    </author>
    <author>
      <name>Fei-fei Kou</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.20429v1</id>
    <title>Maximum Entropy Encoding of Energy-Weighted Spherical Moments</title>
    <updated>2026-08-20T00:58:59Z</updated>
    <link href="https://arxiv.org/abs/2608.20429v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.20429v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We study how angular energy signals composed of non-negative Monte Carlo path samples can be compressed and reconstructed for irradiance using finite moments. Writing each sample as an energy-weighted directional feature $x = r u$, we adopt total energy, the first directional moment, and the traceless second moment as $1+3+5$ linearly additive, rotationally covariant statistics. Under a fixed Lebesgue reference measure, the maximum-entropy closure yields $p(r,u) \propto \exp(-βr g(u))$, where $g(u) = 1 - b \cdot u + u^T Q u$, whose directional probability and angular energy density are proportional to $g^{-3}$ and $g^{-4}$, respectively. When $g_{\min} &gt; 0$ the closure is normalizable and the reconstruction is strictly positive. We further provide analytic moment matching, variance, inverse sampling, and closed-form diffuse response for the pure-dipole four-parameter subfamily, as well as the realizability domain, partition function, azimuthal algebraic integral, and LUT-oriented reconstruction form for the dipole-second-moment coaxial five-parameter subfamily. Experiments cover 981 Poly Haven HDRI 2K scenes and three Debevec probes. Five-parameter MaxEnt achieves a 78.7% per-scene win rate against stored QZH, with mean luminance RMSE reduced by 15.8%; the advantage is more pronounced in scenes with strong directionality. Both MaxEnt variants maintain zero negative irradiance across all scenes. Full second-order SH-2 yields the lowest overall error, while five-parameter MaxEnt ranks second and outperforms SH-2 in the high-directionality bucket; the coaxial subfamily shows systematic closure error on non-coaxial multi-source scenes.</summary>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-20T00:58:59Z</published>
    <arxiv:comment>23 pages, 12 figures, 5 tables</arxiv:comment>
    <arxiv:primary_category term="cs.GR"/>
    <author>
      <name>Jiaze Sun</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.18215v1</id>
    <title>LumiTokens: 3D Relighting via Token-Space Lighting Transformation</title>
    <updated>2026-08-18T18:00:21Z</updated>
    <link href="https://arxiv.org/abs/2608.18215v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.18215v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Existing 3D relighting methods operate through either explicit material decomposition, diffusion-based view-space generation, or a combination of both, requiring full recomputation for each new lighting condition. We observe that recent latent scene representations, which encode multi-view images into a set of compact tokens with no fixed physical semantics, open up a novel design space for relighting. We present LumiTokens, a framework that formulates 3D relighting as a direct transformation on latent scene tokens, without explicit 3D representations, rendering equations, or physics-based decomposition. Our model introduces a Scene Token Editor that processes scene tokens jointly with light-ray tokens through self-attention, producing updated tokens that can be decoded into multi-view-consistent relit images. To support diverse lighting types through a unified interface, all lighting signals, including environment maps, point lights, and area lights, are parameterized as Plucker ray tokens, enabling native 3D user interaction with a representation that carries no explicit spatial structure. Crucially, this design supports progressive relighting: because the editor's output remains in the same latent space as its input, a user can incrementally build up illumination one light source at a time, with each edit composing in token space. Experiments demonstrate that LumiTokens achieves comparable or superior relighting quality to other methods and supports progressive, composable lighting edits. Project page: https://neu-vi.github.io/LumiTokens/</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-18T18:00:21Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yiwen Chen</name>
    </author>
    <author>
      <name>Matheus Gadelha</name>
    </author>
    <author>
      <name>Huaizu Jiang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.10686v1</id>
    <title>Optimal Measurement Point Selection for Radio Environment Maps: A Two-Stage Approach</title>
    <updated>2026-08-11T09:08:13Z</updated>
    <link href="https://arxiv.org/abs/2608.10686v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.10686v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Electromagnetic (EM) situational awareness is essential for the deployment and operation of local and temporary non-public networks (NPNs). Radio Environment Maps (REMs) provide an effective basis for network planning and operation by capturing the prevailing EM conditions. However, efficient measurement location selection for REM construction remains a key challenge, particularly under strict time and cost constraints. This paper presents a two-stage measurement selection framework that employs Optimal Experimental Design (OED)-based strategies to generate a reduced candidate set during a pre-selection phase. In a subsequent optimization stage, combinatorial optimization is applied to select an improved subset of measurement locations by minimizing the Mean Absolute Error (MAE) of the resulting REM, using a scenario-specific propagation simulation model. The results demonstrate that the proposed framework reduces the number of required measurement locations while consistently improving REM construction accuracy across all evaluated strategies. Validation using real-world measurement data confirms the practical applicability of the approach, with the optimization stage achieving MAE reductions from about 4% to around 50%, independent of the chosen pre-selection strategy.</summary>
    <category term="eess.SP" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-11T09:08:13Z</published>
    <arxiv:comment>accepted at IEEE PIMRC 2026</arxiv:comment>
    <arxiv:primary_category term="eess.SP"/>
    <author>
      <name>Bastian Perner</name>
    </author>
    <author>
      <name>Friedemann Laue</name>
    </author>
    <author>
      <name>Maximilian Lubke</name>
    </author>
    <author>
      <name>Norman Franchi</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.08163v2</id>
    <title>Agentic AI-driven Immersive Simulation: A Knowledge-Aware Virtual Training Platform for High Dose Rate (HDR) Brachytherapy</title>
    <updated>2026-09-25T03:22:40Z</updated>
    <link href="https://arxiv.org/abs/2608.08163v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.08163v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>The convergence of the Metaverse and Large Language Model (LLM)-based AI agent is catalyzing a shift toward autonomous, immersive, and personalized pedagogical frameworks in medical education. This paper presents a novel agentic AI-driven immersive simulation specifically designed for High Dose Rate (HDR) vaginal cylinder (VC) brachytherapy in cancer care. By integrating Virtual Reality (VR) and mobile computing, the system establishes a high-fidelity, risk-free environment that allows trainees to master complex procedural skills without the facility or safety constraints posed by physical anatomy or live radioactive sources. A core contribution of this work is the seamless integration of a knowledge-aware assistant leveraging Retrieval-Augmented Generation (RAG) to ground agent interactions in authoritative clinical guidelines. This architecture also enables an interactive agent to provide natural language interfaces and hands-free, real-time guidance during intricate medical maneuvers. We validate the proposed system through a prototype deployment comprising a Meta Quest 3 interface linked to a local GPU-accelerated AI backend, demonstrating a feasible architecture for HDR brachytherapy simulation. Experimental results indicate that the system maintains suitable end-to-end latency and high context precision, answer completeness, and relevance in the RAG-enhanced pedagogical support.</summary>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-08T14:46:08Z</published>
    <arxiv:primary_category term="cs.AI"/>
    <author>
      <name>Ronghua Xu</name>
    </author>
    <author>
      <name>Kepha Barasa</name>
    </author>
    <author>
      <name>Manoj Kumal</name>
    </author>
    <author>
      <name>Xinyun Liu</name>
    </author>
    <author>
      <name>Weihua Zhou</name>
    </author>
    <author>
      <name>Xin Qian</name>
    </author>
    <arxiv:doi>10.1109/CHASE69719.2026.00069</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1109/CHASE69719.2026.00069" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.05626v1</id>
    <title>Dual-Output Multi-Exposure HDR Reconstruction via SDR Fusion and Gain Map Inverse Tone Mapping</title>
    <updated>2026-08-06T05:46:23Z</updated>
    <link href="https://arxiv.org/abs/2608.05626v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.05626v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We propose DOME-HDR, a dual-output multi-exposure HDR reconstruction framework that jointly produces a perceptually balanced SDR image and a consistent HDR image via gain map inverse tone mapping. Given three bracketed LDR inputs, DOME-HDR first synthesizes a base SDR using a LoRA-adapted latent diffusion model. A dual cross-attention fusion module injects complementary structural and color cues from the under- and over-exposed images while anchoring on the mid exposure for stability. The synthesized SDR then guides HPGM, our HDR Prior-guided Gain Map network, to predict a spatially varying gain map for reliable dynamic-range expansion. We evaluate on Kalantari, Tel, and Challenge123 using both full-reference and no-reference metrics, where DOME-HDR achieves state-of-the-art HDR reconstruction quality; ablations further confirm the effectiveness of dual cross-attention and SDR-guided gain map estimation.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-06T05:46:23Z</published>
    <arxiv:comment>Accepted to ECCV 2026</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Jinho Kim</name>
    </author>
    <author>
      <name>Jinwoo Kim</name>
    </author>
    <author>
      <name>Seon Joo Kim</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.28796v1</id>
    <title>Can Synthetic Data Overcome the Generalization Limits of AI-Based Flower and Pod Detection Across Cowpea Breeding Genotypes and Environments?</title>
    <updated>2026-07-30T19:43:59Z</updated>
    <link href="https://arxiv.org/abs/2607.28796v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.28796v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>High-throughput phenotyping requires AI-enabled computer vision models that generalize across genotypes, locations, and growing seasons, yet such models often lose accuracy under new conditions. Annotating real imagery for every genotype-by-environment (G x E) combination a breeding program encounters is prohibitively expensive. We quantify how G x E shifts affect AI-based detection of cowpea flowers and pods across two California locations and two growing seasons. Flower detection mAP@50 fell from 76.3% to as low as 50.6% under unseen shifts, and pod detection was more sensitive. Feature-space and image-quality diagnostics confirmed these losses track measurable distributional shifts. Because closing this gap with real data alone is not practical, we test whether synthetic imagery, rendered from a procedural 3D cowpea model, can substitute for that annotation burden. Synthetic supervision alone improved over pretraining but remained limited by a domain gap driven by camera image formation, not scene content. A domain-gap-aware camera-realism augmentation strategy, optimized against measured real-image statistics via Wasserstein distance, narrowed this gap, and a linear HDR representation converted a smaller measured gap into a larger detection gain than an 8-bit representation. Optimized HDR synthetic data combined with as few as five real images matched or exceeded the real-data baseline for spatial generalization, and pod detection benefited most at the lowest shot counts, with more modest gains under temporal shift. These results show that synthetic data can overcome the generalization limits of AI-based flower and pod detection, but only when the domain gap is measured and optimized rather than assumed away.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-30T19:43:59Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Hamid Kamangir</name>
    </author>
    <author>
      <name>Jonathan Berlingeri</name>
    </author>
    <author>
      <name>Earl Ranario</name>
    </author>
    <author>
      <name>Isaac Kazuo Uyehara</name>
    </author>
    <author>
      <name>Lars Lundqvist</name>
    </author>
    <author>
      <name>Heesup Yun</name>
    </author>
    <author>
      <name>Christine H. Diepenbrock</name>
    </author>
    <author>
      <name>Brian N. Bailey</name>
    </author>
    <author>
      <name>J. Mason Earles</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.26237v2</id>
    <title>LumaGuide: Distribution Shaping for Training-Free HDR Generation in Diffusion Models</title>
    <updated>2026-08-06T12:24:29Z</updated>
    <link href="https://arxiv.org/abs/2607.26237v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.26237v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Pretrained diffusion models generate realistic images but are constrained by the statistical biases of their training data, limiting their ability to produce high dynamic range (HDR) content. In this work, we introduce LumaGuide, a training-free framework for distribution shaping in diffusion models. Instead of modifying model parameters, LumaGuide steers the sampling process to match target feature distributions via differentiable energy-based guidance. We instantiate this framework for HDR generation by controlling luminance distributions in perceptually uniform PQ space. Our results show that aligning luminance histograms is sufficient to induce HDR-consistent behavior, including coherent highlights and preserved shadow detail, while maintaining semantic fidelity. Beyond HDR, LumaGuide enables flexible specification of target distributions through data-driven presets, reference images, or text-driven predictors, and extends naturally to video generation with temporal consistency constraints. More broadly, our work demonstrates that controllable generation can be achieved by directly shaping output distributions at sampling time, without retraining diffusion models.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-28T20:17:11Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Bowen Chen</name>
    </author>
    <author>
      <name>Shreshth Saini</name>
    </author>
    <author>
      <name>Balu Adsumilli</name>
    </author>
    <author>
      <name>Alan C. Bovik</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.20889v1</id>
    <title>Engine-Native Editable 3D World Reconstruction with Objects and Lighting</title>
    <updated>2026-07-23T03:26:02Z</updated>
    <link href="https://arxiv.org/abs/2607.20889v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.20889v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Editable 3D scene creation requires object instances and lights that can be inspected, moved, and imported into standard engines, yet existing single-image methods largely stop at room-scale geometry, baked/global illumination, or text-driven generation. We introduce Lumera (Light-aware Unified Engine-native Reconstruction and Assembly), a benchmark and reference pipeline for engine-native, light-aware 3D scene parsing from a single image. Lumera-2K is built from 2,513 UE5 projects and provides 3.73M components, 63M object instances, 102.6K engine-native parametric lights, and 95.1K camera views. On this data, Lumera-Box and Lumera-Light adapt VLM to parse object boxes and parametric light tuples (x,y,z,r,g,b,I), which are assembled with per-object mesh reconstruction, HDR environment estimation, and a bounded agentic refinement loop. In a sanitized box benchmark against DetAny3D, SpatialLM, N3D-VLM, and WildDet3D, Lumera-Box obtains the strongest overall detection, geometry, semantic, and layout scores (merged mAP 0.1141, IoU-B 0.2472, F-score 0.2762), while WildDet3D remains stronger on anchor recall. For lights, Lumera-Light recovers almost all non-empty scenes (recall 0.998) but remains limited at individual-light localization (F1 0.209 at 0.5 m); matched lights have median position error 0.261 m, median ΔE2000 4.59, and intensity Pearson r=0.628. These results establish parametric lights as a measurable editable-scene target and expose remaining bottlenecks in relation structure, light recall/intensity, and cross-engine generalization.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-23T03:26:02Z</published>
    <arxiv:comment>18 pages, 7 figures, Project Page: https://haidilao0328.github.io/Lumera/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Junhao Chen</name>
    </author>
    <author>
      <name>Xinghao Chen</name>
    </author>
    <author>
      <name>Henghaofan Zhang</name>
    </author>
    <author>
      <name>Zihao Qiao</name>
    </author>
    <author>
      <name>Saining Zhang</name>
    </author>
    <author>
      <name>Yongzhi Li</name>
    </author>
    <author>
      <name>Ruqi Huang</name>
    </author>
    <author>
      <name>Sisi Li</name>
    </author>
    <author>
      <name>Yimin Sheng</name>
    </author>
    <author>
      <name>Jianyi Zhu</name>
    </author>
    <author>
      <name>Hao Zhao</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.19299v1</id>
    <title>Optomechanical transfer factors for scattered light noise estimations in the beamtubes of ground-based gravitational wave detectors</title>
    <updated>2026-07-21T17:10:44Z</updated>
    <link href="https://arxiv.org/abs/2607.19299v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.19299v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Scattered light is a relevant noise source in current ground-based gravitational-wave detectors and a critical design concern for next-generation observatories. Beamtube scattered light estimates usually combine optical propagation simulations with analytical couplings that do not fully propagate the frequency-dependent optomechanical response of the interferometer to the strain readout. In this work, we use improved analytical transfer factors to convert scattered-light field perturbations in the Fabry--Pérot arm cavities into equivalent strain noise, consistently including radiation-pressure coupling, signal-extraction dynamics, microscopic detunings, and the homodyne readout angle. The formalism keeps the full amplitude and phase quadrature content of the scattered field, including the cross terms that arise in both diffraction and backscattering noise. For diffraction, we also identify the regime in which the linearized coupling to baffle motion is valid, avoiding unnecessary phase wrapping. Using representative LIGO, Cosmic Explorer (CE), and Einstein Telescope - Low Frequency (ET-LF) configurations, we show that legacy estimates are recovered in phase dominated regimes, but can differ when radiation-pressure coupling, quadrature correlations, or detuned signal extraction become important. In particular, the revised ET-LF estimate changes substantially with respect to previous beamtube noise budgets due to the detuned signal extraction cavity. These results provide a more complete framework for scattered light noise estimations for present and future gravitational-wave detectors.</summary>
    <category term="gr-qc" scheme="http://arxiv.org/schemas/atom"/>
    <category term="astro-ph.IM" scheme="http://arxiv.org/schemas/atom"/>
    <category term="physics.ins-det" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-21T17:10:44Z</published>
    <arxiv:primary_category term="gr-qc"/>
    <author>
      <name>M. Andrés-Carcasona</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.15278v1</id>
    <title>Hierarchical Denoising For Multi-Step Visual Reasoning</title>
    <updated>2026-07-16T17:59:57Z</updated>
    <link href="https://arxiv.org/abs/2607.15278v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.15278v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Video models are evolving into vision foundation models, yet they still lack human-like multi-step reasoning. Streaming autoregressive diffusion models are efficient but limited in reasoning, while bidirectional diffusion enables global revision with high inference costs due to dense frame-level denoising. Both paradigms struggle to achieve logical consistency and low-latency streaming for complex reasoning tasks. We propose HDR (Hierarchical Denoising for Visual Reasoning), a unified framework that integrates hierarchical latents into causal video generation for multi-step reasoning. HDR organizes video latents into a tree-structured hierarchy, enabling coarse-to-fine reasoning before streaming output. Coarse denoising layers preserve uncertain hypotheses for global planning, while finer layers progressively refine them into concrete visual states. A sparse hierarchical attention pattern (SHAP) further reduces temporal attention costs. We introduce a level-stratified multi-step video reasoning benchmark with out-of-distribution cases, covering six tasks: maze navigation, Tower of Hanoi, one-line drawing, sliding puzzle, Sokoban, and water pouring. Compared with streaming autoregressive diffusion baselines, HDR improves success from 34.22 to 60.29 (76.2% relative gain) and increases average progress from 76.00 to 89.56, demonstrating more consistent reasoning trajectories. HDR maintains low-latency streaming at 0.70 seconds per latent, achieving 54.2 times faster inference than bidirectional diffusion. It also retains 82.9% of full-data performance with only 2% training data, compared with 52.0% for bidirectional diffusion. Real-world robot experiments further demonstrate HDR's potential for physical interaction and world modeling. Project demo: https://hierarchical-diffusion-reasoning.github.io/.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-16T17:59:57Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Zezhong Qian</name>
    </author>
    <author>
      <name>Xiaowei Chi</name>
    </author>
    <author>
      <name>Chak-Wing Mak</name>
    </author>
    <author>
      <name>Tianze Zhou</name>
    </author>
    <author>
      <name>Ruibin Yuan</name>
    </author>
    <author>
      <name>Yuhan Rui</name>
    </author>
    <author>
      <name>Hengzhe Sun</name>
    </author>
    <author>
      <name>Zhuoqun Wu</name>
    </author>
    <author>
      <name>Yuming Li</name>
    </author>
    <author>
      <name>Siyuan Qian</name>
    </author>
    <author>
      <name>Sirui Han</name>
    </author>
    <author>
      <name>Shanghang Zhang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.13265v1</id>
    <title>Differentiable Polarized Path Tracing</title>
    <updated>2026-07-14T20:58:08Z</updated>
    <link href="https://arxiv.org/abs/2607.13265v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.13265v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Physically based differentiable rendering has proven to be a powerful tool for inverse rendering problems (e.g., 3D reconstruction, reflectance estimation, lighting estimation). However, most existing methods operate solely on radiometric intensity, discarding valuable polarization cues that constrain scene geometry and material properties. While forward simulation of polarized light is well-defined via Mueller-Stokes calculus, extending reverse-mode differentiation to this domain presents significant challenges. The rank-deficient nature of common polarimetric operators, such as linear polarizers and diffuse reflections, violates the invertibility assumptions of standard gradient estimators like path replay backpropagation and results in numerical instability. We address this by proposing a robust, polarization-aware differentiable path tracing method. Our approach estimates unbiased gradients through a combination of path replay and local caching. This formulation enables efficient and stable optimization of material and lighting parameters in complex scenes, broadening the applicability of physically based inverse rendering. Project page: https://vcai.mpi-inf.mpg.de/projects/DPPT/</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-14T20:58:08Z</published>
    <arxiv:comment>Accepted at ECCV 2026</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Pramod Rao</name>
    </author>
    <author>
      <name>Jérémy Riviere</name>
    </author>
    <author>
      <name>Xilong Zhou</name>
    </author>
    <author>
      <name>Abhijeet Ghosh</name>
    </author>
    <author>
      <name>Abhimitra Meka</name>
    </author>
    <author>
      <name>Thabo Beeler</name>
    </author>
    <author>
      <name>Marc Habermann</name>
    </author>
    <author>
      <name>Christian Theobalt</name>
    </author>
    <author>
      <name>Delio Vicini</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.10008v1</id>
    <title>Manifold Constrained Conformal Prediction for Spatial Events</title>
    <updated>2026-07-10T22:10:12Z</updated>
    <link href="https://arxiv.org/abs/2607.10008v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.10008v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We introduce a new conformal prediction method that constructs calibrated prediction sets over collections of spatial events, such as tropical cyclone genesis and earthquake locations. Forecasting natural hazards has become increasingly important, due to their significant economic impact, and quantifying the uncertainty of predictions is critical for accurate risk assessment. Our approach works by representing spatial point clouds as empirical measures so that we can score them using (sliced) Wasserstein distance, then constraining the resulting distribution-valued prediction set to be supported only near the training data manifold. We derive a coverage lower bound for the intersected sets and show that, in practice, this gap can be made small through a simple data-adaptive selection criterion. Because the resulting set is not analytically tractable, we introduce a modified flow-based sampling procedure, which allows us to represent and apply these prediction sets in practice as ensembles. Numerical experiments on synthetic data, tropical cyclone genesis, and earthquake occurrences show that our method achieves near-nominal coverage, with significantly lower energy distance and manifold distance than highest predictive density region (HDR) baselines along with generative model baselines.</summary>
    <category term="stat.ML" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <category term="stat.ME" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-10T22:10:12Z</published>
    <arxiv:comment>21 pages, 10 figures, 4 tables</arxiv:comment>
    <arxiv:primary_category term="stat.ML"/>
    <author>
      <name>Collin Nill</name>
    </author>
    <author>
      <name>Trevor Harris</name>
    </author>
    <author>
      <name>Jason Adams</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.08098v2</id>
    <title>EVIS: Real-Time Event Camera Simulation with Multimodal Supervision in NVIDIA Isaac Sim</title>
    <updated>2026-09-11T14:31:53Z</updated>
    <link href="https://arxiv.org/abs/2607.08098v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.08098v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Event cameras are increasingly adopted in embodied perception for their microsecond temporal resolution, high dynamic range, and resilience to motion blur. However, training event-based models for robotics requires large-scale, action-conditioned data with dense physical annotations that are difficult to collect in the real world. We introduce EVIS, an open-source physics-grounded event simulator integrated into NVIDIA Isaac Sim that generates events from linear-HDR radiance from a closed-loop robot training episode. Rather than relying on learning-based video interpolation or expensive dense rendering, EVIS exploits renderer-provided motion vectors and depth maps through bi-directional warping and depth-based splatting. This enables high throughput, real-time, and high-fidelity event generation. We evaluate EVIS across runtime efficiency, sim-to-real transfer, and zero-shot model compatibility. A rotation-speed estimator trained solely on EVIS events achieves 2.75 rad/s MAE on real sensor data. Pretrained models for reconstruction, matching, and tracking perform competitively on EVIS events without any fine-tuning. EVIS sustains real-time generation across GPU-parallel environments on a single GPU. Code repository: https://github.com/spikelab-jhu/isaac-sim-event-camera-plugin.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-09T04:13:31Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Linli Shi</name>
    </author>
    <author>
      <name>Ruijun Zhang</name>
    </author>
    <author>
      <name>Ziyun Wang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.08016v2</id>
    <title>LightCrafter: PBR-Conditioned Video Diffusion Refinement for Controllable and Consistent Relighting</title>
    <updated>2026-07-15T01:05:32Z</updated>
    <link href="https://arxiv.org/abs/2607.08016v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.08016v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Video relighting requires balancing long-form temporal consistency with a physically grounded understanding of light transport, which depends on accurate estimation of intrinsic scene properties such as materials, geometry, and illumination. Existing methods follow two paradigms: (1) reconstruct a video's photometric properties via inverse rendering and relight them to a target illumination via forward rendering, using physically-based rendering (PBR) or a neural renderer; these suffer from noisy reconstructions and struggle with hard-to-model effects such as global illumination. (2) Frame the task as generative video-to-video translation conditioned on relighting targets (a target environment map or text); this limits relighting control and temporal stability, since diffusion models struggle to translate long-form videos, and is constrained by the availability of input/relit training pairs. We propose LightCrafter, a hybrid pipeline that reformulates video relighting as video translation of a proxy video: rather than translating the input video directly to the target, we translate a PBR rendering of the input under the target illumination to the final target. This bakes illumination targets into the PBR proxy, removing the need to teach the diffusion model illumination concepts like environment maps, and enables more intricate lighting control while naturally providing long-form temporal consistency. We show PBR renders alone already outperform some prior art but struggle with effects like global illumination; to capture these, we leverage photometric priors in video generation models by post-training CogVideoX on synthetic video pairs and real-world unpaired videos. We outperform prior state-of-the-art on existing real-world relighting benchmarks and contribute a synthetic benchmark for further analysis. We will release our dataset, benchmark, metrics, and code.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-09T00:44:43Z</published>
    <arxiv:comment>Project page: https://www.zixinguo.me/lightcrafter</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Zixin Guo</name>
    </author>
    <author>
      <name>Yehonathan Litman</name>
    </author>
    <author>
      <name>Yifeng He</name>
    </author>
    <author>
      <name>John Miller</name>
    </author>
    <author>
      <name>Chuhan Chen</name>
    </author>
    <author>
      <name>Deva Ramanan</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.04674v1</id>
    <title>Video Generation Models Are Inherent Lighting Estimators</title>
    <updated>2026-07-06T04:59:17Z</updated>
    <link href="https://arxiv.org/abs/2607.04674v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.04674v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Recovering dynamic environment maps from a single in-the-wild video is crucial for photorealistic rendering, yet remains a challenge. Recent video generation models can produce photorealistic scenes with complex lighting, possessing an inherent understanding of lighting. In this paper, we introduce V-LITE (Video generation models are inherent lighting estimators), a framework that unlocks this internal knowledge by reframing lighting estimation as a guided video inpainting task. Inspired by VFX industry practices, we insert a synthetic chrome ball into the scene to compel the model to generate physically plausible reflections from the surrounding spatio-temporal context. To bridge the gap from LDR-native models to the HDR domain, we design an HDR-aware VAE and employ an efficient LoRA-based fine-tuning strategy. We then construct a mixed dataset comprising high-fidelity HDR images to provide realistic HDR priors, and in-the-wild HDR videos to provide dynamic spatio-temporal context. Extensive experiments demonstrate that V-LITE produces temporally coherent HDR environment maps, revealing that modern video diffusion models are not merely synthesizers but also powerful, inherently capable estimators of physical scene lighting.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-06T04:59:17Z</published>
    <arxiv:comment>Project Page: https://caiziqi.com/research/vlite/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Ziqi Cai</name>
    </author>
    <author>
      <name>Shuchen Weng</name>
    </author>
    <author>
      <name>Kaiqi Liu</name>
    </author>
    <author>
      <name>Zifeng Wang</name>
    </author>
    <author>
      <name>Zhiquan Zhang</name>
    </author>
    <author>
      <name>Minggui Teng</name>
    </author>
    <author>
      <name>Han Jiang</name>
    </author>
    <author>
      <name>Boxin Shi</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.01368v1</id>
    <title>Field-Deployable RF Capture System for Indoor, Outdoor, and Foliage Environments</title>
    <updated>2026-07-01T18:32:36Z</updated>
    <link href="https://arxiv.org/abs/2607.01368v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.01368v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Reliable and reproducible radio-frequency (RF) measurements in real-world environments are essential for characterizing spectrum behavior across unlicensed ISM and WiFi bands, licensed mid-band allocations, and emerging next-generation wireless deployments. Existing measurement platforms are often laboratory-grade, cost-prohibitive, or dependent on fixed infrastructure, limiting their practicality for rapid, distributed, or long-duration field campaigns. This paper presents a compact, battery-powered RF capture system integrating a HackRF One software-defined radio, Raspberry Pi 5, GNSS receiver, regulated battery supply, and high-speed solid-state storage. The platform records continuous IQ data at up to 20 Msps in SigMF format with per-segment location and timing metadata for reproducible spectrum analysis. Field experiments at 2.45 GHz in dense foliage, urban outdoor, and indoor office environments reveal distinct propagation signatures. Foliage measurements remain near the noise floor at -76 to -82 dBFS with limited spectral structure, consistent with strong canopy attenuation. Urban measurements show multipath activity across a 30 dB dynamic range, overlapping WiFi channels, and frequent ISM-band interference. Indoor measurements show dominant WiFi channels, an estimated 20 to 25 dB building entry loss relative to outdoor conditions, and an 8 to 10 dB higher interference floor caused by structural reflections. The system sustained 75 to 85 MB/s write throughput with no dropped samples or buffer underruns, while GNSS synchronization remained below one second with meter-level positioning. These results show that a portable, cost-effective SDR platform can produce high-fidelity, geotagged IQ datasets for spectrum characterization, interference analysis, radio environment mapping, and environment-aware wireless research.</summary>
    <category term="cs.AR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-01T18:32:36Z</published>
    <arxiv:comment>in Proc. 35th Int. Conf. ICCCN'2026</arxiv:comment>
    <arxiv:primary_category term="cs.AR"/>
    <author>
      <name>Lawrence Obiuwevwi</name>
    </author>
    <author>
      <name>Krzysztof J. Rechowicz</name>
    </author>
    <author>
      <name>Vikas Ashok</name>
    </author>
    <author>
      <name>Sachin Shetty</name>
    </author>
    <author>
      <name>Peter B. Foytik</name>
    </author>
    <author>
      <name>Jared Cochran</name>
    </author>
    <author>
      <name>Jeff Bobrow</name>
    </author>
    <author>
      <name>Sampath Jayarathna</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.00529v1</id>
    <title>NoPA: Non-Parametric Online 3D Scene Graph Generation</title>
    <updated>2026-07-01T07:18:07Z</updated>
    <link href="https://arxiv.org/abs/2607.00529v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.00529v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Classic 3D scene graph generation approaches fail to work in real-time due to the heavy computational cost of environment mapping and the need to generate intermediate point-cloud representations. To alleviate this issue, a recent work eschews point clouds in favor of a lightweight Gaussian distribution for each object. This approximation drastically speeds up inference and enables real-time 3D scene graph generation. However, the representation has two key weaknesses. \textbf{1)} Each object is approximated by a single 3D Gaussian, which causes a severe loss of 3D geometric detail. \textbf{2)} The discrepancy between this approximation and the true object geometry exacerbates the inaccurate merging of object candidates during online inference. To address these issues, we propose \textbf{NoPA}, which represents each object as a separate non-parametric distribution. This formulation retains 3D geometric information while preserving real-time inference of the parametric Gaussian formulation. To build upon our novel object representation, we propose a tailored merging strategy to recover coherent object instances. Specifically, we leverage maximum mean discrepancy on kernel density estimates to enable robust merging of object candidates during online exploration while minimizing added computational complexity. The key is to maintain a fixed particle set per object. Furthermore, to rectify the relation loss caused by misclassified objects, NoPA propagates relationships between objects with high affinity. Experiments show that NoPA substantially outperforms current methods without sacrificing real-time inference speed.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-01T07:18:07Z</published>
    <arxiv:comment>This paper has been accepted in ECCV 26</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Qi Xun Yeo</name>
    </author>
    <author>
      <name>Seungjun Lee</name>
    </author>
    <author>
      <name>Yan Li</name>
    </author>
    <author>
      <name>Gim Hee Lee</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.31144v1</id>
    <title>A Modular Vision-Language-Action Robotics Framework for Indoor Environments</title>
    <updated>2026-06-30T05:17:02Z</updated>
    <link href="https://arxiv.org/abs/2606.31144v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.31144v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>This paper presents an integrated system for the CMU Vision-Language-Action (VLA) Challenge, designed to enable an autonomous agent to perform complex tasks based on natural language instructions. Our framework employs a modular architecture that orchestrates environment mapping, question processing, and navigation. The system operates in two parallel streams: a perception pipeline that constructs a semantic voxel map from real-time camera feeds using OwlViT embeddings, and a language pipeline that classifies user commands with a Vision-Language Model. The mapping is time-constrained; the system proceeds with a partial map if a 500-second exploration limit is reached. The classified query is then grounded in the geometric and semantic context of the map to generate a detailed prompt for the VLM. This yields an actionable output, demonstrating a capable solution for bridging the gap between human language and robotic action.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-30T05:17:02Z</published>
    <arxiv:comment>IEEE IROS 2025 Workshop on Generative AI for Robotics and Smart Manufacturing</arxiv:comment>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Anindya Jana</name>
    </author>
    <author>
      <name>Snehasis Banerjee</name>
    </author>
    <author>
      <name>Arup Sadhu</name>
    </author>
    <author>
      <name>Ranjan Dasgupta</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.27576v1</id>
    <title>DeLux: Cross-Modal Local Artifact Restoration in Video Using Neuromorphic Data</title>
    <updated>2026-06-25T22:03:43Z</updated>
    <link href="https://arxiv.org/abs/2606.27576v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.27576v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Conventional RGB cameras suffer from lighting artifacts such as flare, glare, flicker, and overexposure, leading to irrecoverable information loss that necessitates computational restoration. However, existing approaches treat these problems in isolation, failing to recover structural details completely obscured by complex spatially discrete image degradations. In this paper, we propose a novel cross-modal restoration paradigm and present DeLux, a modular proof-of-concept pipeline that leverages neuromorphic event streams as a structural prior to guide the targeted detection and inpainting of lighting artifacts in RGB video. Validation on synthetic benchmarks and real-world automotive footage demonstrates that DeLux effectively suppresses local artifacts and restores affected regions. The proposed approach outperforms existing RGB-only baselines and event-guided HDR models, achieving an average MS-SSIM of over 0.99 across all artifact types and demonstrating up to an 88% reduction in artifact severity in real-world automotive footage. The synthetic artifact generation tools and curated real-world evaluation datasets are made publicly available to foster future research on cross-modal restoration.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-25T22:03:43Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Bartosz Stachowiak</name>
    </author>
    <author>
      <name>Dariusz Brzezinski</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.26738v2</id>
    <title>Do Image Editing Models Understand Lighting?</title>
    <updated>2026-07-15T11:15:44Z</updated>
    <link href="https://arxiv.org/abs/2606.26738v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.26738v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>While recent advancements in generative image editing models have achieved stunning visual fidelity, it remains an open question whether these systems possess an intrinsic knowledge of real-world lighting. Existing benchmarks typically evaluate high-level plausibility of perceptual light transport on curated internet imagery, using VLMs or human judgement, or they rely on synthetically generated datasets. In this work, we introduce the 3D-anchored Light Probe (3DLP) benchmark, for which we have captured a new high-fidelity HDR dataset of real-world lighting changes. The dataset consists of 1K image pairs of diverse indoor scenery in which light probes are physically turned on and off. To allow for a granular performance analysis, we annotated specific image regions such as cast shadows or metallic surfaces. With this data, we evaluate a range of state-of-the-art image editing models by measuring how well their light probe edits align with reality. The evaluation uses two new scores to compensate for AI-generated photographic effects, such as adjusted white balance. Our results show that the overall performance of models differs considerably, with differences slightly less pronounced for specular highlights. The best image editing models are remarkably consistent with real-world physics, however, they still leave room for improvement. We observe that image regions that receive less light from the light probe are more prone to errors for all models. Furthermore, building on their success in evaluating macroscopic lighting plausibility, we test VLMs on our task but find that they are unsuitable for pixel-level light transport analysis. We will make the benchmark, together with the real-world dataset, publicly available to encourage future research on this topic.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-25T08:20:34Z</published>
    <arxiv:comment>Project page: https://tim-kuechler.github.io/3DLP/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Tim Küchler</name>
    </author>
    <author>
      <name>Johann-Friedrich Feiden</name>
    </author>
    <author>
      <name>Matthias Nießner</name>
    </author>
    <author>
      <name>Carsten Rother</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.22718v2</id>
    <title>Generative Relightable Avatars</title>
    <updated>2026-07-30T13:03:09Z</updated>
    <link href="https://arxiv.org/abs/2606.22718v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.22718v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>We present Generative Relightable Avatars (GRA), a person-specific method for photorealistic free-view rendering and environment-map relighting of full-body humans. We postulate that modeling fine-grained appearance details is inherently a one-to-many problem that can benefit from a generative formulation. In contrast to fully regressive relightable avatar methods, GRA follows a hybrid approach that combines controllable, physics-grounded relighting with probabilistic refinement. Starting from a tracked animated mesh, we optimize material parameters in UV-space and render a coarse relit appearance under a target HDR environment map. Next, we refine the textures with a feed-forward model to capture pose-dependent texture dynamics and illumination effects beyond simplified reflectance assumptions. Finally, a fine-tuned video-to-video diffusion model transforms the physically grounded renderings into temporally coherent, high-detail videos while preserving 3D control, with an error-recycling strategy for generating long videos. Experimental evaluations demonstrate our method's improved perceptual quality over prior relightable avatar baselines. Project Page: https://vcai.mpi-inf.mpg.de/projects/GRA/</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-21T23:36:00Z</published>
    <arxiv:comment>Project Page: https://vcai.mpi-inf.mpg.de/projects/GRA/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Kunwar Maheep Singh</name>
    </author>
    <author>
      <name>Christian Theobalt</name>
    </author>
    <author>
      <name>Rishabh Dabral</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.09110v1</id>
    <title>HDRAgent: An Agentic Framework for Multi-Exposure HDR Imaging</title>
    <updated>2026-06-08T07:00:56Z</updated>
    <link href="https://arxiv.org/abs/2606.09110v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.09110v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Most existing multi-exposure HDR methods follow a fixed feed-forward reconstruction paradigm, making them prone to ghosting artifacts in complex dynamic scenes. To address this issue, we propose HDRAgent, the first agent-driven framework for HDR imaging, which adaptively selects reconstruction strategies according to the current scene conditions. Specifically, to provide scene-specific prior knowledge, we introduce a fine-grained contextual knowledge matching (FCM) module. This module leverages multimodal large language model (MLLM)-derived scene perception to retrieve relevant historical cases and tool knowledge, organizing them into structured evidence for MLLM-based adaptive tool scheduling. In addition, we propose a perception--distortion feedback mechanism that transforms post-execution quality assessment and artifact diagnosis into structured feedback, which is accumulated in historical memory to help subsequent contextual knowledge refinement and strategy selection. Furthermore, considering that extreme motion can invalidate alignment methods, we design an agent-guided generative alignment strategy that uses MLLM-based dynamic-region parsing to reconstruct unreliable contents in non-reference frames under reference-frame guidance. Experiments demonstrate that HDRAgent effectively reduces ghosting and local artifacts while achieving competitive or superior objective performance and visual quality.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-08T07:00:56Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Weiyu Zhou</name>
    </author>
    <author>
      <name>Tao Hu</name>
    </author>
    <author>
      <name>Yijian Wang</name>
    </author>
    <author>
      <name>Xiaogang Xu</name>
    </author>
    <author>
      <name>Ruixing Wang</name>
    </author>
    <author>
      <name>Qingsen Yan</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.06901v1</id>
    <title>LUCID: Learning Unified Control for Image Deflaring and Exposure Mastery in Nighttime Photography</title>
    <updated>2026-06-05T04:34:47Z</updated>
    <link href="https://arxiv.org/abs/2606.06901v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.06901v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Photography is the art of painting with light, yet nighttime scenes are shaped by competing degradations: intense flares obscure scene structure, while photon-limited regions collapse into noise. Conventional approaches address these factors in isolation, overlooking the fact that these degradations are fundamentally entangled. To bridge this gap, we introduce LUCID, a unified framework that reframes nighttime restoration as a continuous and controllable process rather than a fixed correction. We decompose nighttime restoration into two cooperative components: a flare disentanglement module that lifts the 'curtain' of optical artifacts to provide reliable structural guidance, and a diffusion-driven module that leverages generative priors to reconstruct clean and well-exposed imagery. Crucially, LUCID introduces explicit controllability through a novel four-mode training strategy, enabling users to steer the restoration process via classifier-free guidance (CFG) and allowing selective control over light sources and their associated flare and ghosting artifacts, while also supporting high dynamic range (HDR) reconstruction through continuous exposure control. Extensive experiments demonstrate that LUCID consistently outperforms state-of-the-art methods across diverse real-world nighttime scenarios.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-05T04:34:47Z</published>
    <arxiv:comment>Accepted by SIGGRAPH 2026</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Tingyu Yang</name>
    </author>
    <author>
      <name>Yuan Cheng</name>
    </author>
    <author>
      <name>Xiaoyun Yuan</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.02919v3</id>
    <title>Pixel Cube: Diffusion-based Portrait Video Relighting Through Realistic Lighting Reproduction</title>
    <updated>2026-06-05T00:48:04Z</updated>
    <link href="https://arxiv.org/abs/2606.02919v3" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.02919v3" rel="related" type="application/pdf" title="pdf"/>
    <summary>We present a diffusion-based method for relighting dynamic portrait videos with photorealism and temporal consistency. Our method is fueled by a hybrid training dataset that consists of real-captured and rendered dynamic portrait videos with diverse subject appearances, facial motions, head poses, and known lighting conditions. Specifically, we construct an LED-based lighting system for realistic lighting emulation and high-speed video relighting data acquisition. By leveraging the image priors embedded in pre-trained video diffusion models, and using per-frame high dynamic range (HDR) environment map as lighting control, we train a high-performance generative model for realistic and identity-preserving dynamic portrait video relighting. In addition to the environment map control, our model uses a synthesized background image to enable control on the camera's exposure level and color tone. Our model can produce temporally consistent relit portrait video that looks realistic and harmonious under a provided new environment and faithfully preserve the subject's expression and fine facial features, including skin tone, wrinkles, and facial hair. Our model generalizes well to unseen data, in terms of the subject appearance, motion, and lighting condition. We perform extensive experiments on relighting in-the-wild videos with various environment maps and demonstrate practical applications on portrait photography. Results show that our method achieves state-of-the-art performance in photorealism, lighting harmony, and temporal consistency.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-01T21:47:17Z</published>
    <arxiv:comment>ACM SIGGRAPH 2026 Journal Track / ACM Transactions on Graphics, 17 pages. Project page: https://yufanzhang82.github.io/PixelCube/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <arxiv:journal_ref>ACM Trans. Graph. 45, 4, Article 119 (July 2026), 17 pages</arxiv:journal_ref>
    <author>
      <name>Yufan Zhang</name>
    </author>
    <author>
      <name>Yu Ji</name>
    </author>
    <author>
      <name>Ayo Ajiboye</name>
    </author>
    <author>
      <name>Rundi Wu</name>
    </author>
    <author>
      <name>Yu Guo</name>
    </author>
    <author>
      <name>Changxi Zheng</name>
    </author>
    <author>
      <name>Jinwei Ye</name>
    </author>
    <arxiv:doi>10.1145/3811400</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1145/3811400" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.28401v1</id>
    <title>EgoRelight: Egocentric Human Capture and Illumination Recovery for Relightable and Photoreal Avatar Rendering</title>
    <updated>2026-05-27T12:38:10Z</updated>
    <link href="https://arxiv.org/abs/2605.28401v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.28401v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Mixed Reality (MR) headsets promise a future of immersive telepresence where virtual humans blend indistinguishably into real or virtual surroundings. Achieving this vision requires a method for capturing a user's motion, estimating appearance under novel lighting, and understanding the environment - all from the constrained viewpoint of a head-mounted display (HMD). Existing approaches treat these as isolated problems: they either focus on driving avatars with baked-in lighting or rely on studio setups for relighting. In this paper, we present EgoRelight, a holistic framework for egocentric telepresence that simultaneously captures full-body human performance, synthesizes photorealistic and relightable appearance, and estimates high dynamic range (HDR) environment maps from a single HMD. First, to ensure motion and surface reconstruction, we propose an egocentric perception module that leverages stereo down-facing cameras to extract dense depth maps, which serve as geometric control signals to drive a mesh-based avatar. Second, we introduce a novel neural appearance model that learns to synthesize view-dependent specular and view-independent diffuse shading separately. By employing a specialized ray-sampling strategy, our model generalizes to unseen illumination without relying on restrictive analytical BRDF priors. Third, we enable seamless avatar integration into the physical world via a test-time inverse rendering process, which recovers an HDR environment map by matching the pre-trained avatar's appearance to live egocentric camera observations. We demonstrate our system through a social telepresence application, where remote users are coherently relit according to their physical environment. Extensive experiments show that our components and the integrated system significantly outperform state-of-the-art baselines in geometric accuracy and rendering as well as relighting fidelity.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-27T12:38:10Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Jianchun Chen</name>
    </author>
    <author>
      <name>Yinda Zhang</name>
    </author>
    <author>
      <name>Rohit Pandey</name>
    </author>
    <author>
      <name>Thabo Beeler</name>
    </author>
    <author>
      <name>Marc Habermann</name>
    </author>
    <author>
      <name>Christian Theobalt</name>
    </author>
    <arxiv:doi>10.1145/3811346</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1145/3811346" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.27661v1</id>
    <title>Design of a Real-time Asynchronous Monocular Odometry for Planetary Exploration</title>
    <updated>2026-05-26T20:25:33Z</updated>
    <link href="https://arxiv.org/abs/2605.27661v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.27661v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We describe our preliminary design of a real-time asynchronous event-based monocular odometry for planetary exploration. Operating under strict computational constraints, planetary rovers frequently encounter complex, unpredictable environments that demand high-speed sensing and robustness to high dynamic range (HDR) lighting. Event cameras address these needs by reporting asynchronous, pixel-wise brightness changes with microsecond resolution, significantly reducing data bandwidth while maintaining robustness in extreme lighting conditions. We propose an approach based on an Error-State Kalman Filter (ESKF) that leverages this asynchronous event stream to continuously estimate camera ego-motion. The camera state is updated with every tracked position output generated by RATE, a real-time asynchronous feature tracker.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-26T20:25:33Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Benat Inigo</name>
    </author>
    <author>
      <name>Florian Steidle</name>
    </author>
    <author>
      <name>Wolfgang Stuerzl</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.18735v1</id>
    <title>PIXLRelight: Controllable Relighting via Intrinsic Conditioning</title>
    <updated>2026-05-18T17:55:03Z</updated>
    <link href="https://arxiv.org/abs/2605.18735v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.18735v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We present PIXLRelight, a feed-forward approach for physically controllable single-image relighting. Existing methods either provide limited lighting control (e.g. through text or environment maps), accumulate errors when chaining inverse and forward rendering, or require costly per-image optimization. Our key idea is to bridge physically based rendering (PBR) and learned image synthesis through a shared intrinsic conditioning that can be obtained from either real photographs or PBR renders. At training time, paired multi-illumination photographs are decomposed into albedo, diffuse shading, and non-diffuse residuals, which condition the model. At inference time, the same conditioning is computed from a path-traced render of a coarse 3D reconstruction of the input under user-specified PBR lights. A transformer-based neural renderer then applies the target illumination to the source photograph, preserving fine image detail through a per-pixel affine modulation. PIXLRelight enables arbitrary PBR-style lighting control, achieves state-of-the-art relighting quality, and runs in under a tenth of a second per image. Code and models are available at https://mlfarinha.github.io/pixl-relight/.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-18T17:55:03Z</published>
    <arxiv:comment>Project page: https://mlfarinha.github.io/pixl-relight/. Under review</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Miguel Farinha</name>
    </author>
    <author>
      <name>Ronald Clark</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.18328v1</id>
    <title>CineMatte: Background Matting for Virtual Production and Beyond</title>
    <updated>2026-05-18T12:45:27Z</updated>
    <link href="https://arxiv.org/abs/2605.18328v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.18328v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>LED Virtual Production (VP) uses large LED volumes to render backgrounds in real time, enabling in-camera visual effects but making post-shot changes labor-intensive. We address this with CineMatte, a robust background matting framework for VP and beyond. CineMatte employs a cross-attention-conditioned design. Instead of concatenating the background with the input, CineMatte employs a Siamese, frozen DINOv3 Vision Transformer with shared weights to encode the input frame and the captured background separately. A cross-attention module compares the two streams to predict the foreground, preserving pretrained semantics and improving robustness to background shifts. Previous ViT-based matting models use a parallel convolutional "detail branch" to recover fine details, which can cause boundary artifacts in real-world samples due to semantic misalignment with the backbone. We instead replace it with a pretrained, image-guided feature upsampler, which largely mitigates the problem. We also introduce CineMatte-4K, a 4K HDR image-video dataset captured on a professional LED VP stage. To the best of our knowledge, the image subset is the first dataset for VP matting and is non-synthetic, obtained via green-screen insertion; the video subset includes camera motion with tracked trajectories so that arbitrary backgrounds can be rendered later with correct parallax. Across CineMatte-4K and public benchmarks (VideoMatte240K, YouTubeMatte), CineMatte not only excels in VP but also generalizes robustly to real-world footage.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-18T12:45:27Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yuanjian He</name>
    </author>
    <author>
      <name>Chen Zhang</name>
    </author>
    <author>
      <name>Fasheng Chen</name>
    </author>
    <author>
      <name>Jiangbo Cao</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.14703v2</id>
    <title>Generating HDR Video from SDR Video</title>
    <updated>2026-09-02T18:23:41Z</updated>
    <link href="https://arxiv.org/abs/2605.14703v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.14703v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>The high dynamic range (HDR) video ecosystem is approaching maturity, but the problem of upconverting legacy standard dynamic range (SDR) videos persists without a convincing solution. We propose a framework for HDR video synthesis from casual SDR footage by leveraging large-scale generative video models. We introduce a Multi-Exposure Video Model (MEVM) that can predict exposure-bracketed linear SDR video sequences from a single nonlinear SDR video input. We further propose a learnable Video Merging Model (VMM) that merges the predicted exposure-bracketed video into a high-quality HDR sequence while preserving detail in both shadows and highlights. Extensive experiments, quantitative and qualitative evaluation, and a user study demonstrate that our approach enables robust HDR conversion for in-the-wild examples from casual consumer videos and even iconic films. Finally, our model can support HDR synthesis pipelines built upon existing SDR generative video models. Output HDR videos can be viewed on our supplementary webpage: sdr2hdrvideo.github.io</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-14T11:21:10Z</published>
    <arxiv:comment>SIGGRAPH Asia 2026, Webpage is https://sdr2hdrvideo.github.io</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>SaiKiran Tedla</name>
    </author>
    <author>
      <name>Francesco Banterle</name>
    </author>
    <author>
      <name>Trevor Canham</name>
    </author>
    <author>
      <name>Karanpreet Raja</name>
    </author>
    <author>
      <name>David B. Lindell</name>
    </author>
    <author>
      <name>Kiriakos N. Kutulakos</name>
    </author>
    <author>
      <name>Jiacheng Li</name>
    </author>
    <author>
      <name>Feiran Li</name>
    </author>
    <author>
      <name>Daisuke Iso</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.12608v3</id>
    <title>A Data Efficiency Study of Synthetic Fog for Object Detection Using the Clear2Fog Pipeline</title>
    <updated>2026-08-13T16:42:16Z</updated>
    <link href="https://arxiv.org/abs/2605.12608v3" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.12608v3" rel="related" type="application/pdf" title="pdf"/>
    <summary>Object detection in adverse weather is critical for the safety of autonomous vehicles; however, the scarcity of labelled, real-world foggy data remains a significant bottleneck. In this paper, we propose Clear2Fog (C2F), an end-to-end, physics-based pipeline that simulates fog for clear-weather datasets under a unified camera and LiDAR framework. C2F combines monocular depth estimation with a novel atmospheric light estimation method to improve the physical consistency of synthetic fog generation while reducing structural artefacts and chromatic biases observed in existing frameworks. Utilising a training set of 270,000 images from the Waymo Open Dataset, we conduct an extensive data efficiency study to investigate whether environmental diversity can reduce dataset scale requirements and improve model generalisation under varying fog conditions. Our findings reveal that models trained on mixed-density fog datasets at 75% scale achieve performance that is not statistically different from those trained on fixed-density datasets at 100% scale, reducing synthetic training data requirements by 25%. We observe that this efficiency trend is consistent across two representative detector architectures. Furthermore, we investigate the sim-to-real transfer by using C2F-generated data as a pre-training foundation before fine-tuning on real-world fog data. We demonstrate that, within the evaluated settings, a relative 10x increase in the default fine-tuning learning rate reduces the negative transfer caused by standard fine-tuning, resulting in an absolute increase of up to 0.0117 mAP beyond the real-only baseline. Overall, this work demonstrates the value of diverse synthetic fog as a pre-training tool for real-world adaptation.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-12T18:01:00Z</published>
    <arxiv:comment>Accepted to Neurocomputing. Project code and experimental configs available at https://github.com/mmohamed28/Clear2Fog</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <arxiv:journal_ref>Neurocomputing, Vol. 703, 134798, 2026</arxiv:journal_ref>
    <author>
      <name>Mohamed Ahmed Mohamed</name>
    </author>
    <author>
      <name>Xiaowei Huang</name>
    </author>
    <arxiv:doi>10.1016/j.neucom.2026.134798</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1016/j.neucom.2026.134798" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.11696v2</id>
    <title>WildRelight: A Real-World Benchmark and Physics-Guided Adaptation for Single-Image Relighting</title>
    <updated>2026-09-06T15:35:28Z</updated>
    <link href="https://arxiv.org/abs/2605.11696v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.11696v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Recent single-image relighting methods, powered by advanced generative models, have achieved impressive photorealism on synthetic benchmarks. However, their effectiveness in the complex visual landscape of the real world remains largely unverified. A critical gap exists, as current datasets are typically designed for multi-view reconstruction and fail to address the unique challenges of single-image relighting. To bridge this synthetic-to-real gap, we introduce WildRelight, the first in-the-wild dataset specifically created for evaluating single-image relighting models. WildRelight features a diverse collection of high-resolution outdoor scenes, captured under strictly aligned, temporally varying natural illuminations, each paired with a high-dynamic-range environment map. Using this data, we establish a rigorous benchmark revealing that state-of-the-art models trained on synthetic data suffer from severe domain shifts. The strictly aligned temporal structure of WildRelight enables a new paradigm for domain adaptation. We demonstrate this by introducing a physics-guided inference framework that leverages the captured natural light evolution as a self-supervised constraint. By integrating Diffusion Posterior Sampling (DPS) with temporal Sampling-Aware Test-Time Adaptation (TTA), we show that the dataset allows synthetic models to align with real-world statistics on-the-fly, transforming the intractable sim-to-real challenge into a tractable self-supervised task. The dataset and code will be made publicly available to foster robust, physically-grounded relighting research.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-12T07:53:27Z</published>
    <arxiv:comment>Numerical typo fixes. Project Page: https://lez-s.github.io/wildrelight_proj/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Lezhong Wang</name>
    </author>
    <author>
      <name>Mehmet Onurcan Kaya</name>
    </author>
    <author>
      <name>Siavash Bigdeli</name>
    </author>
    <author>
      <name>Jeppe Revall Frisvad</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.11628v1</id>
    <title>Single-Shot HDR Recovery via a Video Diffusion Prior</title>
    <updated>2026-05-12T06:54:52Z</updated>
    <link href="https://arxiv.org/abs/2605.11628v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.11628v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Recent generative methods for single-shot high dynamic range (HDR) image reconstruction show promising results, but often struggle with preserving fidelity to the input image. They require separate models to handle highlights and shadows, or sacrifice interpretability by directly predicting the final HDR image. We address these limitations by re-casting single-shot HDR reconstruction as conditional video generation and fusing the generated frames into an HDR image. We finetune a video diffusion model to generate an exposure bracket, conditioned on a low dynamic range (LDR) input. We fuse this image bracket using per-pixel weights predicted by a light-weight UNet. This formulation is simple, interpretable, and effective. Rather than directly hallucinating an HDR image, it explicitly reconstructs the intermediate exposure stack and fuses it into the final output. Our method eliminates the need for separate models across exposure regimes and produces HDR reconstructions with high input fidelity. On quantitative benchmarks, we outperform state-of-the-art generative baselines with comparable model capacity on several reconstruction metrics. Human evaluators further prefer our results in 72% of pairwise comparisons against existing methods. Finally, we show that this input-conditioned sequence generation and fusion framework extends beyond HDR to other image reconstruction tasks, such as all-in-focus image recovery from a single defocus-blurred input.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-12T06:54:52Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Chinmay Talegaonkar</name>
    </author>
    <author>
      <name>Jinshi He</name>
    </author>
    <author>
      <name>Christopher McKenna</name>
    </author>
    <author>
      <name>Nicholas Antipa</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.11115v1</id>
    <title>LatentHDR: Decoupling Exposure from Diffusion via Conditional Latent-to-Latent Mapping for Text/Image-to-Panoramic HDR</title>
    <updated>2026-05-11T18:24:04Z</updated>
    <link href="https://arxiv.org/abs/2605.11115v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.11115v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>High Dynamic Range (HDR) generation remains challenging for generative models, which are largely limited to low dynamic range outputs. Recent diffusionbased approaches approximate HDR by generating multiple exposure-conditioned samples, incurring high computational cost and structural inconsistencies across exposures. We propose LatentHDR, a framework that decouples scene generation from exposure modeling in latent space. A pretrained diffusion backbone produces a single coherent scene representation, while a lightweight conditional latent to-latent head deterministically maps it to exposure-specific representations. This enables the generation of a dense, structurally consistent exposure stack in a single pass. This design eliminates multi-pass diffusion, ensures cross-exposure alignment, and enables scalable HDR synthesis. LatentHDR supports both textand image-conditioned HDR generation for perspective and panoramic scenes. Experiments on synthetic data and the SI-HDR benchmark show that LatentHDR achieves state-of-the-art dynamic range with competitive perceptual quality, while reducing computation by an order of magnitude. Our results demonstrate that high-quality HDR generation can be achieved through structured latent modeling, challenging the need for stochastic multi-exposure generation.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-11T18:24:04Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Pedram Fekri</name>
    </author>
    <author>
      <name>WenChen Li</name>
    </author>
    <author>
      <name>William Chen</name>
    </author>
    <author>
      <name>Peter Altamirano</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.10224v1</id>
    <title>Hypothesis-Driven Deep Research with Large Language Models: A Structured Methodology for Automated Knowledge Discovery</title>
    <updated>2026-05-11T09:04:09Z</updated>
    <link href="https://arxiv.org/abs/2605.10224v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.10224v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Current AI-powered research systems adopt a direct search-then-summarize paradigm that treats hypotheses as end products of scientific discovery. We argue this leaves a critical gap: hypotheses can serve a far more powerful role as organizational instruments that structure the research process itself. We propose the Hypothesis-Driven Deep Research (HDRI) methodology - the first framework using hypotheses to organize general-purpose deep research across arbitrary domains, rather than merely validating claims within specific domains. This transforms research from reactive information retrieval into proactive, verifiable, and iterative knowledge discovery.
  HDRI is formalized with six core principles and an eight-stage pipeline. A central innovation is the gap-driven iterative research mechanism - a closed-loop quality assurance system that automatically identifies informational and logical gaps, triggering targeted supplementary investigation. We further introduce a fact reasoning framework with traceable reasoning chains and quantified confidence propagation, a subject locking mechanism to prevent entity confusion, and a multi-dimensional quality assessment scheme.
  The methodology is realized in the INFOMINER system. Experiments demonstrate improvements of 22.4% in fact density, 90% subject matching accuracy, 0.92 multi-source verification confidence, and 14% completeness gain from gap-driven supplementation. Five case studies validate its practical applicability, achieving an average quality rating of 4.46/5.0.</summary>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-11T09:04:09Z</published>
    <arxiv:primary_category term="cs.AI"/>
    <author>
      <name>Michael Chin</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.09024v1</id>
    <title>Relightable Gaussian Splatting for Virtual Production Using Image-Based Illumination</title>
    <updated>2026-05-09T16:04:06Z</updated>
    <link href="https://arxiv.org/abs/2605.09024v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.09024v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Virtual production (VP) use LED walls to provide both background imagery and image-based lighting. While this enables on-set compositing, it couples lighting to background and scene appearance, limiting flexibility for downstream editing. In addition, inverse rendering conventionally relies on physically-based rendering to estimates 3D geometry and lighting, using environment maps. However, these maps are typically low-resolution and assume far-field lighting. In VP, with near-field and high-resolution image-based lighting, this can lead to inaccuracies and introduce complexities when editing. Addressing this, we propose a VP-specific framework for 3D reconstruction and relighting using Gaussian Splatting. This uses the known background imagery to condition the relighting process. This avoids relying on environment maps and reduces compositing to a background-image editing task. To realize our framework, we introduce a process (and associated dataset) that captures real VP scenes under varying background content and illumination conditions. This data is used to decompose a 3D scene into fixed appearance and variable lighting components. The variable lighting process simulates light transport by parameterizing each primitive with a UV coordinate, intensity value and resolution modifier. Using mipmaps, these directly sample the background texture in image space - implicitly capturing reflections and refractions without physically-based rendering. Combined with the fixed appearance component, this allows us to render relit scenes using a Gaussian Splatting rasterizer. Compared to baselines, our approach achieves higher-quality 3D reconstruction and controllable relighting. The method is efficient (&lt;3 GB RAM, &lt;5 GB VRAM, &lt;2 hours training, ~35 FPS) and supports rendering useful arbitrary output variables including depth, lighting intensity, lighting color, and unlit renders.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.MM" scheme="http://arxiv.org/schemas/atom"/>
    <category term="eess.IV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-09T16:04:06Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Adrian Azzarelli</name>
    </author>
    <author>
      <name>Nantheera Anantrasirichai</name>
    </author>
    <author>
      <name>James Pollock</name>
    </author>
    <author>
      <name>David R. Bull</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.06658v1</id>
    <title>Relit-LiVE: Relight Video by Jointly Learning Environment Video</title>
    <updated>2026-05-07T17:58:15Z</updated>
    <link href="https://arxiv.org/abs/2605.06658v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.06658v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Recent advances have shown that large-scale video diffusion models can be repurposed as neural renderers by first decomposing videos into intrinsic scene representations and then performing forward rendering under novel illumination. While promising, this paradigm fundamentally relies on accurate intrinsic decomposition, which remains highly unreliable for real-world videos and often leads to distorted appearances, broken materials, and accumulated temporal artifacts during relighting. In this work, we present Relit-LiVE, a novel video relighting framework that produces physically consistent, temporally stable results without requiring prior knowledge of camera pose. Our key insight is to explicitly introduce raw reference images into the rendering process, enabling the model to recover critical scene cues that are inevitably lost or corrupted in intrinsic representations. Furthermore, we propose a novel environment video prediction formulation that simultaneously generates relit videos and per-frame environment maps aligned with each camera viewpoint in a single diffusion process. This joint prediction enforces strong geometric-illumination alignment and naturally supports dynamic lighting and camera motion, significantly improving physical consistency in video relighting while easing the requirement of known per-frame camera pose. Extensive experiments demonstrate that Relit-LiVE consistently outperforms state-of-the-art video relighting and neural rendering methods across synthetic and real-world benchmarks. Beyond relighting, our framework naturally supports a wide range of downstream applications, including scene-level rendering, material editing, object insertion, and streaming video relighting. The Project is available at https://github.com/zhuxing0/Relit-LiVE.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-07T17:58:15Z</published>
    <arxiv:comment>Accepted at SIGGRAPH 2026. Project site: https://github.com/zhuxing0/Relit-LiVE</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Weiqing Xiao</name>
    </author>
    <author>
      <name>Hong Li</name>
    </author>
    <author>
      <name>Xiuyu Yang</name>
    </author>
    <author>
      <name>Houyuan Chen</name>
    </author>
    <author>
      <name>Wenyi Li</name>
    </author>
    <author>
      <name>Tianqi Liu</name>
    </author>
    <author>
      <name>Shaocong Xu</name>
    </author>
    <author>
      <name>Chongjie Ye</name>
    </author>
    <author>
      <name>Hao Zhao</name>
    </author>
    <author>
      <name>Beibei Wang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.02464v1</id>
    <title>ExpoCM: Exposure-Aware One-Step Generative Single-Image HDR Reconstruction</title>
    <updated>2026-05-04T11:06:49Z</updated>
    <link href="https://arxiv.org/abs/2605.02464v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.02464v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Single-image HDR reconstruction aims to recover high dynamic range radiance from a single low dynamic range (LDR) input, but remains highly ill-posed due to detail saturation in over-exposed regions and noise amplification in under-exposed areas. While recent diffusion-based approaches offer powerful generative priors, they often overlook the exposure-dependent nature of the degradation and incur substantial computational costs from iterative sampling. To address these challenges, we propose ExpoCM, a novel one-step generative HDR reconstruction framework that reformulates HDR reconstruction as a Probability Flow ODE (PF-ODE) and constructs exposure-aware consistency trajectories via exposure-dependent perturbations. Specifically, a soft exposure mask is first constructed to separate the LDR image into over-, under-, and well-exposed regions. Based on this partition, region-conditioned consistency trajectories are designed to hallucinate saturated details, suppress noise in dark regions, and preserve reliable structures within a single, distillation-free inference step. To further enhance perceptual quality, we introduce an Exposure-guided Luminance-Chromaticity Loss in the CIE~$\text{L}^*\text{a}^*\text{b}^*$ space, which assigns exposure-aware weights to luminance and chromaticity components, effectively mitigating brightness bias and color drift. Extensive experiments on the HDR-REAL, HDR-EYE, and AIM2025 benchmarks demonstrate that ExpoCM achieves state-of-the-art fidelity and perceptual accuracy, while enabling over 400$\times$ and 20$\times$ faster inference compared to DDPM (1000 steps) and DDIM (50 steps), respectively.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-04T11:06:49Z</published>
    <arxiv:comment>CVPR2026</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Aoyu Liu</name>
    </author>
    <author>
      <name>Zhen Liu</name>
    </author>
    <author>
      <name>Ziyi Wang</name>
    </author>
    <author>
      <name>Dian Chen</name>
    </author>
    <author>
      <name>Bing Zeng</name>
    </author>
    <author>
      <name>Shuaicheng Liu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.01162v1</id>
    <title>Propagation Mechanism-Aware Near-Field Spatially Non-Stationary Channel Estimation and Environment Mapping</title>
    <updated>2026-05-01T23:42:58Z</updated>
    <link href="https://arxiv.org/abs/2605.01162v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.01162v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Extremely large aperture arrays (ELAAs) benefit the dual functions of integrated sensing and communication (ISAC) systems by enabling high-throughput data streams and high angular resolution with near-field spatial diversity. However, near-field spherical wavefront effects and spatial non-stationarity (SNS) bring challenges to both communication and sensing. This paper studies near-field spatially non-stationary channel estimation and environment mapping by jointly accounting for multi-bounce, blockage-induced partial visibility, and hybrid reflection-scattering propagation. We propose a unified parametric sensing channel model that represents the SNS phenomenon (due to partial array blockage, diffraction, and specular reflection) through spatially varying visibility and amplitude of each multipath across the array. To regularize the spatially varying delays caused by propagation mechanisms, we incorporate geometric constraints (GCs) based on environmental interaction points, embedding them into the model as absolute propagation delays. We then develop a GC-space-alternating generalized expectation-maximization (GC-SAGE) algorithm to estimate near-field channel parameters and locate environment scatterers/reflectors. Moreover, the GC-SAGE calculates per antenna path amplitudes based on the delays determined by the coordinates of scatterers/reflectors and transceivers, thereby effectively detecting channel SNS. Both ray-based simulation and field measurement are used to validate the proposed approach.</summary>
    <category term="eess.SP" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-01T23:42:58Z</published>
    <arxiv:comment>This is a preprint version of a manuscript submitted to an IEEE Transactions journal for possible publication</arxiv:comment>
    <arxiv:primary_category term="eess.SP"/>
    <author>
      <name>Yuan Liu</name>
    </author>
    <author>
      <name>Xuesong Cai</name>
    </author>
    <author>
      <name>Dipankar Saha</name>
    </author>
    <author>
      <name>M. R. Bhavani Shankar</name>
    </author>
    <author>
      <name>Björn Ottersten</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2604.27871v1</id>
    <title>D-Rex : Diffusion Rendering for Relightable Expressive Avatars</title>
    <updated>2026-04-30T13:53:03Z</updated>
    <link href="https://arxiv.org/abs/2604.27871v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.27871v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We present D-Rex, a person-specific framework for photorealistic, relightable, expressive, and animatable full-body human avatars with free-viewpoint rendering. Existing methods for relightable full-body avatars rely on explicit 3D intrinsic decomposition with analytic reflectance models, which require accurate geometry registration and careful optimization to capture realistic light transport effects. This tight coupling of relighting with avatar modeling has hindered expressiveness: to our knowledge, no existing method demonstrates strong facial animation alongside relighting, limiting applicability in telepresence, gaming, and virtual production. We propose to decouple relighting entirely from avatar modeling by treating it as an image-space post-process: a learned translation from flat-lit, albedo-like renderings to a target HDR illumination. To this end, we leverage the strong generative prior of a pre-trained video diffusion relighting model, fine-tuned via LoRA on paired flat-lit and relit frames captured in a light stage. The flat-lit driving frames are produced by an independent expressive full-body avatar framework trained under white-light conditions, requiring no modification to support relighting, making D-Rex directly applicable to any white-light avatar system. We demonstrate that D-Rex enables view- and temporally consistent relighting while faithfully preserving expressive motion and fine-grained facial detail, outperforming physically-based relightable avatar baselines. Project page is https://vcai.mpi-inf.mpg.de/projects/DRex/</summary>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-30T13:53:03Z</published>
    <arxiv:primary_category term="cs.GR"/>
    <author>
      <name>Timo Teufel</name>
    </author>
    <author>
      <name>Xilong Zhou</name>
    </author>
    <author>
      <name>Umar Iqbal</name>
    </author>
    <author>
      <name>Jan Kautz</name>
    </author>
    <author>
      <name>Marc Habermann</name>
    </author>
    <author>
      <name>Vladislav Golyanik</name>
    </author>
    <author>
      <name>Christian Theobalt</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2604.24123v1</id>
    <title>FDIM: A Feature-distance-based Generic Video Quality Metric for Versatile Codecs</title>
    <updated>2026-04-27T07:19:05Z</updated>
    <link href="https://arxiv.org/abs/2604.24123v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.24123v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Video technology is advancing toward Ultra High Definition (UHD) and High Dynamic Range (HDR), which intensifies the need for higher compression efficiency for these high-specification videos. Beyond advances in traditional codecs, neural video codecs (NVCs) have attracted significant research attention and have evolved rapidly over the past few years. The coding artifacts of NVCs often exhibit content-varying and generative characteristics, which differ from those of conventional codecs and are challenging for traditional video quality assessment (VQA) methods to capture. Therefore, VQA metrics are required to generalize across different codecs, content types, and dynamic ranges to better support video codec research and evaluation. In this paper, we propose FDIM, a feature-distance-based generic video quality metric for both traditional and neural video codecs across SDR and HDR formats. FDIM employs a hybrid architecture that integrates deep and hand-crafted features. The deep feature component learns multi-scale representations to capture distortions ranging from structural and textural fidelity degradation to high-level semantic deviations, while the hand-crafted feature component provides stable complementary cues to improve overall generalization. We trained FDIM on a large-scale subjective quality assessment dataset (DCVQA) consisting of over 16k video sequences encoded by traditional block-based hybrid video codecs and end-to-end perceptually optimized neural video codecs. Extensive experiments on ten SDR/HDR VQA datasets containing diverse, previously unseen codecs demonstrate that FDIM achieves strong generalization and high correlation with subjective assessment. The source code for FDIM and the DCVQA validation set will be released at https://github.com/MCL-ZJU/FDIM.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-27T07:19:05Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Jiayi Wang</name>
    </author>
    <author>
      <name>Lichun Zhang</name>
    </author>
    <author>
      <name>Xiaoqi Zhuang</name>
    </author>
    <author>
      <name>Jiaqi Zhang</name>
    </author>
    <author>
      <name>Lu Yu</name>
    </author>
    <author>
      <name>Yin Zhao</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2604.19976v1</id>
    <title>Lucky High Dynamic Range Smartphone Imaging</title>
    <updated>2026-04-21T20:35:36Z</updated>
    <link href="https://arxiv.org/abs/2604.19976v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.19976v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>While the human eye can perceive an impressive twenty stops of dynamic range, smartphone camera sensors remain limited to about twelve stops despite decades of research. A variety of high dynamic range (HDR) image capture and processing techniques have been proposed, and, in practice, they can extend the dynamic range by 3-5 stops for handheld photography. This paper proposes an approach that robustly captures dynamic range using a handheld smartphone camera and lightweight networks suitable for running on mobile devices. Our method operates indirectly on linear raw pixels in bracketed exposures. Every pixel in the final HDR image is a convex combination of input pixels in the neighborhood, adjusted for exposure, and thus avoids hallucination artifacts typical of recent deep image synthesis networks. We validate our system on both synthetic imagery and unseen real bracketed images -- we confirm zero-shot generalization of the method to smartphone camera captures. Our iterative inference architecture is capable of processing an arbitrary number of bracketed input photos, and we show examples from capture stacks containing 3--9 images. Our training process relies only on synthetic captures yet generalizes to unseen real photos from several cameras. Moreover, we show that this training scheme improves other SOTA methods over their pretrained counterparts.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-21T20:35:36Z</published>
    <arxiv:comment>13 pages, 12 figures</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Baiang Li</name>
    </author>
    <author>
      <name>Ruyu Yan</name>
    </author>
    <author>
      <name>Ethan Tseng</name>
    </author>
    <author>
      <name>Zhoutong Zhang</name>
    </author>
    <author>
      <name>Adam Finkelstein</name>
    </author>
    <author>
      <name>Jiawen Chen</name>
    </author>
    <author>
      <name>Felix Heide</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2604.19411v1</id>
    <title>GOLD-BEV: GrOund and aeriaL Data for Dense Semantic BEV Mapping of Dynamic Scenes</title>
    <updated>2026-04-21T12:39:41Z</updated>
    <link href="https://arxiv.org/abs/2604.19411v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.19411v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Understanding road scenes in a geometrically consistent, scene-centric representation is crucial for planning and mapping. We present GOLD-BEV, a framework that learns dense bird's-eye-view (BEV) semantic environment maps-including dynamic agents-from ego-centric sensors, using time-synchronized aerial imagery as supervision only during training. BEV-aligned aerial crops provide an intuitive target space, enabling dense semantic annotation with minimal manual effort and avoiding the ambiguity of ego-only BEV labeling. Crucially, strict aerial-ground synchronization allows overhead observations to supervise moving traffic participants and mitigates the temporal inconsistencies inherent to non-synchronized overhead sources. To obtain scalable dense targets, we generate BEV pseudo-labels using domain-adapted aerial teachers, and jointly train BEV segmentation with optional pseudo-aerial BEV reconstruction for interpretability. Finally, we extend beyond aerial coverage by learning to synthesize pseudo-aerial BEV images from ego sensors, which support lightweight human annotation and uncertainty-aware pseudo-labeling on unlabeled drives.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-21T12:39:41Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Joshua Niemeijer</name>
    </author>
    <author>
      <name>Alaa Eddine Ben Zekri</name>
    </author>
    <author>
      <name>Reza Bahmanyar</name>
    </author>
    <author>
      <name>Philipp M. Schmälzle</name>
    </author>
    <author>
      <name>Houda Chaabouni-Chouayakh</name>
    </author>
    <author>
      <name>Franz Kurz</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2604.14632v1</id>
    <title>High-Speed Full-Color HDR Imaging via Unwrapping Modulo-Encoded Spike Streams</title>
    <updated>2026-04-16T05:20:38Z</updated>
    <link href="https://arxiv.org/abs/2604.14632v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.14632v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Conventional RGB-based high dynamic range (HDR) imaging faces a fundamental trade-off between motion artifacts in multi-exposure captures and irreversible information loss in single-shot techniques. Modulo sensors offer a promising alternative by encoding theoretically unbounded dynamic range into wrapped measurements. However, existing modulo solutions remain bottlenecked by iterative unwrapping overhead and hardware constraints limiting them to low-speed, grayscale capture. In this work, we present a complete modulo-based HDR imaging system that enables high-speed, full-color HDR acquisition by synergistically advancing both the sensing formulation and the unwrapping algorithm. At the core of our approach is an exposure-decoupled formulation of modulo imaging that allows multiple measurements to be interleaved in time, preserving a clean, observation-wise measurement model. Building upon this, we introduce an iteration-free unwrapping algorithm that integrates diffusion-based generative priors with the physical least absolute remainder property of modulo images, supporting highly efficient, physics-consistent HDR reconstruction. Finally, to validate the practical viability of our system, we demonstrate a proof-of-concept hardware implementation based on modulo-encoded spike streams. This setup preserves the native high temporal resolution of spike cameras, achieving 1000 FPS full-color imaging while reducing output data bandwidth from approximately 20 Gbps to 6 Gbps. Extensive evaluations indicate that our coordinated approach successfully overcomes key systemic bottlenecks, demonstrating the feasibility of deploying modulo imaging in dynamic scenarios.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-16T05:20:38Z</published>
    <arxiv:comment>TPAMI under review</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Chu Zhou</name>
    </author>
    <author>
      <name>Siqi Yang</name>
    </author>
    <author>
      <name>Kailong Zhang</name>
    </author>
    <author>
      <name>Heng Guo</name>
    </author>
    <author>
      <name>Zhaofei Yu</name>
    </author>
    <author>
      <name>Boxin Shi</name>
    </author>
    <author>
      <name>Imari Sato</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2604.11788v1</id>
    <title>HDR Video Generation via Latent Alignment with Logarithmic Encoding</title>
    <updated>2026-04-13T17:55:02Z</updated>
    <link href="https://arxiv.org/abs/2604.11788v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.11788v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>High dynamic range (HDR) imagery offers a rich and faithful representation of scene radiance, but remains challenging for generative models due to its mismatch with the bounded, perceptually compressed data on which these models are trained. A natural solution is to learn new representations for HDR, which introduces additional complexity and data requirements. In this work, we show that HDR generation can be achieved in a much simpler way by leveraging the strong visual priors already captured by pretrained generative models. We observe that a logarithmic encoding widely used in cinematic pipelines maps HDR imagery into a distribution that is naturally aligned with the latent space of these models, enabling direct adaptation via lightweight fine-tuning without retraining an encoder. To recover details that are not directly observable in the input, we further introduce a training strategy based on camera-mimicking degradations that encourages the model to infer missing high dynamic range content from its learned priors. Combining these insights, we demonstrate high-quality HDR video generation using a pretrained video model with minimal adaptation, achieving strong results across diverse scenes and challenging lighting conditions. Our results indicate that HDR, despite representing a fundamentally different image formation regime, can be handled effectively without redesigning generative models, provided that the representation is chosen to align with their learned priors.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-13T17:55:02Z</published>
    <arxiv:comment>https://HDR-LumiVid.github.io</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Naomi Ken Korem</name>
    </author>
    <author>
      <name>Mohamed Oumoumad</name>
    </author>
    <author>
      <name>Harel Cain</name>
    </author>
    <author>
      <name>Matan Ben Yosef</name>
    </author>
    <author>
      <name>Urska Jelercic</name>
    </author>
    <author>
      <name>Ofir Bibi</name>
    </author>
    <author>
      <name>Yaron Inger</name>
    </author>
    <author>
      <name>Or Patashnik</name>
    </author>
    <author>
      <name>Daniel Cohen-Or</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2604.06161v3</id>
    <title>DiffHDR: Re-Exposing LDR Videos with Video Diffusion Models</title>
    <updated>2026-08-31T22:30:56Z</updated>
    <link href="https://arxiv.org/abs/2604.06161v3" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.06161v3" rel="related" type="application/pdf" title="pdf"/>
    <summary>Most digital videos are stored in 8-bit low dynamic range (LDR) formats, where much of the original high dynamic range (HDR) scene radiance is lost due to saturation and quantization. This loss of highlight and shadow detail precludes mapping accurate luminance to HDR displays and limits meaningful re-exposure in post-production workflows. Although techniques have been proposed to convert LDR images to HDR through dynamic range expansion, they struggle to restore realistic detail in the over- and underexposed regions. To address this, we present DiffHDR, a framework that formulates LDR-to-HDR conversion as a generative radiance inpainting task within the latent space of a video diffusion model. By operating in Log-Gamma color space, DiffHDR leverages spatio-temporal generative priors from a pretrained video diffusion model to synthesize plausible HDR radiance in over- and underexposed regions while recovering the continuous scene radiance of the quantized pixels. Our framework further enables controllable LDR-to-HDR video conversion guided by text prompts or reference images. To address the scarcity of paired HDR video data, we develop a pipeline that synthesizes high-quality HDR video training data from static HDRI maps. Extensive experiments demonstrate that DiffHDR significantly outperforms state-of-the-art approaches in radiance fidelity and temporal stability, producing realistic HDR videos with considerable latitude for re-exposure.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-07T17:56:18Z</published>
    <arxiv:comment>28 pages, 13 figures. Accepted to ECCV 2026. Project page: https://eyeline-labs.github.io/DiffHDR/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Zhengming Yu</name>
    </author>
    <author>
      <name>Li Ma</name>
    </author>
    <author>
      <name>Mingming He</name>
    </author>
    <author>
      <name>Leo Isikdogan</name>
    </author>
    <author>
      <name>Yuancheng Xu</name>
    </author>
    <author>
      <name>Dmitriy Smirnov</name>
    </author>
    <author>
      <name>Pablo Salamanca</name>
    </author>
    <author>
      <name>Dao Mi</name>
    </author>
    <author>
      <name>Pablo Delgado</name>
    </author>
    <author>
      <name>Ning Yu</name>
    </author>
    <author>
      <name>Julien Philip</name>
    </author>
    <author>
      <name>Xin Li</name>
    </author>
    <author>
      <name>Wenping Wang</name>
    </author>
    <author>
      <name>Paul Debevec</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2604.05520v1</id>
    <title>Learned Elevation Models as a Lightweight Alternative to LiDAR for Radio Environment Map Estimation</title>
    <updated>2026-04-07T07:18:53Z</updated>
    <link href="https://arxiv.org/abs/2604.05520v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.05520v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Next-generation wireless systems such as 6G operate at higher frequency bands, making signal propagation highly sensitive to environmental factors such as buildings and vege- tation. Accurate Radio Environment Map (REM) estimation is therefore increasingly important for effective network planning and operation. Existing methods, from ray-tracing simulators to deep learning generative models, achieve promising results but require detailed 3D environment data such as LiDAR-derived point clouds, which are costly to acquire, several gigabytes per km2 in size, and quickly outdated in dynamic environments. We propose a two-stage framework that eliminates the need for 3D data at inference time: in the first stage, a learned estimator predicts elevation maps directly from satellite RGB imagery, which are then fed alongside antenna parameters into the REM estimator in the second stage. Across existing CNN- based REM estimation architectures, the proposed approach improves RMSE by up to 7.8% over image-only baselines, while operating on the same input feature space and requiring no 3D data during inference, offering a practical alternative for scalable radio environment modelling.</summary>
    <category term="eess.SP" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-07T07:18:53Z</published>
    <arxiv:comment>6 pages, 3 figures, 3 tables Submitted to PIMRC 2026</arxiv:comment>
    <arxiv:primary_category term="eess.SP"/>
    <author>
      <name>Ljupcho Milosheski</name>
    </author>
    <author>
      <name>Fedja Močnik</name>
    </author>
    <author>
      <name>Mihael Mohorčič</name>
    </author>
    <author>
      <name>Carolina Fortuna</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2604.02787v1</id>
    <title>LumaFlux: Lifting 8-Bit Worlds to HDR Reality with Physically-Guided Diffusion Transformers</title>
    <updated>2026-04-03T06:54:52Z</updated>
    <link href="https://arxiv.org/abs/2604.02787v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.02787v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>The rapid adoption of HDR-capable devices has created a pressing need to convert the 8-bit Standard Dynamic Range (SDR) content into perceptually and physically accurate 10-bit High Dynamic Range (HDR). Existing inverse tone-mapping (ITM) methods often rely on fixed tone-mapping operators that struggle to generalize to real-world degradations, stylistic variations, and camera pipelines, frequently producing clipped highlights, desaturated colors, or unstable tone reproduction. We introduce LumaFlux, a first physically and perceptually guided diffusion transformer (DiT) for SDR-to-HDR reconstruction by adapting a large pretrained DiT. Our LumaFlux introduces (1) a Physically-Guided Adaptation (PGA) module that injects luminance, spatial descriptors, and frequency cues into attention through low-rank residuals; (2) a Perceptual Cross-Modulation (PCM) layer that stabilizes chroma and texture via FiLM conditioning from vision encoder features; and (3) an HDR Residual Coupler that fuses physical and perceptual signals under a timestep- and layer-adaptive modulation schedule. Finally, a lightweight Rational-Quadratic Spline decoder reconstructs smooth, interpretable tone fields for highlight and exposure expansion, enhancing the output of the VAE decoder to generate HDR. To enable robust HDR learning, we curate the first large-scale SDR-HDR training corpus. For fair and reproducible comparison, we further establish a new evaluation benchmark, comprising HDR references and corresponding expert-graded SDR versions. Across benchmarks, LumaFlux outperforms state-of-the-art baselines, achieving superior luminance reconstruction and perceptual color fidelity with minimal additional parameters.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-03T06:54:52Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Shreshth Saini</name>
    </author>
    <author>
      <name>Hakan Gedik</name>
    </author>
    <author>
      <name>Neil Birkbeck</name>
    </author>
    <author>
      <name>Yilin Wang</name>
    </author>
    <author>
      <name>Balu Adsumilli</name>
    </author>
    <author>
      <name>Alan C. Bovik</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2604.00676v1</id>
    <title>DF-3DRME: A Data-Friendly Learning Framework for 3D Radio Map Estimation based on Super-Resolution Technique</title>
    <updated>2026-04-01T09:29:52Z</updated>
    <link href="https://arxiv.org/abs/2604.00676v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.00676v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>High-Resolution three-dimensional (3D) radio maps (RMs) provide rich information about the radio landscape that is essential to a myriad of wireless applications in the future wireless networks. Although deep learning (DL) methods have shown their effectiveness in RM construction, existing approaches require massive high-resolution 3D RM samples in the training dataset, the acquisition of which is labor-intensive and time-consuming in practice. In this paper, our goal is to devise a data-friendly high-resolution 3D RM construction solution via training over a hybrid dataset, wherein the RMs associated with a small fraction of environment maps (EMs) are of high-resolution, while those corresponding to the majority of EMs are of low-resolution. To this end, we propose a Data-Friendly 3D Radio Map Estimator (DF-3DRME), which comprises two processing stages. Specifically, in the first stage, we leverage the abundant low-resolution 3D RM samples to train a neural network, termed the LR-Net, for predicting the low-resolution 3D RM from the input EM, which provides a coarse characterization of the spatial radio propagation. In the second stage, we employ an advanced super-resolution network, termed the SR-Net, to upscale the predicted low-resolution 3D RM to its high-resolution counterpart. Unlike the LR-Net, the SR-Net can be effectively trained with only the limited high-resolution 3D RM samples available in the hybrid dataset. Experimental results demonstrate that the proposed framework achieves compelling reconstruction performance with only 4% of the EMs in the dataset having high-resolution 3D RM labels, which significantly reduces data acquisition overhead and facilitates practical deployment.</summary>
    <category term="eess.SP" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.IT" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-01T09:29:52Z</published>
    <arxiv:primary_category term="eess.SP"/>
    <author>
      <name>Lin Zhu</name>
    </author>
    <author>
      <name>Weifeng Zhu</name>
    </author>
    <author>
      <name>Shuowen Zhang</name>
    </author>
    <author>
      <name>Giuseppe Caire</name>
    </author>
    <author>
      <name>Liang Liu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2603.29209v1</id>
    <title>LightHarmony3D: Harmonizing Illumination and Shadows for Object Insertion in 3D Gaussian Splatting</title>
    <updated>2026-03-31T03:26:30Z</updated>
    <link href="https://arxiv.org/abs/2603.29209v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2603.29209v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>3D Gaussian Splatting (3DGS) enables high-fidelity reconstruction of scene geometry and appearance. Building on this capability, inserting external mesh objects into reconstructed 3DGS scenes enables interactive editing and content augmentation for immersive applications such as AR/VR, virtual staging, and digital content creation. However, achieving physically consistent lighting and shadows for mesh insertion remains challenging, as it requires accurate scene illumination estimation and multi-view consistent rendering. To address this challenge, we present LightHarmony3D, a novel framework for illumination-consistent mesh insertion in 3DGS scenes. Central to our approach is our proposed generative module that predicts a full 360° HDR environment map at the insertion location via a single forward pass. By leveraging generative priors instead of iterative optimization, our method efficiently captures dominant scene illumination and enables physically grounded shading and shadows for inserted meshes while maintaining multi-view coherence. Furthermore, we introduce the first dedicated benchmark for mesh insertion in 3DGS, providing a standardized evaluation framework for assessing lighting consistency and photorealism. Extensive experiments across multiple real-world reconstruction datasets demonstrate that LightHarmony3D achieves state-of-the-art realism and multi-view consistency.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-03-31T03:26:30Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Tianyu Huang</name>
    </author>
    <author>
      <name>Zhenyang Ren</name>
    </author>
    <author>
      <name>Zhenchen Wan</name>
    </author>
    <author>
      <name>Jiyang Zheng</name>
    </author>
    <author>
      <name>Wenjie Wang</name>
    </author>
    <author>
      <name>Runnan Chen</name>
    </author>
    <author>
      <name>Mingming Gong</name>
    </author>
    <author>
      <name>Tongliang Liu</name>
    </author>
  </entry>
</feed>
