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5 papers

#01Nov 10, 2026

cs.CV

C$^2$-Routing: Complementary Cropping and Compression for Efficient Vision-Language Inference

Guorui Lu, Qinyu Chen

Visual Question Answering (VQA) imposes substantial computational overhead on vision-language models (VLMs), motivating model-agnostic input reduction methods that can be readily applied across diverse VLMs, including in black-box settings. Simply enforcing a visual-token cap reduces computation, but it can discard information needed to answer the question. A single reduction strategy also struggles to accommodate different scenarios. Our key observation is that cropping and compression are complementary: cropping highlights small targets and local details, whereas whole-image compression better preserves context for large targets or distributed evidence. Based on this observation, we propose C$^2$-Routing, which adaptively selects cropping or compression according to the input image and question. Since both strategies may still discard key information, we further design a safety gate that uses the predicted joint correctness distribution under original and reduced inputs to guide fallback and protect accuracy. To accommodate consumer GPU resource constraints, all training and evaluation experiments run on RTX 3090 GPUs. To measure gains beyond token capping, we use full-image baselines with the same cap of 1,024 visual tokens. We conduct extensive evaluation on three VLMs and 18 datasets spanning local details, global scenes, scene text, and documents. With the visual budget already capped, C$^2$-Routing further reduces end-to-end FLOPs by 36.53% and visual tokens by 42.36% on average, with a mean relative task-score decrease of only 0.77%.

#02Nov 10, 2026

cs.AI

Multimodal Abstention That Preserves Acquired Correct Answers

Jinyuan Zhang

Adding abstention to a task-adapted multimodal model can discard correct answers, including capabilities acquired during adaptation. We formulate abstention repair as maximizing correct abstention on unanswerable questions under a budget on newly lost correct answers. We propose ReFrain (Regression-Free Abstention), which combines a linear probe on first-token logits, threshold calibration on held-out image clusters, and a deterministic veto that replaces rejected outputs with the displayed "none of the above" option while preserving all other responses. "Regression-free" denotes zero loss on the calibration set at the zero-budget target. All abstention methods in our main comparison start from the same answering-SFT checkpoint; we separately track lost correct answers, repaired errors, and retained SFT gains. On Qwen2.5-VL-3B, ReFrain at zero budget retains all 57 SFT-gained answers with no losses and improves correct abstention by 7.30 percentage points. At a 0.5% calibration budget, it reaches 74.05% correct abstention with 8 losses and retains 55 gains; CLIP-UP EmbLoRA reaches 64.65% with 62 losses, 41 repairs, and 40 retained gains. The same probe at its default threshold loses 298 correct answers. With models and thresholds frozen, confirmation on 228 independent question clusters yields 66.05% correct abstention and no losses at the 0.5% point, exceeding EmbLoRA by 32.72 percentage points. Ordinary refusal SFT achieves higher correct abstention at greater regression cost. Code and reproduction materials: https://github.com/ModeLiberaL/ReFrain.

#03Nov 10, 2026

cs.RO

ForeseeDrive: Future-Token Conditioning for Anticipatory Generative Driving

Shaokai Wu, Xunchu Zhou, Pinzhi Wang and 8 more

Generative driving planners can represent diverse ego futures, but a downstream scorer can choose only among sampled candidates; it cannot recover an absent maneuver. We present ForeseeDrive, which turns future scene evolution into a deployable interface for shaping candidate generation. Rather than reconstructing dense future states or scoring a fixed menu, ForeseeDrive derives query-indexed tokens from logged actor motion, occupancy evolution, route interactions, and TTC margins, and predicts the same token space from present context at deployment. The tokens condition trajectory geometry before candidates materialize. A zero-token-gated residual path and candidate-preservation loss limit unnecessary drift, while a TTC-margin guard targets brittle safe-to-unsafe boundary crossings. Under their respective benchmark protocols, ForeseeDrive reaches 89.2 PDMS on NAVSIM navtest, 0.41\,m average L2 and 0.05\% collision rate on nuScenes validation, and a 76.50 driving score on Bench2Drive. Controlled DiffusionDrive/NAVSIM diagnostics show an exact zero-token no-op, a small aligned-over-shuffled selected-PDM advantage under preservation, mixed oracle-best quality, and localized TTC-boundary failures. Together, the benchmark results and bounded mechanism tests support future-conditioned generation as a practical interface for anticipation. Code is included in the supplementary materials.

#04Nov 10, 2026

cs.CV

SpecValley: Aggregation as Spectral Valley in Dense Heterophilic Graphs

Christoph Jahn, Delvin Bacho, Urs Waldmann and 1 more

Node classification in heterophilic graphs remains an open problem: aggregating over neighbourhoods can damp precisely the part of the signal that carries the labels. The field has answered with ever more expressive propagation operators, leaving the aggregation step that precedes them fixed by degree normalisation. However, degree normalisation acts as a spectral valley in its own right, attenuating a fixed middle band whose position at lambda equal 1 is set by the normalisation rather than by the data, exactly where the eigenvalues of dense graphs accumulate. We therefore begin with the representations rather than the propagation, in two stages: a learnable aggregation followed by an ordinary spectral filter. The first, SpecValley learns the position, sharpness and flank gains of the valley for every graph. We show formally how the aggregation operator and downstream filter interact. We establish that the response 1 minus lambda of degree normalisation vanishes exactly at that accumulation point. A spectral energy budget shows that what aggregation removes from a band, no linear spectral filter can recover. Crowding alone says nothing about the benefit. That is decided by how much label energy the valley removes, which we measure for every graph. SpecValley achieves strong results across heterophilic benchmarks, and a controlled ablation over aggregation operators and downstream filters attributes the gain to aggregation rather than the filter.

#05Nov 10, 2026

cs.CV

A Lightweight Differentiable Method for Real-Time Skin Rendering and Digitization

Mario Marquez-Balduque, Carlos Rodriguez-Pardo, Jorge Lopez-Moreno

Inverse rendering for skin typically relies on offline path tracing to estimate physical properties, which fail to map directly to the approximate shaders utilized in interactive applications, such as game engines. We bridge this gap by directly estimating subsurface scattering parameters tailored for real-time rendering pipelines. We introduce a differentiable Screen-Space Subsurface Scattering (SSSS) framework that enables the joint optimization of spatially varying base textures and scattering distances. To account for local variations in skin thickness, we estimate these parameters across distinct facial regions, generating a blended profile map ready for production runtime engines. Our pipeline utilizes a low-cost, single-light, single-view capture setup designed for accessible and practical appearance acquisition. Optimization is driven by a masked loss function targeting regions where subsurface scattering effects are dominant. We validate our approach on a real-world dataset of $45$ individuals across the Monk Skin Tone Scale, ensuring demographic generalization. Furthermore, we complement this evaluation with synthetic data, a multi-light setup validating our single-light assumption, and a tilted-view configuration confirming angular consistency. Results demonstrate that our method effectively recovers scattering parameters from lightweight inputs, yielding realistic skin appearance directly compatible with standard real-time shaders.