#01Nov 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.
#02Nov 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.
#03Nov 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/
#04Nov 5, 2026
cs.LG
Beyond Quadratic Attention: Separable Gaussian Operators for ODE Vision Transformers
Carlos Boned Riera, David Romero Sanchez, Oriol Ramos Terrades
Self-attention carries a quadratic cost in token count, which limits how far Vision Transformers can scale with input resolution. We introduce SSoG, a separable sum-of-Gaussians spatial operator that replaces dense self-attention with a learned mixture of axis-factorized Gaussian kernels, reducing the per-layer cost from $\mathcal{O}(N^2)$ to subquadratic in $N$. Unlike dot-product self-attention, whose Lipschitz constant is unbounded outside a compact input domain, SSoG with fixed kernels is globally Lipschitz continuous, which, via the Picard--Lindelöf theorem, guarantees that the continuous-depth variant has a unique solution on the whole integration interval, a global guarantee that dense-attention counterparts lack in general. On CIFAR-100 at $224\times224$, in a matched discrete-Transformer setting and in the continuous setting, SSoG improves Top-1 accuracy by 2.2--4.1 points across three model widths while using 8.8--16.6\% fewer parameters, with depth and training recipe held fixed. In a looped-Transformer setting, SSoG improves Top-1 accuracy by 5.4--8.1 points. We further probe inference-time scaling by evaluating on inputs up to $1024\times1024$ at matched batch size: in the continuous-depth (Neural ODE) architecture, SSoG reaches up to 154\% higher throughput and over 60\% lower peak memory than dense attention, with the gap widening as resolution grows, consistent with the difference in asymptotic cost. In the discrete and looped settings, SSoG also achieves over 30\% higher throughput than dense attention at this resolution. Together, these results establish SSoG as a practical, parameter-efficient, and theoretically grounded alternative to dense attention across discrete, weight-shared, and continuous-depth Transformer variants.
#05Nov 5, 2026
cs.RO
Aligning Policy Encoders with a Shape Teacher
Madelon Bernardy, Mohammad Mahdi Derakhshani, David M Knigge and 2 more
3D-aware representations can improve robotic manipulation by providing geometric information that is robust to changes in viewpoint, object position, and occlusion. However, using 3D inputs at deployment requires additional sensing and processing, making image-based policies more practical. We ask whether an image-based policy can acquire 3D shape information during training while retaining a purely image-based interface at deployment. We propose shape-teacher alignment, a training-time mechanism that uses a pretrained 3D shape representation as an alignment target for an image-based policy encoder. Specifically, we use Point-MAE features from individual objects as targets for corresponding image patches, transferring geometric structure to the policy without changing its deployment inputs or architecture. On LIBERO, shape-teacher alignment produces image representations that are more structured around object shape and corresponding parts, while substantially accelerating policy convergence and improving success rates. For pretrained policies, convergence is accelerated by 4.7x and 5.6x on the Object and Spatial suites, respectively, without requiring the shape teacher or depth input at deployment.