#01Nov 1, 2026
cs.CV
When Does Latent Prediction Error Support Physical Surprise Claims in Video World Models?
Anton Hristov, Aleksandar Slavov, Vasil Vasilev
Prediction errors from video world models are often treated as physical surprise, but they can also reflect appearance, static content, motion, or ordinary prediction difficulty. We present an evaluation framework that separates what frozen representations contain, how they organize appearance and physical differences, and what changes a model's own prediction error. On IntPhys2, a benchmark of physically possible and impossible events, we compare representations from latent prediction, masked pixel reconstruction, and simple visual statistics. Appearance remains easy to decode, while V-JEPA2 exposes modest information about whether events are possible or impossible. Looking at the latent geometry, appearance changes become smaller compared with differences between videos, their directions line up more consistently across scenes, and their overlap with physical changes decreases in deeper layers. Across action-conditioned models, incorrect actions raise prediction error, while appearance changes also produce substantial responses. In Physion++ video clips, repeating a single frame can produce higher error than the original clip, while changing color throughout the clip can lower it. Using Kubric, a simulation and rendering framework, we find that impossible events can produce lower error than possible events. A fixed error threshold also incorrectly flags many possible events as impossible. A model can therefore represent physical information and respond to incorrect actions without its native prediction error reliably measuring physical surprise.
#02Nov 1, 2026
cs.CV
Advances in Agentic Computer Graphics
Hengyu Liu, Jihyeon Je, Ruiqi Wang and 11 more
Computer graphics is built on code. Large language model (LLM) agents can now generate graphics code and iteratively refine it through various feedback. This capability opens the door to a potentially new paradigm of computer graphics, with graphics algorithms increasingly built around agentic systems to automate progressively complex tasks. Over the past years, research on agentic graphics has expanded rapidly across a diverse range of tasks. This rapid growth makes it increasingly difficult for manual literature reviews to keep pace with new developments. At the same time, similar ideas are often described using different terminology across these tasks, further complicating efforts to develop a systematic understanding of the field. In this report, we address these challenges through two contributions. First, we introduce a unified taxonomy for characterizing agentic systems across diverse computer graphics tasks. Second, we develop an agentic literature system that can assist human researchers in analyzing existing and newly published papers at scale. Building on these contributions, we analyze emerging research trends and discuss open challenges in coordinating agents and tools across graphics tasks, designing interfaces and representations for human-agent collaboration, sustaining long-horizon planning and refinement, and reliably evaluating interactive graphics systems.
#03Nov 1, 2026
cs.CV
VLSplat: Vision-Language Guided Object-Centric 3D Gaussian Splatting via Scene Graph
Yuntae Jeon, Younho Jeon, Sujin Jin and 2 more
Learning semantic representations for 3D Gaussian Splatting has recently emerged as a promising direction for 3D scene understanding. However, existing 2D-to-3D semantic lifting approaches rely primarily on 2D segmentation supervision and lack object-level priors, causing the learned representation to be driven by local mask evidence rather than holistic object structure. In this paper, we present VLSplat, a vision-language guided approach for object-centric semantic lifting in 3D Gaussian Splatting. Our method augments mask-based lifting with object-level semantic priors derived from vision-language models and refines Gaussian representations using an object-group scene graph. The refinement is performed through two language-guided modules: intra-group refinement suppresses semantic noise within object groups, while inter-group acquisition expands object support regions by incorporating structurally relevant candidates from neighboring groups. Extensive experiments on indoor scene datasets demonstrate that VLSplat improves the semantic consistency and structural completeness of object-level categories. Our code and models are available at https://vlsplat.github.io/.
#04Nov 1, 2026
cs.CV
Z-Cache: Accelerating Diffusion Transformers via Self-Reflection
Zegang Cheng, Zhikai Wang, Jiacheng Liu and 8 more
Diffusion transformers have become the most powerful models for visual generation, but still suffer from massive computation costs. To solve this problem, feature caching has been proposed to cache the features of diffusion models in the previous computation steps and then reuse them in the following caching steps, which brings significant acceleration but also degradation in generation quality. To address this problem, this paper proposes Z-cache as a feature caching method that can maintain high-quality generation through self-reflection. Concretely, we observe that the error from feature caching tends to be sharply reduced after each full computation. Based on this observation, Z-Cache is designed to first predict the features in the future caching steps and then perform a full computation. After that, Z-Cache returns to the caching steps and re-predicts them based on the previous and the current computation steps, which brings correction in features. Experiments demonstrate that with Z-Cache, diffusion transformers achieve comparable generation quality to the original model but with faster inference speed, for instance, 6.22X acceleration on FLUX-dev for text-to-image generation. Our code is released on GitHub.
#05Nov 1, 2026
cs.CV
Learning-to-Memorize: Dynamic Context Management for Long-Horizon Autoregressive Video Generation
Haowei Zhu, Qijie Wang, Jia Li and 7 more
Autoregressive video generation has achieved impressive results on short clips, yet generating long videos remains challenging due to error accumulation over extended horizons, where each predicted frame depends on potentially imperfect previous frames. Existing approaches typically rely on static context management strategies, such as sliding-window caches that discard early frames or fixed sink frames that permanently preserve initial content. These designs either lose critical long-range context or anchor generation to outdated information, which can lead to degraded fidelity, motion stagnation, and reduced diversity. In this paper, we propose Learning to Memorize (L2M), a learned context memory management framework that dynamically retains, evicts, and evolves historical frames according to predicted importance. The framework consists of an importance prediction router that estimates the relevance of each historical frame, degradation-aware training that improves robustness to noisy or corrupted context, and a dynamic memory initialization and evolution mechanism that updates long-term memory using exponential moving average (EMA) importance scores. This allows high-quality frames to replace stale anchors and enables memory to adapt naturally to scene evolution. Trained with a teacher-student distillation objective and sparsity regularization, L2M makes efficient use of a fixed KV-cache budget while preserving the most informative contextual information. Extensive experiments demonstrate that L2M improves long-horizon video generation quality and temporal consistency over existing baselines, providing a learned strategy for context memory management in long autoregressive video generation.