#01Oct 22, 2026
cs.CV
Squaring-the-Sphere: Distortion-Free and Seamless Panorama Generation via CubeAtlas
Xuhui Zuo, Chenjie Cao, Tengfei Wang and 3 more
Generating 360-degree panoramas requires both local perspective fidelity and global spherical continuity. Existing representations face a trade-off: equirectangular projection (ERP) enables seamless panorama modeling but suffers from severe distortion and a domain gap to pre-trained image generators, whereas cubemaps preserve perspective geometry but often produce inconsistent faces and visible seams. We present Squaring-the-Sphere, a panoramic image generation framework built on a novel representation CubeAtlas, which unfolds all cubemap faces into a single compact canvas. By arranging orientation-aligned, rotated polar regions alongside the equatorial faces, this representation preserves the perspective geometry of cubemaps while organizing the cross-face relationships required for seamless panorama assembly. It further enables a pretrained diffusion transformer to model the complete panorama jointly in a single pass, without altering the backbone architecture or positional encoding. While CubeAtlas has a token count comparable to ERP, its structured layout makes many dense attention interactions unnecessary. We therefore introduce a layout-aware sparse attention mask that preserves the interactions required for panorama continuity while removing geometrically irrelevant token pairs. As a result, CubeAtlas achieves better quality than ERP modeling with lower attention computation. Furthermore, we introduce a training-free super-resolution technique and a fusion scheme that enhance fine details in distortion-free perspective space before achieving the final ERP panorama. Experiments on various benchmarks demonstrate that our method improves geometric fidelity, cross-view consistency, and high-resolution visual quality over previous methods.
#02Oct 22, 2026
cs.CV
WeVisOne-VL: Unified Visual Perception from Objects to Pixels
Tianming Liang, Junyi Pan, Yuxi Li and 5 more
Existing vision-language models (VLMs) remain unreliable for fine-grained visual perception. In this report, we present WeVisOne-VL (WeChat Vision All-in-One), a powerful VLM that unifies object-level and pixel-level perception through structured next-token prediction. It supports multiple visual tasks including object detection, referring localization, counting, OCR, segmentation, and matting, enabling localization at any user-specific granularity, from points and boxes to masks and alpha mattes. Architecturally, we integrate a lightweight pixel decoder into the VLM via a special <OBJ> token to generate instance-level pixel outputs. We train the model with a three-stage curriculum SFT followed by mixed-task RL. Across over 30 benchmarks, WeVisOne-VL demonstrates leading performance on both object-level and pixel-level tasks, while maintaining robust rejection for object-absent queries. By releasing WeVisOne-VL to the open-source community, we hope to advance VLMs from broad visual understanding toward truly reliable perception systems for real-world deployment.
#03Oct 22, 2026
cs.CV
UniVOE: A Removal-Driven Framework for Interaction-Aware Universal Video Object Editing
Shuzhou Yang, Lanqing Guo, Lingen Li and 4 more
Video object removal and injection are reciprocal editing operations between object-present and object-absent video states, yet they differ substantially in training difficulty. Removal can be effectively bootstrapped from video inpainting and further adapted to erase object-related interaction effects. Injection, however, requires large-scale paired supervision to model object appearance, dynamics, and scene-dependent effects, while perfectly aligned real-world pairs are difficult to collect and synthetic data lacks sufficient realism and diversity. To address this challenge, we present UniVOE, a removal-driven framework for training both video object removal and injection models. We first train an effect-aware remover by transferring video inpainting priors and finetuning on object-present/object-absent pairs. The trained remover converts real object-present videos into object-absent counterparts, creating large-scale paired supervision for injection. An injection model is trained on these pairs in the reverse direction to recover objects together with their dynamics and interaction effects. Moreover, since pixel-level reconstruction alone cannot adequately capture perceptual realism, we introduce a reward-based post-training method that aligns injection results with human preferences using a proprietary reward model. Experiments against strong open-source and commercial systems demonstrate that UniVOE achieves state-of-the-art performance on both object removal and injection, particularly in challenging interaction-effect cases.
#04Oct 22, 2026
cs.CV
AnyGameRenderer: Entity-Consistent Generative Rendering Across Games and an Entity-Level Benchmark
Ruicong Liu, Liangyang Ouyang, Fengbo Lan and 2 more
AI coding agents can now build small playable games in minutes, but the results usually look like programmer art: gray blockouts, colored geometric primitives, and flat semantic blobs. We present AnyGameRenderer, a video-to-video generative renderer that turns such footage into high-quality visuals with characters, motion detail, and effects. Throughout, it keeps the layout, camera, and every entity's position and timing intact. Our AnyGameRenderer generalizes across a wide range of genres that agents build, such as tower defense, auto-battlers, top-down survivors, turn-based battles, kart racing, and crowd runners. AnyGameRenderer takes plain video as its game-state input, with no complex representations such as engine G-buffers, per-object class labels, or low-poly proxies. Gray blockouts, colored primitives, semantic maps, and wireframes all work as input. It also preserves entity correspondence: group counts stay correct, and entities appear and disappear on the right frame. We implement AnyGameRenderer by LoRA fine-tuning MiniMax-H3 ref2va, a 33B reference-video-conditioned video generation model. Training uses $\sim$10k paired clips from three sources: (i) multi-stream rendering data from 38 agent-made games exported from GEAR, an AI game-creation tool; (ii) two-stream rendering data from Unreal Engine, with programmatically controlled crowds, count changes, and entity scales; and (iii) real gameplay recordings, with pairs reconstructed via 3D-box detection. To evaluate the entity correspondence, we propose an entity-level benchmark of 59 held-out cases with 753 entities, scored against ground-truth boxes. Compared with the base model, AnyGameRenderer better preserves entity correspondence: temporal match rises from 50.9\% to 62.9\%, missed count changes fall from 34.7\% to 21.3\%, and fewer entities are hallucinated or left unrendered.
#05Oct 22, 2026
cs.CV
MoG-VLM: Efficient Video Anomaly Detection through Motion-Guided Vision-Language Models
Khaled Waleed Dawoud, Muhammad Zaigham Zaheer, Khan Muhammad and 1 more
Vision-Language Models (VLMs) have shown strong potential for video anomaly detection, but dense frame-level inference makes them impractical for real-time deployment. Existing acceleration commonly relies on uniform sampling, which ignores content dynamics and can either waste computation on static segments or miss localized anomalies. We propose MoG-VLM a motion-adaptive anomaly detection framework that leverages motion purely as a lightweight control signal to decide when VLM inference is necessary. To this end, we introduce Temporal Gradient Magnitude (TGM) which performs content-aware sampling to concentrate computation on informative regions while avoiding redundant processing. We further introduce a hierarchical dual-stream design in which dense multi-frame VLM reasoning is activated only around frames with elevated anomaly likelihood, via anchor-triggered context-window expansion with early termination. A fusion module then reconciles these instantaneous semantic cues with temporal action dynamics. Across four benchmarks, our method achieves 91.91%, 84.30%, 87.88%, and 78.96% AUC-ROC on XD-Violence, UCF-Crime, MSAD, and ShanghaiTech, respectively, establishing new state of the art on three benchmarks under the zero-shot, training-free setting. On XD-Violence, we improve over the previous best result by +0.57% while delivering a 1.31x inference speedup. These results demonstrate that content-aware allocation of VLM capacity, processing fewer frames more intelligently rather than all frames uniformly, is a more effective axis of progress than uniformly densifying VLM inference across frames. Code is available on GitHub: https://github.com/kdawoud91/MoG-VLM.