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5 papers

#01Oct 22, 2026

eess.IV

Self-Supervised Multibeam Sonar Restoration via Coherent Forward Modeling

Zixin Wang, James Hopgood, Mike Davies

Multibeam imaging sonar produces intensity images degraded by coherent speckle and system-induced blur, while clean reflectivity targets are rarely available. Existing despeckling methods often rely on simplified intensity-domain noise models, synthetic clean targets, or blind-spot self-supervision, and typically do not jointly model deblurring and speckle suppression. We propose a physics-consistent self-supervised framework for joint despeckling and deblurring of multibeam imaging sonar. A stochastic coherent image-formation model yields a conditional-mean forward operator that relates latent scene reflectivity to expected intensity through the squared magnitude of the system point spread function. We then use registered multi-frame sonar sequences to train without clean ground truth images, showing that, under an idealized inter-frame conditional-mean condition, the expected paired loss equals the corresponding forward-prediction loss up to a network-independent constant. To stabilize the ill-conditioned inverse problem, we further adapt robust equivariant imaging using stochastic coherent simulation and introduce a paired forward prediction error metric for ground-truth-free evaluation. Experiments on two real multibeam sonar datasets demonstrate a favourable balance between forward-prediction agreement, homogeneous-region speckle suppression, and preservation of visible structural boundaries compared with representative baselines.

#02Oct 22, 2026

cs.CV

Diffusion-Based Synthesis of Complete 3D Biparametric Prostate MRI

Claudia Giardina, Montse Pardàs, Verónica Vilaplana

Synthetic biparametric MRI (bpMRI) may help alleviate the limited availability of large and representative prostate MRI datasets for deep learning applications. In this work, we present a conditional 3D diffusion framework for anatomy-conditioned synthesis of complete prostate bpMRI from anatomical masks. The framework supports sequential synthesis, in which T2w and diffusion modalities are generated by separately trained models, and joint synthesis, in which all bpMRI modalities are generated simultaneously within a single model. Five configurations were trained using PI-CAI, FastMRI Prostate, and PROSTATEx datasets to investigate different conditioning schemes, target modalities, and synthesis strategies. Evaluation using distribution-based metrics, paired-image similarity, and qualitative assessment demonstrated the feasibility of both synthesis pathways. Joint synthesis achieved competitive distributional fidelity while generating complete bpMRI, whereas direct synthesis of ADC and computed high-b-value DWI outperformed their derivation from synthetic diffusion-weighted images.

#03Oct 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.

#04Oct 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.

#05Oct 22, 2026

cs.RO

A Sparse Topometric Graph for Scalable Cross-Session Indoor Navigation

Eun Sun Lee, Minkyun Seo, Gwangtak Bae and 4 more

A conventional embodied agent in an indoor environment builds a map by accumulating noisy real-world measurements and results from heavy inference to guide navigation. While the detailed measurements may differ due to scene changes or sensor settings, the unique topological structure of navigable passages or the connectivity between rooms may provide training-free guidance that complements local observations. We propose a sparse topometric graph as an efficient structural representation for robust indoor navigation, alleviating the need for fine-grained matching, which is computationally expensive, memory-intensive, and prone to real-world variations. The map consists of nodes that encode local 3D geometry and distance-weighted edges that capture traversable connectivity. A learned graph-matching network finds consistent subgraph structures across sessions by considering both node-level geometric descriptors and neighborhood connectivity. The holistic contextual matching is robust to local ambiguities caused by weak distinctiveness or repetitive structure, and establishes stable correspondences despite local scene changes, different sensor modalities, or limited spatial overlap. We analyze the practicality of the graph through cross-session point-goal navigation, where a goal specified in a prior reference map must be reached from an unknown initial pose in a later session. Experiments show that our method achieves the highest success rates (77.1% on Gibson and 40.0% under 3D-FRONT scene changes), while reducing memory by more than two orders of magnitude compared to point-level representations. The proposed approach further supports cross-session alignment and goal-directed navigation with strong scalability and robust real-world transfer.