#01Nov 5, 2026
cs.CV
Hierarchical Incremental Beta Splatting for Online Reconstruction
Linus Franke
Online 3D Gaussian Splatting reconstructs a scene during capture: each keyframe spawns primitives once and refines them for only a few dozen iterations, leaving little chance to fix poor initialization or missing detail. Gaussians are also inherently soft, needing many overlaps for solid surfaces. We present Hierarchical Incremental Beta Splatting (HIBS), which brings beta kernels to incremental reconstruction. Their shape parameter interpolates between a soft, Gaussian-like profile and a flat-topped, near-opaque surfel, acting as a confidence dial for geometry. Our confidence-aware spawning uses geometric observability and multi-view depth agreement to initialize both opacity and shape, producing solid primitives where geometry is verifiable and soft, correctable primitives where it is not. As online densification, error-driven relocation recycles stale primitives into photometric-error hotspots. Bounded beta kernel support enables exact tile culling and faster rasterization, and a closed-form, shape-preserving merging formulation provides a level-of-detail (LOD) hierarchy for fast optimization and real-time rendering. On Mip-NeRF 360 in the on-the-fly protocol, HIBS improves PSNR by up to 0.8 dB while reducing optimization time by up to 40%. Project page: https://linus-franke.com/hibs/
#02Nov 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.
#03Nov 5, 2026
cs.CV
DART: Domain-Agnostic Residual Transfer for Generalist Anomaly Detection
Muhammad Aqeel, Maham Nazir, Marco Cristani and 1 more
Generalist Anomaly Detection (GAD) aims to detect anomalies in unseen domains using only a few reference samples. Recent normal-abnormal guided methods improve this setting by exploiting abnormal references, but their residuals often mix transferable anomaly cues with domain-specific appearance factors such as texture, geometry, and acquisition conditions. This residual domain entanglement limits cross-domain transfer and may produce spurious activations on novel domains. We propose DART, a plug-in framework for normal-abnormal guided GAD that learns to separate residuals into anomaly-relevant and domain-specific components. DART combines a Residual Disentanglement Module, which preserves anomaly-discriminative information while suppressing domain information, with Cross-Domain Meta-Training, which forms episodes across source domains to make the separation effective. The method is architecture-agnostic and can be inserted between residual computation and the detection head of existing GAD pipelines. Experiments on MVTec AD, VisA, and BraTS show consistent improvements over multiple base methods, with the largest gains under stronger domain shifts. https://github.com/aqeeelmirza/DART
#04Nov 5, 2026
cs.CV
ManimCode: Learning Visual Self-Correction for Educational Animation
Zhengyang Liang, Lizi Liao
Manim supports precise, programmatic video generation, but a successfully rendered educational animation can still have visual defects, missing explanations, or incorrect content. Rendering does not directly identify the code changes needed to correct these visual failures, so feedback-driven revision is needed. Existing agentic frameworks use iterative rendering and revision but typically rely on large models, often proprietary. Existing Manim datasets primarily contain final programs and often lack quality verification and the trajectories of feedback and revisions needed to learn this refinement process. We introduce ManimData and ManimCode, a data and training framework for feedback-driven educational animation generation. We construct ManimData through a render-guided pipeline that iteratively generates, executes, reviews, and revises Manim programs with retrieved API documentation. Its 24,034 render-verified, quality-filtered records preserve intermediate programs, execution errors, visual critiques, and corrective revisions. We use role-conditioned supervised fine-tuning on these trajectories to train ManimCode, a single 4B model, to write, review, and revise animation programs. To improve correction of errors that differ from those in the collected trajectories, we then train the Reviser with reinforcement learning on self-generated states, using rendering outcomes and reference-free quality feedback. ManimCode achieves 96.6% and 97.0% render success on ManimData-test and ManimBench, compared with 52.6% and 82.0% for the untrained 4B model under the same inference setup, while also improving video quality scores from 2.48 to 2.94 and from 3.00 to 3.44. Integrating ManimCode into two long-form educational video generation systems increases completed videos from 19/117 to 107/117 and from 53/239 to 239/239, alongside improvements in educational effectiveness and visual quality.
#05Nov 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.