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5 papers

#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

Detection of Christmas tree plantations from high-resolution aerial imagery. A case study in the French Morvan

Francesca Razzano, Emanuele Dalsasso, Adrien Baysse-Lainé and 3 more

Christmas tree plantations are economically relevant, yet a largely unexplored application domain in Remote Sensing (RS). Their delineation is challenging because of high planting density, short rotation cycles, visual confusion with surrounding vegetation, the availability of dense labels for one reference year only, and severe class imbalance at the landscape scale. Although Deep Learning (DL) methods have shown strong potential for vegetation mapping, existing approaches are typically designed for forests, generic plantation systems, or orchards, and do not explicitly address the structural specificity and hard-negative confusion that characterize Christmas tree plantations. In response to these challenges, this work makes three main contributions: (i) it frames Christmas tree plantation mapping as a distinct rare-target semantic segmentation problem; (ii) it introduces a Hard Negative Mining (HNM) strategy to improve discrimination against confusing background patterns; and (iii) it evaluates the proposed framework across complementary levels, including supervised testing, temporal transfer, and large-scale validation. On the 2020 test set held out, the best model, DeepLabV3 with a ResNet-34 encoder, achieves an IoU of 0.733 and an F1-score of 0.846. HNM substantially improves precision-recall behavior, increasing the area under the precision-recall curve from 0.204 to 0.913. Temporal inference further shows meaningful transferability, reaching IoU/F1 values of 0.751/0.858 on 2017/2018 and 0.691/0.817 on 2023. Large-scale validation further highlights the intrinsic difficulty of the task, as Christmas tree plantations occupied only a very small fraction of the extent of the common evaluation, corresponding to 1,498.4 ha (1.72\%) in 2017/2018 and 1,782.2 ha (2.04\%) in 2023 out of 87,309.4 ha in total.

#03Aug 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.

#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.