#01Nov 2, 2026
cs.CV
Circumventing Magnitude Collapse via Modular Two-Stage Open-Set Recognition
Laurin van den Bergh, Halil Bisgin, Andres Palechor and 2 more
Open-set recognition (OSR) requires neural networks to classify known classes while rejecting unknown samples, which is critical for real-world deployment. So far, OSR research studied and developed representation learning and postprocessing methods independently and their interactions remain unexplored. In this paper, we reconsider OSR as a modular two-stage pipeline and present the first systematic study of interactions between representation learning and postprocessing methods across dataset scales and usage of known unknown data. First, we discover a failure mode we term \emph{magnitude collapse}, where representation learning methods that utilize known unknown data can suffer performance degradation at large scale and irreversibly destroy discriminative information, despite excelling at small scale. Second, we study the modular interactions and reveal when they can be leveraged for modular performance gains via two-stage processing and where interaction effects amplify performance degradation due to magnitude collapse. Third, we show how these findings can be used to achieve state-of-the-art performance with a simple $K+1$ class classifier baseline and magnitude-aware postprocessing while circumventing magnitude collapse. Finally, our results demonstrate that small-scale evaluations with known unknown data are not predictive of large-scale performance, invalidating current best practices in OSR research. Code available at https://github.com/TwoDigitsOneNumber/Two-Stage-OSR.
#02Nov 2, 2026
cs.CV
TaoMate-HD: Progressive-Resolution Autoregressive Audio-Video Generation
Qijun Gan, Chenwei Zhang, Xinyang Li and 3 more
Streaming digital humans produce detailed video while continuing speech as new text arrives. High-resolution denoising is costly, and text updates can cause repeated or interrupted speech. We present TaoMate-HD, an autoregressive model for high-resolution audio-video streaming. For each short segment, or chunk, two denoising steps establish coarse video structure at low resolution. A final step refines the video to high resolution, with audio generated throughout the same trajectory. Each stage passes its audiovisual predictions to the same stage of the next chunk as history. Across text updates, the model retains this history to infer what has already been spoken. Continuation training utilizes asymmetric text conditioning, with separate text windows for generation and distillation. Experiments show a 1.6x speedup over direct high-resolution generation with the same model and hardware. Optimized stage-parallel deployment provides a further 1.9x overall speedup over serial progressive generation. Our continuation training reduces character error rate by 11.18 percentage points relative to the baseline. The model also supports hour-long audiovisual generation. Our project page is https://taoliveaigc.github.io/TaoMate-HD.
#03Nov 2, 2026
cs.CV
TaoMate-FVSR:Audio-Guided Facial Video Restoration
Xinyang Li, Zeran Xu, Qijun Gan and 3 more
AI-generated videos often depict people within detailed scenes while leaving their small facial regions poorly resolved. Visual super-resolution can sharpen these regions without resolving whether the recovered lips and teeth agree with the spoken audio. We present an audio-guided facial video restoration framework that addresses this ambiguity within a reference-guided video flow model. Source--noise mixing initializes reconstruction from a partially preserved observation, and structured reference injection separates appearance anchors from continuous motion context. Training combines restoration of degraded images and videos with correction of degraded dubbed sources under target audio. Appearance and synchronization supervision allow the model to recover facial detail and support visual dubbing when the audio is replaced. On talking-head restoration benchmarks, our method achieves the best paired perceptual similarity and synchronization scores among the compared restoration methods. Component comparisons examine audio conditioning, the reconstruction formulation, and reference injection. Native AIGC examples further illustrate the recovery of lip contours, dental structure, and surrounding facial texture in scene-level footage. injection. Native AIGC examples further illustrate the recovery of lip contours, dental structure, and surrounding facial texture in scene-level footage.
#04Nov 2, 2026
cs.AI
Same Outputs, Different Scores: Auditing the Unchecked Graders of Multimodal LLM Benchmarks
Ahmad Jarjis Hasan, Jonathan Lwowski
Every multimodal-LLM multiple-choice benchmark ends with a scoring rule that converts a model's response, often free-form text rather than a clean option letter, into a right/wrong verdict, buried in its code. Unlike the dataset, this rule is chosen without justification and left unexamined, yet it sets the published number. We reproduce the official scorers of eight peer-reviewed benchmarks on five open vision-language models (VLMs) that fit a single 16 GB GPU, and introduce a blinded human-plus-LLM-judge adjudication (Cohen's kappa=0.956) that recovers what the model actually answered. The scoring rule alone moves accuracy by up to 22 points on identical outputs, yet exactly 0 wherever a model emits clean option letters, so it hides on strong-model leaderboards. It is the fallback and not the rambling that does the damage: the benchmark with the highest non-compliance we measure has an artifact of exactly zero, because its scorer abstains instead of guessing; a reasoning model with non-compliance 0.000 still swings 9.5 points with which regex match of its trace the parser keeps. No standard rule is reliable: snapping a non-answer to its closest option credits answers never given yet buries correct ones, abstention discards answers stated in words, and likelihood scoring follows answer-token priors, so a single grade conflates capability with luck rather than measuring either. We release all code, labels, and the protocol, and argue benchmarks should report a non-compliance rate and at least two rules, not one unexamined grade.
#05Nov 2, 2026
cs.CV
Isekai3D SDG: A Platform for Diverse Synthetic Gameplay Visual Data
Rafal Karp, Gene Liu, Shih-Hsin Li and 10 more
We present Isekai3D Synthetic Data Generation (SDG), a platform for simulating and capturing synthetic 3D gameplay for research in vision and world models, neural graphics, gameplay agents, and other applications. The platform combines reusable environment and character assets with Unreal Engine plugins in a two-stage workflow. First, world simulation generates gameplay while recording the world state, character movements, actions, and camera tracks needed for replay. Second, the recorded simulation is replayed to capture selected outputs, such as rendered video, images, and depth maps, at a specified resolution and frame rate under selected rendering and camera configurations. Separating simulation from capture allows the same recorded gameplay to produce multiple output variants without repeating the original simulation. Visual outputs are accompanied by frame-aligned camera, character, and action metadata. The platform uploads generated data directly in a training-friendly format, reducing intermediate storage, preparation time, and manual processing. This report describes the design of our overall system, including the platform's assets, plugins, and their functionality, explaining how they work together to generate diverse synthetic gameplay data.