#01Aug 27, 2026
cs.CV
Vision-centric generative AI models: A software-hardware perspective
Eleni Tselepi, Cristian Sestito, Shady Agwa and 1 more
Vision generative artificial intelligence (AI) has emerged as one of the most rapidly advancing areas of deep learning. The explosion of multimodal models has made them widely associated with text-to-image applications running on large datacentres. However, vision generative models are equally needed in applications that operate under strict hardware constraints at the edge, including autonomous vehicles, agricultural sensors, and mobile devices. In this Perspective, we argue that progress in vision generative AI has been driven by output quality, with hardware evolving reactively to accommodate growing model demands. We quantify the parameter cost and energy efficiency of these models across a range of accelerator platforms, and map four generative model families against seven real-world application domains. Finally, we advocate a software-hardware co-design approach, where deployment constraints are considered from the start of the design process, ensuring that the "right model" runs on the "right hardware" to serve the "right application", making generative AI deployment sustainable and accessible across a much broader range of platforms.
#02Aug 27, 2026
cond-mat.mtrl-sci
Data-efficient crack quantification in lithium-ion cathodes using foundation model transfer
Thorsten Tegetmeyer-Kleine, Thomas Schmitt, Phillip Aquino and 3 more
Battery lifetime is central to sustainable electrification, yet the particle cracking that drives lithium-ion cathode aging is hard to measure: quantitative microscopy of this degradation is bottlenecked by annotation, because each destructive electron-microscopy cross-section spans hundreds of megapixels and pixel-level expert labelling requires hours per image. We show that a frozen self-supervised vision-transformer encoder, combined with a lightweight trainable decoder and iterative model-assisted annotation, turns this sparse labelling budget into population-scale degradation measurements. Applied to three 120-megapixel NMC cathode cross-sections representing initial, cycled-aged and calendar-aged states, the framework distinguishes intragranular cracks from early- and late-stage intergranular cracks and yields per-particle distributions of crack width, tortuosity and area fraction. Late intergranular crack coverage reaches 4.6% in the cycled sample versus 0.5% in the initial and calendar-aged samples, forming more tortuous, higher-coverage networks, consistent with degradation from repeated electrochemical cycling rather than elevated-temperature storage alone. A single destructive image yields the population-level statistics needed for lifetime-extending design, aging assessment and second-life decisions.
#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
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.
#05Aug 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 .