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ML papers to read today.

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5 papers

#01Sep 10, 2026

cs.CV

Recursive Code World Models: Building Complex Worlds through Recursive Scene Programs

Zhiqi Li, Yuxuan Liao, Bo Zhu

Code world models represent worlds as executable programs, but this representation alone does not determine how to construct a complex world. We introduce Recursive Code World Models (RCWM), a framework for reconstructing complex 3D worlds in code from a single reference image. RCWM couples a Recursive Scene Program (RSP) representation with a construction solver that recursively calls itself. An RSP represents the executable world as compositional scene code, while each solver call follows the same complete process: establish the whole, recursively reconstruct unresolved parts, and revisit the whole to refine their composition. This global-local-global recursion gives fine-scale structures their own perception-and-editing loops while preserving scene-wide geometry and relationships. Reference-aligned views propagate a shared camera projection across levels, while parent revisitation addresses boundaries, spatial relations, and shared errors that emerge after local refinement. A vision-language coding agent directly compares reference images with scene renders to guide refinement, recursive descent, and return. Across complex scenes, RCWM outperforms prior code-based image-to-scene reconstruction methods. Ablation studies further support the benefits of recursive construction and suggest that deeper calls can improve finer-scale reconstruction. RCWM provides a recursive construction principle for building complex executable worlds from visual evidence.

#02Sep 10, 2026

cs.CV

LangStreet: Persistent Language Fields for Anchor-Decoded Street Gaussians

Runyi Yang, Deheng Zhang, Xiaoye Wang and 6 more

Language Gaussian fields implicitly assume that the primitive carrying semantics remains identifiable across views. This assumption breaks in scalable anchor-decoded representations, where persistent anchors generate view-conditioned child Gaussians whose geometry and appearance vary with the camera. We introduce Ours, a persistent language field for such structured Gaussian scenes. Our key idea is semantic ownership: transient children route observations, while persistent decoder slots and their parent anchors own the language field. We use alpha-compositing responsibilities to accumulate additive directional evidence at slots; these statistics marginalize exactly to anchors. We then complete weakly supported slots with anchor-aligned evidence while preserving the anchor direction, and represent slot detail through low-rank residuals in anchor-relative semantic coordinates. Our primary model, Ours (base), stores anchor features together with compact slot residuals. Ours (light) retains only anchor features, whereas Ours (max) stores the full-dimensional completed slot features explicitly. Without scene-specific semantic optimization, Ours (base) nearly matches Ours (max) across KITTI, Virtual KITTI, and Waymo. On KITTI, it achieves 34.19 2D mIoU with a 2.72 GiB effective feature footprint, compared with 34.20 mIoU and 12.90 GiB for Ours (max). The same accuracy-storage trend holds on Virtual KITTI and Waymo. These results show that language fields on view-conditioned splats require persistent semantic ownership, conserved evidence, and a hierarchy that balances stability, detail, and representation cost. Our code, checkpoints, and benchmark suite will be publicly available.

#03Sep 10, 2026

cs.CV

LoopVAE: Recurrent Depth Across Scales for Visual Tokenization

Zhiying Lu

Hierarchical visual tokenizers typically allocate different processing blocks to different spatial scales. We ask how much of this computation can use the same parameters. LoopVAE reuses a scale- and loop-conditioned core within and across scales, while keeping resolution-changing transitions independent. A four-block core executes 28 block applications per encoder or decoder. On ImageNet-256, the 29M-parameter convolutional model reaches 0.28 rFID and 32.54 dB PSNR under an approximately 30-epoch two-stage training budget, using approximately 65% fewer parameters than the 84M reference VAEs. A non-adversarial Transformer ablation with the same execution graph finds competitive PSNR and SSIM under global sharing, although unshared blocks improve LPIPS. Targeted loop interventions show that completing the trained recurrence improves reconstruction and that even small feature updates can have substantial downstream effects. Truncation also exposes output-range errors, distinguishing useful recurrent computation from reliable early exit. Runtime profiling reveals the execution tradeoff: fewer stored weights require more arithmetic and longer runtime in the tested configurations. With convolutional and Transformer operators and single- or multi-resolution latent interfaces, LoopVAE establishes recurrent depth across scales as a parameter-sharing design axis for visual tokenization.

#04Sep 10, 2026

cs.NE

Breaking the Central Bias: Spatially Partitioned Experts for Coordinate-Based Neuroevolution

Romain Claret, Arthur Gygax, Michael O'Neill and 3 more

Evolvable-Substrate HyperNEAT (ES-HyperNEAT), a bio-inspired indirect encoding that determines neuron placement and connection weights from spatial coordinates, exhibits a failure mode on MNIST as a diagnostic benchmark. Because input pixels map to a coordinate space centered at the origin, evolved networks converge on a small central cluster of input pixels, a spatial-concentration bias; prior work observed only 21% mean accuracy in this regime. Is this bias an optimization artifact or an architectural ceiling? Inspired by Mixture-of-Experts (MoE) principles, we partition the input into non-overlapping spatial segments, each assigned to a separately evolved specialist network. With 13 such experts, this design reaches 43% mean accuracy, a 106% relative improvement over the baseline. The architectural gain does not depend on data-driven aggregation: equal-weighted averaging, which uses no validation data, already yields a 70% improvement; the gain comes from partitioning, not the weighting. Receptive-field analysis shows the mechanism: partitioning forces evolution to discover features across the entire image, expanding active pixel coverage from 4% to 79%. Absolute accuracy stays below gradient-trained baselines, but the relative gain points to central bias, not the evolutionary search. Two tools are designed to generalize beyond MNIST: a receptive-field diagnostic for silent input-coverage collapse, and a spatial-partitioning remedy that restores coverage.

#05Sep 10, 2026

cs.CV

3D Point Splatting for mmWave Radar Novel View Synthesis

Adnan Armouti, Yixuan Gao, Rajalakshmi Nandakumar

Solving novel view synthesis (NVS) for millimeter-wave (mmWave) radar requires a renderer that is physically faithful, complex-valued, and multi-viewpoint-tractable. No prior method achieves these three properties simultaneously. Differentiable Monte Carlo (MC) ray tracers implement the radar forward model directly with explicit material modeling and complex outputs, but do not scale to the multi-view optimization NVS demands. Optical-NVS ports of NeRF, hash grids, and 3D Gaussians train fast but discard phase and replace explicit material modeling with opaque learned features, restricting them to power-only range-azimuth (RA) magnitudes. We propose 3D Point Splatting (3DPS), the first differentiable point renderer for radar, derived directly from the standard solid-angle form of the radar equation. Each oriented 3D point carries an ITU-R P.2040 material model, evaluated in closed form, with the resulting complex phasor splatted into range bins through a precomputed point spread function (PSF). The complex-valued output makes the renderer product-agnostic. The same optimized scene yields analog-to-digital converter (ADC), complex range profile (CRP), and RA outputs through standard fast Fourier transform (FFT) pipelines without retraining for each format. On six outdoor ColoRadar scenes, 3DPS reaches 0.587 mean Pearson correlation on held-out RA images. This is between 1.7x and 5.2x the three optical-NVS baselines (RadarSplat, Radar Fields, DART). Training takes approximately 3 minutes per scene on a single RTX 4090.