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ML papers to read today.

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5 papers

#01Jul 23, 2026

cs.CV

DINOde: Continuous Vision-Text Alignment for Open-Vocabulary Semantic Segmentation

Sung-Hoon Yoon, Hoyong Kwon, Changgyoon Oh and 1 more

Open-vocabulary semantic segmentation (OVSS) leverages textual semantics to segment objects beyond predefined categories. While the self-supervised model DINOv3 provides strong structured visual representations, its lack of native textual alignment hinders its direct application to OVSS. To bridge this gap, we propose DINOde, an ODE-based framework that continuously aligns CLIP text embeddings with the DINO visual manifold. Our approach employs two complementary components: (i) Semantic Text Flow (STF), which evolves text embeddings toward the DINO manifold through a continuous ODE trajectory, and (ii) Global Context Flow (GCF), which progressively refines the holistic image representation carried by DINO's CLS token. To preserve the hyperspherical geometry of the feature space during this evolution, we further introduce Velocity Tangent Projection, which constrains the learned velocity field to the tangent space. By modeling alignment as a continuous trajectory, DINOde avoids the manifold entanglement inherent in discrete MLP projections and yields more robust cross-modal alignment. Extensive experiments demonstrate that DINOde consistently outperforms existing methods and achieves state-of-the-art performance across multiple OVSS benchmarks. The code is available at https://github.com/yoon307/DINOde.

#02Jul 23, 2026

cs.RO

GS-Agent: Creating 4D Physical Worlds With Generative Simulation

Hongxin Zhang, Chunru Lin, Junyan Li and 3 more

Creating dynamic and physically realistic 4D worlds from natural language descriptions is both fascinating and challenging. Traditional computer graphics methods rely on manual creation, requiring extensive human effort to fine-tune materials, motions, and visual fidelity. Recent advances in generative foundation models have sparked interest in learning to generate such 4D worlds from large-scale data; however, existing methods still struggle to ensure physical plausibility and controllability. In this work, we take a different path by leveraging foundation models to construct an agentic system that emulates how humans traditionally create 4D worlds, yet automates the entire process. We present GS-Agent, an end-to-end multi-agent framework that integrates physics engines in the loop to generate realistic, dynamic, and controllable 4D physical worlds from natural language. Inspired by how humans build 4D worlds, GS-Agent decomposes the task into entity management, covering 3D asset curation, material tuning, placement, and motion control, and rendering configuration, including camera and lighting manipulation. Multiple agents with distinct expertise interact with the physics engine via code, seek multimodal feedback, and collaborate to iteratively construct 4D worlds that align with the given descriptions. Experimental results show that GS-Agent effectively converts natural language into diverse and physically plausible 4D worlds exhibiting rich interactions among liquids, deformable objects, and rigid bodies, while achieving cinematic camera and lighting control. We envision GS-Agent as a foundation for a new paradigm in 4D world generation, empowering creative content creation and physical AI. Project page at https://umass-embodied-agi.github.io/gs-agent/

#03Jul 23, 2026

cs.CV

GrainGS: Gradient-Decoupled Gaussian Splatting for Efficient Dynamic Novel View Synthesis

Jiahao He, Yihua Shao, Zhengkai Zhao and 6 more

Dynamic scene reconstruction with 3D Gaussian Splatting requires a balance between fine-grained motion modeling, structural stability, and compact representation. Existing per-primitive methods provide flexible local deformation but often suffer from redundant primitive growth, while anchor-based methods improve spatial regularity at the cost of suppressing locally varying motion. To address these issues, we present GrainGS, a dynamic Gaussian framework that combines a hierarchical anchor scaffold with per-Gaussian deformation. A static warm-up stage first establishes a time-invariant canonical representation from observations across all timestamps. During joint training, a stop-gradient operation blocks the deformation-mediated gradient pathway to the canonical positions while preserving their direct refinement through the reconstruction objective. Each Gaussian then predicts independent temporal offsets for position, rotation, and scale, enabling detailed local motion within a structurally constrained scaffold. A canonical-residual appearance decomposition further models frame-dependent photometric changes without forcing them into geometric deformation. Experiments on synthetic monocular and real-world multiview benchmarks show that GrainGS achieves high reconstruction quality, real-time novel view synthesis, and compact storage. Under the synthetic benchmark setting, it reaches an average peak signal-to-noise ratio of 36.98 decibels, renders at 435.6 frames per second, and requires 4.67 megabytes of storage.

#04Jul 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).

#05Jul 23, 2026

cs.CV

Unified Video Dense Prediction from Disjoint Data

Yihong Sun, Seoung Wug Oh, Jiahui Huang and 2 more

Scene understanding requires simultaneous prediction about geometry, appearance, and semantics. However, existing task-specific annotations are fragmented across incompatible, domain-specific datasets. Current unified systems circumvent this by restricting training to fully co-annotated data, or by incurring the large computational cost of pseudo-labeling. To mitigate this, we introduce UniD, a unified video model that jointly predicts eight dense scene properties-depth, surface normals, semantic segmentation, boundaries, human parts, albedo, shading, and materials-all learned from disjoint, domain-specific datasets. We propose a simple yet effective distillation step in which per-task experts supervise a unified backbone through lightweight task projectors, eliminating the need for annotation overlap or pseudo-labeling. Our key insight is that the strong visual priors of a pretrained diffusion model are sufficient to bridge the domain gaps introduced by disjoint training sources, enabling robust generalization to scene-task combinations never seen during training. UniD achieves competitive performance against per-task specialists and multi-task baselines, with strong generalization to out-of-distribution scenarios and enhanced temporal and cross-task consistency. Code and video results are available at https://unid-video.github.io/.