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5 papers

#01Oct 29, 2026

cs.CV

Accurate MRI-free PET Quantification and Reliability Assessment via CT-to-MRI Synthesis and Conformal Prediction

Jungwoo Seo, Seung Yun Choi, Kun Ho Lee and 3 more

Standardized uptake value ratio (SUVR) quantification of amyloid PET commonly relies on a subject-specific T1-weighted MRI, yet a usable MRI is not always available. We therefore combined CT-to-MRI synthesis with conformal prediction for MRI-free PET quantification with reliability assessment. A slice-consistent Brownian Bridge Diffusion Model was strengthened with multi-dataset training and data-source conditioning to enrich the anatomical prior learned from MRI, and with expanded multi-slice CT context to exploit the through-plane continuity of subject-specific anatomy in CT. Synthetic MRI was used for FreeSurfer-based anatomical parcellation and PET quantification, while deep-ensemble uncertainty was calibrated with conformal prediction to estimate a plausible range for the corresponding real MRI-based SUVR. On $^{11}$C-PiB PET from OASIS-3, the proposed method achieved the highest synthesis and parcellation fidelity among the compared methods. Mean cortical SUVR from the proposed synthetic MRI agreed closely with the real MRI-based reference (MAE $0.016 \pm 0.015$, Pearson $r = 0.9987$) and yielded the same amyloid-positivity classification as the real MRI in all 87 test subjects at the prespecified cut-off. Conformal prediction achieved empirical coverage close to the prespecified levels, and at 90% target coverage, 85 of 87 subjects had prediction intervals that supported an unambiguous amyloid-positivity decision. Zero-shot evaluation on an independent external cohort showed that the proposed CT-to-MRI model could support PET quantification without retraining, although conformal calibration required target-cohort recalibration to recover the intended coverage. These findings support CT-to-MRI-based MRI-free PET quantification as a promising approach for providing accurate SUVR measurements and an explicit assessment of their reliability.

#02Oct 29, 2026

cs.CV

InfantNet: A Large Scale Dataset for Infant Body Pose and Shape Estimation

Zhipeng Hui, Jiahao Wang, Xun Dong and 13 more

Infant pose and shape estimation is essential for applications in childcare, developmental monitoring, and medical diagnosis. However, existing methods and datasets are largely designed for adults, and direct transfer to infants fails due to substantial differences in body proportions, articulation limits, and frequent self-occlusion. To address this gap, we introduce InfantNet, the largest real-image infant dataset to date, comprising 108,902 RGB images of infants aged 6-18 months. Each image is annotated with 2D keypoints, and a curated subset of 11,642 images additionally includes 3D pose and shape annotations with full SMIL parameters, verified through multi-view rendering and reprojection-error filtering. We use an iterative annotation pipeline to ensure high fidelity across both 2D and 3D labels. InfantNet establishes a large-scale, comprehensive benchmark for infant 2D keypoint detection and 3D pose-and-shape recovery. Baseline experiments demonstrate that state-of-the-art adult pose estimators do not generalize well to infants, whereas fine-tuning on InfantNet yields a consistent improvement. The gains are even more pronounced for 3D pose and shape estimation, where SMIL-based estimation demonstrates robust performance with accuracy comparable to results reported for SMPL-based models. By releasing the InfantNet dataset and benchmark, we provide a vital resource for advancing infant pose analysis and related healthcare applications.

#03Oct 29, 2026

cs.AI

VeriCUA: Verification as Agentic Exploration for Computer-Using Agents

Qiushi Sun, Da Yu, Alexander Knop and 5 more

Building and scaling computer-using agents (CUAs) across desktop, mobile, and web environments requires reliable task-completion verification for data curation, evaluation, and reinforcement learning. Typical automated approaches prompt vision-language models (VLMs) to judge trajectories or generate programs to inspect application state. However, both rely on partial views of complex digital environments. VLM judges are restricted to supplied observations, while generated programs depend on accessible state. These views can omit decisive evidence or leave completion judgments unsupported. Tailoring separate verifiers to different platforms and access settings adds further engineering cost. We present VeriCUA, a platform-agnostic framework for verification through agentic exploration. It treats verification as dynamic evidence gathering and assessment within a shared procedure for online and offline settings across platforms and observation modalities. After inspecting the available context to construct a task rubric, the verifier selects GUI or code checks for unresolved requirements and combines their findings under explicit evidence rules. Experiments show improved agreement with reference labels over the compared baselines across these settings, with the largest offline gains on hard cases and stronger rejection of false completion claims online. Further analyses connect these gains to complementary evidence and test-time exploration.

#04Oct 29, 2026

cs.CV

Wizard: Manipulate Any World in Real Time via Agentic Control

Yuzhe Wu, Zijun Lin, Yeying Jin

Recent advances in video world models have enabled the generation of increasingly realistic and interactive virtual environments, opening new possibilities for player-customizable gameplay. Agentic frameworks further advance this direction by decoupling explicit game logic and controllable world representations from visual generation. However, existing approaches support only simple game settings and predefined motion patterns, generalize poorly to unseen environments and characters, and offer limited real-time interactivity. In this paper, we introduce Wizard, an agentic game world model that enables real-time, precise control over character motions while generalizing zero-shot across novel scenes, characters, and actions. To achieve this, we construct a diverse dataset spanning 750 scenes and 178 characters, incorporating skeleton and geometry information as structured representations. We leverage these representations as intermediate proxies to condition a video generation model, together with an adaptive masking mechanism that improves alignment between the conditioning signals and generated video rollouts. Furthermore, we introduce an agentic framework that explicitly maintains and updates game states, allowing players to freely configure their virtual worlds and exercise fine-grained control over character motions while preserving visual quality and gameplay consistency. By combining agentic control with structured proxy-based generation, our framework unlocks new possibilities for player-driven game creation with real-time, generalizable, and mechanically consistent world simulation.

#05Oct 29, 2026

cs.CV

Fight World Model: Customizable Combat through Visual Interaction Proxies

Jiahua Li, Zixu John, Tom Zhong and 5 more

A playable, programmable game world must maintain persistent state, enforce executable rules, and support extensible gameplay mechanics. Existing video world models can generate plausible combat, yet struggle to keep hit reactions and health updates consistent with game rules. We introduce Fight World Model (FWM), which separates rule-governed combat execution from video rendering. An executable engine maintains state and resolves interactions. A deterministic compiler encodes these outcomes and attempted actions in a spatially and temporally aligned interaction proxy. The proxy aligns action and skill windows, brief hit reactions, and persistent health by fighter identity and timing. These cues can be controlled separately to render interactions under modified rules. Identity-bound references preserve character appearance across side switches. We train FWM on FightWorld Corpus, spanning 52 skill effects, 187 character-appearance variants, and 15 arenas. Without retraining the renderer, FWM supports damage scaling, limited-hit immunity, lifesteal, and multi-stage skill mechanisms beyond the native game. It also allows character and arena customization. Experiments demonstrate the effectiveness of FWM, which outperforms existing game world models in action fidelity, hit reactions, health-state consistency, and character appearance preservation. Our project is available at https://fight-world-model.github.io.