#01Sep 3, 2026
cs.CV
Stable and Scalable Bundle Adjustment of Holistic 3D Structures
Shaohui Liu, Rémi Pautrat, Daniel Barath and 3 more
Bundle Adjustment (BA) is a cornerstone of 3D computer vision and has benefited from decades of advances in sparse optimization and numerical methods. It was originally developed for jointly optimizing camera intrinsics, poses and sparse 3D points. While extensions incorporate lines and other primitives, integrating richer geometric structures such as parallelism, coplanarity, or wireframes often introduces significantly increased computational cost and reduced numerical stability. In this paper, we propose a unified framework that extends bundle adjustment to jointly optimize geometric features and higher-order relations. We first introduce a taxonomy that distinguishes scalable geometric features with direct 2D measurements (e.g., points and lines), from groups encoding higher-order relations (e.g., coplanarity, parallelism, etc.), where we show that groups can be modeled as camera-like entities within the bundle adjustment framework. Building on this formulation, we propose that both group constraints and cross-feature relations (i.e., point-line associations) can be expressed through 2D reprojection measurements. By formulating group-induced and cross-feature reprojection errors, we preserve the sparsity structure of classical point-based BA under Schur elimination, while avoiding direct 3D regularization that degrades the conditioning and stability. Experiments on both real-world and synthetic datasets demonstrate runtime performance comparable to classical point-only bundle adjustment, while producing significantly richer 3D structures and improved geometric accuracy.
#02Sep 3, 2026
cs.CV
Editable Visual Design
Junyan Ye, Wei Liu, Dongzhi Jiang and 9 more
While diffusion base models such as GPT-Image-2 and Nano-Banana exhibit remarkable visual expressiveness, their end-to-end generation inherently yields flattened bitmaps with error-prone text, precluding layer-wise post-editing. Conversely, code-based visual generation via Coding Agents provides precise layout control and decoupled layers, yet remains constrained by a lack of global aesthetic intuition and the difficulty of coding complex visual assets. To address this, we propose Editable Visual Design, a new paradigm driven by a Coding Agent. We designate the VLM as the ``creative brain'' for requirement comprehension, task planning, and aesthetic judgment, while utilizing the image generation model as an on-demand ``visual world simulator'' to synthesize standalone visual assets. Operating under an ``imagine first, then act'' closed-loop workflow, the agent generates isolated assets, writes native HTML/CSS, and iteratively refines the design against visual rendering feedback. Furthermore, Agent Design Replay faithfully reproduces the creative and reasoning trajectory akin to that of professional human designers. Ultimately, the system delivers editable artifacts with decoupled layers and real text, enabling users to perform intuitive mouse dragging and layout adjustments on a graphical user interface. Validations on posters, infographics, and other scenarios show that this paradigm successfully achieves both refined aesthetics and production-grade editability.
#03Sep 3, 2026
cs.RO
Adaptive Vision-Language Grasping via Composable Foundation Priors and Generalizable Grasp Synthesis
Sixu Yan, Shikang Wang, Binhua Huang and 11 more
This paper proposes AdaRoboVLG, a task-adaptive Vision-Language-Grasp (VLG) framework that supports generalizable grasp synthesis across different robotic hands. Unlike existing VLG methods that tightly couple foundation models with end-to-end grasp policies, AdaRoboVLG learns an efficient generalizable base policy that generates and evaluates physically feasible grasp candidates through explicit kinematic mapping and force-closure-based stability estimation, while offloading task-dependent understanding to specialized foundation-model modules. These modules provide composable priors that are integrated into the grasp synthesis process, enabling contextually adaptive grasp synthesis without retraining the underlying grasp policy. Through extensive simulation and real-world experiments, we demonstrate that (i) the base policy exhibits efficient learning and strong cross-hand generalization, (ii) the framework effectively incorporates spatial, cognitive, and temporal priors to address three representative grasping challenges without compromising grasp synthesis performance compared to state-of-the-art methods, and (iii) these priors can operate jointly to enable functional grasping in cluttered and dynamic environments. These results indicate that decoupling physical grasp synthesis from task-dependent understanding provides a scalable paradigm for robotic grasping, allowing future advances in foundation models to be directly translated into improved grasp capabilities without redesigning or retraining the underlying grasp policy. Supplementary videos are available at https://adarobovlg.github.io/
#04Sep 3, 2026
cs.CV
Efficient Semantic Understanding from Digital Foveation
Caterina Caccavella, Vittorio Fra, Andreas Ziegler and 2 more
Dense semantic segmentation allocates computational resources uniformly across the entire image, regardless of scene complexity or task relevance. Inspired by biological vision, we investigate whether semantic understanding can be achieved more efficiently through digital foveated perception. We introduce a lightweight active-vision pipeline that combines saliency-driven fixation selection, high-resolution foveal observations, low-resolution contextual information, semantic accumulation, and adaptive computation. Beyond conventional dense prediction metrics, we use object-level evaluation to measure semantic understanding under sparse observations. On ADE20K-Object, a single foveated observation achieves 95.9% of the baseline Top-1 accuracy and 96.9% of the baseline Top-3 accuracy while requiring only 4.7% of the computational cost. At the scene level, semantic accumulation recovers 90.6% of the baseline object recall while using 58.6% of the computation. These results suggest that substantial semantic understanding can emerge from sparse observations when computation is allocated selectively, highlighting active vision as an efficient alternative to uniform dense processing and motivating evaluation protocols beyond conventional pixel-wise segmentation metrics.
#05Sep 3, 2026
cs.CV
Concept of a Sensor Test Environment for Dusty Agricultural Conditions
Peter Buckel, Johannes Hermann, Jonas Wollmann and 2 more
Dust in agriculture presents a significant challenge for autonomous agricultural machinery. Dust can impair the performance of sensors and algorithms. This work, therefore, presents a concept for a proving ground consisting of an indoor and outdoor area. The indoor area comprises a laboratory test bench where dust circulates in a closed system and a test hall where life-size objects can be placed. The outdoor area features dedicated test setups that enable reproducible data to be recorded with and without dust during real-world agriculture work. The proving ground and the setups are visualized in 3D.