#01Nov 10, 2026
cs.CV
Toward Foundation Detection Models via Example-Based Grounding in EM-DETR
Sheethal Bhat, Bogdan Georgescu, Awais Mansoor and 3 more
DeepLearning (DL)-based Computer-Aided Diagnostic (CAD) systems have shown great promise in supporting clinicians, but their performance heavily depends on the availability of large, well-annotated datasets. In medical lesion detection, the scarcity of comprehensive, stan dardized annotations and the heterogeneity of existing datasets limit the development of robust foundation models. In this work, we introduce a novel approach to building a multi-domain foundation model for le sion detection by integrating diverse medical image datasets annotated for both anatomical structures and abnormalities. We first propose a student-teacher training strategy to effectively combine datasets with heterogeneous label spaces, mitigating catastrophic forgetting, and im proving feature learning. In addition, building on our previously pro posed example-based EM-DETR framework, we adapt it to jointly learn from multiple domain-specific datasets, enabling fine-grained, example driven detection across modalities. Our model achieves state-of-the-art (SOTA) results, with image-level AUC scores exceeding previous SOTA by 1% point on four key findings in CXRs. We achieve a leading mAP50 in CXRs and mammography, surpassing EM-DETR trained on a single dataset by 2-3% points. This approach paves the way for scalable foundation models in medical imaging that leverage heterogeneous data while maintaining robust and generalizable performance.
#02Nov 10, 2026
cs.CV
A Lightweight Differentiable Method for Real-Time Skin Rendering and Digitization
Mario Marquez-Balduque, Carlos Rodriguez-Pardo, Jorge Lopez-Moreno
Inverse rendering for skin typically relies on offline path tracing to estimate physical properties, which fail to map directly to the approximate shaders utilized in interactive applications, such as game engines. We bridge this gap by directly estimating subsurface scattering parameters tailored for real-time rendering pipelines. We introduce a differentiable Screen-Space Subsurface Scattering (SSSS) framework that enables the joint optimization of spatially varying base textures and scattering distances. To account for local variations in skin thickness, we estimate these parameters across distinct facial regions, generating a blended profile map ready for production runtime engines. Our pipeline utilizes a low-cost, single-light, single-view capture setup designed for accessible and practical appearance acquisition. Optimization is driven by a masked loss function targeting regions where subsurface scattering effects are dominant. We validate our approach on a real-world dataset of $45$ individuals across the Monk Skin Tone Scale, ensuring demographic generalization. Furthermore, we complement this evaluation with synthetic data, a multi-light setup validating our single-light assumption, and a tilted-view configuration confirming angular consistency. Results demonstrate that our method effectively recovers scattering parameters from lightweight inputs, yielding realistic skin appearance directly compatible with standard real-time shaders.
#03Nov 10, 2026
cs.RO
One Policy for 100 Household Tasks: Our Solution for the 2026 BEHAVIOR Challenge
Ilia Larchenko, Gleb Zarin, Atindra Nair and 4 more
We describe our solution for the 2026 BEHAVIOR Challenge: 100 long-horizon household tasks in the OmniGibson simulator. We placed 9th on the final leaderboard, the only independent team in the top 10. The core of the solution is a single vision-language-action (VLA) model, one checkpoint for all 100 tasks, built on our 1st-place 2025 solution, which is based on $π_{0.5}$. On the 50 tasks shared with 2025, its Q rises from 0.260 to 0.371; across all 100 tasks it scores 0.392. Our main conclusion from 2025 was that the model was undertrained, so most of the 2026 work went into training the model for longer, optimizing some training parameters, making each training step slightly faster and reducing the gradient noise: a migration from 50 to 100 tasks (semantic stages built from the demonstrations' skill annotations, task and stage embeddings of new tasks warm-started from similar old ones, and a 21-dimensional action space matching the teleoperation controls); variance-reduced multi-sample flow matching with a simple noise-vs-compute model that picks the number of action-expert samples per observation without ablations; and a 200k-step training run, about one pass over the 211M frames of the demonstrations. A cloud evaluation infrastructure keeps a shared record with provenance, episode diagnostics and restorable simulator states, and runs six simulators on one GPU together faster than real time. On top of the learned policy, 14 tasks are routed to a GPT-6 Astra coding agent that controls the robot through observation and motion tools, starting every episode from a frozen copy of its own practice session on training instances. Across these 14 tasks, Astra's mean Q is 0.639, against 0.108 for the learned policy. The public submission included only part of the Astra results and scored 0.446 Q with 27.3% full-task success.
#04Nov 10, 2026
cs.CV
Location Matters: Sparse Latent-Variance Attacks for Face Privacy against Diffusion Personalization
Shuting Yang, Shuxin Li, Linyan Dai and 4 more
Text-to-image diffusion models can learn and reproduce an individual's identity from only a few reference photos, creating risks of unauthorized and misleading content generation. Proactive defenses address this risk by adding adversarial perturbations to facial images before release, thereby disrupting identity acquisition during downstream personalization. However, existing methods typically rely on dense $L_\infty$-bounded perturbations, whose accumulated distortions can become visible around facial structures. Recent methods improve protected-image quality, but often at the cost of reduced protection effectiveness. In this paper, we propose Sparse Encoder Attack on Latent Variance (SEAL), a sparse adversarial protection framework that modifies only 5% of the spatial locations in a facial image. SEAL combines a differentiable top-k masking scheme that jointly optimizes perturbation locations and values with a variance-oriented objective over the frozen VAE encoder's latent distribution to disrupt identity-consistent representations. A saliency-guided dispersion penalty further discourages perturbation concentration in perceptually salient facial regions. Experiments on CelebA-HQ and VGGFace2 show that SEAL achieves the best protected-image quality among the compared methods, exceeding 41 dB PSNR with 0.97 SSIM and at most 0.07 LPIPS, while reducing identity similarity to at most 0.15 after diffusion personalization. These results demonstrate that sparse location optimization enables strong identity protection while preserving high visual quality. Code and data are available at https://github.com/Lvxan/SEAL
#05Nov 10, 2026
cs.CV
OnlyAct: Extracting Action Representations from Foundation Models for World Models
Runjia Li, Minghao Chen, Junyu Xie and 3 more
Video world models promise general-purpose interactive simulators, but their training is limited by action supervision: action labels are scarce, fragmented across incompatible specifications, and do not scale with the unlabeled video pretraining corpus. A common workaround jointly trains an action encoder to compress consecutive frames into a latent action and a decoder to reconstruct the next frame from the previous frame and that latent, forcing the latent to capture only new information. This has two limitations: learning the action space from scratch can limit generalization to unseen domains, and the bottleneck trades expressiveness for separation, with tighter settings losing nuance and looser ones risking scene leakage under domain shifts. We argue for a different starting point: rather than learning actions from scratch, we start from a pretrained foundation model (V-JEPA 2), whose embeddings of a frame pair already carry substantial action information after large-scale, diverse video pretraining. The remaining challenge is to extract the action while discarding the scene. We propose a label-free contrastive adaptation framework that pulls together frame pairs sharing the same motion under a different scene and pushes apart pairs from the same scene with different motion, reshaping the geometry of the pretrained space without imposing a reconstruction bottleneck. We introduce a unified evaluation protocol along three axes (action expressiveness, scene invariance, and action-conditioned video generation quality) across robot manipulation, camera navigation, game, and driving benchmarks, most of which are unseen during adaptation. Compared with annotation-free latent-action methods, our representations are substantially more expressive while matching their scene invariance, and they yield world models that transfer demonstrated actions to new scenes more faithfully.