#01Aug 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.
#02Aug 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.
#03Aug 27, 2026
cs.CV
UniFLM: United Segmentation and Measurement on Fetal Limb Ultrasonic Image
Zeen Zhou, Qiuhua Chen, Xiaojun Cao and 3 more
Prenatal ultrasound examination is crucial for assessing fetal limb development and detecting congenital anomalies. However, existing artificial intelligence models often overlook fetal lethal skeletal dysplasias due to the lack of high-quality annotated data and a unified framework for multiple long bones. Moreover, generic segmentation models struggle with the inherent noise and semantic gaps in ultrasound images. To address these challenges, we construct the Fetal Limb Bones (FLB) dataset, comprising high-quality annotations for the humerus, femur, tibia-fibula, and radius-ulna. Furthermore, we propose UniFLM, a unified framework for automatic cross-plane segmentation and measurement. UniFLM incorporates a Semantic-Aware Skip Connection module to bridge the semantic gap between encoder and decoder features, and a Positive Sampling strategy to adaptively filter noise and extract essential semantic information. Finally, a Point Regression Mapping module is introduced to learn clinician annotation patterns for precise bone length measurement. Extensive experiments conducted on the FLB dataset demonstrate that the proposed UniFLM achieves superior accuracy and enhanced generalization capabilities in fetal long bone assessment compared to current state-of-the-art models.
#04Aug 27, 2026
cs.CV
PACE: A Unified Condense-and-Extract Paradigm for Fast VLM Inference
Junjie Liu, Shengyuan Ye, Xu Chen
Vision-Language Models (VLMs) demonstrate exceptional visual reasoning capabilities, yet their inference costs escalate rapidly with the proliferation of visual tokens. Existing visual token pruning methods exhibit two fundamental limitations. First, most approaches operate exclusively post-vision encoder, leaving the substantial latency of the visual encoding phase unoptimized. Second, under strict token budgets, these methods often fail to jointly preserve holistic visual contexts and fine-grained details, leading to performance degradation. To address these bottlenecks, we propose PACE (Pixel-Adaptive Condense and Extract), a training-free inference framework that accelerates both the vision encoder and the Large Language Model (LLM) via a unified Condense-and-Extract paradigm. During the Condense stage, an Adaptive Pixel Compressor (APC) evaluates visual information density prior to encoding, adaptively downsampling redundant inputs, curtailing encoder computation while preserving global context and essential visual cues. In the Extract stage, a Dynamic Dual-Attention Extractor (DDAE) selectively retains visual tokens via a fusion of internal visual signals from the encoder and semantic signals from the LLM, safeguarding task-critical details. By integrating PACE into Qwen2.5-VL-7B, the model retains 93.8% of its original performance while utilizing only 10% of the visual tokens, yielding a 3.1x speedup in time to first token (TTFT). Our code is available at https://github.com/jjL357/PACE.
#05Aug 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.