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ML papers to read today.

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5 papers

#01Jul 23, 2026

cs.LG

KroQuant: Kronecker-Structured Block Transforms for Efficient Post-Training Quantization of Diffusion Transformers

Yann Bouquet, Alireza Khodamoradi, Kristof Denolf and 1 more

Post-training quantization (PTQ) of diffusion transformers (DiTs) to W4A4 severely degrades output quality, because activations entering each linear layer contain outliers that 4-bit formats cannot represent. The standard fix applies an invertible linear transform to the activations and its inverse to the weights before quantizing both. Normalization layers between blocks force this transform to run online at every denoising step, making its inference computation cost the binding design constraint. Existing options trade quantization quality for inference cost: per-channel scaling (SmoothQuant) is computationally cheap but impacts the magnitude of the channels, which can harm quantization accuracy; fixed Hadamard transforms yield better quantization accuracy but require large block sizes that incur a high online cost; learned full-$d$ invertible transforms calibrate best but entail a prohibitive dense $d \times d$ matrix multiplication (GEMM) per layer per step. We propose KroQuant, a PTQ method that applies a learned Kronecker-structured invertible transform to each 32-element block of the activation, storing less than half the parameters of per-channel scaling. The block-local structure runs as small tensor-core GEMMs, and on an MI350 GPU the KroQuant quantizer kernel is up to $14\%$ faster than the SmoothQuant kernel. Offline LoRaQ weight calibration then absorbs the residual per-weight quantization error. On PixArt-$Σ$, SANA, and FLUX.1-schnell at W4A4 (MXFP4e2), KroQuant produces outputs closer to the FP reference than SVDQuant and LoRaQ on MJHQ-30K and SDCI, while preserving or improving image quality.

#02Jul 23, 2026

cs.CV

ElasticTTT: Prior-Preserving Test-Time Tuning for Video Editing

Yueyi Liu, Chi Zhang, Sen Cui and 1 more

Test-Time Tuning (TTT) on pretrained diffusion models has emerged as a powerful paradigm for video editing. However, there exists a foundational mismatch between the distribution-mapping nature of generative models and the single-point optimization of standard TTT. In this paper, we demonstrate that this mismatch triggers \textit{Prior Collapse}, a degenerate state where the model discards the text conditions and spatial latents, collapsing generations to the source video, or entangling the features of distinct regions. To resolve this, we propose \textbf{ElasticTTT}, a novel framework that preserves the prior generative distribution and rescues generative elasticity. Specifically, we propose \textit{Target Distribution Regularization} to prevent sharp memorization minima, \textit{Contrastive CFG} to guide inference away from source biases, and \textit{Asynchronous Noise Schedule} to preserve unedited regions. Extensive evaluations, supported by theoretical analysis, demonstrate that ElasticTTT successfully preserves the generative prior of the base model, achieving state-of-the-art performance on one-shot video editing.

#03Jul 23, 2026

cs.CV

Texture++: Elevating 3D Asset Texture Resolution with a Region-Aware Diffusion Model

Shuaiwei Wang, Shi Li, Jieting Xu and 4 more

Numerous 3D assets are discarded due to low texture resolution, while current super-resolution models ignore texture maps and focus on natural images. An efficient and generalizable texture super-resolution model can revitalize a large corpus of aging yet valuable assets across industries such as film and video games. We present Texture++, a novel framework for texture super-resolution, which enhances the low-resolution textures of assets to produce high-resolution, high-quality results. Specifically, we reformulate the task of super-resolution in UV space into performing it across multiple rendered views and merging the outputs. Firstly, to achieve more complete and continuous textures in the view space, we propose an adaptive view selection strategy to integrate textures dispersed across UV texture patches. Furthermore, we introduce a quadtree-based texture region organization method for combining super-resolved textures from different viewpoints, providing masks to distinguish regions that require improvement. Finally, we design a diffusion-based super-resolution model that enhances the texture resolution for specified masked regions, seamlessly integrating with surrounding regions. Through comprehensive evaluations, we demonstrate that our approach yields textures with substantially improved detail and coherence over existing methods.

#04Jul 23, 2026

cs.CV

Streaming Multi-Agent Autoregressive Diffusion Model with World State Registers

Sicheng Mo, Yuheng Li, Ziyang Leng and 2 more

Multi-agent interactive world models should not only generate consistent observations, but also maintain world states that persist across agents and evolve across views. Existing autoregressive video diffusion pipelines carry forward observation history as conditioning context, which makes shared state difficult to maintain in multi-agent and multi-view settings. We present WorldWeaver (W^2), a streaming multi-agent video diffusion model that augments rollout with cross-agent world state registers: learnable tokens that store shared world information, track individual agent status, and are dynamically updated after each generated chunk. We ground these registers with supervision signals spanning individual agent status, global state views including bird's-eye views, and scene text. We further improve the architecture with a Mixture-of-Transformers design that uses separate weights for world state modeling and visual frame modeling. Extensive experiments in two-agent Minecraft video generation show that explicit world-state modeling improves logical consistency and generation quality.

#05Jul 23, 2026

cs.CV

Future Rendering $\neq$ Future Surface: A Benchmark and Dataset for Dynamic Surface Reconstruction Beyond the Observed Window

Yukun Shi, Minglun Gong

Dynamic-scene reconstruction is almost always evaluated inside the observed time window, yet deployment settings such as AR overlays, robot interaction, and anticipatory planning need the future surface: the geometry at times beyond those captured. No standard benchmark measures this. We introduce FutureSurf, a controlled diagnostic benchmark and dataset for future-time surface reconstruction that trades scene diversity for exact future ground truth and falsification controls. A method trains on the observed first 75% of a sequence; we score its extracted per-frame surface on the held-out future by Chamfer distance, reporting absolute future CD as the primary score and the future/observed gap as a diagnostic. The dataset contains eight analytically defined controlled motions, including three falsification controls, with exact per-frame ground-truth meshes. We also provide a ground-truth-side recoverability oracle. The release includes split files, scoring code, a benchmark card, and Croissant metadata. On the controlled motions, the DG-Mesh backbone leaves a 2.7-4.1$\times$ gap even for futures predictable in principle (four of five recoverable from observed motion by a fixed rule), while the falsification controls behave as designed (the surface-invariant motion shows no gap). Beyond the contributed dataset, the gap persists across six animated DG-Mesh asset scenes and a second backbone, Deformable-3DGS (2.0-6.6$\times$; both share a deformation-MLP temporal model). The benchmark also shows that future rendering quality and future-surface accuracy are statistically decoupled, so the novel-view-synthesis metrics the field reports do not track future geometry. The future error is structured, concentrating where the surface moves. The dataset, evaluation toolkit, and scoring code are available on Hugging Face and GitHub (https://github.com/Ricky-S/futuresurf).