#01Nov 5, 2026
cs.CV
MIKU: Material Invariance and Knowledge Unification for PBR Generation
Yajie Bao, Jiaye Fu, Youtian Lin and 5 more
High-quality material generation for physically based rendering (PBR) remains challenging because datasets and synthesis pipelines lack standardized representations. Differences in material definitions, rendering conventions, and parameterizations lead to unstable and physically implausible results. We propose MIKU, a unified framework for standardized PBR asset representation and physically consistent material generation across diverse 3D content domains. Its core is a unified processing pipeline that standardizes the workflow from data preprocessing to final texture synthesis, maintaining consistent geometry and texture representations. A normalization scheme harmonizes heterogeneous material parameterizations in a common representation space, enabling robust cross-dataset training and inference. Building on this formulation, we train a novel physically aware diffusion model for PBR texture generation within a two-stage multi-view synthesis framework. First, geometry-aware albedo generation synthesizes multi-view albedo maps under explicit geometric guidance to ensure cross-view appearance consistency. Second, metallic-roughness generation uses the diffusion model to predict physically plausible roughness and metallic maps conditioned on the generated albedo and unified representation. Trained end-to-end on standardized data, the model learns to generate materials that respect category-level material priors and semantic part boundaries. By decoupling representation standardization from appearance synthesis, MIKU substantially improves material generation stability and physical consistency. Extensive experiments demonstrate state-of-the-art texture quality and semantic consistency across object parts, advancing automated material generation for 3D content creation.
#02Nov 5, 2026
cs.CV
Where Do Reported Long-Video QA Gains Come From? A Controlled Audit of Frame Selection, Evidence Injection, and Expert Routing
Shih-Yao Lin
Long-video question answering is usually studied as frame selection: which few frames should a vision-language model see? We introduce VideoRouteAudit, a controlled audit that separates this choice from two alternatives, injecting non-visual evidence and routing to another answering model. It holds the backbone, frame budget, decoding, prompt and grader fixed while varying one decision at a time. On the full Video-MME long bucket (n=900, K=8), no tested selector significantly improves over uniform sampling. The largest selection-only estimate is +1.9 pt (95% CI [-1.2,+5.0]) and our cascade is +1.2 pt [-1.7,+4.1]; all are equivalent to uniform within +/-5 pt. The same contrasts are unstable at the n=200 subset scale commonly used: three of four are up to 3.8x larger, one reverses sign, and resampled 200-item subsets reverse the full-bucket effect's sign in 35.8% of draws. The audit also corrects our own first results. The anomaly-domain "+ASR" arms injected no text, so the pooled +4.7 pt gain was selection plus a development prefix. With transcripts, ASR lowers XD-Violence accuracy by 10.0 pt when appended after the question and not at all when placed before it, and lowers UCF-Crime by 13.0 pt either way; on Video-MME, placing it first adds about 4 pt (7 on Qwen2-VL) to uniform sampling and to the cascade alike (post hoc, unadjusted). Swapping the answering model gives the largest contrast (+15.1 pt on MUSIC-AVQA, +33.3 pt on its worst type), but the same audio-visual expert with its soundtrack silenced keeps 92% of the gain (69% with a mismatched soundtrack), so the contrast is mostly a model swap. Code, per-item predictions and scripts that recompute every statistic are available at https://github.com/mikeslin-ir/long-video-qa-audit.
#03Nov 5, 2026
cs.CV
VIPA: View-Invariant Projector-Based Adversarial Attack
Jiyu Han, Qingyue Deng, Bingyao Huang
Projector-based adversarial attack aims to physically manipulate real-world scenes by projecting adversarial patterns, thereby causing deep image classifiers to produce incorrect predictions. However, existing stealthy projector-based adversarial attack methods model the project-and-capture process in a single and static view, limiting their view-invariant capability and practical applicability in dynamic environments. In this paper, we introduce View-Invariant Projector-Based Adversarial Attack (VIPA), a novel method designed to overcome these limitations by achieving both view-invariant and classifier-agnostic adversarial attacks in the physical world. We first leverage a view-invariant projector-camera system simulation method to model the physical interactions between projected patterns and real-world surfaces. To ensure robustness and stealthiness of the attack across different views, VIPA optimizes adversarial projections by aggregating simulated attack losses from multiple views. This joint optimization across diverse views helps maintain robustness regardless of the viewpoints. Finally, the optimized patterns are physically projected into real-world scenes, where they successfully fool various classifiers from different viewpoints, thereby enabling robust and practical view-invariant adversarial attacks. Our experiments in both targeted and untargeted attacks demonstrate that VIPA consistently achieves higher attack success rates than existing methods, while also enhancing stealthiness and ensuring minimal perceptual degradation across all tested views.
#04Nov 4, 2026
cs.CV
SD-LoRA: Training-Time Structural Distillation into LoRA for Few-Shot Vision-Language Adaptation
Mohammed Rahman Sherif Khan Mohammad, Ardhendu Behera, Sandip Pradhan and 2 more
Few-shot adaptation of vision-language models must balance two competing goals: learning fine-grained visual distinctions from very limited supervision and preserving the efficiency that makes frozen CLIP-like models attractive for deployment. Existing lightweight adaptation methods, including prompt tuning, LoRA, and cache-based adapters, typically supervise global image embeddings and therefore underuse token-level structure. Conversely, structure-aware methods exploit local evidence but often introduce additional inference-time computation. We propose SD-LoRA, a structural distillation framework that uses token-level graph reasoning only during training and transfers its effects into a lightweight LoRA-adapted CLIP model. During training, a heterogeneous graph teacher models patch-patch, global-local, and visual-text relations over high-resolution ViT tokens. Rather than retaining this graph at test time, SD-LoRA transfers its structural bias into the shared CLIP-LoRA backbone through implicit distillation and Prototype Predictive Alignment, which aligns graph-conditioned representations with support-derived class prototypes. At inference, the graph teacher is discarded; prediction requires only a single CLIP-LoRA forward pass and a cache-based classifier. Across 11 few-shot benchmarks, SD-LoRA improves over a strong CLIP-LoRA baseline by 2.4/1.8/3.0/2.4/2.0 percentage points in the 1/2/4/8/16-shot settings, respectively, without additional graph computation at test time. Results on base-to-novel generalization, cross-dataset transfer, out-of-distribution robustness, and calibration further show that training-time structural supervision improves both accuracy and transfer reliability. Code is available at https://github.com/MR-Sherif/SD-LoRA.git.
#05Nov 5, 2026
cs.RO
MessyNav: Zero-Shot Navigation via Manipulation in Messy Environments
Kenneth Llontop, Cherie Ho, Dylan Zhou and 4 more
Real-world environments are messy, with paths often blocked by everyday objects like chairs and toys, requiring robots to perform interactive navigation by manipulating obstacles to clear a path. Existing methods rely on extensive simulation-based learning or per-scene instructions specifying which objects to avoid or manipulate. They struggle to generalize across novel objects, diverse environments, and varied contexts such as a cart of fragile glassware that should be avoided while an empty one can be pushed. We formalize this problem as open-world interactive navigation and present MessyNav, a zero-shot framework based on vision-language models (VLMs). At its core, MessyNav performs explicit VLM-based affordance reasoning before task planning to decide whether to swipe, pick up, or avoid an object and produce a high-level plan. Evaluated on a mobile manipulator across real-world indoor and outdoor environments, MessyNav improves success rate by 27 percentage points (pp) over the strongest baseline in real-robot trials and achieves statistically significant gains in a larger-scale offline evaluation, without task-specific training.