ML Reads

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ML papers to read today.

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5 papers

#01Oct 22, 2026

cs.CV

A Unified Framework for Image-to-3D Part Generation via Variable Granularity

Qiwen Gu, Xin Zhou, Xiwu Chen and 3 more

Controllable 3D part generation is pivotal for digital asset creation, yet existing methods lack the flexibility to accommodate diverse user workflows requiring varying levels of control. In this paper, we introduce FlexPart, a unified image-to-3D part generation framework that supports variable-granularity geometric conditions within a single model. By seamlessly integrating heterogeneous inputs, ranging from sparse points to dense bounding boxes and masks, via gated adaptive modulation, FlexPart unlocks a powerful cross-modal synergy. We also propose an asymmetric geometric guidance mechanism that leverages strong spatial priors to align representations across granularities, improving geometric consistency and facilitating inter-task synergy. Under mask conditioning on PartVerseXL, FlexPart reduces Part CD by 16.6% relative to TripoSG + SAM3D and by 10.5% relative to OmniPart, while maintaining competitive whole-mesh quality. The code can be found at https://github.com/Gucci233/FlexPart

#02Oct 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.

#03Oct 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.

#04Oct 22, 2026

cs.CV

OmniRay: Camera-Agnostic Monocular 3D Reconstruction with Composite Ray Fields

Namitha Guruprasad, Abhay Yadav, Cheng Peng and 2 more

Monocular models recover 3D geometry from a single image in one pass, but most assume a pinhole camera and produce distorted geometry on the wide-angle imagery produced by fisheye and panoramic lenses. Camera-aware models remove this assumption by predicting a per-pixel ray field. However, they represent different camera geometries using a single fixed basis to capture both the overall camera projection and its finer variations. We argue that camera geometry can be viewed as having a hierarchy of complexity for representing rays. We present OmniRay, a feed-forward model whose Ray Module is composed of three components: a monotone radial base that captures radially symmetric structure, a spherical-harmonic residual for smooth deviations from it, and a free-form residual for remaining local variation. These components are composed as successive rotations on the sphere, allowing the representation to accommodate diverse camera geometries. Given a single image, OmniRay predicts a ray direction and an up-to-scale radial distance for every pixel, from which a 3D point cloud is recovered without needing camera information at inference time. Extensive experiments across different camera configurations demonstrate that OmniRay establishes a new state-of-the-art in camera-agnostic monocular 3D reconstruction.

#05Oct 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.