#01Aug 27, 2026
cs.GR
Comparative Evaluation of 3D Reconstruction Methods for Immersive Visualization of Laboratory Objects
Brian De La Cruz, Aaron Y. Zhao, Maitrey Gramopadhye and 4 more
In this study, we examined whether current 3D reconstruction methods can support the creation of realistic holographic representations of laboratory objects for educational use. In this regard, we compared four approaches: photogrammetry, a neural radiance field (NeRF)-based method, Gaussian splatting, and LiDAR. These methods were used to generate holographic models of common laboratory items and their fidelity was evaluated by graduate students. Participants assessed the models for shape, color, texture, and visual defects using a repeated-measures design. Across objects, the NeRF-based method produced the most consistently high-fidelity representations, particularly for transparent, reflective, or low-texture items that were difficult to capture with other approaches. Shape and color were generally reproduced more successfully than texture, suggesting that some visual properties remain more challenging to represent accurately in educational holograms. Beyond identifying the strengths and limitations of each reconstruction method, the study demonstrates a practical workflow for creating immersive learning objects that may support pre-laboratory preparation, spatial reasoning, and student engagement in AR/MR-based educational environments. These findings offer design-relevant insights for educators and researchers developing immersive digital learning experiences.
#02Aug 27, 2026
cs.CV
SSMB: Self-Supervised Local Feature Detection under Motion Blur
Zhenjun Zhao, Fabio Bellavia, Wenting Wang and 6 more
Keypoint detection under motion blur remains a significant challenge, as blur distorts local image structure and degrades the repeatability of feature localization. Existing approaches either rely on computationally expensive deblur-then-detect pipelines that may introduce restoration artifacts, or learn to regress the image positions of handcrafted keypoints extracted on sharp images, which reflects the assumptions of the handcrafted detector rather than what is truly repeatable under blur. We present SSMB, a deblur-free, self-supervised keypoint detector for motion-blurred images that requires neither handcrafted detectors nor external pseudo-labels. SSMB introduces the Local Discriminability Enhancement (LDE) module, which restores fine-grained local discriminability after global feature mixing. Training is performed in two stages. First, geometric pretraining on synthetic shapes bootstraps spatially discriminative keypoint detection without any external detector, just from the rendered geometry. Second, blur-aware training on real sharp-blur image pairs learns blur-invariant detection through a multi-component self-supervised objective that enforces cross-domain consistency, geometric alignment, and spatial coverage. Extensive evaluations on keypoint detection, image matching, relative pose estimation, and visual localization under motion blur demonstrate that SSMB establishes a new state-of-the-art among sparse keypoint detectors, consistently outperforming both supervised and self-supervised baselines across all tasks. Code, models, and datasets will be publicly available upon paper acceptance.
#03Aug 27, 2026
cs.CV
Ancient-Bench: A Comprehensive Multi-millennial, Multi-medium, and Multi-script Benchmark for Ancient Chinese Artifact Text Recognition
Hiuyi Cheng, Nuo Xu, Yuyi Zhang and 9 more
Ancient Chinese artifact text recognition is fundamental to heritage digitization, and benchmarks for ancient texts are essential for evaluating current model capabilities. However, existing benchmarks suffer from ''fragmentation'', manifested in limited temporal coverage, limited medium diversity, and incomplete script types. Therefore, we present Ancient-Bench, a comprehensive benchmark of 2,700 images for ancient Chinese artifact text recognition, featuring three dimensions: Multi-millennial (spanning 3,000 years of character evolution), Multi-medium (covering nine artifact categories), and Multi-script (encompassing seven historical script forms). To enable consistent and fair evaluation across heterogeneous media, we further define three annotation standards tailored to the medium-specific characteristics of ancient texts: symbol standardization, character standardization, and parsing standardization. Extensive experiments on Ancient-Bench covering general Vision-Language Models (VLMs) and OCR-specialist models reveal that ancient Chinese artifact text recognition remains fundamentally unsolved, with persistent challenges in variant characters, specialized symbols, and hallucination. The dataset is available at https://github.com/SCUT-DLVCLab/Ancient_Bench.
#04Aug 27, 2026
cs.CV
LeVJEPA: Efficient & Scalable Video Pretraining without the Heuristics
Lukas Kuhn, Lucas Maes, Giuseppe Serra and 4 more
Video carries the temporal structure of the physical world, yet learning representations from it has remained computationally expensive: prevailing self-supervised methods either prevent representation collapse through architectural asymmetries, coupling an exponential-moving-average target encoder, a stop-gradient, and a capacity-limited predictor, or circumvent it by reconstructing masked content in pixel space. We introduce LeVJEPA, the first video encoder trained under LeJEPA's collapse-free objective, which dispenses with both. A single encoder is trained with an invariance loss over global and local views of a clip, regularized by SIGReg, which excludes collapse with a provable guarantee. The architecture reduces to an encoder and a projector, and the objective to a single hyperparameter. This formulation admits two properties. First, the cost of pretraining is governed by the number of tokens the encoder observes; uniform random token dropping renders this number small while simultaneously improving downstream accuracy. At matched epochs on identical data, LeVJEPA matches or surpasses V-JEPA 2 across ViT-S/B/L at 5.6 to 20.8x less pretraining compute, and at matched total FLOPs it exceeds the strongest video baseline by 7.6 points on ImageNet-1K while remaining competitive on motion-centric benchmarks. Second, since no asymmetry between branches is required, the encoder can be trained with block-causal attention at no measurable accuracy cost: temporal ordering becomes a property of the encoder itself. Against a compute-matched DINOv2 trained on frames of the same videos, LeVJEPA approaches the image-pretrained encoder on appearance-centric evaluation while nearly doubling its motion-centric accuracy. These results indicate that, once its computational overhead is removed, video becomes a viable and in several respects preferable substrate for general-purpose visual pretraining.
#05Aug 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.