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5 papers

#01Oct 22, 2026

cs.CV

CellTrack-Bench: Microscopic Cell Tracking Benchmark for Vision-Language Models

Ilan Theodoro, Jordão Bragantini, Loïc A. Royer

Large language models have shown outstanding performance on text-first tasks such as coding, math, and writing. Recent efforts are shifting models' training to include scientific problems that often live in highly specialized domains beyond text, such as protein structure and biological images. However, in these scenarios, their general-purpose accuracy compared with specialized algorithms remains in question. One such domain is cell tracking, which requires spatiotemporal awareness of cell dynamics. To evaluate this, we created a new benchmark, CellTrack-Bench, which assesses Vision-Language Models' (VLMs) cell-tracking-related performance against specialized trackers. The full benchmark draws from 15 standard cell-tracking datasets across four imaging modalities and comprises 1,537 problems corresponding to 9,041 cell-linking decisions. We selected a hard subset requiring greater reasoning effort by identifying failures shared across distinct algorithmic trackers. With this proposed dataset, we: (i) evaluated different environment harnesses for VLMs; (ii) benchmarked 9 frontier closed-source models and 13 open-weight models; and (iii) provided a detailed analysis of their failure modes. Code, the stored model outputs, and a pipeline that regenerates the benchmark from the source datasets are available at https://github.com/royerlab/celltrack-bench.

#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

MVLoMa: Multi-View Local Feature Matching with Any Geometry Foundation Model

Xinyang Lu, Shengzhe Wei, Sheng Tang and 3 more

Local feature matching is typically formulated for image pairs, although structure-from-motion and visual localization commonly match one reference image against many retrieved or covisible neighbours. Applying a pairwise matcher independently to these centre-neighbour edges duplicates reference-side computation and prevents the matcher from exploiting complementary multi-view geometric evidence from the remaining observations. To address these limitations, we introduce MVLoMa, a sparse star-graph matcher that extends LoMa from image pairs to multiple views. MVLoMa first uses a frozen multi-view geometry model to jointly describe all images in a star, then injects the resulting cross-view geometric context into local descriptors. It then matches the centre image to all neighbours in a single forward pass through per-view self-attention and bidirectional centre-neighbour cross-attention. For supervision, we derive positive correspondences only from depth-valid, mutually visible dense warps and explicitly penalize high-confidence matches that violate epipolar geometry. On 25-view star graphs from HyperSim, ScanNet++, Mip-NeRF 360, and Tanks and Temples, MVLoMa obtains the best macro-average relative-pose AUC among the compared methods at all three thresholds (58.65/85.41/90.99). Its matcher is 2.20 times faster than sequential evaluation of the 24 centre-neighbour edges. The same design supports four tested frozen geometry encoders -- DA3, $π^3$, VGGT, and VGGT-$Ω$ -- with DA3-Giant performing best on all reported encoder-ablation metrics. Controlled ablations further isolate the effects of geometry-aware descriptors, visibility filtering, geometric negative supervision, and joint multi-view inference.

#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

WorldForge V2: Eliciting Camera-Trajectory Alignment in Video Diffusion Models

Chenxi Song, Yanming Yang, Tong Zhao and 3 more

Video diffusion models have learned rich 3D/4D priors, making them promising for scene generation and video re-rendering. However, their use in spatial tasks is limited by imprecise camera control, spatial and temporal inconsistencies, and entangled camera motion with scene dynamics. Existing approaches, such as task-specific fine-tuning and post-process warping, often introduce visual artifacts, generalize poorly, or incur high computational costs. We propose WorldForge V2 to achieve accurate camera control while preserving the generative capabilities of pretrained video models. We first develop a training-free guidance framework using warped references to iteratively refine generation along a target camera path. Optical-flow analysis identifies motion-related latent channels for selective guidance, helping separate motion control from appearance. A dual-path strategy further compares guided and unguided predictions to correct artifacts from imperfect references. Together, these components guide viewpoint changes while preserving scene appearance and object motion. To reduce refinement costs, v-cache approximates the correction using the preceding denoising prediction, avoiding an additional model evaluation. We further extend motion localization from latent channels to network blocks and introduce Trajectory LoRA, which concentrates adaptation on blocks most responsive to trajectory guidance. A two-stage training strategy teaches these adapters to denoise the states encountered during guided generation, using limited supervision effectively. This enables reliable camera control with very little training data, with a single training scene already supporting generalization to unseen scenes. Quantitative and qualitative evaluations across multiple datasets show that our method achieves state-of-the-art generation quality and trajectory accuracy in camera-controlled video generation.