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5 papers

#01Nov 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.

#02Nov 5, 2026

cs.RO

Social Humanoid: Socially Responsive Human-Humanoid Interaction

Vongani H. Maluleke, James Ni, Kie Horiuchi and 7 more

Humanoid robots are typically trained as solitary agents, leaving them unable to coordinate physically with human partners who naturally anticipate and adjust to one another. To bridge this gap, we present Social Humanoid, a hierarchical system that generates and executes socially responsive whole-body motion on a 29-DoF Unitree G1 conditioned on a human partner's motion. Its high-level policy performs flexible sequence modeling of human and humanoid motion through a shared tokenized representation, generating reactive humanoid motion and anticipating the partner's motion when they are occluded, while a low-level whole-body tracking controller executes the generated motion on the robot. To train the system, we introduce a two-phase adaptive retargeting procedure that retargets one interaction partner to the robot while morphing the other partner to preserve contact dynamics, reachability, and relative body scale. We apply this procedure across five motion-capture datasets to produce a new Human-Humanoid Interaction (HHI) benchmark of 260 hours of human-humanoid interactions. Our results demonstrate that Social Humanoid produces coordinated, human-aligned behavior across diverse interaction types in simulation and the real world. Project page: https://von31.github.io/social-humanoid/

#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.LG

FewStepRL: Fine-tuning Few-step Diffusion Models with Reinforcement Learning

Haitao Lin, Minsi Ren, Yang Li and 4 more

Reinforcement learning (RL) has become a standard post-training method for diffusion models, but most RL objectives roll out the current policy at every iteration, and with a many-step sampler these rollouts typically dominate the cost of training. Few-step models cut this cost, yet they model an average velocity over an interval, whereas existing RL objectives are built for an instantaneous velocity with a many-step sampler. We adapt RL objectives to few-step models systematically in three phases, namely a transformation, a decomposition and an adaptation. The transformation to $x$-space expresses each objective we consider through a common policy prediction, at the clean end by default and at an explicitly marked level for transition or flow-map objectives, so that objectives stated over densities, velocities or rewards become comparable. The decomposition writes the gradient of each of these objectives as the sum of a self-regression toward a reference and a reward augmentation, so that a method reduces, at the gradient level, to a choice of anchors and weights. The adaptation computes each anchor from a few-step model at the end of its transport or along its tangent, with the instantaneous velocity recovered from the network itself or from an auxiliary network. This yields few-step versions of FlowGRPO, AWM, DiffusionNFT, DiffusionOPSD and ReFL in one modular codebase. In our experiments, reward-gradient-based methods are the most effective when the reward is differentiable and its gradient is affordable; otherwise DiffusionNFT-style methods generally reach high rewards in relatively few iterations despite a sometimes higher per-iteration cost. Extra inference steps show no systematic aggregate benefit in our experiments, although selected outputs visibly improve with two to four times as many sampling steps as in training.