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5 papers

#01Aug 20, 2026

cs.CV

Gravity-aware partially calibrated absolute pose estimation from affine- or rotation-covariant features

Marcus Valtonen Örnhag, Alberto Jaenal, Stefan Adalbjörnsson

Inertial measurement units (IMUs) are now standard in most consumer devices, such as smartphones, drones, and extended reality (XR) headsets. By fusing visual and inertial data, localization systems gain significantly in speed and robustness compared to vision-only or IMU-only approaches. However, traditional pose estimation methods fail to utilize the local geometric information embedded in feature descriptors like SIFT. Recent work has proved the advantages of leveraging this information for relative and absolute pose estimation, but its application to partially calibrated absolute pose estimation remains unexplored. In this paper, we derive novel constraints for joint estimation of absolute pose and focal length, making use of a gravity vector obtained from IMU data and the feature-induced local geometry, which we use to construct two efficient solvers: UP1PfAC, that operates given a single affine correspondence and UP2PfORI, which requires two orientation-covariant features. Unlike traditional, semi-calibrated absolute pose methods requiring four point correspondences, our solvers benefit from fewer samples and lower computational cost, simplifying robust estimation in modern RANSAC-like frameworks. We evaluate the proposed solvers against the state-of-the-art on large-scale public datasets and demonstrate that our method achieves fast and accurate localization and focal length estimation.

#02Aug 20, 2026

cs.CV

G3Ego: Gaze-Guided Graphs for Egocentric Action Understanding

Marko Haralović, Akash Ramakrishnan, Estefania Talavera Martinez

Egocentric action understanding is often addressed using large video models pretrained on extensive exocentric datasets. However, many first-person actions depend on a small number of hand-object interactions involving only a few relevant entities. We propose G3Ego, a graph-based framework for egocentric action understanding that uses gaze as a structural cue to identify action-relevant entities in the scene. From sparsely sampled frames, G3Ego constructs action scene graphs from vision-language descriptions, grounded objects, and hand cues, and then prunes irrelevant entities using the camera wearer's gaze. The resulting graph embeddings are temporally aggregated for action recognition and anticipation. Unlike prior work that uses gaze primarily as an auxiliary modality or attention signal, G3Ego incorporates gaze directly into graph construction, producing efficient and interpretable representations focused on action-relevant interactions. Experiments on EGTEA Gaze+ and MECCANO show that G3Ego achieves competitive performance compared with video-based approaches and consistently improves Macro-F1 under class-imbalanced evaluation, while avoiding reliance on computationally expensive video pretraining. These results demonstrate the effectiveness of gaze-guided graph representations for egocentric action understanding.

#03Aug 20, 2026

cs.CV

4DAnyone: Create Anyone in 4D from a Casual Monocular Video

Yudong Jin, Tao Xie, Qihang Zhang and 6 more

We present 4DAnyone, a framework for reconstructing 4D humans from an uncalibrated monocular video by generating reconstruction-grade multiview-consistent videos and lifting them into 4D Gaussian Splatting (4DGS). Existing camera-controlled video diffusion models synthesize plausible novel-view videos but fail to maintain consistency when scaled to the tens of target views required for 4DGS reconstruction. We identify this failure as a bounded-attention-context problem: when target views exceed the capacity of a single DiT forward pass, they must be split into groups, exposing two coupled bottlenecks. On the reference-context side, conditioning on all previously generated views grows as $O(N)$, weakening cross-view appearance guidance. On the target-context side, disjoint groups cannot directly exchange information, causing global structural drift. 4DAnyone addresses both bottlenecks with two complementary designs: Reference Context Packing (RCP) compresses growing reference views into a fixed-length mixed-resolution context with $O(1)$ reference-context complexity, while Target Context Routing (TCR) rotates target-view groupings during denoising to share context across groups at high-noise steps and stabilize details at low-noise steps. We further build the MVGameHuman dataset using our in-house game engine and combine it with light-stage and in-the-wild video datasets for training. Experiments on DNA-Rendering and DyMVHumans show that 4DAnyone outperforms prior methods in both novel-view video quality and downstream 4DGS reconstruction, with robust in-the-wild generalization. See our project page for video results and source code: https://4danyone.github.io.

#04Aug 20, 2026

cs.CV

Inter-X++: A Comprehensive Benchmark for Multimodal Human-Human Interaction Analysis

Liang Xu, Chengqun Yang, Zili Lin and 6 more

The capability to perceive and synthesize human-human interactions is fundamental to developing intelligent digital human systems. However, existing datasets and modeling approaches are fundamentally constrained by low-fidelity kinematics, the omission of dexterous hand gestures and a severe lack of rich multimodal annotations. Furthermore, fragmented interaction representations and inconsistent evaluation protocols also impede fair and rigorous benchmarking. To systematically address these bottlenecks, we present Inter-X++, a comprehensive and large-scale benchmark designed to empower versatile HHI analysis. Captured via a novel hybrid motion capture system, Inter-X++ provides 11,388 high-fidelity interaction sequences and over 8.1M frames, featuring precise whole-body movements and detailed finger articulations. Meanwhile, we enrich the data foundation with multifaceted annotations, including hierarchical fine-grained textual descriptions, interaction categories, causal interaction orders, the relationship and personality of the subjects, as well as vertex-level contact maps and physically regularized constraints. Leveraging these elaborate annotations, we formulate a unified testing ground comprising four categories of downstream tasks that symmetrically span both generative and perceptive paradigms. To eliminate benchmarking ambiguities, we systematically standardize the interaction representations and evaluation protocols. Finally, we go beyond dataset construction to propose OpenHHI, a single and unified HHI representation and modeling framework that jointly optimizes interaction reconstruction and semantic understanding. Extensive experiments reveal that OpenHHI achieves state-of-the-art performance on both generation and perception tasks. This definitively proves that our unified representation successfully bridges interaction understanding and generation simultaneously.

#05Aug 20, 2026

cs.CV

Point-Based 3D Reconstruction from Sparse Views under Known Illumination

Magnus Kaufmann Gjerde, Joakim Bruslund Haurum, Jeppe Revall Frisvad and 3 more

Sparse view 3D reconstruction is commonly addressed with neural implicit surfaces or dense point-based representations such as Gaussian splatting. Surface-aware splatting methods improve extracted geometry through oriented primitives and regularization, while RadiosityGS incorporates differentiable light transport through a radiosity inspired finite-element surfel formulation. We propose a differentiable point rendering method based on opacity-bearing beta surfels. An opacity explicit adjoint light transport formulation provides gradients for surfel geometry and appearance parameters, allowing physically based light transport to constrain reconstruction. Across five synthetic objects reconstructed from ten posed views, our method achieves the lowest mean symmetric Chamfer distance among the evaluated baselines and reduces mean Chamfer distance by 28.5% relative to the strongest point-based baseline while using only 267 surfels on average, approximately ~161 fewer primitives. Directional Chamfer results further show improved accuracy and competitive completion relative to related point-based methods. These results show that, in the controlled direct illumination setting, compact beta surfels combined with transport-based optimization can recover surfaces without relying on the tens to hundreds of thousands of primitives used by the evaluated baselines.