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5 papers

#01Aug 27, 2026

cs.DC

Decoupled I/O-Dominant Pipelines for Large-Scale Whole-Slide Image Embedding Extraction

Mayanka Chandrashekar, Xi Zhang, Ethan Seefried and 3 more

Whole-slide images (WSIs) are central to computational pathology but are prohibitively large, making patch-based processing the practical unit for foundation model inference. At scale, however, generating and handling massive numbers of patches on quickly introduces significant I/O and orchestration overhead, often dominating end-to-end performance. We present a decoupled, I/O-aware pipeline for large-scale WSI embedding extraction that decomposes the workflow into three stages: (1) patch generation and staging, (2) embarrassingly parallel embedding inference, and (3) sharded vector database ingestion. This design isolates data movement from compute, enabling efficient patch delivery, scalable multi-node inference with minimal communication. The resulting system produces a distributed vector database where embeddings are persistently coupled with rich metadata (e.g., patient, slide, and patch attributes), enabling efficient filtering, retrieval, and downstream reuse. This representation database is compact and reusable for tasks such as retrieval, classification, and few-shot learning, particularly benefiting low-resource environments. We show that decoupling I/O, computation, and ingestion enables high-throughput WSI embedding extraction at scale. By characterizing the scaling envelope, we demonstrate that storage dominates beyond moderate concurrency, reframing WSI embedding extraction as a data-centric systems problem rather than a purely compute-bound workload.

#02Aug 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 .

#03Aug 27, 2026

cs.IT

Knowledge Distillation Driven Semantic NOMA with GAN Refinement for 6G Robotic Vehicle Networks

Qifei Wang, Zhen Gao, Li Qiao and 4 more

To achieve sustainable intelligent mobility, 6G-empowered robotic vehicles (RVs) require high-fidelity visual perception under stringent bandwidth and energy constraints. Semantic communication offers a spectral-efficient solution but suffers from severe interference in uplink non-orthogonal multiple access (NOMA) RV networks. To address this, we propose a knowledge distillation-driven and generative models-enhanced NOMA framework for robust and green RV communications, named KDG-SemNOMA. First, we develop a ConvNeXt-based deep joint source-channel coding (DeepJSCC) architecture with an enhanced attention feature (AF) module for dynamic channel adaptation. Second, to mitigate interference without inference overhead, an orthogonal transmission teacher model guides the NOMA student model via a two-stage knowledge distillation strategy. Finally, to address the over-smoothing artifacts of pixel-wise optimization, we introduce a channel-conditional GAN (cGAN). By explicitly taking the Stage-I initial reconstruction and channel states as conditional inputs, this module refines coarse outputs into high-fidelity images with realistic textures. Experiments on FFHQ-256 demonstrate that KDG-SemNOMA significantly outperforms state-of-the-art methods in both pixel-level accuracy and perceptual fidelity.

#04Aug 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.

#05Aug 27, 2026

cs.CV

EditaLive! Unified Character Video Editing for Live Streaming

Zhiyuan Li, Chi-Man Pun, Peng-Tao Jiang and 2 more

Conventional video editing primarily focuses on scene-level content, whereas live streaming places greater emphasis on the human subject. However, directly applying existing video-editing methods to human-centric live streaming remains challenging, as they may introduce facial-expression inconsistencies and typically depend on multiple offline inference steps, making them unsuitable for real-time interaction. We propose EditaLive, a novel framework for real-time streaming character video editing. In detail, we start from a pretrained image animation model (Wan-Animate), which naturally decouples appearance from motion, and repurpose it as the base model for instruction-based human-centric video editing by reference frame editing and video reconstruction via the collected CharEdit-50K dataset. Besides, we adapt the model from offline bidirectional to causal streaming generation, and design an aligned self-rollout distillation strategy that compresses the model into a two-step sampler, where fixed RoPE and align forcing reduce training--inference discrepancies, and first-frame preserved sparse attention filters redundant historical information to mitigate appearance drift. Extensive experiments demonstrate that EditaLive delivers state-of-the-art editing performance with faithful preservation of facial expressions and low-latency real-time streaming inference.