#01Sep 4, 2026
cs.CV
UniMate: One Unified Model to Animate Diverse Skeletons
Linzhan Mou, Jiahui Lei, Zhiyang Dou and 4 more
Recent advances in automatic rigging now deliver animation-ready 3D assets at scale, yet generating the motion to drive them remains a bottleneck. Existing learned animators are topology-constrained: they rely on category-specific templates or require per-skeleton fine-tuning and reference motions at inference. We present UniMate, a unified foundation model that synthesizes articulated motion for arbitrary skeletons from a rigged 3D asset and a text prompt, with no test-time optimization or per-skeleton retraining. UniMate introduces a topology-aware diffusion transformer, which integrates skeletal topology into attention via three mechanisms: (1) a graph-aware attention bias from pairwise joint relations and geodesic distances; (2) a spectral rotary position embedding generalizing RoPE to arbitrary kinematic trees via the graph Laplacian; and (3) a global topological conditioner attention-pooled from the rest-pose skeleton. We also curate UniML3D, 13,006 motion sequences spanning bipedal, quadrupedal, avian, marine, insectoid, serpentine, and articulated rigid objects with unified canonicalization and text pairing. Trained on this dataset, UniMate outperforms state-of-the-art baselines in quality, generalization, and efficiency, and supports zero-shot cross-topology transfer, in-betweening, expansion, and text-guided editing. Our project page is available at https://linzhanmou.com/unimate/.
#02Sep 4, 2026
cs.CV
Compact Neural Appearance Models for Efficient Gaussian Splatting
Florian Hahlbohm, Jorge Condor, Linus Franke and 2 more
Explicit primitive-based radiance fields such as 3D Gaussian Splatting typically model view-dependent appearance using low-order spherical harmonics (SH). Although efficient to evaluate, SH coefficients dominate per-primitive storage and memory traffic, while their band-limited basis restricts angular detail. We present a thorough, end-to-end comparison of SH and recent spherical appearance models and introduce an implicit alternative that decodes compact per-primitive latent codes using a tiny shared MLP. We integrate all models into the same optimized pipeline, fusing their forward and backward passes into a differentiable CUDA rasterizer and provide a portable WebGL viewer for laptop and mobile GPUs. Our evaluation across reconstruction quality, memory use, and optimization and rendering performance shows that recent spherical models offer the strongest overall quality-efficiency trade-off. Our neural representation is the most compact model evaluated and, compared to third-degree SH, reduces the per-primitive appearance footprint from 192 to 28 bytes, accelerates optimization by 1.3$\times$, while improving reconstruction quality. We further analyze how appearance parametrization shapes optimization, identifying differences in recovered geometry and the tendency of expressive models to absorb non-static scene content. Together, our framework and analysis provide practical guidance for replacing SH beyond what image metrics alone can capture.
#03Sep 4, 2026
cs.CV
WorldSculpt: Generating Compositional Worlds from Grounded Videos
Muyao Niu, Jixuan He, Ruihan Yu and 9 more
We study the problem of generating a compositional 3D representation of a cluttered scene containing hundreds of objects. The goal is to represent the scene as a collection of individual object meshes placed in a shared world frame, as required by downstream applications such as gaming, AR/VR, simulation, and robotics. This task is challenging in densely cluttered scenes, where objects heavily occlude one another and each view reveals only a fraction of their geometry. Geometry-based approaches typically reconstruct the scene as a single representation and leave incomplete geometry in occluded regions, while existing compositional methods with generative priors are largely limited to relatively simple scenes. We show that complex scenes with hundreds of objects can instead be generated compositionally by adapting a strong single-object 3D generative prior to multi-view observations. We instantiate this paradigm with Pixal3D, extending it with a multi-view conditioning pathway that grounds object generation in multiple posed observations. Although the model is finetuned entirely on single objects in canonical space, it generalizes to large scenes with severe occlusion without any scene-level training, demonstrating the feasibility and scalability of this paradigm. We further introduce UE-MeshyScene, a photorealistic benchmark of densely cluttered scenes with hundreds of objects, per-object annotations, and ground-truth meshes. Across single-object, controlled multi-object, and UE-MeshyScene evaluations, our method consistently outperforms prior approaches, with larger gains as scene complexity and occlusion increase. Finally, we demonstrate broader applicability by converting generated 3DGS worlds, such as Marble and HY-World 2.0, into compositional mesh scenes.
#04Sep 4, 2026
cs.CV
Learning Spatial-Spectral Refinement and Calibrating Complementary Observations for Hyperspectral Image Super-Resolution
Liqian Yang, Xingchi Chen, Xinfeng Gui and 2 more
Hyperspectral and multispectral image fusion (HMIF) aims to reconstruct a high-resolution hyperspectral image (HR-HSI) by combining the fine spatial details of a high-resolution multispectral image (HR-MSI) with the rich spectral information of a low-resolution hyperspectral image (LR-HSI). Recent advances in implicit neural representations (INRs) have enabled flexible coordinate-based modeling for HMIF; however, existing INR-based approaches may not fully capture fine-grained spatial structures and rich spectral dependencies. Moreover, the LR-HSI and HR-MSI are primarily incorporated through degradation-consistency constraints, leaving their complementary information underexploited. To address these limitations, we propose Two-Stage Reconstruction with Implicit Tensor Neural Representation (TSR-ITNR), a unified self-supervised framework integrating representation refinement and observation-guided calibration. In Stage 1, TSR-ITNR learns an implicit Tucker representation and refines its low-rank spatial coefficient tensor and spectral basis to better capture fine spatial structures and interband correlations. A fixed pretrained denoiser further provides a deep prior for the preliminary reconstruction. In Stage 2, parameter-free calibration derives complementary and noninterfering corrections from both observations to recover information insufficiently captured in Stage 1. Theoretical analysis establishes the geometry-preserving property of spectral refinement and the orthogonal complementarity of calibration. Extensive experiments on multiple benchmark datasets demonstrate strong quantitative, visual, and spectral reconstruction performance without ground-truth HR-HSI supervision. Beyond conventional reconstruction metrics, we further assess the effectiveness of TSR-ITNR using downstream semantic segmentation accuracy.
#05Sep 4, 2026
cs.RO
What Matters, When? Diagnosing and Improving Conditional Visual Grounding in Visuomotor Imitation Policies
Vivek Chavan, Pengtao Xie, Yahuan Shi and 3 more
Visuomotor imitation policies can achieve high performance under in-distribution visual conditions yet fail when visually similar objects or receptacles are introduced. We study this behavior as a problem of conditional visual grounding: the visual target required for successful control changes with the manipulation phase and, in more complex tasks, with the observed task state. Using Action Chunking with Transformers (ACT), we systematically introduce distractor objects and receptacles with controlled color and shape similarity and localize failures to picking and placement. We find that distractor sensitivity is specific to both the type of visual similarity and the manipulation stage. Guided by this diagnosis, we evaluate distractor augmentation, phase-dependent attention regularization, and appearance-based visual prompting as complementary interventions for improving target selection while preserving spatial information required for control. These interventions substantially improve robustness in simulation and on a physical UR3e. We further examine the same failure pattern in a pretrained vision-language-action policy on a state-conditioned instrument-handling task, where the observed state of a medical instrument determines the correct destination. Together, the results show that visual distractors can cause incorrect object or destination selection even when the underlying manipulation skill remains intact, and that explicitly improving target selection can substantially recover performance across distinct visuomotor policy-learning regimes.