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ML papers to read today.

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5 papers

#01Aug 27, 2026

cs.CV

Sidecar: Training-Free Semantic Reuse for Character-Consistent Free-form Visual Storytelling

Sibo Dong, Sarah Adel Bargal

Visual storytelling requires generating images that follow a narrative while preserving consistent character identities across frames. In free-form story generation, a character is fully described only when first introduced and is later referred to by a type-level mention or pronoun. Although this setting better reflects natural storytelling, later prompts may omit important identity-related semantics, making character consistency more difficult to maintain. We propose \textbf{Sidecar}, a plug-and-play semantic augmentation module that preserves entity-level information from the initial description and injects the missing semantics into later prompt embeddings. Sidecar requires no additional training and does not modify the architecture of the base diffusion model. Experiments on FreeStoryBench show that Sidecar consistently improves prompt-image alignment and character consistency across multiple SDXL- and FLUX-based baselines, with negligible computational overhead.

#02Aug 27, 2026

cs.CV

CODE: Cross-Modal Calibration and Dynamic Suppression for Open World Object Detection

Hao Xu, Zhaoning Shi, Hehe Jin and 1 more

Open World Object Detection (OWOD) built on multimodal foundation models often suffers from semantic ambiguity caused by unidirectional text-to-vision matching, while rigid outlier penalties may over-suppress unknown objects near known-class decision boundaries. We propose CODE (Cross-Modal Calibration and Dynamic Suppression), a unified inference-time framework with three complementary components. Cross-Modal Joint Confidence Calibration injects global visual prototypes to calibrate text-driven known-class predictions. Uncertainty-Guided Universal Objectness Enhancement measures classification hesitation from local visual responses to strengthen potential unknown objects. Dynamic Outlier Suppression via Confidence Margin replaces rigid suppression with a margin-aware adjustment that preserves ambiguous out-of-distribution instances. Experiments on the Real-World Detection benchmark demonstrate that, with the OWL-ViT L/14 backbone, CODE achieves 21.7 U-mAP and 40.8 K-mAP in Task 1, surpassing the previous state of the art by 2.6 and 2.3 points, respectively.

#03Aug 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.

#04Aug 27, 2026

cs.CV

DINOcular: Self-Supervised Visuospatial Representations

Farkhat Almukhamedov, Sami Azirar, Hermann Blum

We introduce a self-supervised framework for learning joint visuospatial representations from RGB-D observations. While modern vision foundation models are trained almost exclusively on RGB images, many embodied systems have access to explicit depth sensing, which provides geometric information that monocular inputs cannot recover. Our method integrates depth-derived geometric priors with a visual backbone through inter-patch and intra-patch fusion, enabling the model to encode both appearance and spatial structure efficiently. The resulting representation shows promising improvements on 3D awareness while preserving semantic transfer: it outperforms prior methods of comparable scale on multiple 3D geometry benchmarks, and remains competitive when probed for standard RGB-D semantic segmentation tasks.

#05Aug 27, 2026

cs.CV

Magpie: Real-Time World Renderer for Interactive Games

Xiaoyu Zhan, Xinyu Wang, Xiaohong Zhang and 6 more

Modern game development relies heavily on conventional graphics pipelines. High-quality visual content requires modeling, material authoring, animation, lighting, effects, and runtime optimization, making asset production expensive and extending the development cycle of game prototypes. Recently, video foundation models are beginning to change film and video production, but games differ from linear media, they require not only continuous and realistic imagery, but also stable and reproducible gameplay rules, object states, and interaction outcomes. We present Magpie, a real-time generative world-rendering system for interactive games. Magpie separates gameplay execution from visual generation. Designers define scenes and rules in a game engine. At runtime, the Game Engine resolves player actions and maintains world state, while an independent Render Server generates visual output from white-box frames produced by the engine. Magpie provides a system-level implementation path for applying generative models to real-time game rendering. It preserves gameplay designability and reproducibility, and reduces the dependence of early game prototypes on complete visual assets.