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ML papers to read today.

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5 papers

#01Aug 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 .

#02Aug 27, 2026

cs.CV

Reconstructing Humans and Objects in Interaction using Large Reconstruction Models

Agniv Chatterjee, Georgios Pavlakos

Estimation of Human-Object Interactions in 3D (3D HOI) is a fundamental problem in 3D computer vision with applications in AR/VR, robotics, and embodied AI. However, reconstructing these interactions in 3D remains challenging due to depth ambiguities, occlusions, and object shape variability. Existing approaches are primarily concerned with reprojection and contact constraints, fitting parametric human models and object templates to 2D images. In this paper, we explore a different avenue. We present MILO, a framework that leverages the visual capabilities of Large Reconstruction Models (LRMs) to recover detailed 3D human-object interactions from a single image. Our key observation is that LRMs provide a powerful geometric scaffold that preserves relative human-object arrangement and proximity cues. This significantly simplifies the reconstruction procedure, reframing the problem as interpreting the LRM mesh: we segment it into human and object components, fit a parametric body model to the human part, and optionally align an object template to the object part (if such a template is available). MILO achieves strong reconstruction accuracy and outperforms existing baselines across multiple benchmarks and interaction scenarios. Our code is available at https://ac5113.github.io/MILO.

#03Aug 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.

#04Aug 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.

#05Aug 27, 2026

cs.CV

PAWBench: How Far Are We from Probabilistically Aligned World Modeling?

Yuandong Pu, Le Zhuo, Sayak Paul and 11 more

Recent video generation models are increasingly framed as world models. Many physical processes can unfold in more than one valid way. Therefore, a world model should reproduce not only a plausible trajectory, but also the distribution of possible behaviors under the same initial observation and action. We call this distribution-level requirement probabilistic alignment. However, existing evaluations largely assess individual-video plausibility and do not test whether repeated generations recover the correct distribution. This raises a central question: how far are current video generators from probabilistically aligned world modeling? To answer it, we formalize probabilistic alignment as a distributional criterion for world models and introduce PAWBench, a benchmark for evaluating video generators as stochastic samplers of world dynamics. We further introduce PAWEval, an outcome-level protocol that converts repeated video rollouts into empirical distributions over possible physical behaviors. Across 50 scenarios and eleven current systems, no model consistently matches the reference probabilities while recovering the range of valid behaviors. Having established this gap, we test whether language prompts, initial noise sampling, or model training can reshape the model's predictive distribution. We believe our work can serve as a foundation for future efforts to move towards probabilistically aligned world modeling.