#01Oct 29, 2026
cs.CV
Read, Allocate, Route: Role-Coupled Tokenization for Pixel-Space Generative Transformers
Jiongfan Yang, Weichen Fan, Haiwen Diao and 2 more
Pixel-space generative Transformers typically use one token per image patch, so capturing finer detail requires more tokens and makes global attention increasingly expensive. We observe that finer detail does not necessarily require more global communication: low-frequency structure benefits from global exchange, while high-frequency detail can be modeled locally. Based on this insight, we introduce SpecSlot, a pixel-space rectified-flow Transformer that decouples output detail from the length of the global attention sequence. SpecSlot expands each spatial anchor into multiple slots, each assigned a disjoint band of DCT coefficients; this separates anchor density from spectral subdivision. Only the lowest-frequency slot from each anchor participates in global attention, while all slots interact locally. This allows the model to increase spectral detail without enlarging the global sequence. A spatial head further adds a local correction to the spectral prediction, while the generative state, target, and loss remain in pixel space. On ImageNet-256, SpecSlot achieves a comparable final FID to a FLOPs-matched JiT control while converging faster. On ImageNet-512, it improves FID by 2.84 over the control with 3.9% fewer FLOPs, and comes within only 0.69 FID of JiT-B/16 at 38.2% lower cost. On text-to-image generation, SpecSlot surpasses JiT-B/8 on DPG-Bench by 1.06 at 40.6% lower forward cost.
#02Oct 29, 2026
cs.CV
HairDeck: Animation-Ready Stylized Hair Cards from a Single Image
Yuze He, Yixiang Wei, Wang Zhao and 3 more
The hair of stylized characters in games and avatars is built from hair cards: artist-placed ribbons whose geometry is the visible hair, animated by spring bones. Existing image-based methods produce realistic hair or a single fused mesh, while CHARM, the only generator of stylized hair cards, decodes a hairstyle autoregressively as a long sequence of control points. Observing that a card hairstyle is an unordered set of artist-defined primitives, we propose HairDeck, which generates it as one: each card is a single token, and a set diffusion transformer denoises all cards together. From a single image, HairDeck generates the cards and the spring-bone chains that drive them, yielding an animatable asset that exports to ready-to-use downstream formats. On CHARM's own test set, it lowers Chamfer distance by 44% and card-orientation error by more than half while running 33 times faster, and from single images it outperforms CHARM, image-to-3D pipelines and strand-based methods. Project page: https://hyzcluster.github.io/HairDeck
#03Oct 29, 2026
cs.CV
L3G-World: Real-Time Infinite World Generation with Latent 3D Gaussian Memory
Jinhyeok Choi, JoungBin Lee, Jongmin Lee and 5 more
Interactive world models generate visual content conditioned on user actions, yet maintaining spatial consistency over long-horizon exploration in real time remains challenging. Existing approaches rely on either temporal context or explicit 3D memory, both of which scale poorly because memory grows with the length of the generated stream. Moreover, explicit 3D memories condition latent video generators by re-encoding RGB renderings, which precludes real-time generation. In this paper, we introduce a Latent 3D Gaussian Memory (L3G) that combines the efficiency of feed-forward reconstruction with a compact, rapidly renderable scene representation. Building on this memory, we propose L3G-World, in which a memory updater and a video diffusion transformer (DiT) alternate autoregressively to generate spatially consistent worlds. The memory updater spawns Gaussians in newly observed regions and refines existing ones, so that the memory grows with scene extent rather than stream length. Each Gaussian further stores a VAE latent feature, allowing the memory to be rendered directly into the DiT's latent space without VAE re-encoding. Experiments show that L3G-World achieves state-of-the-art generation quality and long-horizon spatial consistency, with up to $38.6\times$ fewer 3D primitives, $3.2\times$ faster memory updates, and $359\times$ faster memory rendering relative to the most efficient prior 3D-memory baseline for each metric, enabling real-time world generation at 9 FPS.
#04Oct 29, 2026
cs.CL
Every Token Needs Its Own Teacher: Multi-teacher Adaptive On-policy Self-distillation
Yifu Luo, Chuang Ma, Zeyu Chen and 3 more
On-policy Self-distillation (OPSD) has proven effective for post-training large language models by constructing a teacher conditioned on privileged references. However, existing approaches keep the teacher fixed either throughout training by consistently exposing it to the full reference, or within each response by adaptively varying partial reference exposure only across responses. In this paper, we argue that neither of them is sufficient. Instead, every token needs its own teacher, as the teacher preference can vary token by token within the same response. Through a teacher-intervention pilot study, we validate that the teacher preference differs across tokens, and reveal that a preferred teacher can be identified for each token through majority voting and KL-based selection. Motivated by these findings, we propose Multi-teacher Adaptive On-policy Self-Distillation (MTA-OPSD), the first token-level adaptive OPSD method. Our method constructs a multi-teacher pool consisting of candidate teachers, and enables every token to adaptively select its preferred teacher during training. Experiments with Qwen3 models on mathematical reasoning tasks show that MTA-OPSD consistently outperforms existing OPSD approaches with an average gain of up to $+5.9$ over the base model, highlighting the importance of adapting teacher supervision at the token level. The code is available at https://github.com/xingzhejun/MTA-OPSD.
#05Oct 29, 2026
cs.CL
Elucidating the Design Space of LM Data Attribution
Steven Yu, Sheng-Yu Wang, Kimia Hamidieh and 2 more
Data attribution methods for Language Models (LMs) are typically evaluated using downstream tasks like fact retrieval. However, existing evaluations vary multiple dataset properties simultaneously, making it impossible to isolate exactly why an attribution algorithm fails. To diagnose these failures, we explore the design space of LLM data attribution, with a primary focus on evaluation. We introduce the Controlled Attribution Benchmark (CATT) for fact tracing, in which we fine-tune LLMs on entirely fictitious knowledge, providing unambiguous ground truth for attribution. This synthetic setup allows us to systematically alter one dataset configuration at a time, such as document redundancy and lexical distractors. With this configurable evaluation, we demonstrate that redundancy and distractors consistently degrade attribution performance. Rather than proposing a new estimator, we examine two design choices that are underexplored: the loss used to compute gradients and how per-token attribution scores are aggregated into a document score. We find that the true causal evidence within a training document is highly localized, but standard methods dilute this evidence into noise by averaging attribution scores across the entire document. We find that replacing standard cross-entropy loss gradients with the negative log-odds gradients surfaces the critical tokens from other uninformative ones. We can then aggregate only the top token scores to improve ground truth recall by 35 to 72 percentage points across multiple baselines on our diagnostic benchmark. The negative log-odds correction also generalizes to FTRACE-TREX, improving counterfactual retraining performance for every method we test, by up to 4.9x.