#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
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.
#03Aug 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 .
#04Aug 27, 2026
cs.CV
Successive Capacity Growth: Task-Complexity-Driven Width and Depth Expansion for Vision Transformer Encoders in JEPA World Models
Frederik Berenz
Joint-Embedding Predictive Architectures (JEPAs) for world modeling typically employ fixed-size Vision Transformer encoders that are over-provisioned for simple tasks and under-provisioned for complex ones, with significant redundancy across attention heads. We propose Successive Capacity Growth (SCG), a method that starts from a minimal encoder (1 head, 2 layers, 283K parameters) and grows incrementally in width (adding attention heads for low-level semantic capacity) or depth (adding transformer blocks for higher-order semantic abstraction), driven by a task-agnostic test-and-verify mechanism that exploits function-preserving expansion to safely trial architectural changes and roll back if they do not improve prediction loss. The Sketched Isotropic Gaussian Regularizer (SIGReg) ensures that all learned semantic dimensions remain statistically independent and aligned with the predictive objective, preventing collapse even as the architecture grows. On a 60-dimensional multi-object dynamics task, SCG naturally triggers depth expansion, improving prediction loss by 20.3% over the fixed small baseline with 56 times greater parameter efficiency than scaling to the fixed large model; on a 2D navigation task, a single width expansion yields even an 23% improvement over the fixed large model. Across all three tested environments of increasing complexity, the adaptive encoder matches or exceeds the fixed small baseline, with zero false-positive expansions and bit-exact function preservation (ratio = 1.0, absolute difference = 0.0). The take-away is that JEPA world model encoders need not be pre-allocated at maximum capacity - they can grow successively as the task demands, achieving significant compute and data efficiency while maintaining representation quality.
#05Aug 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.