#01Aug 6, 2026
cs.RO
Visual Grounding in Zero-Shot Vision-Language Control
J. de Curtò, Dayani Plasencia, Diego Sánchez and 1 more
Vision-language models (VLMs) are increasingly used as zero-shot controllers, but successful trajectories do not necessarily show that decisions are grounded in visual input: simulator dynamics and conservative action priors can produce favourable scores without meaningful perception. We investigate this with an input-ablation battery: blind-image controls, repeated identical inputs, lane-axis reflection, non-visual baselines, and pipeline-integrity checks. Across nine direct-action models, six structured local VLMs, and an exploratory VLM-MPC hierarchy, we analyse 32,874 scored calls over two embodiments and three simulators. The direct-control results are largely negative: a constant-SLOW policy outperforms a scripted geometric controller, several models are image-invariant or nearly constant, and models that recognize longitudinal hazards still fail to transform LEFT and RIGHT under reflection. No local VLM meets the joint longitudinal and lateral grounding criteria. However, an image-only deterministic positive control estimates the lead gap with 0.090 m MAE and exact mirror equivariance, confirming the stimuli carry sufficient visual information; the failures are modular, not universal. A post-hoc, leakage-controlled symmetry-consensus guardian selects two models from 16 calibration frames and freezes a 2-of-4 hazard vote across original and reflected views. On 272 held-out frames it reaches 0.954 balanced accuracy (episode-cluster bootstrap 95% CI [0.895,0.990]); nested leave-one-episode-out recovers the same pair and threshold in all 12 folds. Abstaining on ties raises committed balanced accuracy to 0.973 at 0.824 coverage. With deterministic perception retaining lateral authority, offline modular replay achieves 0.934 action agreement and exact mirror equivariance. These results support current VLMs as bounded, selective hazard assistants, not monolithic zero-shot controllers.
#02Aug 6, 2026
cs.CV
CFGPNet: Cross-Attention-Based Fused Gradient Programmed Network Framework for Multispectral Object Detection
Nima Hatami, Karim Faez, Saeed Sharifian and 1 more
RGB--T object detection exploits the complementary strengths of visible and infrared imagery, supporting robust perception in low-light, adverse-weather, and complex multi-scale environments. However, existing methods still suffer from insufficient cross-modal interaction, unstable fusion from modality distribution gaps, and the high computational cost of heavy attention-based architectures. To address these issues, CFGPNet is proposed, a Cross-Attention-Based Fused Gradient Programmed Network framework for multispectral object detection. CFGPNet uses an improved GELAN backbone with RepViT-style re-parameterized blocks to strengthen feature representation while preserving computational efficiency. A Cross Computation Efficient Attention (CrossCEA) module is introduced to enhance cross-modal feature interaction and reduce redundant information transfer between visible and thermal branches. To generate compact and discriminative fused representations, an Attention Selection and Aggregation Fusion (ASAF) network combines dense feature aggregation with selective attention-based emphasis. Moreover, a programmable-gradient auxiliary branch is integrated into each CFGPNet variant to improve gradient delivery and optimization quality. Experiments on five public multispectral benchmarks, FLIR, M3FD, LLVIP, VEDAI, and MFAD, demonstrate that CFGPNet achieves strong and consistent performance across diverse scenes, object scales, and modality balances. In particular, the framework attains 80.7% mAP50 / 45.0% mAP50:95 on FLIR, 89.9% / 63.4% on M3FD, and 97.8% / 68.9% on LLVIP. It also reaches 83.3% / 56.9% on VEDAI and 83.4% / 61.8% on MFAD. These results show that CFGPNet is an effective, practical solution offering useful accuracy--efficiency trade-offs across three model scales. The code, data, and fine-tuned models are available at https://github.com/NimaHatami99/CFGPNet.
#03Aug 6, 2026
cs.CV
HOPE: Hand-Object Pressure Estimation from Monocular Videos
Subin Jeon, Byungjun Kim, Hanbyul Joo
Estimating physical pressure from vision is essential for understanding contact-rich hand-object interaction. However, prior vision-based pressure estimation methods are largely limited to planar surfaces and single image input, making them difficult to apply to dynamic hand-object interaction with diverse objects. We instead formulate pressure estimation as a hand-centric video prediction problem with monocular video as input. This formulation predicts temporally evolving per-vertex normal pressure and contact directly on the hand mesh, yielding a unified output space independent of object shape and sensor layout. Building on this formulation, we propose \textbf{HOPE}, a framework with two key components. First, we lift tactile-glove pressure, planar-sensor pressure, and distance-based hand-object contact annotations into a shared hand vertex space, allowing bare-hand contact data to regularize pressure learning where metric labels are unavailable. Second, we introduce a vertex-anchored video transformer that treats each vertex as a persistent token, aggregates visual features and hand pose over time, and uses a contact-gated pressure head to enforce that pressure vanishes without contact. Experiments on OpenTouch, PressureVisionDB, and hand-object contact benchmarks validate HOPE across object-pressure, surface-pressure, and contact-supervised HOI settings. Despite using metric pressure supervision primarily from gloved-hand videos, HOPE generalizes to bare-hand egocentric and in-the-wild videos, producing joint contact and pressure predictions beyond the scope of contact-only or planar-pressure baselines.
#04Aug 6, 2026
cs.CV
MASS: Multiplayer World Models with Authoritative Shared State
Ziqi Cai, Siqi Yang, Yimu Wang and 6 more
Current video world models struggle in multiplayer environments because they entangle world state with view-dependent visual latents, leading to redundant compute, view inconsistencies, and poor scalability. We propose MAS (Multiplayer world models with Authoritative Shared State) to resolve this limitation. Inspired by multiplayer game architectures, MAS disentangles world dynamics and view rendering. A learned Logic Engine advances a global, authoritative typed state from joint actions without any hand-written transition function, acting as the sole recurrent memory and synchronization reference. From this shared state, a learned Rendering Engine generates independent and consistent views for any requested camera on demand. This explicit disentangling allows MAS to achieve superior state accuracy and lower cross-view inconsistency compared to state-of-the-art multi-view baselines on a matched multiplayer Snake benchmark. It advances predicted worlds with 1,024 concurrent players for 10,000 recurrent steps. Our results show that explicit, authoritative state modeling provides a practical foundation for scalable and consistent multi-agent world simulation.
#05Aug 6, 2026
cs.RO
Prior-SG: Task and Prior Driven Region Segmentation for Scene Graphs in Arbitrarily-Structured Environments
Giorgio Tonetti, Laurent Kneip, Abel Gawel and 1 more
Hierarchical 3D scene graphs are a promising representation for high-level spatial reasoning in autonomous mobile platforms. However, existing extraction frameworks typically rely on purely local visual clustering or strict geometric heuristics, such as wall-separated rooms, which fail in open-plan or arbitrarily-structured environments. We propose Prior-SG, a task- and prior-driven framework that casts scene graph generation fundamentally as a probabilistic alignment problem. As the robot explores, it continuously aggregates an incoming RGB-D sensor stream into a physically grounded Instance Graph utilizing a multi-scale, open-vocabulary feature fusion strategy. The system then infers the high-level functional semantics of this map through a Maximum A Posteriori (MAP) estimate, guided by a Prior Graph-a logical expectation of the environment's structure and task-relevant vocabulary synthesized dynamically by a Large Language Model. By optimizing a Markov Random Field that fuses heterogeneous experts (visual, geometric, and discrete objects) with these topological priors, the system resolves local perceptual ambiguities. We validate this approach across diverse simulated residential datasets and large, open-plan real-world environments. Prior-SG achieves state-of-the-art semantic region segmentation accuracy compared to recent baselines, robustly delineates distant functional boundaries in the absence of physical walls, and uniquely provides zero-shot ontological flexibility, enabling the robot to entirely restructure its spatial partitioning based on a given high-level task.