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5 papers

#01Aug 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.

#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.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

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.

#05Aug 27, 2026

cs.CV

Successive Capacity Growth: Task-Complexity-Driven Width and Depth Expansion for Vision Transformer Encoders in JEPA World Models

Frederik Berenz

Joint-Embedding Predictive Architectures (JEPAs) for world modeling typically employ fixed-size Vision Transformer encoders that are over-provisioned for simple tasks and under-provisioned for complex ones, with significant redundancy across attention heads. We propose Successive Capacity Growth (SCG), a method that starts from a minimal encoder (1 head, 2 layers, 283K parameters) and grows incrementally in width (adding attention heads for low-level semantic capacity) or depth (adding transformer blocks for higher-order semantic abstraction), driven by a task-agnostic test-and-verify mechanism that exploits function-preserving expansion to safely trial architectural changes and roll back if they do not improve prediction loss. The Sketched Isotropic Gaussian Regularizer (SIGReg) ensures that all learned semantic dimensions remain statistically independent and aligned with the predictive objective, preventing collapse even as the architecture grows. On a 60-dimensional multi-object dynamics task, SCG naturally triggers depth expansion, improving prediction loss by 20.3% over the fixed small baseline with 56 times greater parameter efficiency than scaling to the fixed large model; on a 2D navigation task, a single width expansion yields even an 23% improvement over the fixed large model. Across all three tested environments of increasing complexity, the adaptive encoder matches or exceeds the fixed small baseline, with zero false-positive expansions and bit-exact function preservation (ratio = 1.0, absolute difference = 0.0). The take-away is that JEPA world model encoders need not be pre-allocated at maximum capacity - they can grow successively as the task demands, achieving significant compute and data efficiency while maintaining representation quality.