#01Nov 5, 2026
cs.CV
Interactive Visual Gym: Evaluating Visual Interaction Models with Simulated Users in Interactive Worlds
Chenhao Zheng, Zixian Ma, Kai Li and 11 more
Visual interaction models that support users during ongoing physical tasks require evaluation in closed loop, where assistant responses can change subsequent user behavior and task outcomes. Existing benchmarks largely rely on offline replay and therefore cannot capture these effects. We introduce Interactive Visual Gym, a framework for closed-loop evaluation and training of visual interaction models through joint simulation of executable task environments and human users. We contribute three simulators that recreate everyday tasks and human-aligned action spaces across cooking, household manipulation, and mobile-interface domains, together with a persona-conditioned user simulation harness that collaborates with the assistant while incorporating controlled execution errors and other out-of-plan behaviors. We instantiate the framework as IVG-Bench, a benchmark with 315 interaction scenarios. Evaluating state-of-the-art VLMs as visual interaction models reveals substantial limitations: the best-performing model, Gemini 4 Argon, completes only 53.4% of tasks within the time limit, exhibits significant weaknesses in factual grounding and actionable guidance, and is often too slow to prevent errors when response latency is considered. We verify our evaluation protocol with a human study which finds 78.5% agreement between our interaction-quality metric and participant preferences. We further show that the environments provide useful learning signals: in a proof-of-concept GRPO experiment, closed-loop training improves both task success and interaction quality for Qwen3.5-4B model in our cooking environment.
#02Nov 5, 2026
cs.CV
ProQuant: Progressive Quantization-aware Training for Edge MLLMs
Yufei Xue, Yushi Huang, Jiawei Shao and 5 more
Multi-modal large language models (MLLMs) with impressive perception and understanding capabilities will enable a range of downstream applications. However, their substantial computational and memory requirements hinder the real-world implementation, particularly for resource-constrained edge devices. Quantization has emerged as an effective solution for deploying large models. While post-training quantization (PTQ) successfully retains the performance at moderate bit-width (e.g., W8A8), it suffers from severe performance degradation under low-bit quantization (e.g., W4A8), especially for small-scale models that are more suitable for edge deployment. In this paper, we propose ProQuant, a novel weight-activation quantization-aware training (QAT) framework tailored for low-bit MLLMs. First, to align the limited finetuning dataset distribution with the pretrained dataset distribution, we propose a self-relabeling (SRL) scheme to resample the responses of the open-source multimodal dataset. Second, we are the first to take a decoupled view of multi-modal (MM) understanding and language modeling abilities. We propose a progressive block activation (PBA) mechanism to prioritize the MM understanding recovery. We also introduce a vision-sensitive factor $\vecτ$ that effectively identifies the MM-critical layers. Extensive experiments across various benchmarks, covering models with 2B-8B parameters, show that ProQuant significantly outperforms existing methods. For example, our W4A8 Qwen3-VL-2B-Instruct improves average accuracy by impressively 6.6% and achieves performance comparable to full precision counterparts with only approximately 1% performance drop. Code is available at https://github.com/yufeixue-ai/ProQuant/.
#03Nov 5, 2026
cs.CV
4D Point Splatting for mmWave Radar Micro-Doppler Differentiable Rendering
Adnan Armouti, Guanyue Qian, Rajalakshmi Nandakumar
Millimeter-wave radar resolves the micrometer displacements of a moving body as micro-Doppler, enabling gait, gesture, activity, pose and vital-sign sensing. Each task relies on a downstream model trained on real data, yet radar datasets lag orders of magnitude behind vision and language. Brute-force collection will not close that gap, and existing synthesis methods (forward-only simulators, learned generators and static-scene inverse renderers) cannot fit a real capture of a moving body, leaving a sim2real gap. We present 4D Point Splatting (4DPS), a physics-based differentiable renderer that fits an explicit moving scene to a real capture. Using the synchronized camera to initialize the room and body, we represent the scene as oriented points carrying material, normal and velocity, and splat each point into range and Doppler bins. Our output is the raw complex return a real radar records, so we apply the same signal processing on the rendered data to obtain any representation for training any SOTA downstream model. We fit 235 sequences on HuPR and 100 on RT-Pose, two datasets with different radars. Our reconstructions set the state of the art, with median correlations of 0.940 and 0.830 on range-azimuth, 0.829 and 0.695 on range-Doppler, and 0.988 and 0.966 on micro-Doppler. Our renders also set the state of the art in downstream sim2real gap. On RT-Pose, a pose model trained on them reaches 21.9 cm MPJPE on real data, against 16.7 cm for real training and 127.6 cm for the RF-Genesis baseline, where both the rendered- and real-trained models learn nearly the same features. Our custom CUDA kernels fit a sequence in 5.7 minutes on HuPR and 12.9 on RT-Pose on one H100, making dataset-scale inverse rendering of mmWave radar possible for the first time. This work can enable synthetic data generation for any human-centered downstream task and model, and scene editing for data augmentation.
#04Nov 5, 2026
cs.RO
La-JEPA: Compact Robot Policies with Latent World Modeling
Mateo Clémente, George Z. Xue, Amin Abyaneh and 5 more
World-action models adapt pretrained video generators, and vision-language-action models build on pretrained vision-language backbones; both tie policy architecture and inference cost to large transformers designed for generation rather than control. It remains unclear how much these generation-oriented choices affect control. In this work, we introduce Latent Action JEPA (La-JEPA), a compact world-action model whose policy transformer is trained from scratch in the feature space of a pretrained V-JEPA 2.1 encoder. Following Fast-WAM, La-JEPA learns to predict future features jointly with actions during training and generates only actions at inference. Among policies without embodied pretraining, La-JEPA achieves state-of-the-art performance in clean and randomized RoboTwin 2.0 scenes and on LIBERO-Plus with correct instructions, while using far fewer parameters than the strongest competing policies. It runs substantially faster than Fast-WAM at comparable performance and outperforms the closest JEPA-based methods, LeapBot-WA and JEPA-WAM, on LIBERO-Plus and RoboTwin 2.0 without their pretrained policy backbones. On four real-robot tasks, its average success is comparable to pi0.5 and above non-embodied-pretrained baselines. Through a design study of the choices behind La-JEPA, we show that JEPA features outperform video VAE latents, most clearly out of distribution, and that training-time future prediction choices significantly impact the policy even when future prediction is skipped at inference. We correct the LIBERO-Plus instructions, as the officially released evaluator corrupts them for most variants, and re-evaluate several strong open baselines. Without a generative pretrained policy backbone, La-JEPA is better and faster than far larger policies, suggesting that robot foundation models may benefit from architectures designed for control rather than inherited from generation.
#05Nov 5, 2026
cs.CV
SM4RT: Cascaded Feed-forward Model for 4D Reconstruction
Pang-Chi Lo, Jhao-Syun Lai, Tsung-Wei Ke
We introduce SM4RT, a multi-task cascade feed-forward model for dynamic scene reconstruction from RGB videos. While existing feed-forward approaches typically address geometry reconstruction and motion estimation separately--and often predict motions in a single coordinate frame that must account for camera movement--SM4RT solves these tasks sequentially by first reconstructing 3D geometry and then bootstrapping motion estimation from the predicted structure. By expressing each pixel's 3D motion in its corresponding camera frame, SM4RT reduces ambiguity arising from camera motion. To address the sparsity of real-world motion labels, SM4RT further incorporates a weakly supervised loss that regularizes unlabeled point motions using labeled point positions at the other time step. We evaluate motion estimation on three dynamic-scene datasets--Kubric, Waymo, and Point Odyssey--and SM4RT achieves the best performance on most metrics compared with prior baselines. We additionally benchmark geometry reconstruction on five dynamic scene datasets and show that SM4RT achieves competitive performance with state-of-the-art methods. Overall, our unified framework demonstrates that combining geometry reconstruction and motion estimation in a cascade not only avoids performance trade-offs but also enhances motion estimation through improved geometric reasoning.