<?xml version='1.0' encoding='UTF-8'?>
<feed xmlns:opensearch="http://a9.com/-/spec/opensearch/1.1/" xmlns:arxiv="http://arxiv.org/schemas/atom" xmlns="http://www.w3.org/2005/Atom">
  <id>https://arxiv.org/api/4DTMVcFqPelmrI2JtAoVPTW0rxM</id>
  <title>arXiv Query: search_query=(abs:human OR abs:portrait OR abs:person OR abs:body) AND (abs:photorealistic OR abs:photorealism OR abs:realism) AND (abs:diffusion OR abs:"image generation" OR abs:"text-to-image")&amp;id_list=&amp;start=0&amp;max_results=60</title>
  <updated>2026-09-28T19:04:45Z</updated>
  <link href="https://arxiv.org/api/query?search_query=(abs:human+OR+(abs:portrait+OR+(abs:person+OR+abs:body)))+AND+((abs:photorealistic+OR+(abs:photorealism+OR+abs:realism))+AND+(abs:diffusion+OR+(abs:%22image+generation%22+OR+abs:%22text-to-image%22)))&amp;start=0&amp;max_results=60&amp;id_list=" type="application/atom+xml"/>
  <opensearch:itemsPerPage>60</opensearch:itemsPerPage>
  <opensearch:totalResults>471</opensearch:totalResults>
  <opensearch:startIndex>0</opensearch:startIndex>
  <entry>
    <id>http://arxiv.org/abs/2609.30795v1</id>
    <title>Motion Style Slider: Endpoint-Supervised Continuous Style Control for Human Motion Diffusion</title>
    <updated>2026-09-25T04:20:11Z</updated>
    <link href="https://arxiv.org/abs/2609.30795v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.30795v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Existing human motion diffusion methods provide strong motion generation quality, and recent style transfer models can inject target style cues, but fine-grained continuous control of style intensity remains underexplored. In production, style intensity is subjective across artists and directors, so the practical requirement is not a universal absolute unit, but a reliable monotonic control axis. We propose Motion Style Slider, a motion-to-motion style transfer framework for endpoint-supervised continuous control. Given a content motion and a style motion, we construct a style direction in a learned motion-style embedding space and condition diffusion generation with a scalar intensity. The training objective combines diffusion denoising with latent intensity regularization to encourage smooth and monotonic style scaling without requiring intermediate-intensity ground-truth motions. Our framework is compatible with pretrained motion diffusion backbones and supports heterogeneous style datasets, including the multi-actor style motion dataset. To test out-of-range usability, we additionally introduce a small real-capture over-reaction extension and evaluate large-intensity behavior against these unseen targets. Experiments measure controllability, interpolation/extrapolation behavior, content preservation, and motion realism, with ablations on direction construction and loss design.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-25T04:20:11Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <arxiv:journal_ref>Liao, CC. et al. (2026). Motion Style Slider: Endpoint-Supervised Continuous Style Control for Human Motion Diffusion. In ECCV 2026. Lecture Notes in Computer Science, vol 17026. Springer, Cham</arxiv:journal_ref>
    <author>
      <name>Chen-Chieh Liao</name>
    </author>
    <author>
      <name>Yichen Peng</name>
    </author>
    <author>
      <name>Yiyi Cai</name>
    </author>
    <author>
      <name>Yûi Ono</name>
    </author>
    <author>
      <name>Hiroki Hanaoka</name>
    </author>
    <author>
      <name>Erwin Wu</name>
    </author>
    <author>
      <name>Hideki Koike</name>
    </author>
    <author>
      <name>Shuichi Kurabayashi</name>
    </author>
    <arxiv:doi>10.1007/978-3-032-37595-7_7</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1007/978-3-032-37595-7_7" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.21112v1</id>
    <title>Demonstration Synthesis from a Single Scan via Gaussian Splatting for Visuomotor Policy Learning</title>
    <updated>2026-09-17T21:52:01Z</updated>
    <link href="https://arxiv.org/abs/2609.21112v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.21112v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Training a visuomotor policy calls for abundant demonstrations that closely match the target environment, yet collecting them anew remains expensive. Existing demonstration synthesis methods reduce this cost but remain constrained by high manual effort, limited visual fidelity, or heavy reliance on physics simulators. This paper introduces GaussianFactory, a high-fidelity data engine that mass-produces demonstrations with a single video scan as its only human input and no physics engine in the generation loop. Specifically, GaussianFactory reconstructs the scene as an editable 3D Gaussian Splatting (3DGS) replica and samples from the object-combination tasks the scene affords. For each task, it plans grasps and trajectories purely kinematically on the geometric reconstruction, rendering photorealistic demonstrations that visually match the target environment. Physical dynamics enter the pipeline only where contact force interactions dictate the outcome---during grasp formation, via a learned contact model pretrained once on an interaction dataset. To evaluate the downstream utility of the synthesized demonstrations, we implement an end-to-end scan-to-deployment workflow in two setups: a simulated scene that stands in for the real world to enable reproducibility, and a real-world workspace with a physical UR10e robot. In each setup, a standard diffusion policy trained solely on the synthesized demonstrations achieves 95.1% and 84.2% success rates, respectively.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-17T21:52:01Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Beichen Wang</name>
    </author>
    <author>
      <name>Yuen-Hei Yeung</name>
    </author>
    <author>
      <name>V. R. Sridhar Devarakonda</name>
    </author>
    <author>
      <name>Xuesu Xiao</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.14642v1</id>
    <title>Diffusion-Based Generation of Gait Trajectories</title>
    <updated>2026-09-13T16:27:52Z</updated>
    <link href="https://arxiv.org/abs/2609.14642v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.14642v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Generation of musculoskeletal gait trajectories conditioned on patient-specific parameters remains a key challenge for wearable robotics and rehabilitation. Assistive systems such as lower-limb exoskeletons require reference trajectories that adapt to individual morphology and therapeutic goals while preserving biomechanical realism. Traditional approaches rely on hand-crafted gait templates or optimization procedures that scale poorly across subjects and walking conditions. In this work, we explore conditional diffusion models for generating lower-limb joint-angle trajectories conditioned on gait parameters such as step length. We compare a baseline transformer diffusion model with a controllable diffusion transformer variant incorporating adaptive normalization and classifier-free guidance. Experiments on a dataset of 4,590 gait cycles show that diffusion models can generate realistic periodic gait trajectories while enabling some controllability variation in gait characteristics, highlighting their potential for personalized gait synthesis in assistive robotics.</summary>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-13T16:27:52Z</published>
    <arxiv:comment>International Conference on NeuroRehabilitation (ICNR2026), September 29-October 2, 2026, Seoul, South Korea</arxiv:comment>
    <arxiv:primary_category term="cs.AI"/>
    <author>
      <name>Damian Benasco</name>
    </author>
    <author>
      <name>Juan Carballeira-Lopez</name>
    </author>
    <author>
      <name>Jaime Ramos-Rojas</name>
    </author>
    <author>
      <name>Julio S. Lora-Millan</name>
    </author>
    <author>
      <name>Antonio J. Del-Ama</name>
    </author>
    <author>
      <name>David Rodriguez-Cianca</name>
    </author>
    <author>
      <name>Pablo Lanillos</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.13991v1</id>
    <title>Mind2Cloud: EEG-to-Point Cloud Generation with Two-Granularity Diffusion Decoding</title>
    <updated>2026-09-12T15:08:27Z</updated>
    <link href="https://arxiv.org/abs/2609.13991v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.13991v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Reconstructing 3D objects from brain signals offers a promising avenue for understanding human visual cognition. While prior work has shown initial success using EEG signals for 3D reconstruction, existing methods typically employ a uniform diffusion decoder, overlooking the evolving semantic granularity of both EEG representations and the diffusion denoising process. In this paper, we propose Mind2Cloud, a novel EEG-to-point-cloud generation framework based on two-granularity diffusion decoding. The core of Mind2Cloud is a time-aware decoder that integrates a global Transformer branch and a local Point-Voxel CNN (PVCNN) branch across diffusion timesteps through a learnable fusion mask. Specifically, Transformer layers are incorporated into the early upsampling stages to capture global object structure under high uncertainty, while PVCNN modules are used in later stages to refine local geometric details. Inspired by the hierarchical nature of EEG-based visual representations, this design dynamically adapts its spatial granularity in accordance with the coarse-to-fine trajectory of diffusion denoising. We further introduce an adversarial refinement module to enhance geometric realism and semantic consistency. Extensive experiments on the EEG-3D dataset across all 12 subjects demonstrate that Mind2Cloud outperforms prior work in both geometric accuracy and semantic alignment, setting a new benchmark for EEG-to-point-cloud generation. Our source code is available at https://github.com/duasoi/Mind2Cloud.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-12T15:08:27Z</published>
    <arxiv:comment>European Conference on Computer Vision -- ECCV 2026</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yongyi Lu</name>
    </author>
    <author>
      <name>Xiongfeng Huang</name>
    </author>
    <author>
      <name>Zhijing Yang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.12694v1</id>
    <title>I Am AdMan: A Pipeline for Automatic Generation of Personalized Advertising Imagery</title>
    <updated>2026-09-11T10:39:18Z</updated>
    <link href="https://arxiv.org/abs/2609.12694v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.12694v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Personalized marketing can increase customer engagement, satisfaction, and conversion. While existing personalization approaches have become effective at matching the right product to the right customer, the visual representation of advertisements remains generic and only weakly tailored to the individual. Prior research shows that generative artificial intelligence can improve the creation of personalized advertisements, particularly for text, and that image generation models can support scalable advertisement production. However, little research has examined how detailed customer information can be systematically translated into fully AI-generated, personalized advertising imagery at scale on a technical level. To address this gap, we propose AdMan, a multi-agent pipeline that transforms customer data into personas, generates personalized advertisement images conditioned on product reference images, and applies an LLM-based judge agent for automated quality control. We implement the pipeline with two different model configurations and evaluate it across four products, using six celebrity personas for qualitative inspection, and 100 real customer profiles, producing 1745 advertisements. The evaluation combines a qualitative expert focus group and a quantitative artifact-rate assessment. The results show that the pipeline can generate photorealistic and personalized advertisements. At the same time, performance varies substantially by product complexity and model configuration. Our findings extend the literature on AI-based personalized advertising by demonstrating the feasibility and current limitations of fully automated image generation for advertising.</summary>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.HC" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-11T10:39:18Z</published>
    <arxiv:primary_category term="cs.AI"/>
    <author>
      <name>Victor Kolominsky-Rabas</name>
    </author>
    <author>
      <name>Leopold Müller</name>
    </author>
    <author>
      <name>Claudius Budcke</name>
    </author>
    <author>
      <name>Niklas Kühl</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.22264v1</id>
    <title>Hi-Singers: A Comprehensive High-Quality Dataset for Expressive Audio-Driven Singing Head Synthesis</title>
    <updated>2026-09-07T12:05:52Z</updated>
    <link href="https://arxiv.org/abs/2609.22264v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.22264v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>State-of-the-art models for audio-driven digital human generation have achieved photo-realistic results in talking-head synthesis. However, extending these models to singing-head synthesis remains challenging due to a significant Domain Gap: singing requires more exaggerated expressions, vivid jaw openings, and precise rhythmic synchronization. Current models, primarily trained on speech datasets, often struggle with "rhythmic drift" and constrained dynamics. To address this, we introduce Hi-Singers, the first large-scale, high-quality, in-the-wild video dataset specifically tailored for singing head synthesis. Hi-Singers undergoes a rigorous automated and manual filtering pipeline, ensuring strict thematic adherence, high-resolution rendering, and stable motion, resulting in 29,608 video segments totaling approximately 170 hours. We further establish a dedicated evaluation benchmark balanced across linguistic and musical styles. Extensive experiments across diverse architectures, including 3D-coefficient and diffusion-based models, demonstrate that Hi-Singers consistently and significantly improves performance across all dimensions. Specifically, it enables models to achieve superior visual realism, enhanced lip-sync consistency, and more precise rhythmic dynamics, effectively bridging the domain gap and setting a new performance standard for the singing synthesis task. The dataset is available at https://huggingface.co/datasets/CharlesZhang-USTC/Hi-Singers</summary>
    <category term="cs.MM" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.SD" scheme="http://arxiv.org/schemas/atom"/>
    <category term="eess.AS" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-07T12:05:52Z</published>
    <arxiv:comment>7 pages, 6 figures, 4 tables. Accepted to the 34th ACM International Conference on Multimedia (MM '26). Dataset: https://huggingface.co/datasets/CharlesZhang-USTC/Hi-Singers</arxiv:comment>
    <arxiv:primary_category term="cs.MM"/>
    <author>
      <name>Yichi Zhang</name>
    </author>
    <author>
      <name>Hui Zhang</name>
    </author>
    <author>
      <name>Guanjun Liu</name>
    </author>
    <author>
      <name>Yuefeng Zou</name>
    </author>
    <author>
      <name>Fengzhao Sun</name>
    </author>
    <author>
      <name>Jun Yu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.04282v1</id>
    <title>Step Back to Move Forward: Reflection-Aware Preference Optimization for Visual Generation</title>
    <updated>2026-09-03T04:37:19Z</updated>
    <link href="https://arxiv.org/abs/2609.04282v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.04282v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Diffusion models have become the mainstream paradigm for modern visual generation and have substantially advanced multimedia content synthesis, especially in text-to-image and text-to-video tasks. To further align such generative models with human preferences, reinforcement learning (RL) has recently shown strong potential as a post-training strategy. Nevertheless, existing policy gradient-based methods often explore inefficiently, making them vulnerable to local optima that may degrade semantic faithfulness and visual realism. To address these challenges, we present Reflection-Aware GRPO (RA-GRPO), a new RL-based preference alignment framework for diffusion generative models. The core idea is to improve "forward" generation by incorporating "backward" reflection during optimization. We first introduce Diffusion Reflection, which rectifies intermediate sampling trajectories by inverting the diffusion process with a weak estimator, guiding latent states toward higher-probability regions of the true data manifold. Furthermore, we introduce Counterfactual Path Synthesis to implicitly distill these rectified trajectories into the policy, enabling the model to internalize the benefits of search-based exploration without incurring inference-time overhead. Extensive experiments on T2I and T2V models demonstrate that RA-GRPO significantly outperforms existing methods, particularly in mitigating reward hacking and improving generalization. The method remains architecture-agnostic and integrates seamlessly with standard pipelines, suggesting a promising direction for stable preference alignment.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-03T04:37:19Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Junlong Wu</name>
    </author>
    <author>
      <name>Jiuzhou Lin</name>
    </author>
    <author>
      <name>Jia Sun</name>
    </author>
    <author>
      <name>Boheng Zhang</name>
    </author>
    <author>
      <name>Huaiqing Wang</name>
    </author>
    <author>
      <name>Dewen Fan</name>
    </author>
    <author>
      <name>Houde Liu</name>
    </author>
    <author>
      <name>Qianqian Gan</name>
    </author>
    <author>
      <name>Fan Yang</name>
    </author>
    <author>
      <name>Tingting Gao</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.00525v1</id>
    <title>GenScale: A Benchmark for Relative Object Scale in Image Generation and Editing</title>
    <updated>2026-09-01T00:47:24Z</updated>
    <link href="https://arxiv.org/abs/2609.00525v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.00525v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Modern image generation and editing systems can produce photorealistic, prompt-aligned images, but still often render familiar objects at implausible relative sizes. To measure this failure mode, we introduce GenScale, a benchmark and evaluation protocol for real-world relative object scale in image generation and editing. GenScale contains 900 image-level entries and 1,643 pairwise anchor-target scale relations across common-object generation, human-product generation with metric dimensions, and scale correction from failed generations. We further design a human-calibrated ordinal judge for scalable pairwise scale evaluation. Last but not the least, we introduce Rescale, a model-agnostic post-processing agent for localized scale correction without modifying the source generator. Experiments reveal that state-of-the-art image generators and editors cannot reliably observe relative scale yet, while Rescale consistently improves scale plausibility across generated and edited images. Together, GenScale establishes relative object scale as a distinct, measurable, and actionable capability for image generation systems.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-01T00:47:24Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Lingxiao Li</name>
    </author>
    <author>
      <name>Max Whitton</name>
    </author>
    <author>
      <name>Ledell Wu</name>
    </author>
    <author>
      <name>Boqing Gong</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.23410v1</id>
    <title>Photorealistic Novel View Synthesis of Human Faces using Next-Scale Transformers</title>
    <updated>2026-08-24T15:55:34Z</updated>
    <link href="https://arxiv.org/abs/2608.23410v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.23410v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Photorealistic novel view synthesis of people remains challenging at high spatial resolutions and across multiple target cameras, where preserving identity, fine appearance details, and geometric coherence is critical. We build on the next-scale autoregressive paradigm and adapt it for human-centric view synthesis by enabling higher image resolutions, multi-view outputs and stronger cross-view consistency in a single forward pass. We train on a synthetic dataset of human faces spanning diverse identities and apparel. Contrary to diffusion models, this paradigm does not need 2D pre-training and, thanks to its next-scale architecture, it benefits from lower-resolution, general-purpose pre-trainings, with the full-sized purpose-specific images being used only in the last training stages. This enables our architecture to converge with a smaller amount of purpose-specific training data, allowing us to use a smaller but more realistic training dataset. The resulting model produces sharp and realistic views, with the option to synthesize multiple novel viewpoints simultaneously for improved agreement across views. Empirically, we observe gains in perceptual fidelity and cross-view coherence on human subjects, demonstrating that next-scale autoregression is an effective backbone for scalable, multi-output human view synthesis. We also couple our pipeline with an existing transformer-based model for pixel-aligned 3D gaussian lifting from multi-view facial inputs, resulting in accurate and photorealistic 3D models of human faces.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-24T15:55:34Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Federico Stella</name>
    </author>
    <author>
      <name>Fei Jiang</name>
    </author>
    <author>
      <name>Zhongshi Jiang</name>
    </author>
    <author>
      <name>Zohar Barzelay</name>
    </author>
    <author>
      <name>Emanuel Garbin</name>
    </author>
    <author>
      <name>Amin Jourabloo</name>
    </author>
    <author>
      <name>Liuhao Ge</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.22655v1</id>
    <title>Multiple View Neural Regression of a Facial Shape Model</title>
    <updated>2026-08-23T23:31:44Z</updated>
    <link href="https://arxiv.org/abs/2608.22655v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.22655v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Creating re-topologized 3D facial meshes is essential for high-quality facial animation but remains labor-intensive and time-consuming. This dissertation explores more efficient approaches for capturing production-ready facial meshes through: (1) the development of VarIS, a custom light sphere for capturing high-resolution stereo geometry and reflectance maps; (2) analysis of camera parameters affecting automatic 2D and 3D landmarking; (3) synthetic-data methods for training neural face regression; and (4) techniques for improving neural multi-view face-shape regression.
  While VarIS enables photorealistic face capture, its operational and processing costs motivate a more scalable approach. A deep learning framework is therefore proposed to directly predict re-topologized facial meshes from synthetic multiview images generated with Visage Craft, an in-house physically based rendering system using an Appearance 3D Morphable Model (A3DMM). The system produces standardized meshes ready for rigging and animation with minimal human supervision. Results show that incorporating accurate camera intrinsics and extrinsics improves landmark accuracy and geometric consistency, while 3D landmark regularization further improves reconstruction quality.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-23T23:31:44Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Xiang Li</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.19900v1</id>
    <title>AvatarDynamizer: From Static to Dynamic Human Avatars via Generative Dynamic Textures</title>
    <updated>2026-08-20T11:10:53Z</updated>
    <link href="https://arxiv.org/abs/2608.19900v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.19900v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>For full-body avatars, modeling surface dynamics is crucial for overcoming the uncanny valley and achieving perceptual realism. Person-agnostic methods recover static 3D avatars from monocular images, videos, or text prompts, but their skeleton-driven animations lack realistic surface dynamics such as clothing wrinkles. In contrast, person-specific methods achieve high-quality rendering and realistic dynamics, but require expensive multi-view captures for each individual. Recent generalizable dynamic avatar methods struggle to embed surface dynamics, leading to either limited multi-view consistency or dynamic expressiveness. To this end, we propose AvatarDynamizer, a generative method that transforms an off-the-shelf static 3D avatar into a controllable, realistic, and multi-view-consistent 4D avatar. We introduce a novel texture-space surface-dynamics embedding and formulate avatar dynamics modeling as conditional texture generation. Our encoder--decoder representation embeds pose-dependent dynamics into dynamic texture maps, enabling compatibility with pre-trained video diffusion models while decoding them into 3D Gaussians for multi-view consistent rendering. Since existing datasets are limited in scale, sequence length, or motion diversity, we collect a large-scale multi-view dataset with long sequences covering diverse skeletal motions and surface dynamics. Experiments show that our method effectively animates static avatars with faithful surface dynamics and outperforms competing generalizable methods in visual fidelity, especially under limited dynamic training data.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-20T11:10:53Z</published>
    <arxiv:comment>Project page: https://vcai.mpi-inf.mpg.de/projects/AvatarDynamizer</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Guoxing Sun</name>
    </author>
    <author>
      <name>Heming Zhu</name>
    </author>
    <author>
      <name>Linjie Lyu</name>
    </author>
    <author>
      <name>Pascal Fua</name>
    </author>
    <author>
      <name>Christian Theobalt</name>
    </author>
    <author>
      <name>Marc Habermann</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.15163v1</id>
    <title>From "What-If" to "What-Is": Counterfactual Thinking-Inspired Semantic Alignment for Visual Brain Decoding</title>
    <updated>2026-08-15T10:40:53Z</updated>
    <link href="https://arxiv.org/abs/2608.15163v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.15163v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Visual brain decoding reconstructs visual content perceived by a person from neural measurements such as fMRI, providing a computational approach to studying how visual information is represented in the brain. Recent multimodal representations and diffusion priors have improved reconstruction realism. However, visually plausible reconstructions may contain incorrect objects, attributes, or relations because a strong generative prior can complete content not sufficiently specified by the decoded representation. Conventional reconstruction metrics mainly assess the final image and may therefore obscure such semantic errors. We propose ConceptAlign, a counterfactual semantic alignment framework for visual brain decoding. ConceptAlign pools decoded visual tokens and projects them into a frozen text-embedding space, aligning the representation with the ground-truth caption while separating it from scene-preserving near-miss alternatives. Generated offline by an LLM, these alternatives modify one critical object, attribute, or relation while retaining the scene. A margin-based objective learns fine-grained semantic boundaries between the observed stimulus and plausible but incorrect interpretations without requiring LLM calls during inference. We introduce a systematic three-level semantic evaluation framework covering foundational discriminability, counterfactual description discrimination, and representational geometry. Experiments on the Natural Scenes Dataset show that ConceptAlign improves reconstruction measures, counterfactual semantic discrimination, and representational alignment over the MindEye2 backbone. Matched negative-source ablations, independent LLM and human-written alternatives, and human evaluation support the effectiveness and robustness of the supervision, with favorable patterns in fine-grained conflicts, limited-data decoding, and cross-subject structure.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.HC" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-15T10:40:53Z</published>
    <arxiv:comment>Under Review</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Kaitao Yan</name>
    </author>
    <author>
      <name>Chi Liu</name>
    </author>
    <author>
      <name>Congcong Zhu</name>
    </author>
    <author>
      <name>Huajie Chen</name>
    </author>
    <author>
      <name>Gengshen Wu</name>
    </author>
    <author>
      <name>Minghao Wang</name>
    </author>
    <author>
      <name>Xiaotong Han</name>
    </author>
    <author>
      <name>Tianqing Zhu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.00440v1</id>
    <title>Poplar: A Scalable Pipeline for Human-Centric Image Dataset Synthesis</title>
    <updated>2026-08-01T04:39:59Z</updated>
    <link href="https://arxiv.org/abs/2608.00440v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.00440v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Recent image generators can synthesize convincing human-centric images, yet producing a useful collection remains different from producing a single successful image. A human-centric dataset must cover varied people and contexts, avoid implausible attribute combinations, preserve an everyday photographic character, and expose quality-control decisions at scale. We present Poplar, a reproducible Specify--Render--Inspect pipeline for human-centric image dataset synthesis. Specify samples structured attributes under commonsense constraints and verbalizes them as photography-oriented prompts. Render uses a realism-adapted image generator across composition-aware aspect ratios and retries obvious technical failures. Inspect applies a single structured vision--language review to each candidate, preserving the original prompt while rejecting intrinsic image defects or material prompt mismatches. Using Poplar, we construct Poplar-9K: 9,401 curated human-centric image--text pairs retained from 11,765 reviewed candidates (79.9\% acceptance). We release the dataset together with the pipeline, configurations, immutable generation prompts, and auditable inspection records as a compact resource for building customizable human-centric collections.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-01T04:39:59Z</published>
    <arxiv:comment>code: https://github.com/choucisan/poplar website: https://choucisan.github.io/publications/poplar</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Zhishan Zou</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.28058v1</id>
    <title>Temporal Concentration from Rollout Errors: Implicit Preference Optimization for Text-to-Video Diffusion</title>
    <updated>2026-07-30T11:36:48Z</updated>
    <link href="https://arxiv.org/abs/2607.28058v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.28058v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Recent advances in preference alignment for diffusion-based video generation, particularly via Direct Preference Optimization (DPO), have significantly improved visual quality. However, temporally sparse artifacts such as motion collapse, object flickering, and color oversaturation remain a major barrier to perceptual realism. Existing methods struggle with these issues due to two key limitations: (1) the preference attribution bottleneck, where offline human annotations are costly and fail to accurately capture learning dynamics, while online reward signals are rollout-aware but often unstable and biased; and (2) temporal credit misallocation, where uniformly applied supervision cannot effectively target the brief segments in which artifacts occur. To address these challenges, we propose concentrated Implicit Preference Optimization (cIPO), a post-training framework for video diffusion models. cIPO derives implicit preference signals directly from the denoising process: given a real video, the model adds forward noise and reconstructs it via iterative denoising, treating the original as the preferred sample and the reconstruction as the dispreferred one. This formulation captures inference-time errors without requiring human annotations or external reward models. Moreover, frame-level discrepancies between original and reconstructed videos reveal when failures occur. cIPO leverages this by computing temporal reconstruction errors and concentrating optimization on high-error segments, enabling more precise correction of failure-prone regions. Extensive experiments demonstrate that cIPO consistently enhances video authenticity and temporal coherence across multiple datasets, highlighting the effectiveness and efficiency of implicit preference with temporally concentrated optimization.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-30T11:36:48Z</published>
    <arxiv:comment>project page: https://henglin-liu.github.io/cIPO_vis/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Henglin Liu</name>
    </author>
    <author>
      <name>Fangyuan Kong</name>
    </author>
    <author>
      <name>Jing Wang</name>
    </author>
    <author>
      <name>Yizhou Lin</name>
    </author>
    <author>
      <name>Nisha Huang</name>
    </author>
    <author>
      <name>Chang Liu</name>
    </author>
    <author>
      <name>Xintao Wang</name>
    </author>
    <author>
      <name>Pengfei Wan</name>
    </author>
    <author>
      <name>Kun Gai</name>
    </author>
    <author>
      <name>Xiu Li</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.26108v1</id>
    <title>Two2Four: Generative Quadruped Puppeteering from Human Motion</title>
    <updated>2026-07-28T13:23:10Z</updated>
    <link href="https://arxiv.org/abs/2607.26108v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.26108v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Realistic animal motion for virtual production is typically obtained either through motion capture of highly trained performers who accurately mimic animal behavior, or by retargeting ordinary human motion using complex control setups. Both approaches are challenging and often fail to fully reproduce the nuances of natural animal motion, motivating data-driven alternatives. We present an automatic human-to-quadruped puppeteering framework that produces plausible and controllable quadruped motions from ordinary human motion data. Our approach employs a two-stage generative diffusion model trained purely on quadruped motion data. By introducing a structured conditioning and inpainting strategy, our method supports a wide range of actions, including walking, running, jumping, sitting, and lying. Furthermore, we enable fine-grained intuitive control of the quadruped motion such as head movement control and individual limb puppeteering. Experimental results demonstrate improved motion realism and controllability compared to existing retargeting approaches, highlighting the effectiveness of our framework as a tool for animation and virtual production applications.</summary>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-28T13:23:10Z</published>
    <arxiv:primary_category term="cs.GR"/>
    <author>
      <name>Fatemeh Zargarbashi</name>
    </author>
    <author>
      <name>Zehong Qiu</name>
    </author>
    <author>
      <name>Dhruv Agrawal</name>
    </author>
    <author>
      <name>Stelian Coros</name>
    </author>
    <author>
      <name>Robert W. Sumner</name>
    </author>
    <author>
      <name>Martin Guay</name>
    </author>
    <author>
      <name>Jakob Buhmann</name>
    </author>
    <arxiv:doi>10.1111/cgf.70565</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1111/cgf.70565" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.22302v1</id>
    <title>fMRI2Face: A Full-HD fMRI-Video Dataset and Geometry-Guided Neural Decoding Framework for Dynamic Human Face Reconstruction</title>
    <updated>2026-07-24T13:45:28Z</updated>
    <link href="https://arxiv.org/abs/2607.22302v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.22302v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Reconstructing dynamic human faces from brain activity provides a powerful way to study how the mind perceives identity, expression, and facial motion. However, progress in fMRI-based face decoding has been limited by scarce controlled, high-resolution neural datasets and by methods that struggle to recover both identity-specific appearance and time-varying facial dynamics. We present fMRI-Face, the first fMRI dataset paired with controllable full-HD digital human facial videos rendered at 1920$\times$1080 resolution. During scanning, participants watched photorealistic, background-free facial videos with controlled identity, expression, and head pose, while fMRI activity was recorded. The resulting dataset contains 62,856 paired fMRI-video samples, providing a structured resource for studying dynamic face perception and reconstruction. Building on this dataset, we propose fMRI2Face, a geometry-guided neural video decoding framework for reconstructing facial videos from fMRI signals. fMRI2Face derives two complementary neural controls from brain activity: Brain-derived Appearance Context, which captures global identity-related visual attributes, and Morphable 3D Facial Control, which provides explicit geometry-aware guidance for pose, expression, and non-rigid facial dynamics. These controls are integrated through Neural-Controlled Video Diffusion with auxiliary latent completion, enabling high-fidelity facial video reconstruction directly from brain activity. Experiments show that fMRI2Face consistently improves reconstruction fidelity, identity preservation, facial geometry, and motion consistency over representative neural decoding baselines. Together, fMRI-Face and fMRI2Face establish a controlled platform for studying dynamic face perception and provide a new benchmark for fMRI-based digital human reconstruction.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-24T13:45:28Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Jingyang Huo</name>
    </author>
    <author>
      <name>Xiangru Huang</name>
    </author>
    <author>
      <name>Chentao Shen</name>
    </author>
    <author>
      <name>Yikai Wang</name>
    </author>
    <author>
      <name>Yun Wang</name>
    </author>
    <author>
      <name>Jianxiong Gao</name>
    </author>
    <author>
      <name>Shihao Jin</name>
    </author>
    <author>
      <name>Yanwei Fu</name>
    </author>
    <author>
      <name>Jianfeng Feng</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.18924v1</id>
    <title>Learning Explicit Physical Parameter Control and Benchmarking for Video Generation</title>
    <updated>2026-07-21T10:06:55Z</updated>
    <link href="https://arxiv.org/abs/2607.18924v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.18924v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Recent advances in image-to-video generation have improved visual realism, making physically grounded and controllable dynamics an important step toward future world simulation.
  Current models often generate plausible motion, but it is not reliably governed by explicit physical causes, and instance-level constraints can leak or become entangled in multi-object interactions.
  We attribute this gap to two missing pieces: large-scale, fine-grained physical parameterization, and model designs that correctly bind physical attributes to instances and emphasize dynamics over appearance.
  To bridge this gap, we introduce PhyParam-Dataset, an interaction-centric collection of 130K physically simulated videos with dense physical parameterization, including force vectors, object material properties, and environmental constants across five representative rigid-body motion types.
  Built on this data, we present PhyParam, a physics-guided image-to-video diffusion model that conditions on object-level forces, masses, friction, restitution, and scene-level gravity via a lightweight physical-attention routing mechanism, and further improves motion learning with semantic-structural feature-space supervision.
  We also establish PhyParam-Bench, a benchmark for physical-law consistency in image-to-video generation, with a multi-level protocol evaluating temporal dynamics, spatial stability, and semantic--physical alignment. Experiments show that PhyParam improves physical consistency while maintaining high visual fidelity, advancing explicit rigid-body physical-parameter control for image-to-video generation.
  We will publicly release the dataset, benchmark, and code to support future research.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-21T10:06:55Z</published>
    <arxiv:comment>23 pages, 11 figures</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yanxun Li</name>
    </author>
    <author>
      <name>Hao Wen</name>
    </author>
    <author>
      <name>Bingze Song</name>
    </author>
    <author>
      <name>Jiashu Zhu</name>
    </author>
    <author>
      <name>Aiming Hao</name>
    </author>
    <author>
      <name>Chubin Chen</name>
    </author>
    <author>
      <name>Jintao Chen</name>
    </author>
    <author>
      <name>Jiahong Wu</name>
    </author>
    <author>
      <name>Xiangxiang Chu</name>
    </author>
    <author>
      <name>Miao Wang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.18882v1</id>
    <title>Local Label-Informed Feature Transfer for Generating Ground-Truth Medical Images: A Comparison of GAN- and Diffusion-Based Approaches</title>
    <updated>2026-07-21T09:13:07Z</updated>
    <link href="https://arxiv.org/abs/2607.18882v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.18882v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Validating Explainable Artificial Intelligence (XAI) methods in medical imaging requires ground-truth data with known locations of informative features. However, current approaches rely on expert annotations, which are prone to labeling errors, or on hand-crafted artificial perturbations superimposed onto healthy images to mimic lesions or malignant features, which lack clinical realism. We present Local Label-Informed Feature Transfer (LLIFT), a framework for generating semi-synthetic brain magnetic resonance images with realistic lesions placed in user-controlled regions, which does not require pixel-level lesion annotations during training. We implement LLIFT with two generative paradigms: LLIFT-GAN, a custom GAN that learns pathological features from binary class labels alone, and LLIFT-DM, a diffusion-based inpainting pipeline conditioned on bounding-box masks via ControlNet. Both approaches are evaluated on brain magnetic resonance imaging data derived from the Human Connectome Project. In evaluations, both achieve Fréchet Inception Distance scores, with respect to the real pathological distribution, that are comparable to the inter-class reference between healthy and pathological images in the given dataset. Furthermore, qualitative inspection confirms the realism of lesion structures. The resulting benchmark datasets provide spatially controlled ground truth data for evaluating XAI methods in medical imaging.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-21T09:13:07Z</published>
    <arxiv:comment>6 pages, submitted to IEEE MetroXRAINE 2026</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Rick Wilming</name>
    </author>
    <author>
      <name>Irem Ozseker</name>
    </author>
    <author>
      <name>Luca Matteo Cornils</name>
    </author>
    <author>
      <name>Ahcène Boubekki</name>
    </author>
    <author>
      <name>Benedict Clark</name>
    </author>
    <author>
      <name>Danny Panknin</name>
    </author>
    <author>
      <name>Stefan Haufe</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.15527v1</id>
    <title>Physics-aware Masked Diffusion-based Flood Simulation for Urban Fisheye Disaster Detection</title>
    <updated>2026-07-17T00:26:07Z</updated>
    <link href="https://arxiv.org/abs/2607.15527v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.15527v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Physical simulations that predict the behavior of urban disasters, such as climate-related flooding, play a crucial role in disaster prevention and the development of anomaly detection models. However, the severe shortage of flood data in real-world environments, combined with the inherent distortions of fisheye lens images, which are used for urban surveillance, has made high-precision simulations challenging. To address this, we propose a new physical simulation system PhysFlood that leverages Diffusion Models to synthesize realistic floods from just a single image captured by a fisheye lens. Our system not only enables simulation from a single image, but also features the ability to freely control and generate diverse flood scenarios by manipulating physically meaningful variables, such as water levels. In our evaluation experiments, we conducted a qualitative human study and demonstrated that the simulation images generated by PhysFlood exhibit both acceptable realism and robustness.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-17T00:26:07Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Sodtavilan Odonchimed</name>
    </author>
    <author>
      <name>Tsogt Enkhbayar</name>
    </author>
    <author>
      <name>Oyunzul Munkhtamga</name>
    </author>
    <author>
      <name>Munkhjargal Gochoo</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.11281v1</id>
    <title>The Devil Is in the Leakage: A Disentangled Dual-Purification Framework for High-Fidelity Hairstyle Transfer</title>
    <updated>2026-07-13T09:00:42Z</updated>
    <link href="https://arxiv.org/abs/2607.11281v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.11281v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Hairstyle transfer aims to synthesize a photorealistic portrait by transplanting the hairstyle from a reference image onto a source subject while preserving the source identity. Recent foundation models show strong generative capability, but they struggle with the zero-shot disentanglement required for precise local editing, often entangling the reference hairstyle with its original identity and pose. Existing diffusion-based pipelines typically decompose the task by first generating a "bald" image from the source and then injecting hairstyle features from the reference. However, we show that this paradigm suffers from a fundamental leakage problem. Identity Leakage in Hairstyle occurs when hairstyle features retain reference identity or pose information, while Flaw Leakage in Bald arises when residual artifacts in the bald image are propagated into the final synthesis. To address both issues, we propose the Dual-Purification Framework (DPF), which introduces two complementary training-time regularizers. Adversarial Hairstyle Purification (AHP) purifies hairstyle features by suppressing identity predictability under a mutual-information-inspired adversarial objective. Contrastive Geometric Purification (CGP) regularizes the ControlNet pathway with a contrastive objective, reducing the model's reliance on geometric artifacts in the bald condition. By jointly purifying the hairstyle representation and geometric pathway, DPF achieves high-fidelity, identity-preserving hairstyle transfer and state-of-the-art performance on diverse benchmarks.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-13T09:00:42Z</published>
    <arxiv:comment>Accepted by ACM MM 2026</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Jijie Li</name>
    </author>
    <author>
      <name>Jiankuo Zhao</name>
    </author>
    <author>
      <name>Xiangyu Zhu</name>
    </author>
    <author>
      <name>Zhen Lei</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.22674v2</id>
    <title>Text-based Tactile Graphics Generation for the Visually Impaired</title>
    <updated>2026-08-20T16:29:49Z</updated>
    <link href="https://arxiv.org/abs/2607.22674v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.22674v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Tactile graphics are a primary medium for blind and low-vision (BLV) individuals to access non-textual information. However, they are difficult to scale or personalize. While recent generative models have revolutionized visual content creation, they are optimized for screen-based visual realism and fail to satisfy the haptic perceptual and physical fabrication constraints required for touch. We present the first integrated generative system that produces fabrication-ready 2.5D tactile graphics directly from natural language prompts, jointly generating global base geometry, fine-grained tactile surface textures, and standard-compliant braille within a unified 3D-printable representation. Our approach introduces fabrication-aware techniques, including template-guided relief generation, a fast diffusion-based text-to-texture module for high-resolution tileable normal maps, and strict base flattening to ensure tactile readability and printability, while supporting both automatic generation and interactive texture control. Extensive evaluations, together with in-person user studies with BLV participants and blindfolded sighted participants using physically 3D-printed outputs, show that participants consistently prefer our results over baselines. By extending generative graphics beyond screens to touchable reliefs, our work broadens access to generative AI for the BLV community and beyond.</summary>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.HC" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-10T03:04:30Z</published>
    <arxiv:comment>ECCV 2026, Project webpage: https://ruihangao.github.io/Text2TactileGraphics/</arxiv:comment>
    <arxiv:primary_category term="cs.GR"/>
    <author>
      <name>Ruihan Gao</name>
    </author>
    <author>
      <name>Joonghyuk Shin</name>
    </author>
    <author>
      <name>Ava Pun</name>
    </author>
    <author>
      <name>Jaesik Park</name>
    </author>
    <author>
      <name>Wenzhen Yuan</name>
    </author>
    <author>
      <name>Jun-Yan Zhu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.06701v1</id>
    <title>SPEAR: A Simulator for Photorealistic Embodied AI Research</title>
    <updated>2026-07-07T18:20:33Z</updated>
    <link href="https://arxiv.org/abs/2607.06701v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.06701v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Interactive simulators have become powerful tools for training embodied agents and generating synthetic visual data, but existing photorealistic simulators suffer from limited generality, programmability, and rendering speed. We address these limitations by introducing SPEAR: A Simulator for Photorealistic Embodied AI Research. At its core, SPEAR is a Python library that can connect to, and programmatically control, any Unreal Engine (UE) application via a modular plugin architecture. SPEAR exposes over 14K unique UE functions to Python, representing an order-of-magnitude increase in programmable functionality over existing UE-based simulators. Additionally, a single SPEAR instance can render 1920x1080 photorealistic beauty images directly into a user's NumPy array at 73 frames per second - an order of magnitude faster than existing UE plugins - while also providing ground truth image modalities that are not available in any existing UE-based simulator (e.g., a non-diffuse intrinsic image decomposition, material IDs, and physically based shading parameters). Finally, SPEAR introduces an expressive high-level programming model that enables users to specify complex graphs of UE work with arbitrary data dependencies among work items, and to execute these graphs deterministically within a single UE frame. We demonstrate the utility of SPEAR through a diverse collection of example applications: controlling multiple embodied agents with distinct action spaces (e.g., humans, cars, and robots) across several in-the-wild UE projects; rendering photorealistic city-scale environments; manipulating UE's procedural content generation systems; rendering synchronized multi-view images of detailed human faces; coordinating an interactive co-simulation with the MuJoCo physics simulator; and editing scenes with natural language via an AI coding assistant.</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.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-07T18:20:33Z</published>
    <arxiv:comment>Accepted for publication at the European Conference on Computer Vision (ECCV) 2026</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Mike Roberts</name>
    </author>
    <author>
      <name>Renhan Wang</name>
    </author>
    <author>
      <name>Rushikesh Zawar</name>
    </author>
    <author>
      <name>Rachith Dey-Prakash</name>
    </author>
    <author>
      <name>Quentin Leboutet</name>
    </author>
    <author>
      <name>Stephan R. Richter</name>
    </author>
    <author>
      <name>Matthias Müller</name>
    </author>
    <author>
      <name>German Ros</name>
    </author>
    <author>
      <name>Rui Tang</name>
    </author>
    <author>
      <name>Stefan Leutenegger</name>
    </author>
    <author>
      <name>Yannick Hold-Geoffroy</name>
    </author>
    <author>
      <name>Kalyan Sunkavalli</name>
    </author>
    <author>
      <name>Vladlen Koltun</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.02220v1</id>
    <title>DetailAnywhere: Fashion Detail Generation via Cross-Modal Feature Alignment Distillation</title>
    <updated>2026-07-02T14:26:47Z</updated>
    <link href="https://arxiv.org/abs/2607.02220v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.02220v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Diffusion-based generative AI has achieved remarkable success in e-commerce applications such as virtual try-on, poster generation, and product background synthesis. However, when making online purchasing decisions for apparel, consumers also desire the freedom to examine specific detail regions of interest, such as collars, cuffs, and fabric textures, yet existing methods have not explicitly studied this setting. We therefore formalize a new, non-template task: Fashion Detail Generation with focus conditioning, and release FDBench, the first benchmark comprising 40K+ human-verified reference-detail pairs across 41 different categories. This task poses a unique semantic gap challenge: the model must bridge the correspondence between a focus marker on a product reference image and a photorealistic close-up view of the indicated region, while faithfully preserving the garment's identity, without any precise prompt. To bridge this gap, we propose Cross-modal Feature Alignment Distillation (CFAD), which leverages a fine-tuned DINOv3 teacher to align both branches of a Multimodal Diffusion Transformer in a shared semantic space via dual-branch distillation. To further improve consistency between generated details and reference images, we introduce a consistency reward model that jointly scores image pairs along three quality axes and optimizes generation via reinforcement learning. Experiments show that our model DetailAnywhere significantly outperforms all state-of-the-art opensource methods across all metrics and human evaluations.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-02T14:26:47Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Zijun Li</name>
    </author>
    <author>
      <name>Yimin Zhou</name>
    </author>
    <author>
      <name>Jia Sun</name>
    </author>
    <author>
      <name>Honglie Wang</name>
    </author>
    <author>
      <name>Pengcheng Wei</name>
    </author>
    <author>
      <name>Junlong Wu</name>
    </author>
    <author>
      <name>Yongrui Heng</name>
    </author>
    <author>
      <name>Jiyuan Wang</name>
    </author>
    <author>
      <name>Huan Ouyang</name>
    </author>
    <author>
      <name>Boheng Zhang</name>
    </author>
    <author>
      <name>Huaiqing Wang</name>
    </author>
    <author>
      <name>Dewen Fan</name>
    </author>
    <author>
      <name>Qianqian Gan</name>
    </author>
    <author>
      <name>Fan Yang</name>
    </author>
    <author>
      <name>Tingting Gao</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.01743v1</id>
    <title>InterCMDM: Block-Causal Diffusion for Autoregressive Human Interaction Generation</title>
    <updated>2026-07-02T05:58:15Z</updated>
    <link href="https://arxiv.org/abs/2607.01743v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.01743v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Text-conditioned human interaction generation must capture both long-range temporal causality within each individual and tightly coupled coordination between partners. Existing interaction diffusion models typically denoise full sequences using bidirectional attention, which obscures causality and hinders streaming and long-horizon generation. Autoregressive alternatives enforce causality but often suffer from temporal drift, leading to coordination degradation and unstable interaction dynamics over time. We propose InterCMDM, a block-causal latent diffusion framework for autoregressive two-person interaction generation. InterCMDM introduces a Dual-Stream Causal Diffusion Transformer that maintains separate causal streams for each person while modeling inter-person dependencies via unified dual-stream attention with multi-task attention masks. These masks unify interaction modeling within a single attention mechanism and support diverse coordination behaviors, including simultaneous actions, reactive responses, leader-follower dynamics, and independent motion. By training a single model across these mask configurations as a form of data augmentation, InterCMDM enables controllable interaction generation by simply selecting the desired attention mask at inference time. Finally, a block-wise diffusion objective enables stable latent rollout over long sequences without repeated decode-encode cycles. InterCMDM achieves state-of-the-art performance on InterHuman and Inter-X, improving text-motion alignment, realism, and long-horizon continuity.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-02T05:58:15Z</published>
    <arxiv:comment>Accepted to ECCV 2026, Project website: https://yu1ut.com/InterCMDM-HP/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Qing Yu</name>
    </author>
    <author>
      <name>Kent Fujiwara</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.30248v2</id>
    <title>Your Data Manifold is Secretly a Reward Model: Shell-LCC for Text-to-Video Generation</title>
    <updated>2026-07-15T11:35:26Z</updated>
    <link href="https://arxiv.org/abs/2606.30248v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.30248v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Recent text-to-video (T2V) diffusion models rely heavily on auxiliary reward signals (e.g., via reward models or DPO) to align generated content with human aesthetics and improve realism. These signals, however, incur substantial computational overhead, require costly human annotations, and often yield limited improvement in fine-grained local details. In this paper, we argue that your data manifold is secretly a reward model. By explicitly modeling the manifold structure of high-quality Supervised Fine-Tuning (SFT) data and encouraging video latents to lie on this manifold, we derive dense, differentiable, and nearly cost-free reward signals that significantly improve video quality, particularly in mitigating low-level distortions. Our modeling builds upon Local Coordinate Coding (LCC), which captures the `skeleton' of the manifold. However, directly applying LCC suffers from mean regression, pulling latents toward the geometric mean and losing high-frequency details. We therefore extend it to Shell Local Coordinate Coding (Shell-LCC), which models the manifold `surface' as an isotropic shell to align with the true high-density region. Experiments demonstrate that our approach improves realism, enhances high-frequency details, reduces over-smoothing artifacts, and alleviates motion blur.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-29T12:57:34Z</published>
    <arxiv:comment>ECCV 2026</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Shihao Zhang</name>
    </author>
    <author>
      <name>Yunzhi Li</name>
    </author>
    <author>
      <name>Yuguang Yan</name>
    </author>
    <author>
      <name>Junzhe Zhang</name>
    </author>
    <author>
      <name>Wei Zhao</name>
    </author>
    <author>
      <name>Bohan Wang</name>
    </author>
    <author>
      <name>Hanwang Zhang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.30001v1</id>
    <title>SICAGE: Speaker-Independent Culture-Aware Gesture Generation using TED4C-L Dataset</title>
    <updated>2026-06-29T09:11:15Z</updated>
    <link href="https://arxiv.org/abs/2606.30001v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.30001v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Recent co-speech gesture generation methods often overlook cultural differences, limiting their effectiveness in human-agent interaction. Moreover, culture-conditioned models are rarely evaluated under speaker-disjoint splits, so apparent "cultural" behavior may be confounded with speaker-specific gesturing style. We introduce SICAGE, a modular framework for culture-aware co-speech gesture generation that conditions motion synthesis models on speaker-independent cultural representations. SICAGE learns these representations from audio and text by treating each speaker as a separate domain while imposing invariance across speakers. This encourages representations to remain culture-discriminative while reducing dependence on speaker identity. The resulting cultural embeddings condition a multimodal generator to produce culturally appropriate gestures. We instantiate this idea with two domain generalization approaches: adversarial learning and Fishr regularization. We further introduce ALaDiT, a real-time diffusion-based gesture generator designed to efficiently incorporate the learned cultural embeddings. To validate our method, we built TED4C-L, a 106-hour multimodal dataset of 764 TED speakers from four cultural groups. Experiments show that SICAGE improves motion realism, diversity, beat synchronization, semantic relevance, and cultural consistency.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.HC" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.SD" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-29T09:11:15Z</published>
    <arxiv:comment>Accepted at ECCV 2026</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Ariel Gjaci</name>
    </author>
    <author>
      <name>Antonio Sgorbissa</name>
    </author>
    <author>
      <name>Vittorio Murino</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.26930v1</id>
    <title>PortraitGen: Exemplar-Driven GRPO with Dual-Reward Guidance for Photorealistic Portrait Generation</title>
    <updated>2026-06-25T12:05:40Z</updated>
    <link href="https://arxiv.org/abs/2606.26930v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.26930v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Reinforcement Learning like Group Relative Policy Optimization (GRPO) has significantly advanced text-to-image post-training. However, current methods often favor superficial aesthetics, such as over-saturated colors, leaving critical flaws like AI artifacts and biological implausibilities unresolved. We attribute these limitations to two primary factors: (1) The absence of real images during post-training confines GRPO sampling to the original distribution, failing to break inherent generative boundaries; (2) the optimization process lacks specific rewards targeting fine-grained artifacts like overly oily skin and other AI artifacts. To address this, we propose PortraitGen, a novel framework tailored for photorealistic portrait generation. First, we break inherent generative boundaries by directly introducing real images into the GRPO sampling groups, where image inversion is employed to obtain their transition probabilities and latents. Second, to explicitly steer the model toward photorealism, we introduce a complementary dual-reward mechanism: OmniReward for general quality and AI-Portrait for human-centric fidelity. Furthermore, we curate PortraitBench, a comprehensive portrait-centric benchmark. Extensive experiments demonstrate that PortraitGen significantly outperforms existing baselines, effectively suppressing AI artifacts and achieving unprecedented photorealism.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-25T12:05:40Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Xiaomin Li</name>
    </author>
    <author>
      <name>Qian Liang</name>
    </author>
    <author>
      <name>Yinan Li</name>
    </author>
    <author>
      <name>Ying Zhang</name>
    </author>
    <author>
      <name>Chen Li</name>
    </author>
    <author>
      <name>Jing Lyu</name>
    </author>
    <author>
      <name>Huchuan Lu</name>
    </author>
    <author>
      <name>Xu Jia</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.26265v1</id>
    <title>NavIsaacLab: Generating Realistic Crowd via Parallel Robot Learning for Benchmarking Human-aware Navigation</title>
    <updated>2026-06-24T18:08:19Z</updated>
    <link href="https://arxiv.org/abs/2606.26265v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.26265v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Robot autonomous navigation that accounts for surrounding human activities is crucial for ensuring both safety and natural human-robot interaction in real-world environments shared by humans and robots. Simulation of complex and diverse navigation scenarios serves as the foundation for training reliable robot navigation policies and accurately evaluating the performance of algorithms, offering an efficient alternative to manual supervision of real data. However, current human-aware navigation research faces significant challenges due to the scarcity of diverse, high-quality scene data. Existing simulation platforms often rely on handcrafted rules to approximate pedestrian behavior and lack the capability to provide extensive sensor signals, typically assuming perfect observations. To address these limitations, this paper presents NavIsaacLab, a comprehensive framework for benchmarking and training human-aware navigation policies through physics-based and photo-realistic simulations of pedestrians and scenes. Based on Isaac Lab, the proposed framework employs photo-realistic scene rendering capabilities and supports parallel simulation on GPU, delivering real-time and accurate 3D visual feedback to robots. To enhance the realism of human behavior, a data-driven approach is employed that incorporates a trajectory diffusion model and an adversarial motion learning controller, enabling controllable, physics-based pedestrian simulation. Furthermore, the integration of diverse cross-scale scenes provides a robust benchmark for state-of-the-art human-aware navigation methods.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-24T18:08:19Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Bingyi Xia</name>
    </author>
    <author>
      <name>Han Bao</name>
    </author>
    <author>
      <name>Jingyu Zhu</name>
    </author>
    <author>
      <name>Hanjing Ye</name>
    </author>
    <author>
      <name>Yuhan Pang</name>
    </author>
    <author>
      <name>Guangcheng Chen</name>
    </author>
    <author>
      <name>Liang Lin</name>
    </author>
    <author>
      <name>Wenjun Xu</name>
    </author>
    <author>
      <name>Jiankun Wang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.28406v1</id>
    <title>Can AI Draw Science? A Benchmark for Evaluating Scientific Figure Generation by Text-to-Image and Multimodal Models</title>
    <updated>2026-06-24T14:21:01Z</updated>
    <link href="https://arxiv.org/abs/2606.28406v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.28406v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Text-to-image and multimodal generative models are increasingly used to produce scientific figures such as mechanism diagrams, experimental-design schematics, conceptual frameworks, and graphical abstracts. Yet existing image-generation benchmarks (e.g., GenEval, T2I-CompBench, DPG-Bench) evaluate natural images and measure compositionality, object counting, or photorealism. None of them measure what makes a generated scientific figure usable: correct and legible text labels, faithful depiction of entities and their relations, coherent diagrammatic structure, and adherence to disciplinary drawing conventions. We introduce SciDraw-Bench, a benchmark of 32 structured scientific-figure generation tasks spanning eight figure types and ten disciplines, where each task pairs a natural-language prompt with a machine-checkable specification of required labels, relations, components, conventions, and negative constraints. We propose a four-dimensional evaluation protocol: Text Fidelity (OCR-based label recall and character error rate), Semantic Correctness (vision-language-model judging against the specification), Structural Quality, and Convention Adherence, together with a meta-evaluation protocol and a preliminary inter-judge reliability analysis (human-rating validation is ongoing). We evaluate a domain-specific system, SciDraw AI, against representative general-purpose text-to-image models, and outline a code-to-figure baseline as a planned extension. In a pilot over all eight figure types, the domain-specific system substantially outperforms the general-purpose baselines on every dimension and figure type, with the largest gaps on semantic correctness and convention adherence; text fidelity remains the hardest dimension for all systems.</summary>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-24T14:21:01Z</published>
    <arxiv:primary_category term="cs.LG"/>
    <author>
      <name>Davie Chen</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.24232v2</id>
    <title>FiCA: Feed-forward instant Gaussian Codec Avatars from a Single Portrait Image</title>
    <updated>2026-08-29T15:15:07Z</updated>
    <link href="https://arxiv.org/abs/2606.24232v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.24232v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>We introduce FiCA, a Feed-forward, instant Gaussian Codec Avatar generation pipeline that creates lifelike avatars from a single portrait image. Generating a photorealistic and drivable avatar from just a single image is significantly challenging due to the limited visual information available to accurately infer the 3D appearance and geometry of human heads. To address this, we develop a novel system that combines human-centric vision foundation models with a diffusion model. This system is designed to fully exploit partial visual observations to generate lifelike human avatars. Our proposed diffusion model learns a generative mapping from these partial observations to complete and authentic 3D mesh reconstruction. Additionally, we introduce a feed-forward mesh refinement network that enhances the fidelity and identity preservation of the generated avatars, eliminating the need for person-specific test-time optimization. By leveraging a universal prior model that decodes a generated mesh into a set of 3D Gaussians, we generate a photorealistic 3D Gaussian avatar, capable of being driven with novel expressions in real-time. Our experiments demonstrate that the avatars generated by our feed-forward approach faithfully represent diverse identities and surpass the visual quality of avatars produced by recent competing methods.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-23T07:22:17Z</published>
    <arxiv:comment>Project page: https://kim-youwang.github.io/FiCA</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Kim Youwang</name>
    </author>
    <author>
      <name>Zhengyu Yang</name>
    </author>
    <author>
      <name>Liuhao Ge</name>
    </author>
    <author>
      <name>Yu Rong</name>
    </author>
    <author>
      <name>Timur Bagautdinov</name>
    </author>
    <author>
      <name>Su Zhaoen</name>
    </author>
    <author>
      <name>Nir Sopher</name>
    </author>
    <author>
      <name>Jovan Popović</name>
    </author>
    <author>
      <name>Teng Deng</name>
    </author>
    <author>
      <name>Tae-Hyun Oh</name>
    </author>
    <author>
      <name>Chen Cao</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/2606.19736v1</id>
    <title>VFACamou: View-Fused Adversarial Camouflage for Environment-Adaptive Physical Evasion</title>
    <updated>2026-06-18T03:00:43Z</updated>
    <link href="https://arxiv.org/abs/2606.19736v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.19736v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Adversarial camouflage in the physical world remains highly challenging, particularly under UAV reconnaissance where targets undergo continuous geometric changes and extreme illumination variations. Existing methods either optimize 2D digital perturbations that fail to generalize to dynamic viewpoints or produce visually unnatural textures that cannot be deployed in real scenarios. Therefore, we propose an end-to-end framework for adversarial camouflage generation that automatically produces wearable adversarial patterns and maintains stable attack performance in real physical environments with changing viewpoints, poses, and lighting conditions. Our method integrates UV-volume rendering with a diffusion-based texture generator, enabling consistent appearance under varying scales, poses, and lighting conditions. To ensure environmental realism, we propose an illumination color consistency estimator that extracts dominant background attributes and guides a natural texture loss to align the generated UV texture with the surrounding environment. A multi-scale dynamic training strategy further enhances robustness against viewpoint shifts and body deformation. Extensive experiments across multiple mainstream detectors demonstrate that our method achieves strong and stable physical attack performance while maintaining high perceptual naturalness, reducing human detection rates without introducing unnatural artifacts.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-18T03:00:43Z</published>
    <arxiv:comment>Accepted by ICME 2026</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Shihui Yan</name>
    </author>
    <author>
      <name>Hu Liu</name>
    </author>
    <author>
      <name>Junyu Shi</name>
    </author>
    <author>
      <name>Zihui Zhu</name>
    </author>
    <author>
      <name>Ziqi Zhou</name>
    </author>
    <author>
      <name>Yufei Song</name>
    </author>
    <author>
      <name>Youming Geng</name>
    </author>
    <author>
      <name>Minghui Li</name>
    </author>
    <author>
      <name>Shengshan Hu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.17431v1</id>
    <title>Visual Retrieval-Augmented Generation for Silhouette-Guided Animal Art</title>
    <updated>2026-06-16T02:24:21Z</updated>
    <link href="https://arxiv.org/abs/2606.17431v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.17431v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Generative AI has advanced the ability to render photorealistic or artistic images, yet it remains limited in a key aspect of human creativity: interpreting ambiguous shapes. This phenomenon, rooted in pareidolia, allows humans to perceive meaningful forms in random patterns such as clouds, stones, or leaves. To computationally replicate this imaginative process, we introduce Visual Retrieval-Augmented Generation (Visual-RAG), a framework that generates animal art directly from natural silhouettes. Our method retrieves structurally similar animal shapes from a curated corpus of 28,586 high-quality silhouettes and uses them as reference exemplars to guide diffusion-based generation with ControlNet and IP-Adapter. Ablation studies confirm that shape Context with RANSAC provides the most accurate alignment, while removing shape standardization reduces the inlier ratio to just 13.4\%, underscoring the importance of structural fidelity in Visual-RAG. A user study with 12 participants evaluated the outputs in terms of aesthetics, silhouette fidelity, and overall impression. Results reveal that while Visual-RAG provides plausible interpretations, challenges remain in achieving high perceptual impact. This work lays the foundation for computational pareidolia, showing how machines can contribute to the early stages of imaginative discovery.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-16T02:24:21Z</published>
    <arxiv:comment>SOICT 2025</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Quoc-Duy Tran</name>
    </author>
    <author>
      <name>Anh-Tuan Vo</name>
    </author>
    <author>
      <name>Trung-Nghia Le</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.14972v1</id>
    <title>ReGenHuman: Re-Generating Human Appearances for Realistic Full-Body Video Anonymization</title>
    <updated>2026-06-12T21:47:10Z</updated>
    <link href="https://arxiv.org/abs/2606.14972v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.14972v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Anonymizing human-centric video data is an understudied problem. Prior anonymization techniques either blur or redact pixels at the cost of realism and downstream utility, or generate frame-by-frame at the cost of temporal coherence. We introduce ReGenHuman, the first full-body video anonymization pipeline that is simultaneously realistic, temporally consistent, and anonymous by construction. Contrary to past approaches which redact or edit the inputs directly, we propose a regenerate, don't edit paradigm. Our approach composites 2D pose, segmentation, and monocular depth into two complementary conditioning streams - StructAll and StructHuman, which are used to fine-tune a video-to-video diffusion backbone on in-the-wild human videos, synthesizing the human regions entirely from identity-free structural cues. We evaluate our model on privacy, quality, and utility, and show that our ReGenHuman achieves the best tradeoff across all three axes against current baselines. We further show that our anonymized videos remain effective for downstream tasks, including video question answering.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-12T21:47:10Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Adam Sun</name>
    </author>
    <author>
      <name>Eshaan Barkataki</name>
    </author>
    <author>
      <name>Arnold Milstein</name>
    </author>
    <author>
      <name>Gordon Wetzstein</name>
    </author>
    <author>
      <name>Ehsan Adeli</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.12012v1</id>
    <title>FitVTON: Fit-aware Virtual Try-On via Body-Garment Size Control</title>
    <updated>2026-06-10T12:40:02Z</updated>
    <link href="https://arxiv.org/abs/2606.12012v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.12012v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>While diffusion-based virtual try-on has achieved impressive visual realism, most methods treat the task as 2D inpainting, prioritizing texture preservation over physical plausibility. Consequently, they often produce plausible-looking images that fail to reflect authentic garment fit across diverse body shapes. We present FitVTON, a Fit-aware virtual try-on model on different bodies in the wild. FitVTON encodes garment-body size through structured text prompts, and learn from simulated try-on triplets from parameterized garment model. To improve the fitting effects over garment silhouettes, we introduce two auxiliary head to predict the masks for both the garment and the exposed body. We further introduce a texture rectification stage to improve realistic appearance from simulated data. To evaluate the fitting fidelity, we curate a real-world dataset, FittingEffect3K, combining VLM-based scoring protocol. Both subjective and quantitive experiments show that FitVTON demonstrate authentic fitting fidelity, with significant sizing accuracy and shape preservation over state-of-the-art methods while maintaining competitive image quality. Project Page: https://zenoning.github.io/FitVTON/.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-10T12:40:02Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yiqun Ning</name>
    </author>
    <author>
      <name>Ao Shen</name>
    </author>
    <author>
      <name>Chenhang He</name>
    </author>
    <author>
      <name>Lei Zhang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.08833v1</id>
    <title>CSFlow: Aligning Flow Matching with Human Contrast Sensitivity</title>
    <updated>2026-06-07T20:52:35Z</updated>
    <link href="https://arxiv.org/abs/2606.08833v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.08833v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We introduce Contrast Sensitive Flow (CSFlow), a weighting scheme that connects the human eye's Contrast Sensitivity Function (CSF) to the iterative denoising steps of flow matching. Because real-world images concentrate signal at low spatial frequencies, these components reach high signal-to-noise ratio earlier during continuous diffusion than high-frequency components. When generating images with diffusion or flow matching models, this induces a soft autoregressive structure in Fourier space, where coarse image content stabilizes before fine detail. Meanwhile, the human visual system is unequally sensitive to spatial frequencies: very low and very high frequencies require significantly higher contrast to be perceived. We for the first time merge these observations through two contributions: (1) a metric that estimates which frequencies are generated at each reverse flow interval and (2) timestep weights obtained by aligning the frequencies generated at each noise level with human contrast sensitivity. We validate our contributions experimentally showing that these weights can improve generative performance by lowering FID by 4.7%, increasing Inception Score by 2.2% and improving GenEval scores by 2.5% using inference-only timestep modification or short fine-tuning. Qualitatively, we find that our CSFlow weights lead to better visual realism and less cartoonish appearance of generated images.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-07T20:52:35Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Malgorzata Galinska</name>
    </author>
    <author>
      <name>Bart Pogodzinski</name>
    </author>
    <author>
      <name>Jan Eric Lenssen</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.05478v1</id>
    <title>Can We Predict The Human Preference For Text-to-Image Content Prior To Generation And Is It Even Useful To Do So?</title>
    <updated>2026-06-03T21:57:05Z</updated>
    <link href="https://arxiv.org/abs/2606.05478v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.05478v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Diffusion Models (DM) have revolutionized text-driven generation by enabling the synthesis of high-quality, photorealistic visual content from user prompts. Whereas prior advances in visual generation such as VAEs and GANs were primarily evaluated on perceptual or visual similarity metrics such as FID PSNR, DM advances have fostered the development of more advanced Human Preference Metrics (HPM) that model and quantify human judgment as scalar values. However, DMs synthesize content using an inherently stochastic process where random noise seeds generation. The initial random noise directly affects the quality of generated outputs, both qualitatively and quantitatively. This influence is pronounced in smaller models for local deployment scenarios. Given this phenomenon, we first investigate to what extent we can predict scalar HPM scores prior to committing compute resources for generation. Further, we then investigate to what extent we can leverage such prediction to improve the quality of generated images, and also study which HPMs are best suited for this task. Our investigation reveals that not only is this possible, but that it is feasible to achieve negligible hardware overhead.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-03T21:57:05Z</published>
    <arxiv:comment>Code is available at https://github.com/LSU-ATHENA/HPM-Predict</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Joong Ho Kim</name>
    </author>
    <author>
      <name>Keith G. Mills</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/2606.02331v1</id>
    <title>Hallucination-Aware Diffusion Sampling for Inverse Problems via Robust Prior Updates</title>
    <updated>2026-06-01T14:41:46Z</updated>
    <link href="https://arxiv.org/abs/2606.02331v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.02331v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Diffusion-based inverse problem solvers can produce realistic reconstructions, but realism alone does not ensure that the recovered details are supported by the measurement. We study this failure as measurement-conditioned hallucination: visually meaningful content that is either implausible or inconsistent with the measured instance. Our analysis separates Bayes-rule-based diffusion inverse solvers into a prior update and a measurement-conditioning step, showing that hallucinated content can enter through the prior-side proposal before the measurement correction is applied. Motivated by this view, we propose Robust Prior Update (RPU), a solver-level module that probes the local stability of the diffusion prior update, re-anchors the resulting displacement at the current iterate, and leaves the measurement update unchanged. We instantiate RPU in DPS and evaluate it on FFHQ and ImageNet inverse problems using automatic metrics and human faithfulness studies. On FFHQ, RPU improves PSNR and LPIPS over DPS across box inpainting, Gaussian deblurring, and motion deblurring. In human judgments, RPU receives 91.9% of blind non-tie majority preferences and 91.1% of ground-truth-assisted non-tie preferences on FFHQ box inpainting, while the ImageNet Gaussian reader study is tie-heavy but favors RPU among non-tie cases. These results support a targeted claim: robustifying the prior update can improve instance faithfulness in diffusion inverse solvers, especially when the prior shapes weakly constrained content.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-01T14:41:46Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Pengfei Jin</name>
    </author>
    <author>
      <name>Yiqi Tian</name>
    </author>
    <author>
      <name>Kailong Fan</name>
    </author>
    <author>
      <name>Bingjie Qi</name>
    </author>
    <author>
      <name>Quanzheng Li</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.01620v1</id>
    <title>Real-Time Generation of Streamable Talking Portrait Video with Reference-Guided Deep Compression VAEs</title>
    <updated>2026-06-01T03:12:23Z</updated>
    <link href="https://arxiv.org/abs/2606.01620v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.01620v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Video diffusion models have significantly advanced portrait video generation, yet their high computational demands limit their use in interactive applications. This work presents a framework for streamable talking portrait video generation conditioned on speech audio and reference images. Designed meticulously for streaming scenarios, it features a causal video VAE for deep latent compression and an autoregressive latent denoising model. Our causal VAE integrates a variable number of reference images as guidance, allowing the network to focus on dynamic information rather than static appearance, thereby enhancing compression efficacy and reconstruction quality. Additionally, we extend the residual auto-encoding paradigm to improve spatial-temporal causality handling in our VAE. The generator is based on a Rectified Flow Transformer architecture and produces video latents in a blockwise auto-regressive manner. Our method enables the real-time generation of high-quality talking portrait videos, achieving speeds significantly faster than baseline models. Furthermore, comprehensive experiments demonstrate that it is on par with or even outperforms these large models in realism, vividness, and video quality.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-01T03:12:23Z</published>
    <arxiv:comment>CVPR 2026 (Highlight) Camera ready</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Sicheng Xu</name>
    </author>
    <author>
      <name>Yu Deng</name>
    </author>
    <author>
      <name>Shoukang Hu</name>
    </author>
    <author>
      <name>Yichuan Wang</name>
    </author>
    <author>
      <name>Yizhong Zhang</name>
    </author>
    <author>
      <name>Zhan Chen</name>
    </author>
    <author>
      <name>Jiaolong Yang</name>
    </author>
    <author>
      <name>Baining Guo</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.01461v1</id>
    <title>Genotype-Conditioned Molecular Generation via Evidence-Grounded Multi-Objective Latent Perturbation in Diffusion Models</title>
    <updated>2026-05-31T21:43:11Z</updated>
    <link href="https://arxiv.org/abs/2606.01461v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.01461v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Developing effective anticancer therapeutics remains challenging due to tumor heterogeneity and the absence of well-defined molecular targets across cancer subtypes. Generative models conditioned on cancer genotypes offer a promising avenue for personalized drug discovery, yet existing approaches lack explicit optimization for simultaneous sensitivity, synthesizability, and mechanistic binding plausibility. We present a latent-space optimization approach for a pretrained genotype-to-drug diffusion model, introducing a learnable perturbation over the molecular latent space optimized via gradient ascent to maximize a composite reward combining predicted drug sensitivity (AUC), drug-likeness (QED), and synthetic accessibility (SAS). Critically, biological realism is enforced by grounding both reward design and evaluation in experimentally-derived cancer cell line data and validated pharmacologic signals, anchoring candidate generation in real-world clinical evidence. Mechanistic consistency plausibility is further assessed by a multi-agent LLM pipeline grounded in the diffusion model's attention mechanism. Experiments across 15 cancer cell lines from three held-out evaluation sets demonstrate consistent and noticeable improvements over competing baselines in sensitivity, drug-likeness, synthesizability, and chemical validity.</summary>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.MA" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-31T21:43:11Z</published>
    <arxiv:primary_category term="cs.LG"/>
    <author>
      <name>Brenda Nogueira</name>
    </author>
    <author>
      <name>Gisela A. Gonzalez-Montiel</name>
    </author>
    <author>
      <name>Nitesh V. Chawla</name>
    </author>
    <author>
      <name>Nuno Moniz</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.30248v2</id>
    <title>GenClaw: Code-Driven Agentic Image Generation</title>
    <updated>2026-05-29T03:57:25Z</updated>
    <link href="https://arxiv.org/abs/2605.30248v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.30248v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Image generation models have evolved from text-conditioned pixel synthesis toward multimodal agents endowed with visual comprehension and tool invocation capabilities. Yet, existing agents remain at the mercy of underlying black-box image models. Their workflow is trapped in a repetitive cycle of prompt rewriting for generation refinement, leaving them with no mechanism to directly manipulate the canvas. In essence, the potential of LLMs to serve as a genuine "brush" for precise visual construction remains largely untapped. In this paper, we propose GenClaw, a code-driven agentic image generation paradigm that empowers the agent to create like a human artist: first conceptualizing, then sketching, and finally coloring. Specifically, the agent first constructs the conceptual knowledge and context through search and reasoning. It then utilizes code (e.g., SVG, HTML, ThreeJS) to render executable visual sketches. Finally, it employs an image generation model to supplement textures, materials, and photorealism. In this workflow, code serves as a controllable intermediate canvas bridging linguistic reasoning and pixel synthesis, seamlessly integrating programmatic logic with the visual expressiveness of generative models. By transforming image generation from a black-box paradigm into a staged process akin to authentic human creation, GenClaw offers a step toward for highly controllable and interpretable visual generation systems.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-28T17:13:18Z</published>
    <arxiv:comment>21 pages, 7 figures</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Junyan Ye</name>
    </author>
    <author>
      <name>Jun He</name>
    </author>
    <author>
      <name>Zilong Huang</name>
    </author>
    <author>
      <name>Dongzhi Jiang</name>
    </author>
    <author>
      <name>Xuan Yang</name>
    </author>
    <author>
      <name>Rui Chen</name>
    </author>
    <author>
      <name>Weijia Li</name>
    </author>
  </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/2605.25759v1</id>
    <title>Towards Anatomically Plausible Human Image Generation via Synthetic Localized Preferences</title>
    <updated>2026-05-25T12:10:23Z</updated>
    <link href="https://arxiv.org/abs/2605.25759v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.25759v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Large-scale text-to-image foundation models have achieved remarkable visual realism, yet generating human images with correct anatomical structures remains challenging. Existing approaches enforce anatomical constraints through part-specific modules or localized loss weighting during supervised fine-tuning on high-quality human photos, but such datasets are limited and often provide ambiguous optimization signals due to confounding factors such as lighting, pose, and background. Preference-based alignment offers an alternative, but standard Direct Preference Optimization (DPO) treats all pixels equally and therefore fails to exploit the localized nature of anatomical artifacts. To address this, we propose the framework of Alignment via Synthetic Anatomical Preference (ASAP), which constructs controlled preference pairs through a localized degradation mechanism applied to high-fidelity human images. This mechanism performs a controlled experiment on images by introducing explicit anatomical errors in targeted regions while preserving the remaining content. With this mechanism, we create the Human Anatomical Preference (HAP) dataset with over 10K curated pairs for effective anatomical alignment of text-to-image human image generative models. To better leverage the locality of these controlled preference pairs, we introduce a localized and margin-bounded variant of DPO that prioritizes optimization in targeted anatomical regions while enforcing a finite preference margin to prevent over-optimization and preserve global semantics. We further introduce HAF-Bench, a benchmark for systematic evaluation of anatomical fidelity. Extensive experiments demonstrate that ASAP consistently reduces anatomical errors across multiple foundation models while maintaining overall image quality.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-25T12:10:23Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Bao Li</name>
    </author>
    <author>
      <name>Yuliang Xiu</name>
    </author>
    <author>
      <name>Zhen Liu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.23555v1</id>
    <title>Generator-Refiner-Examiner: A Tri-Module Data Augmentation Framework for 3D Human Avatar Learning from Monocular Videos</title>
    <updated>2026-05-22T12:20:46Z</updated>
    <link href="https://arxiv.org/abs/2605.23555v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.23555v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>This paper addresses the challenge of reconstructing photorealistic and animatable 3D human avatars from monocular videos. While existing methods rely on combining per-subject optimization with generic human priors, they often fail to capture fine-grained details when training frames are limited. To mitigate this data scarcity, we propose TrioMan, a systematic tri-module framework for augmented 3D avatar learning. Our approach comprises three synergistic components. The Generator creates diverse unseen samples by imposing Gaussian perturbations on pose and camera. The Refiner improves the quality of generated data through one-step diffusion guided by texture and geometry cues. The Examiner selects subject-consistent samples using a dual-branch attention-based similarity evaluation. Experiments on the X-Humans and NeuMan benchmarks show that TrioMan outperforms state-of-the-art methods.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-22T12:20:46Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Gangjian Zhang</name>
    </author>
    <author>
      <name>Jian Shu</name>
    </author>
    <author>
      <name>Sicheng Yu</name>
    </author>
    <author>
      <name>Wenhao Shen</name>
    </author>
    <author>
      <name>Yu Feng</name>
    </author>
    <author>
      <name>Hao Wang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.22996v1</id>
    <title>CoMoGen: COntrollable MOtion Dynamics and Interactions with Mask-Guided Video GENeration</title>
    <updated>2026-05-21T19:51:20Z</updated>
    <link href="https://arxiv.org/abs/2605.22996v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.22996v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We present CoMoGen, a controllable video generation framework that generates realistic interactive dynamics from a single binary mask sequence conditioned on an input image. CoMoGen introduces a lightweight MaskAdapter that encodes binary mask sequences into a latent residual signal, injected into the Multi Modal Diffusion Transformer (MMDiT) model through a cosine-weighted schedule. Unlike the hierarchical coarse-to-fine design of UNet architectures, MMDiT operates as a sequence of uniform transformer blocks, making it difficult to identify which layers are responsible for the motion generation. Therefore, we propose a novel way to determine "Motion Layers" operating in the attention space of MMDiT. We fine-tune the model by using Low-Rank Adaptation (LoRA) to the Motion Layers, without requiring any architecture change in the MMDiT. This selective adaptation enables our method to focus on motion-critical components, yielding reduced computational cost. Despite its simplicity, CoMoGen enables precise subject motion and plausible interactions with surrounding humans, objects, and scenes. Comprehensive experiments on different datasets show that CoMoGen consistently outperforms prior controllable video generation methods and achieves state-of-the-art performance in motion fidelity and perceptual realism. Project page: mericadil.github.io/CoMoGen.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-21T19:51:20Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Adil Meric</name>
    </author>
    <author>
      <name>Lin Geng Foo</name>
    </author>
    <author>
      <name>Mert Kiray</name>
    </author>
    <author>
      <name>Benjamin Busam</name>
    </author>
    <author>
      <name>Rishabh Dabral</name>
    </author>
    <author>
      <name>Christian Theobalt</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.21766v1</id>
    <title>BodyReLux: Temporally Consistent Full-Body Video Relighting</title>
    <updated>2026-05-20T21:57:31Z</updated>
    <link href="https://arxiv.org/abs/2605.21766v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.21766v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Being able to relight human performance is a fundamental task for post production and content creation. We present BodyReLux, a subject-specific video diffusion-based framework for relighting full-body human performances in a temporally consistent way. Our model is trained on a hybrid dataset of pixel-aligned video relighting pairs, covering a diverse combination of lighting conditions, performances and viewpoints. To acquire such dataset, we combine traditional static One-Light-at-a-Time (OLAT) capture and a novel dynamic performance capture in which two smoothly varying lighting sequences are rapidly interleaved. Because the lighting operates above the human flicker-fusion threshold, the interleaving does not appear to strobe. We train our video relighting model from a pretrained text-to-video model to fully leverage the generative priors for producing high quality videos. To achieve accurate lighting control, we introduce a new lighting conditioning method that represents each light source as a token. We further condition on sequences of lighting using masked attention to support dynamic lighting control. Together with a carefully designed data augmentation pipeline, we achieve photorealistic, robust, and temporally consistent video relighting of subject-specific human performances.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-20T21:57:31Z</published>
    <arxiv:comment>Siggraph 2026 Journal Track. Project page: https://eyeline-labs.github.io/bodyrelux/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Li Ma</name>
    </author>
    <author>
      <name>Mingming He</name>
    </author>
    <author>
      <name>Xueming Yu</name>
    </author>
    <author>
      <name>David M. George</name>
    </author>
    <author>
      <name>Ahmet Levent Taşel</name>
    </author>
    <author>
      <name>Paul Debevec</name>
    </author>
    <author>
      <name>Julien Philip</name>
    </author>
    <arxiv:doi>10.1145/3811352</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1145/3811352" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.20640v1</id>
    <title>Pareto-Enhanced Portrait Generation: Vision-Aligned Text Supervision for Alignment, Realism, and Aesthetics</title>
    <updated>2026-05-20T02:55:28Z</updated>
    <link href="https://arxiv.org/abs/2605.20640v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.20640v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Text-to-image diffusion models often face a severe trilemma in human portrait generation: text-image alignment, photorealism, and human-perceived aesthetics inherently inhibit one another. Supervised Fine-Tuning (SFT) is an effective method for enhancing the photorealism of image generation. However, it often leads to overfitting to the training dataset, corrupts pre-trained image priors, and degrades alignment or aesthetics. To break this bottleneck, we propose a feature supervision paradigm for Multimodal Diffusion Transformers (MM-DiT). Specifically, we introduce a lightweight cross-modal alignment mechanism that implicitly extracts multi-granularity vision-aligned text representations from SigLIP 2 and applies supervision to the image branch of MM-DiT during the training stage, with zero extra inference overhead. Our method injects vision-aligned text guidance while preserving the base model's original generalization, avoiding degradation caused by SFT. Furthermore, our method directly mines implicit multi-granularity aesthetic signals from pre-trained vision foundation models to optimize human-perceived aesthetics. Extensive experiments on MM-DiTs show that our method pushes the Pareto frontier and achieves synergistic improvements across text-image alignment, photorealism, and human-perceived aesthetics.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-20T02:55:28Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yunlong Wang</name>
    </author>
    <author>
      <name>Jinjin Shi</name>
    </author>
    <author>
      <name>Wenbin Gao</name>
    </author>
    <author>
      <name>Xuran Xu</name>
    </author>
    <author>
      <name>Runyu Shi</name>
    </author>
    <author>
      <name>Ying Huang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.14874v1</id>
    <title>LPH-VTON: Resolving the Structure-Texture Dilemma of Virtual Try-On via Latent Process Handover</title>
    <updated>2026-05-14T14:18:56Z</updated>
    <link href="https://arxiv.org/abs/2605.14874v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.14874v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Virtual Try-On (VTON) aims to synthesize photorealistic images of garments precisely aligned with a person's body and pose. Current diffusion-based methods, however, face a fundamental trade-off between structural integrity and textural fidelity. In this paper, we formalize this challenge as a consequence of complementary inductive biases inherent in prevailing architectures: models heavily reliant on spatial constraints naturally favor geometric alignment but often suppress textures, whereas models dominated by unconstrained generative priors excel at vibrant detail rendering but are prone to structural drift. Based on this diagnosis, we propose LPH-VTON, a new synergistic framework that resolves this tension within a single, continuous denoising process. LPH-VTON strategically decomposes the generation, leveraging a structure-biased model to establish a geometrically consistent latent scaffold in the early stages, before handing over control to a texture-biased model for high-fidelity detail rendering. Extensive experiments validate our approach. Our model achieves a superior Pareto-optimal balance, establishing new benchmarks in perceptual faithfulness while maintaining highly competitive structural alignment across the standard dataset VITON-HD, proving the efficacy of temporal architectural decoupling.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-14T14:18:56Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yixin Liu</name>
    </author>
    <author>
      <name>Baihong Qian</name>
    </author>
    <author>
      <name>Jinglin Jiang</name>
    </author>
    <author>
      <name>Jeffery Wu</name>
    </author>
    <author>
      <name>Yan Chen</name>
    </author>
    <author>
      <name>Wei Wang</name>
    </author>
    <author>
      <name>Yida Wang</name>
    </author>
    <author>
      <name>Lanqing Yang</name>
    </author>
    <author>
      <name>Guangtao Xue</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.10730v1</id>
    <title>Qwen-Image-2.0 Technical Report</title>
    <updated>2026-05-11T15:34:56Z</updated>
    <link href="https://arxiv.org/abs/2605.10730v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.10730v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We present Qwen-Image-2.0, an omni-capable image generation foundation model that unifies high-fidelity generation and precise image editing within a single framework. Despite recent progress, existing models still struggle with ultra-long text rendering, multilingual typography, high-resolution photorealism, robust instruction following, and efficient deployment, especially in text-rich and compositionally complex scenarios. Qwen-Image-2.0 addresses these challenges by coupling Qwen3-VL as the condition encoder with a Multimodal Diffusion Transformer for joint condition-target modeling, supported by large-scale data curation and a customized multi-stage training pipeline. This enables strong multimodal understanding while preserving flexible generation and editing capabilities. The model supports instructions of up to 1K tokens for generating text-rich content such as slides, posters, infographics, and comics, while significantly improving multilingual text fidelity and typography. It also enhances photorealistic generation with richer details, more realistic textures, and coherent lighting, and follows complex prompts more reliably across diverse styles. Extensive human evaluations show that Qwen-Image-2.0 substantially outperforms previous Qwen-Image models in both generation and editing, marking a step toward more general, reliable, and practical image generation foundation models.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-11T15:34:56Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Bing Zhao</name>
    </author>
    <author>
      <name>Chenfei Wu</name>
    </author>
    <author>
      <name>Deqing Li</name>
    </author>
    <author>
      <name>Hao Meng</name>
    </author>
    <author>
      <name>Jiahao Li</name>
    </author>
    <author>
      <name>Jie Zhang</name>
    </author>
    <author>
      <name>Jingren Zhou</name>
    </author>
    <author>
      <name>Junyang Lin</name>
    </author>
    <author>
      <name>Kaiyuan Gao</name>
    </author>
    <author>
      <name>Kuan Cao</name>
    </author>
    <author>
      <name>Kun Yan</name>
    </author>
    <author>
      <name>Liang Peng</name>
    </author>
    <author>
      <name>Lihan Jiang</name>
    </author>
    <author>
      <name>Niantong Li</name>
    </author>
    <author>
      <name>Ningyuan Tang</name>
    </author>
    <author>
      <name>Shengming Yin</name>
    </author>
    <author>
      <name>Tianhe Wu</name>
    </author>
    <author>
      <name>Xiao Xu</name>
    </author>
    <author>
      <name>Xiaoyue Chen</name>
    </author>
    <author>
      <name>Xihua Wang</name>
    </author>
    <author>
      <name>Yan Shu</name>
    </author>
    <author>
      <name>Yanran Zhang</name>
    </author>
    <author>
      <name>Yi Wang</name>
    </author>
    <author>
      <name>Yilei Chen</name>
    </author>
    <author>
      <name>Ying Ba</name>
    </author>
    <author>
      <name>Yixian Xu</name>
    </author>
    <author>
      <name>Yujia Wu</name>
    </author>
    <author>
      <name>Yuxiang Chen</name>
    </author>
    <author>
      <name>Zecheng Tang</name>
    </author>
    <author>
      <name>Zekai Zhang</name>
    </author>
    <author>
      <name>Zhendong Wang</name>
    </author>
    <author>
      <name>Zihao Liu</name>
    </author>
    <author>
      <name>Zikai Zhou</name>
    </author>
    <author>
      <name>An Yang</name>
    </author>
    <author>
      <name>Chen Cheng</name>
    </author>
    <author>
      <name>Chenxu Lv</name>
    </author>
    <author>
      <name>Dayiheng Liu</name>
    </author>
    <author>
      <name>Fan Zhou</name>
    </author>
    <author>
      <name>Hantian Xiong</name>
    </author>
    <author>
      <name>Hongzhu Shi</name>
    </author>
    <author>
      <name>Hu Wei</name>
    </author>
    <author>
      <name>Huihong Zhao</name>
    </author>
    <author>
      <name>Ivy Liu</name>
    </author>
    <author>
      <name>Jianwei Zhang</name>
    </author>
    <author>
      <name>Jiawei Zhang</name>
    </author>
    <author>
      <name>Kai Chen</name>
    </author>
    <author>
      <name>Kang He</name>
    </author>
    <author>
      <name>Levon Xue</name>
    </author>
    <author>
      <name>Lin Qu</name>
    </author>
    <author>
      <name>Linhan Tang</name>
    </author>
    <author>
      <name>Luwen Feng</name>
    </author>
    <author>
      <name>Minggang Wu</name>
    </author>
    <author>
      <name>Minmin Sun</name>
    </author>
    <author>
      <name>Na Ni</name>
    </author>
    <author>
      <name>Rui Men</name>
    </author>
    <author>
      <name>Shuai Bai</name>
    </author>
    <author>
      <name>Sishou Zheng</name>
    </author>
    <author>
      <name>Tao Lan</name>
    </author>
    <author>
      <name>Tianqi Zhang</name>
    </author>
    <author>
      <name>Tingkun Wen</name>
    </author>
    <author>
      <name>Wei Wang</name>
    </author>
    <author>
      <name>Weixu Qiao</name>
    </author>
    <author>
      <name>Weiyi Lu</name>
    </author>
    <author>
      <name>Wenmeng Zhou</name>
    </author>
    <author>
      <name>Xiaodong Deng</name>
    </author>
    <author>
      <name>Xiaoxiao Xu</name>
    </author>
    <author>
      <name>Xinlei Fang</name>
    </author>
    <author>
      <name>Xionghui Chen</name>
    </author>
    <author>
      <name>Yanan Wang</name>
    </author>
    <author>
      <name>Yang Fan</name>
    </author>
    <author>
      <name>Yichang Zhang</name>
    </author>
    <author>
      <name>Yixuan Xu</name>
    </author>
    <author>
      <name>Yu Wu</name>
    </author>
    <author>
      <name>Zhiyuan Ma</name>
    </author>
    <author>
      <name>Zhizhi Cai</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.10079v1</id>
    <title>SocialDirector: Training-Free Social Interaction Control for Multi-Person Video Generation</title>
    <updated>2026-05-11T07:01:38Z</updated>
    <link href="https://arxiv.org/abs/2605.10079v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.10079v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Video generation has advanced rapidly, producing photorealistic videos from text or image prompts. Meanwhile, film production and social robotics increasingly demand multi-person videos with rich social interactions, including conversations, gestures, and coordinated actions. However, existing models offer no explicit control over interactions, such as who performs which action, when it occurs, and toward whom it is directed. This often results in wrong person performing unintended actions (actor-action mismatch), disordered social dynamics, and wrong action targets. To address these challenges, we present SocialDirector, a training-free interaction controller that enhances the generation model by modulating cross-attention maps. SocialDirector contains two modules: Social Actor Masking and Directional Reweighting. Social Actor Masking constrains each person's visual tokens to attend only to their own textual descriptions via a spatiotemporal mask, avoiding actor-action mismatch and disordered social dynamics. Directional Reweighting amplifies attention to directional words (e.g., "leftward", "right"), leading each action towards its intended target. To evaluate generated social interactions, we annotate existing datasets with interaction descriptions and build a fully automated evaluation pipeline powered by open-source VLMs. Experiments on different video generation models show that SocialDirector significantly improves interaction fidelity and approaches the upper bound set by real videos.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-11T07:01:38Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Liangyang Ouyang</name>
    </author>
    <author>
      <name>Ruicong Liu</name>
    </author>
    <author>
      <name>Caixin Kang</name>
    </author>
    <author>
      <name>Yifei Huang</name>
    </author>
    <author>
      <name>Yoichi Sato</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.06143v1</id>
    <title>AI-Generated Images: What Humans and Machines See When They Look at the Same Image</title>
    <updated>2026-05-07T12:40:13Z</updated>
    <link href="https://arxiv.org/abs/2605.06143v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.06143v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>The misuse of generative AI in online disinformation campaigns highlights the urgent need for transparent and explainable detection systems. In this work, we investigate how detectors for AI-generated images can be more effective in providing human-understandable explanations for their predictions. To this end, we develop a suite of detectors with various architectures and fine-tuning strategies, trained on our large-scale photorealistic fake image dataset, AIText2Image, and assess their performance on state-of-the-art text-to-image AI generators. We integrate 16 different explainable AI (XAI) methods into our detection framework, and the visual explanations are comprehensively refined and evaluated through a novel approach that prioritizes human understanding of AI-generated images, using both textual and visual responses collected from a survey of 100 participants. This framework offers insights into visual-language cues in fake image detection and into the clarity of XAI methods from a human perspective, measuring the alignment of XAI outputs with human preferences.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-07T12:40:13Z</published>
    <arxiv:comment>Included in the main conference proceedings published by Springer Nature (CCIS Series)</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Silvia Poletti</name>
    </author>
    <author>
      <name>Justin Ilyes</name>
    </author>
    <author>
      <name>Marcel Hasenbalg</name>
    </author>
    <author>
      <name>David Fischinger</name>
    </author>
    <author>
      <name>Martin Boyer</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.16204v1</id>
    <title>Masked Diffusion Language Models are Strong and Steerable Text-Based World Models for Agentic RL</title>
    <updated>2026-05-07T00:40:32Z</updated>
    <link href="https://arxiv.org/abs/2607.16204v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.16204v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Recent growth in reinforcement learning (RL) has surfaced a need for diverse, specialized training environments. Hand-curated environments with fixed task and reward difficulties become ineffective signals as model performance improves, and sparse rewards over long horizons induce mode collapse on specific workflows or tool structures. World models that simulate environment states have matched pure rollout performance, making them promising for scaling diversity on-demand. However, autoregressive (AR) world models suffer from a left-to-right bias preventing conditioning on globally interdependent state anchors such as tool schemas, prior turns, and expected outcomes. We (i) formalize text-based world modeling as a steerable transition-dynamics problem decomposed into initial state, task context, tool schemas, domain rules, and steering directives, and (ii) curate 239,403 grounded state-action trajectories spanning nine open-source environments and twelve frontier model families. We compare AR LMs and masked diffusion language models (MDLMs), showing MDLMs, via bidirectional anchor-aware denoising, achieve better coherence, groundedness, and empirically validated rollout diversity than LLMs over 4x their parameter size, at comparable inference latency. We introduce a plug-and-play GRPO training framework with deterministic state checks, and perform zero-shot transfer ablations on three OOD environments (ScienceWorld, ALFWorld, AppWorld) across three 1.2B-7B agent backbones (LFM2.5, Qwen3, Mistral), achieving up to 47% absolute gains over baselines without environment-specific fine-tuning. We further conduct behavioral analysis of failure modes under adversarial scenarios and human evaluation on realism, outcome correctness, and training utility. We open-source our work to encourage research in this direction.</summary>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-07T00:40:32Z</published>
    <arxiv:comment>Dataset: https://huggingface.co/PatronusAI/world_model_corpus Training code: https://github.com/patronus-ai/mdlm_world_modeling</arxiv:comment>
    <arxiv:primary_category term="cs.AI"/>
    <author>
      <name>Darshan Deshpande</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.05187v1</id>
    <title>LoViF 2026 The First Challenge on Holistic Quality Assessment for 4D World Model (PhyScore)</title>
    <updated>2026-05-06T17:52:39Z</updated>
    <link href="https://arxiv.org/abs/2605.05187v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.05187v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>This paper reports on the LoViF 2026 PhyScore challenge, a competition on holistic quality assessment of world-model-generated videos across both 2D and 4D generation settings. The challenge is motivated by a central gap in current evaluation practice: perceptual quality alone is insufficient to judge whether generated dynamics are physically plausible, temporally coherent, and consistent with input conditions. Participants are required to build a metric that jointly predicts four dimensions, i.e., Video Quality, Physical Realism, Condition-Video Alignment, and Temporal Consistency. Depart from that, participants also need to localize physical anomaly timestamps for fine-grained diagnosis.
  The benchmark dataset contains 1,554 videos generated by seven representative world generative models, organized into three tracks (text-2D, image-to-4D, and video-to-4D) and spanning 26 categories. These categories explicitly cover physics-relevant scenarios, including dynamics, optics, and thermodynamics, together with diverse real-world and creative content. To ensure label reliability, scores and anomaly timestamps are produced through trained human annotation with an additional automated quality-control pass.
  Evaluation is based on both score prediction and anomaly localization, with a composite protocol that combines TimeStamp_IOU and SRCC/PLCC. This report summarizes the challenge design and provides method-level insights from submitted solutions.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-06T17:52:39Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Wei Luo</name>
    </author>
    <author>
      <name>Yiting Lu</name>
    </author>
    <author>
      <name>Xin Li</name>
    </author>
    <author>
      <name>Haoran Li</name>
    </author>
    <author>
      <name>Fengbin Guan</name>
    </author>
    <author>
      <name>Chen Gao</name>
    </author>
    <author>
      <name>Xin Jin</name>
    </author>
    <author>
      <name>Yong Li</name>
    </author>
    <author>
      <name>Zhibo Chen</name>
    </author>
    <author>
      <name>Sijing Wu</name>
    </author>
    <author>
      <name>Kang Fu</name>
    </author>
    <author>
      <name>Yunhao Li</name>
    </author>
    <author>
      <name>Ziang Xiao</name>
    </author>
    <author>
      <name>Huiyu Duan</name>
    </author>
    <author>
      <name>Jing Liu</name>
    </author>
    <author>
      <name>Qiang Hu</name>
    </author>
    <author>
      <name>Xiongkuo Min</name>
    </author>
    <author>
      <name>Guangtao Zhai</name>
    </author>
    <author>
      <name>Manxi Sun</name>
    </author>
    <author>
      <name>Zixuan Guo</name>
    </author>
    <author>
      <name>Yun Li</name>
    </author>
    <author>
      <name>Ziyang Chen</name>
    </author>
    <author>
      <name>Manabu Tsukada</name>
    </author>
    <author>
      <name>Zhengyang Li</name>
    </author>
    <author>
      <name>Zhenglin Du</name>
    </author>
    <author>
      <name>Yi Wen</name>
    </author>
    <author>
      <name>Licheng Jiao</name>
    </author>
    <author>
      <name>Fang Liu</name>
    </author>
    <author>
      <name>Lingling Li</name>
    </author>
    <author>
      <name>Yiwen Ren</name>
    </author>
    <author>
      <name>Zhilong Song</name>
    </author>
    <author>
      <name>Dubing Chen</name>
    </author>
    <author>
      <name>Yucheng Zhou</name>
    </author>
    <author>
      <name>Tianyi Yan</name>
    </author>
    <author>
      <name>Huan Zheng</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.02439v4</id>
    <title>Anomaly-Preference Image Generation</title>
    <updated>2026-09-11T08:35:39Z</updated>
    <link href="https://arxiv.org/abs/2605.02439v4" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.02439v4" rel="related" type="application/pdf" title="pdf"/>
    <summary>Synthesizing realistic and diverse anomalous samples from limited data is vital for robust model generalization. However, existing methods struggle to reconcile fidelity and diversity, often hampered by distribution misalignment and overfitting, respectively.To mitigate this, we introduce Anomaly Preference Optimization,a novel paradigm that reformulates anomaly generation as a preference learning problem.Central to our approach is an implicit preference alignment mechanism that leverages real anomalies as positive references, deriving optimization signals directly from denoising trajectory deviations without requiring costly human annotation. Furthermore, we propose a Time-Aware Capacity Allocation module that dynamically distributes model capacity along the diffusion timeline,prioritizing structural diversity during highnoise phases while enhancing fine-grained fidelity in low-noise stages. During inference, a hierarchical sampling strategy modulates the coherencealignment trade-off, enabling precise control over generation. Extensive experiments demonstrate that significantly outperforms existing baselines,achieving state-of-the-art performance in both realism and diversity.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-04T10:37:09Z</published>
    <arxiv:comment>Accepted by ICML 2026</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Fuyun Wang</name>
    </author>
    <author>
      <name>Yuanzhi Wang</name>
    </author>
    <author>
      <name>Xu Guo</name>
    </author>
    <author>
      <name>Sujia Huang</name>
    </author>
    <author>
      <name>Tong Zhang</name>
    </author>
    <author>
      <name>Dan Wang</name>
    </author>
    <author>
      <name>Hui Yan</name>
    </author>
    <author>
      <name>Xin Liu</name>
    </author>
    <author>
      <name>Zhen Cui</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.01296v2</id>
    <title>SIFT-VTON: Geometric Correspondence Supervision on Cross-Attention for Virtual Try-On</title>
    <updated>2026-08-13T14:38:37Z</updated>
    <link href="https://arxiv.org/abs/2605.01296v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.01296v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Diffusion-based virtual try-on methods achieve photorealistic synthesis through cross-attention mechanisms that transfer garment features to target body regions. However, these approaches rely on implicit learning of spatial correspondences, struggling to preserve fine details such as text and illustrations. We propose a novel approach, which we call SIFT-VTON, that utilizes SIFT keypoint matching to provide explicit geometric guidance for diffusion-based virtual try-on. Our method applies domain-specific filtering to SIFT keypoint matches between garment and person images, then converts these correspondences into spatial probability distributions that supervise cross-attention layers during training. This explicit supervision guides the model to learn precise spatial alignment, concentrating attention on geometrically consistent garment regions. Experiments on the VITON-HD dataset demonstrate significant improvements on unpaired metrics while maintaining competitive paired reconstruction metrics. Qualitative comparisons show superior preservation of text clarity and pattern alignment. Attention visualizations confirm that our method produces sharply focused attention on relevant garment details. This work demonstrates that classical geometric correspondence methods can effectively enhance modern diffusion models for conditional synthesis tasks. The source code will be available at https://github.com/takesukeDS/SIFT-VTON.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-02T07:13:50Z</published>
    <arxiv:comment>Accepted at ICPR2026</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Kosuke Takemoto</name>
    </author>
    <author>
      <name>Takafumi Koshinaka</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.00788v1</id>
    <title>Repurposing Image Diffusion Models for Adversarial Synthetic Structured Data: A Case Study of Ground Truth Drift</title>
    <updated>2026-05-01T17:11:04Z</updated>
    <link href="https://arxiv.org/abs/2605.00788v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.00788v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Public image diffusion models are now powerful enough that an attacker without the resources to train a tabular-specific generator may repurpose one off the shelf. This study tests that possibility directly. An unmodified Stable Diffusion U-Net is applied to the UCI Adult Income dataset by reshaping each row into a small single-channel pseudo-image. The architecture's inductive bias toward spatial locality makes feature placement a design variable, and several layouts are tested. However, this is only the beginning of the story, as this paper also draws two philosophical distinctions. One separates statistical from perceptual realism: whether synthetic content holds up to a machine's correlation audits or a human's sensory inspection. The other introduces synthetic evidence as a category alongside synthetic media: AI-generated material whose consumer is a machine in a closed evidentiary pipeline rather than a person in an open information system. An attacker succeeds with synthetic evidence by thinking like the machine that will receive it. And the more the attacker succeeds, the more they can induce ground truth drift: the silent reclassification of AI-generated outputs as authentic when reused in pipelines that do not interrogate their provenance.</summary>
    <category term="cs.CR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-01T17:11:04Z</published>
    <arxiv:comment>2 figures</arxiv:comment>
    <arxiv:primary_category term="cs.CR"/>
    <author>
      <name>Adam Arthur</name>
    </author>
    <author>
      <name>Christopher Schwartz</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2604.28169v1</id>
    <title>PhyCo: Learning Controllable Physical Priors for Generative Motion</title>
    <updated>2026-04-30T17:53:03Z</updated>
    <link href="https://arxiv.org/abs/2604.28169v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.28169v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Modern video diffusion models excel at appearance synthesis but still struggle with physical consistency: objects drift, collisions lack realistic rebound, and material responses seldom match their underlying properties. We present PhyCo, a framework that introduces continuous, interpretable, and physically grounded control into video generation. Our approach integrates three key components: (i) a large-scale dataset of over 100K photorealistic simulation videos where friction, restitution, deformation, and force are systematically varied across diverse scenarios; (ii) physics-supervised fine-tuning of a pretrained diffusion model using a ControlNet conditioned on pixel-aligned physical property maps; and (iii) VLM-guided reward optimization, where a fine-tuned vision-language model evaluates generated videos with targeted physics queries and provides differentiable feedback. This combination enables a generative model to produce physically consistent and controllable outputs through variations in physical attributes-without any simulator or geometry reconstruction at inference. On the Physics-IQ benchmark, PhyCo significantly improves physical realism over strong baselines, and human studies confirm clearer and more faithful control over physical attributes. Our results demonstrate a scalable path toward physically consistent, controllable generative video models that generalize beyond synthetic training environments.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-30T17:53:03Z</published>
    <arxiv:comment>CVPR 2026. Project Page: https://phyco-video.github.io/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Sriram Narayanan</name>
    </author>
    <author>
      <name>Ziyu Jiang</name>
    </author>
    <author>
      <name>Srinivasa Narasimhan</name>
    </author>
    <author>
      <name>Manmohan Chandraker</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/2604.23632v1</id>
    <title>Hallo-Live: Real-Time Streaming Joint Audio-Video Avatar Generation with Asynchronous Dual-Stream and Human-Centric Preference Distillation</title>
    <updated>2026-04-26T09:46:58Z</updated>
    <link href="https://arxiv.org/abs/2604.23632v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.23632v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Real-time text-driven joint audio-video avatar generation requires jointly synthesizing portrait video and speech with high fidelity and precise synchronization, yet existing audio-visual diffusion models remain too slow for interactive use and often degrade noticeably after aggressive acceleration. We present Hallo-Live, a streaming framework for joint audio-visual avatar generation that combines asynchronous dual-stream diffusion with human-centric preference-guided distillation. To reduce articulation lag in causal generation, we introduce Future-Expanding Attention, which allows each video block to access synchronous audio together with a short horizon of future phonetic cues. To mitigate the quality loss of few-step distillation, we further propose Human-Centric Preference-Guided DMD (HP-DMD), which reweights training samples using rewards from visual fidelity, speech naturalness, and audio-visual synchronization. On two NVIDIA H200 GPUs, Hallo-Live runs at 20.38 FPS with 0.94 seconds latency, yielding 16.0x higher throughput and 99.3x lower latency than the teacher model Ovi. Despite this speedup, it retains strong generation quality, reaching comparable VideoAlign overall score and Sync Confidence score while outperforming other accelerated baselines in the overall quality-efficiency trade-off. Qualitative results further show robust generalization across photorealistic, multi-speaker, and stylized scenarios. To the best of our knowledge, Hallo-Live is the first framework to combine streaming dual-stream diffusion with preference-guided distillation for real-time, text-driven audio-visual generation.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.MM" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.SD" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-26T09:46:58Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Chunyu Li</name>
    </author>
    <author>
      <name>Jiaye Li</name>
    </author>
    <author>
      <name>Ruiqiao Mei</name>
    </author>
    <author>
      <name>Haoyuan Xia</name>
    </author>
    <author>
      <name>Hao Zhu</name>
    </author>
    <author>
      <name>Jingdong Wang</name>
    </author>
    <author>
      <name>Siyu Zhu</name>
    </author>
  </entry>
</feed>
