#01Aug 12, 2026
cs.RO
HandEdit: A Unified Benchmark for Egocentric Human-to-Robot Dexterous Hand Image Editing
Zhenjie Yang, Xingyu Jiao, Guopeng Zhong and 18 more
Robotic manipulation with dexterous hands is a cornerstone of Embodied AI, yet its progress is stifled by the high cost of collecting embodiment-aware teleoperation data. While abundant egocentric videos of human hands offer a scalable alternative, the profound discrepancies in appearance, articulation, and camera viewpoints between human and robotic data raise significant challenges for co-training. Though existing general image-editing models demonstrate strong capabilities, they lack necessary embodiment-specific priors to fully bridge this gap. In this work, we present HandEdit, a unified large-scale embodiment-aware image-editing dataset and benchmark specifically designed to transform human hands and arms into various dexterous robotic embodiments within egocentric frames. HandEdit comprises over 200M editing instances derived from five diverse source datasets, covering 26 distinct URDFs, including 13 hand-only and 13 hand-arm configurations. Alongside the dataset, we establish a unified benchmark protocol with two tracks: Hand-only and Hand-Arm, supporting URDF-conditioned evaluation. We conduct extensive evaluations of 11 representative image-editing baselines using a multi-dimensional metric suite, including generic similarity metrics, VLM-based judgment, and embodiment-aware metrics. HandEdit serves as a critical resource at the intersection of image editing and robotics: it advances embodiment-aware editing models while enabling scalable dexterous robotic learning from abundant human video data, paving the way for more generalizable Embodied AI.
#02Aug 12, 2026
cs.CV
StateFlow: Building, Evolving, and Accessing 3D World States for Previsualization
Yuyang Yin, Zixiang Li, Longxuan Deng and 11 more
Previsualization is an intermediate layer between ideas and production in film, games, architecture, and urban design. It lets creators iteratively refine scenes, actions, cameras, and spatial-temporal dynamics. Yet existing generative methods rely on simple prompts to jointly control all of these factors through one-shot image or video synthesis, offering weak controllability and limited support for iterative editing. Fundamentally, a world comprises multiple elements with geometry, appearance, and other attributes, together with cameras. Different frames are produced through local modifications or recombinations of this shared state, which is otherwise largely reused. Therefore, we argue that the missing component is an explicit and persistent working state. To address this, we present StateFlow, a state-centric framework for generative previsualization. Rather than generating videos in one shot, StateFlow uses an editable 3D world to organize scene structure, evolution, and cameras, while off-the-shelf video models enhance visual quality when higher fidelity is desired. This world is maintained as a persistent structured 3D state of scene elements and camera configurations, serving as the core working representation for previsualization. Built on this insight, StateFlow has three stages to construct, evolve, and access the world state. State construction lifts generated 2D content into a coherent 3D world through prior-guided, conflict-aware dual-view initialization, while State evolution translates user intent into structured state transitions while preserving world memory, avoiding full-scene regeneration for each edit. State access uses render-feedback reflection to refine camera plans into visually feasible trajectories, avoiding reliance on VLM semantics alone. Experiments show that StateFlow produces high-quality 3D worlds for video creation and game-like prototyping.
#03Aug 12, 2026
cs.CV
Automated Borehole Core Analysis with Report-Derived Weak Labels and Supervised Crack Segmentation
Usama Imdad, Ali Khan, Luke Lu and 2 more
Borehole archives commonly contain core tray photographs and corresponding digital log reports, but no native pixel-level crack annotations. We investigate two complementary approaches for extracting defect-spacing information from these archives. First, structured spacing categories recovered from the report text layer provide weak interval-level labels for classification. A DINO encoder trained on unlabeled core crops supplies domain-specific representations, and a manually verified subset is used to identify label inconsistencies. Second, we manually annotate 5,087 extracted core-row images and evaluate fully supervised crack-segmentation models. Our gated U-Net combines PiDiNet edge maps with Mask R-CNN masks through a learned spatial gating mechanism. This configuration achieves an F1 score of 0.860 and a crack-class IoU of 0.754, the highest result among the evaluated segmentation configurations. Deterministic post-processing converts predicted crack locations into defect-spacing categories. Separate rule-based branches estimate core-relative bedding angles and lithological color descriptors; their predictions agree with log-report references on 75.4% and 84.7% of 1,200 evaluated images, respectively. Because these references are extracted from existing reports, the reported values measure agreement with recorded geological observations rather than independent physical accuracy. The resulting framework combines report-derived weak supervision for spacing classification with fully supervised segmentation for image-based crack localization.
#04Aug 12, 2026
cs.CV
SCOUT: Unlocking Enhanced Spatial Reasoning via Structured Chain-of-Thought and Multi-Objective Process Reward
Zile Zhou, Huining Yuan, Weichen Zhang and 2 more
Existing Vision-Language Models (VLMs) exhibits a critical bottleneck in robust spatial reasoning. Recent reinforcement learning (RL) methods aim to close this gap with verifiable outcomes, yet they suffer from poor credit assignment across intermediate reasoning steps. Concurrently, structured reasoning approaches overlook the critical depth perception necessary for comprehensive 3D understanding. To address these challenges, we propose SCOUT (Structured Chain-Of-Thought Utilizing Process-Supervised RL Training). Specifically, we design a structured Chain-of-Thought (CoT) framework that explicitly models 3D environmental perception to ensure robust spatial understanding and reasoning. Furthermore, we introduce a novel RL algorithm featuring multi-objective process rewards and a tailored advantage estimation method, facilitating fine-grained credit assignment across distinct segments of the reasoning trajectory. To support our framework, we develop SCOUT-24k, a structured spatial reasoning CoT dataset synthesized through a customized pipeline. Extensive evaluations demonstrate that SCOUT-3B improves upon baseline models by 16.85% and 6.3% on general spatial benchmarks and complex spatial reasoning tasks respectively. Notably, our larger SCOUT-7B even outperforms GPT-4o by a margin of 4.28%. Moreover, despite being trained exclusively on single image, SCOUT-7B exhibits robust out-of-domain generalization to multi-image and video scenarios. These empirical results render SCOUT as a critical step towards next generation of spatially-aware VLMs.
#05Aug 12, 2026
cs.CV
DreamFly: Causal Memory and Receding-Horizon Diffusion Planning for Aerial Vision-Language Navigation
Yan Deng, Fei Xu
Aerial vision-language navigation (VLN) requires an embodied agent to integrate visual evidence over time, plan future actions, and determine when it has reached a navigation goal under partial observability. Although recent VLA models offer a promising perception-to-action paradigm, adapting them to aerial navigation remains challenging due to limited historical context, short planning horizons, and unreliable implicit termination. To address these challenges, we propose DreamFly, a diffusion-based aerial VLN framework built on Dream-VLA. DreamFly introduces a causally aligned historical memory that augments the current visual representation using only observations preceding the current decision step, enabling temporal reasoning without future information leakage. We further formulate navigation as receding-horizon diffusion planning, where the policy predicts a $K$-step action chunk but executes only the first action before replanning. This plan-$K$, execute-one strategy uses future actions as auxiliary planning targets while preserving closed-loop visual feedback. Finally, LiteStop estimates the stop probability directly from action logits at the initial all-mask state, decoupling explicit termination from action generation. Experiments on the OpenFly benchmark demonstrate consistent improvements in seen and unseen environments. DreamFly achieves 32.04%/29.46% SR and 28.22%/23.54% SPL on the test-seen/test-unseen splits, respectively, outperforming all compared methods on both metrics while attaining the lowest navigation error. These results demonstrate the effectiveness of jointly modeling historical context, future action structure, and explicit termination for aerial VLN.