#01Nov 5, 2026
cs.CV
PVDepth: Panoramic Video Depth Estimation via Geometry-Aware Spatiotemporal Adaptation
Chuanxin Song, Peixi Peng
Panoramic video depth estimation is pivotal for applications such as Virtual Reality and World Models. However, advancements in this field are impeded by two primary obstacles: the scarcity of large-scale training data and the unique spatiotemporal challenges of Equirectangular Projection (ERP), which hinder the direct transfer of perspective models. In this paper, we first present PanoCARLA, a large-scale synthetic RGB-D panoramic video dataset, featuring natural motion trajectories and drone-like roaming perspectives. Building on this foundation, we propose PVDepth, an end-to-end framework adapted from perspective video depth models. To tackle ERP-specific geometric distortions and consequent non-linear temporal dynamics, we introduce two core mechanisms: (1) A Progressive Sphere-aware Noise Initialization strategy that anneals the noise distribution from planar to spherical, guiding the model to adapt to non-uniform information density; and (2) A Cube-rectified Temporal Modeling module that incorporates an auxiliary cubemap temporal branch to rectify non-linear temporal dynamics in the ERP domain. Extensive experiments demonstrate that PVDepth achieves superior performance, generating geometrically accurate and temporally consistent depth sequences. Code and data will be released at https:// github.com/ChuanxinSong/PVDepth.
#02Nov 5, 2026
cs.CV
Rain Beyond Streaks: Cascaded Realistic Rain and Wet Surface Synthesis via Scene Priors
Melissa Tijink, Kirill Tolstobrov, Shunxin Wang and 5 more
Realistic rain synthesis is a persistent challenge for vision systems operating in adverse weather. Existing methods primarily focus on generating rain streaks, often neglecting consequent surface effects such as reflections and puddles, which are critical for perceptual realism and robustness of downstream vision tasks. We introduce CascadeRS, a rain synthesis framework that leverages depth and segmentation priors to render scene-consistent rain and surface effects. In addition to rain streaks, CascadeRS produces reflections and puddles aligned with scene semantics through a physics-inspired zero-shot, controllable generative pipeline. It produces photorealistic rainy urban scenes, with high perceptual realism, which we validate qualitatively with an extensive user study and quantitatively. We produce the Cityscapes-CascadeRS dataset, to study downstream task performance under real rainy conditions. Our results establish CascadeRS as a scalable and realistic rain-generation framework for evaluating and enhancing the robustness of vision in adverse rainy weather. Code and dataset are available via https://github.com/nis-research/CascadeRainSynthesis
#03Nov 5, 2026
cs.CV
PlayGen2: Learning Real-Time Playable Worlds with Explicit 3D State
Jihai Zhang, Yuhan Zhou, Junyou Li and 3 more
Building a playable world requires more than generating plausible video: it demands responsive control, persistent spatial structure, and coherent interactions with dynamic entities. Using generated frames as the sole recurrent world representation ties these requirements to view-dependent appearance synthesis, making it difficult to maintain long-term spatial and temporal consistency in generation and interaction. We present PlayGen2, a real-time interactive world model that separates learned 3D state evolution from neural rendering. PlayGen2 maintains a persistent world memory comprising static geometry represented by a volumetric occupancy grid and identity-indexed 3D states for the player and other entities. Within a fixed-size local region, its world-state model jointly learns action-conditioned entity dynamics, geometry completion, and entity discovery, committing updates to a persistent world memory. A separate neural renderer synthesizes first-person observations from depth and semantic projections of the world state, without feeding generated images back into state prediction. Using Doom as a testbed, we demonstrate that the model successfully learns world dynamics including geometry-aware player motion and player--NPC interactions. The framework is computationally efficient, enabling the complete simulation and rendering pipeline to achieve approximately 160ms backend latency on a MacBook Pro with an M4 Pro chip. Beyond single-player interaction, we demonstrate zero-shot deployment on unseen Doom maps, multiplayer interaction through the composition of single-player models, and programmable gameplay through rule-based state interventions. These capabilities demonstrate the transferability and extensibility of the learned game-world model. Code and pretrained model weights are publicly available.
#04Nov 5, 2026
cs.GR
Seeing Beyond the Next Step: World-Model-Guided Human-Like Navigation in Multi-Agent Scenes
Seong-Eun Hong, JuYeong Hwang, Jinhyun Kim and 2 more
Selecting a next motion in a populated scene is not just a matter of avoiding what is currently in the way: an action can be locally feasible yet drift onto the road instead of the crosswalk, cut into a stream of crossing pedestrians, or bottleneck a narrow passage. These failure modes are invisible from the current state alone, and acting on them requires reasoning about what each candidate action will cause. World models offer exactly this, namely action-conditioned predictions of the future, but rolling them out at every decision step is a cost deployable navigation systems cannot pay, and the field has largely traded foresight for speed. We argue this is a false dichotomy. The natural place for a world model in human-aware navigation is at training time, as a preference oracle that distills foresight into a fast policy, rather than at inference time, as an online planner. We pair a discrete visual action prior with two task-aligned world models, one for nearby social dynamics and one for future scene semantics, that score candidate actions by their predicted consequences and refine the policy through group-relative preference distillation. At deployment, both world models are removed and the policy acts in a single forward pass. Across five held-out evaluation scenarios, this yields navigation that is simultaneously safer, more socially and group-coherent, and more goal-directed than strong reactive and learned baselines, with naive observers rating the resulting motion as more human-like. Taken together, our findings point to a different approach for bringing world-model foresight into deployable agents: not accelerating rollouts, but amortizing them into the policy so that the cost of looking ahead is confined to training. Project page: https://seoneun.github.io/-NeurIPS-2026-Seeing-Beyond-the-Next-Step/
#05Nov 5, 2026
cs.CV
IDPrior: Decoupling Identity Generation from Facial Image Synthesis
Fadi Boutros, Meriç Demirörs, Darian Tomašević and 2 more
Large-scale identity-labeled face datasets are essential for training modern face recognition models, yet collecting and annotating such data is costly and raises privacy and ethical concerns. Existing synthetic face generation methods typically derive identities from predefined class labels, unconditional image generation, or predefined latent sampling strategies, without explicitly modeling the underlying distribution of facial identities. In this paper, we propose IDPrior, a two-stage framework that decouples identity generation from image synthesis. We first learn a diffusion prior in the embedding space of a pretrained face recognition model to model the distribution of facial identities and generate novel identity embeddings. These embeddings are then used to condition a pretrained identity-conditioned diffusion model (DM), enabling the synthesis of multiple images of the same identity. This modular design provides a scalable approach to identity generation while remaining compatible with existing and future identity-conditioned DMs. Experiments indicate that IDPrior generates diverse and well-separated identities while maintaining a closer correspondence to the distribution of authentic identities. Face recognition models trained on datasets generated using IDPrior-generated identities achieve competitive or improved performance compared with existing synthetic-data-based methods across multiple face verification benchmarks. Code and generated datasets are publicly available at https://github.com/fdbtrs/IDperturb.