#01Sep 1, 2026
cs.CV
CameraEditor: Camera-Controlled Image Editing via Video-Prior Sequential Modeling
Xin Shen, Chengyou Jia, Keshuo Xing and 6 more
Beyond semantic content, camera parameters play a pivotal role in dictating the geometric perspective and appearance of any given image. While recent image editing models excel at semantic and stylistic manipulation, they struggle with explicit camera parameter control. When handling large perspective shifts, instruction-driven models face a dilemma: they either suffer from structural tearing or generate conservative outputs that ignore geometric instructions. To address this, we introduce CameraEditor, a framework that reformulates camera-controlled editing from a spatial problem into a temporal sequence prediction task. By leveraging the temporal coherence of video diffusion models, our approach integrates an explicit geometric perception module with a dynamic reference routing mechanism. This allows us to construct geometrically rigorous visual reference pairs via dynamic panorama cropping, overcoming the ambiguity of text-based instructions. Furthermore, CameraEditor strategically inserts intermediate transition frames to decompose large perspective shifts, providing a robust temporal buffer that preserves content identity and spatial coherence. We construct a training dataset of 5,760 instances. As an independent contribution, we introduce CamEditor-Bench, a model-agnostic evaluation suite of 462 test cases. Extensive experiments demonstrate that CameraEditor achieves state-of-the-art camera control precision and source identity preservation, outperforming existing methods.
#02Sep 1, 2026
cs.CV
Uncovering Understanding-Generation Synergy in Native Unified Multimodal Models: From Representation, Task to System
Penghao Wu, Haiwen Diao, Weichen Fan and 3 more
While unified multimodal models (UMMs) jointly perform visual understanding and generation within a single model, functional unification does not guarantee learning synergy: the two objectives may reinforce each other, compete for capacity, or merely coexist. We investigate their relationship at the representation, task, and system levels in a controlled, structurally native setting without pretrained vision priors. At the representation level, we find that each objective provides useful signal to the other: generation enriches the visual features learned for understanding, while understanding strengthens vision--language alignment for generation. However, when both objectives are forced through the same computation path, one tends to dominate. A task-decoupled architecture that specializes conflicting visual computation while preserving semantic interaction avoids this asymmetric degradation. At the task level, through three case studies, we find positive bidirectional transfer when understanding and generation tasks rely on shared knowledge. At the system level, we show that an end-to-end UMM outperforms a matched planner--executor pipeline on complex tasks that explicitly require both image understanding and generation. Together, these results show that the value of UMMs extends beyond a unified interface: appropriate specialization, shared task knowledge, and end-to-end optimization can turn coexistence into synergy.
#03Sep 1, 2026
cs.CV
ExBind: A Controlled Diagnostic Benchmark for Visual-to-Executable Correspondence
Ziqian Wang, Yuxiao Cheng, Tingxiong Xiao and 1 more
Multimodal coding and editing systems must map a visible or semantic referent to the exact executable object that can be edited. A wrong reference may select a valid but incorrect DOM node, SVG element, graph endpoint, hierarchy member, or table cell, while final execution success alone does not reveal the source of the failure. ExBind isolates this visual-to-executable correspondence layer as a controlled diagnostic benchmark between semantic localization and action execution. It samples representation-independent latent binding instances and compiles them into SVG, DOM, canvas, tree, graph, and table cases with deterministic mappings to executable references. Models output only a strict reference; the evaluator maps predictions back to latent structure and scores structural constraints without requiring reasoning traces. The release contains a 250-case broad suite, a disjoint 240-case targeted suite, and 50 paired latent groups. Qwen2.5-VL-3B achieves 98.4% candidate validity but 76.4% exact accuracy, while Qwen3-VL-4B achieves 100.0% validity and 98.8% exact accuracy. In the targeted table suite, all Qwen2.5-VL-3B residual errors are valid correct-row/wrong-column selections. Candidate-order perturbations change case-level outcomes while preserving this error pattern. ExBind is designed for controlled diagnosis rather than population-scale ranking or end-to-end editing evaluation. Code and benchmark records are available at https://github.com/Daerwang2020/Exbind and https://huggingface.co/datasets/Ziqianwwww/ExBind.
#04Sep 1, 2026
cs.CV
H3-World: Turning Language Understanding into World Control
Danze Chen, Zeqing Wang, Ziyue Lin and 2 more
We present H3-World, an efficient framework that turns the 33B MiniMax-H3 video generator into an interactive world model. Our key finding is that, as large video generators become more capable, language is emerging as a natural interface for control. MiniMax-H3, for example, already supports zero-shot control of character behavior and camera motion through natural-language instructions. Building on this, H3-World turns this coarse language interface into precise, temporally grounded world control, without introducing dedicated action modules. Specifically, we represent each action as a structured combination of character and camera instructions, and align them with the corresponding temporal video latents. To make the control temporally precise, we further introduce temporal attention routing, which restricts each instruction to its intended time interval and reduces control leakage across actions. Importantly, H3-World directly reuses the semantic representations learned during large-scale video pretraining and requires only lightweight adaptation. With only 8,000 gameplay samples, 10,000 LoRA optimization steps, and 0.199% trainable parameters, H3-World achieves effective character and camera control while preserving strong generation quality. It also generalizes to unseen scenarios. These results show that the control capabilities emerging in large video generators can be efficiently transformed into interactive world control.
#05Sep 1, 2026
cs.CV
Revisiting Cross-View Completion: Self-Supervised Pre-Training via Reconstruction Error Comparison
Thibaut Loiseau, Guillaume Bourmaud, Vincent Lepetit
Self-supervised pre-training via cross-view completion learns strong features for 3D vision from co-visible regions of image pairs. However, the reference view provides little information for reconstructing non-co-visible patches, implicitly yielding a monocular training signal in these regions. We introduce Gekko, which turns this limitation into a useful signal. The relative improvement of the cross-view reconstruction error over a masked-autoencoder error is a self-supervised proxy for co-visibility: large improvements indicate co-visible regions, negligible ones non-co-visible areas. Gekko is a network, trained from scratch, that jointly performs cross-view completion, masked autoencoding, and per-pixel prediction of this relative improvement, providing an additional binocular signal for all masked regions without any ground-truth 3D annotation. Under identical architectures and training data, Gekko consistently outperforms CroCo on zero-shot correspondence estimation, relative pose estimation, and pointmap regression, with up to 6 times higher accuracy at the strictest relative-pose threshold and a 22% drop in end-point error on ETH3D. The extra channel it learns is itself a strong co-visibility detector on unseen scenes, and Gekko's frozen features outperform released cross-view backbones of comparable or larger size. It can also be trained directly from raw videos with a simple stride-based curriculum, removing the cumbersome 3D preprocessing prior methods require while matching models trained on curated data. Code and pre-trained models are publicly available.