#01Nov 5, 2026
cs.CV
Where and Why is Grounded Reasoning Useful?
David Yan, Le Xue, Forrest Huang and 4 more
Grounded reasoning, where a model outputs text coordinates of relevant locations in chain-of-thought reasoning, is a common strategy for solving complex visual reasoning problems. However, the benefits and limitations of grounded reasoning are understudied. We study where and why grounded reasoning is most useful. To do so, we introduce a chain-of-thought analysis method to measure how much a model uses its outputted grounding in its thinking trace and perform a detailed ablation study of a grounded reasoning training recipe. We find that grounded reasoning improves counting but shows no significant gain over baselines without coordinate grounding across a wide range of spatial reasoning and perception benchmarks. Using several synthetic tasks, we show that grounded reasoning is most useful when a task requires undescribable references, which are visual concepts that are difficult to describe in language. However, we observe that many existing visual reasoning benchmarks are solvable with only describable text references. To close this gap, we introduce BrickVision, a new benchmark that requires undescribable visual references to solve.
#02Nov 5, 2026
cs.RO
T3R: Training-Free Two-Stage Token Refinement Towards Efficient and Robust VLA Models
Mohammed Hassan, Zhenyang Chen, Zheng Wang and 5 more
Vision-Language-Action (VLA) models enable end-to-end robot control, but inference is increasingly expensive. Each decision processes hundreds of visual tokens, often across multiple cameras, leading to substantial computation while allowing irrelevant background content to distract action prediction under distribution shift. We argue that these issues stem from two complementary forms of redundancy: many visual tokens are spatially irrelevant, while attention over the remaining tokens is often misallocated. Based on this observation, we propose T3R, a Training-Free Two-Stage Token Refinement framework. In the first stage, segmentation-guided token pruning removes irrelevant visual patches to reduce computation and eliminate distracting context. In the second stage, saliency-guided attention biasing reallocates attention toward action-critical visual regions and language instructions within the retained tokens. Together, pruning produces a cleaner candidate set, while attention biasing further emphasizes the most decision-relevant evidence, yielding a better accuracy-efficiency frontier than either stage alone. On LIBERO-Spatial, T3R removes 85% of scene-camera visual tokens while essentially matching the unpruned success rate, and improves success by up to 7 percentage points under out-of-distribution object-placement perturbations. The timing comparison attributes 7.8 ms per inference call to pruning and attention-bias application. As input resolution increases, LLM-forward profiling shows up to a 3.3x speedup over the unpruned baseline. Evaluations across LIBERO, SIMPLER, and RoboTwin with three VLA backbones show the strongest accuracy-efficiency benefits in multi-camera settings. These results demonstrate that training-free token refinement is a practical approach to efficient and robust VLA inference.
#03Nov 5, 2026
cs.CV
InstantHand: Feed-Forward 3D Gaussian Splatting for Animatable Hand Avatar Reconstruction from a Single Image
Chanho Kim, Muhammad Salman Ali, Kyeonghwan Gwak and 4 more
Hand avatar reconstruction typically relies on multi-view capture or per-subject optimization, limiting its scalability. We introduce InstantHand, a feed-forward framework that constructs an animatable 3D Gaussian hand avatar from a single image using off-the-shelf MANO, camera, and mask estimates, without test-time optimization. Image-averaged losses provide insufficient supervision for alpha leakage, which thickens thin finger contours. To address this issue, we propose a Soft Alpha Band regularizer that concentrates supervision on silhouette boundaries. Furthermore, colors regressed from image features can drift toward a learned prior even in observed regions. Our Reliability-gated Appearance Transfer preserves observed appearance by transferring source colors according to each Gaussian's rendering contribution, while completing unobserved regions using the learned prior conditioned on global source identity. InstantHand constructs an avatar in 2.84 seconds and renders at 161 FPS, matching per-subject-optimized baselines on InterHand2.6M and remaining competitive in zero-shot evaluation on HanCo.
#04Nov 5, 2026
cs.CV
OraRefer: Segmentation-Guided Multi-Photograph Fusion for Oral Cancer Screening with Guaranteed Patient-Level Sensitivity
Rupam Mukherjee, Mehakdeep Singh, Shirin Dasgupta and 1 more
Oral cancer and the oral potentially malignant disorders (OPMD) that can precede it are visible on the oral mucosa, which makes smartphone photographs a promising tool for screening. Deep learning models for this task classify individual photographs. However, screening refers patients, not photographs: a patient is usually photographed several times, and the referral decision must miss no more than a set share of patients with disease. We propose OraRefer, a patient-level screening model that reads each photograph with a segmentation-guided foundation model that conditions its class decision on the predicted lesion, combines all photographs of a patient with risk factors, and refers through a threshold with a finite-sample sensitivity guarantee. The model localizes the mouth itself, so inference needs no annotation. On 3000 photographs of 714 patients, patient-level fusion reaches an AUROC of 0.919 and outperforms attention-based multiple-instance learning. At a 90% sensitivity target, OraRefer detects 95% of patients with OPMD or cancer and misses 3 of 61 patients with cancer, at a specificity of 0.610. Because the threshold is calibrated without retraining, each clinic can set its own guaranteed operating point on a local calibration sample.
#05Nov 5, 2026
cs.CV
SplatAnything: Gaussian Spacing Normalization for Feed-forward 3DGS across Arbitrary Scenes
Hao Yu, Zhenwei Wang, Yongzhen Hu and 7 more
We identify a key limitation of existing feed-forward 3DGS methods: Gaussian attributes are typically predicted in a radial-distance-normalized space that canonicalizes a global radial statistic of the reconstructed geometry, while the spacing between neighboring Gaussian centers can still vary substantially across scene scales and camera configurations. This mismatch induces systematic shifts in Gaussian-scale targets, leading to ambiguous supervision. To address this, we propose SplatAnything with Gaussian Spacing Normalization (GSNorm), which canonicalizes a robust scene-level statistic of Gaussian spacing to provide a more consistent spatial reference for Gaussian prediction. To rigorously assess our method, we further establish a systematic benchmark spanning diverse datasets, input sparsity levels, and challenging extrapolated viewpoints. Extensive experiments demonstrate that SplatAnything achieves state-of-the-art performance, with particularly strong gains under substantial variations in scene scale and viewpoint.