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5 papers

#01Aug 27, 2026

cs.CV

KnockGS:interaction-Grounded Calibrationof Physical Gaussian Representations

Chenchen Ge, Hanwen Shen, Bowen Jing and 6 more

Physics-integrated 3D Gaussian representations now allow reconstructed deformable objects to be simulated and rendered under explicit material models. Existing pipelines, however, assume that material parameters are known or manually specified, limiting their applicability when these parameters must be inferred from observed object dynamics. We propose KnockGS, an interaction-response PhysicalGS framework that estimates the elasticity and density scales of a 3D Gaussian object from its dynamics under a known applied force. Rather than treating physical simulation only as a forward process, we turn the force-induced response into a calibration signal: temporal response features are xtracted from the observed dynamics, the two material scales are estimated from those features, and the estimate is then frozen and written back into the same simulator so that it can be tested on an interaction it was never fitted to.We evaluate the framework on both parameter recovery and response-level fidelity. The estimated scales are compared against hidden ground truth, and the re-simulated object is measured against the target using 3D particle trajectories, response-curve statistics, and rendered-frame quality. Across five held-out material targets, our method recovers the scales substantially more accurately than response retrieval, global regression, or a fixed default material, and the frozen estimate remains predictive under interactions that differ in direction and in magnitude. Interaction response therefore carries enough information to calibrate material scales in physically grounded 3D Gaussian representations.Our study is a first step toward interactive PhysicalGS systems that calibrate a Gaussian asset whose rendered appearance and simulated response are consistent.

#02Aug 27, 2026

cs.CV

ReViCo: Unveiling the Limitations of VLMs in Visual Text Understanding via Error Correction

Bojun Zhang, Junhong Liang, Feifei Zhai and 2 more

Vision Language Models (VLMs) have shown great success in general visual tasks, yet they still struggle to deeply understand text within images. In this paper, we introduce ReViCo (Real Visual Correction), a benchmark designed to evaluate VLM text understanding through a novel task of visual text error correction. ReViCo challenges models to identify and fix text errors in real-world images, which requires a profound understanding of the interplay between visual text and its surrounding visual context. We benchmark various VLMs using two distinct paradigms: prompt-based strategy and targeted model training, both aimed at pushing the limits of current models. Our experiments reveal a striking performance gap between even the best VLMs and human, and further analysis also shows that most models struggle to accurately perceive the visual text, resulting in frequent correction errors. By highlighting these gaps, ReViCo provides a new benchmark foundation for developing more robust and text-aware VLMs.

#03Aug 27, 2026

cs.CV

UrbanGround: From Local Perception to Spatial Agency in a Real-Scale City

Tianjie Ju, Zheng Wu, Yueqing Sun and 15 more

Multimodal large language models (MLLMs) can interpret a street view, but urban agency depends on whether such local evidence remains useful after the agent starts to move. In this paper, we investigate how far current MLLM agents can turn local urban perception into reliable action in a complicated real-scale city. We propose UrbanGround, the first sandbox to make this question testable in a physically constrained replica of Hong Kong built from territory-wide 3D geospatial data. UrbanGround supports closed-loop interaction from a first-person view and provides an interactive map for navigation. Agents can directly enter the 3D city and explore from a first-person view. Our analysis follows the growth of the spatial problem through three research questions. We first test whether an agent can ground a local scene well enough to answer spatial questions after active observation. Then we ask whether that grounding supports navigation as destinations become farther away and less explicit. Finally, we examine whether the resulting behavior survives changes in route availability and pedestrian motion. Contemporary MLLM agents usually show useful atomic abilities in visual recognition and short-range spatial reasoning, while orientation and pedestrian-aware movement remain unreliable. Their central failure emerges over extended exploration, where local abilities do not compose into sustained goal-directed behavior and errors accumulate without effective correction. We hope UrbanGround will support broader study of how far current MLLM agents can explore reliably in complex, open-ended urban environments.

#04Aug 27, 2026

cs.CV

Parameter-Efficient pretrained-CT-to-MRI Transfer for Rectal Cancer Segmentation: Performance-Calibration Trade-offs

Aneesh Rangnekar, Jorge Tapias Gomez, Joseph O Deasy and 1 more

Accurate rectal cancer segmentation from magnetic resonance imaging (MRI) is essential for adaptive radiotherapy and tumor response assessment, but deployment also requires computational efficiency and informative, calibrated uncertainty estimates. We therefore introduce SWIFT, a SWin pretrained model wIth parameter-eFficient and Tumor-aware fine-tuning for rectal cancer segmentation. A Swin V2 encoder pretrained on 10,444 public 3D CT volumes using a DINOv2-style objective was adapted to T2-weighted MRI through four cumulative configurations: full fine-tuning (SWIFT), decoder compression (SWIFTe), low-rank adaptation (SWIFTe-LoRA), and a four-member LoRA-decoder ensemble (SWIFTe-LDE4). Geometric accuracy, tumor detection, radiomic agreement, and probability calibration were evaluated on a held-out 247-case test set from a single-institution cohort acquired using 1.5 or 3 Tesla GE scanners. Compared with SWIFT, SWIFTe reduced total parameters by 70.1% (from 72.8M to 21.8M) and increased tumor detection rate from 89.9% to 93.9%, while achieving a slightly lower median surface DSC (0.61 versus 0.62) and improved radiomic agreement. In a separate SWIFTe ablation, removing tumor-aware augmentation reduced detection from 93.9% to 89.9% but increased surface DSC from 0.61 to 0.64, demonstrating a detection-boundary-agreement trade-off. SWIFTe-LoRA used 14.6% of SWIFTe's trainable parameters while retaining similar segmentation performance. SWIFTe-LDE4 achieved the lowest calibration errors among the four configurations after temperature scaling (expected calibration error, 0.217; Brier score, 0.222), although the absolute expected calibration error indicates residual miscalibration. Similar efficiency-calibration patterns were observed using the public VoCo checkpoint, supporting robustness across pretrained initializations rather than external clinical generalizability.

#05Aug 27, 2026

cs.RO

CLAP: Cross-Embodiment Video World Models are Zero-Shot Physical Simulators

Kechen Liu, Ola Shorinwa

State-of-the-art action-conditioned video models are typically restricted to a single robot embodiment, preventing them from leveraging the vast corpus of heterogeneous video data that contains rich signals for learning generalizable physics. To bridge this gap, we introduce CLAP, a framework for cross-embodiment action-conditioned video generation capable of being trained on diverse, internet-scale videos across human and robotic agents. CLAP is grounded in the insight that universal physical laws govern spatiotemporal dynamics regardless of the actor. However, cross-embodiment learning is non-trivial because action representations vary sharply across robot platforms and are typically absent in human videos. CLAP addresses this fundamental challenge through the following core contributions. First, CLAP reconciles disparate action spaces using end-effector poses, language instructions, and latent actions. Second, to resolve their individual limitations, CLAP introduces a curriculum-based cross-embodiment learning recipe that first learns foundational physical priors across unlabeled video data using latent actions and subsequently grounds them in end-effector action spaces for zero-shot deployment to real-world tasks. Crucially, CLAP approaches or surpasses state-of-the-art single-embodiment video models in challenging environments like DROID. These performance advantages compound via few-shot adaptation to establish a novel paradigm for training single-embodiment video world models. Ultimately, CLAP delivers the most comprehensive suite of action-conditioned video world models to date - spanning diverse action-conditioning spaces (end-effector, language, and latent) and robot morphologies (including cross-embodiment, DROID, Bridge, bimanual YAM robots, and G1 humanoids). We open-source all code and models. Project Website at https://omni-clap.github.io .