Biological visual systems compute reliably under tight metabolic and wiring constraints, whereas artificial vision systems consume far more energy and can be sensitive to adversarial perturbations. Whether networks with brain-like wiring are more robust at lower computational cost is unclear. We address this by benchmarking a task-optimized, continuous-time recurrent neural network of the fly visual system constrained by its synaptic connectome (FlyNet) against artificial neural networks. We compare it against CNNs, RAFT, and continuous-time recurrent neural networks without detailed connectome constraints (sCTRNN, CTRNN) on a collision-detection task within a differentiable 3D rendering pipeline. FlyNet is adversarially vulnerable but, relative to its compute, more robust to common video corruptions than RAFT, while using up to five orders of magnitude fewer FLOPs. The CTRNNs remain more robust than FlyNet across almost all tested perturbations, suggesting that connectome constraints benefit efficiency, through their low edge count, over robustness. Recurrence improves robustness to white-box attacks in RAFT and temporal context improves robustness to common corruptions. FlyNet's position and velocity representations degrade under adversarial textures but recover under counterfactual textures that restore correct classification while staying equally far from training, ruling out unfamiliar textures as the cause of failure. The reverse-phi illusion similarly disrupts these representations and inverts the same low-level motion statistic as the adversarial textures. Optimizing this input statistic alone, without access to the network, suffices to induce classification failure, attributing both perturbations to the same circuit vulnerability. Connectome-constrained models can thus surface adversarial failure mechanisms as testable hypotheses about biological perceptual vulnerabilities.
https://arxiv.org/abs/2611.14498
Estimating 3D head expression from a single image requires mapping visual appearance to underlying facial geometry. We propose ViGA-FLAME, a two-stage framework that aligns semantic visual features with a structured geometric latent space. First, a Parametric-Geometric Variational Autoencoder (PG-VAE) learns a unified representation of canonical head surfaces and FLAME parameters, supporting both detailed surface reconstruction and interpretable parameter recovery. Supervision on geometry and parameters, together with consistency between the two decoding branches, connects surface detail with parametric structure. Second, a trainable Visual-Geometric Adapter (ViGA) maps features from a pretrained semantic visual encoder into this latent space. Asymmetric attention enables ViGA to align semantic image features from the visual encoder with the structured geometric information represented in the PG-VAE latent space, without altering the original visual stream. By grounding image evidence in this latent prior, ViGA-FLAME enables robust 3D head expression estimation across severe facial deformations and large viewing angles, efficiently improving robustness over competing feed-forward methods.
https://arxiv.org/abs/2611.14218
Deploying vision transformer models across connected and automated vehicles (CAVs) requires joint management of computation and Vehicle-to-Vehicle (V2V) communication. Static split-inference methods use fixed partition points and cannot adapt to time-varying link bandwidth, processing load, and concurrent multi-stream traffic. This paper proposes an edge orchestration framework that jointly selects model partition points, per-layer quantization bitwidths, and execution placement across heterogeneous vehicular compute nodes. The joint partitioning and mixed-precision allocation problem is formulated as a Mixed-Integer Linear Program (MILP) that minimizes compute and communication energy subject to end-to-end latency and task-quality constraints. The framework is evaluated on Jetson Orin Nano (8~GB), Jetson Orin NX (16~GB), and Jetson AGX Orin (32~GB) nodes using OPV2V-driven multi-stream workloads with $K \in \{2,4,6,8\}$. Across the evaluated configurations, the proposed formulation reduces V2V communication energy by $33.3$--$36.0\%$ relative to a Uniform INT8 split. At $K=8$, end-to-end task completion latency is reduced by $34.0\%$ on the Orin Nano and $33.1\%$ on the Orin NX relative to the same baseline, while limiting the reduction in 3D detection accuracy to $3.1$--$4.1$ percentage points in $\mathrm{mAP}_{50}$ relative to FP16 execution.
https://arxiv.org/abs/2611.14196
Feed-forward 3D foundation models recover geometry at high fidelity, yet inference memory constraints keep them from processing long sequences natively. Current streaming systems work around this limit with sliding-window chunking, which introduces severe monocular scale ambiguity. Resolving this ambiguity requires Sim(3) registration that stays accurate and efficient under outlier contamination. We introduce Sim(3)-TurboReg, which reformulates the compatibility graph construction of TurboReg by replacing absolute distance constraints with a strict Tri-Scale Consistency (TSC) criterion. Our analysis shows that TSC suppresses both mismatching and coordinate-distortion outliers. We integrate the resulting solver into existing streaming systems and obtain high-fidelity, kilometer-scale reconstruction for feed-forward models. On controlled unknown-scale registration at 90% outliers, ours matches RANSAC accuracy with 92.5% lower median latency. In DA3-Streaming on KITTI, ours improves mean ATE RMSE by 22.2% and reduces mean end-to-end time by 16.6%. Code: this https URL
https://arxiv.org/abs/2611.14135
Three-dimensional spatial transcriptomics (3D ST) enables the analysis of gene-expression patterns across tissue depths. However, 3D ST measurements are acquired from discrete 2D tissue sections, which are often sparsely sampled due to high acquisition costs. To address this limitation, we propose a histology-informed multi-task implicit neural representation (HIM-INR) for continuous 3D gene-expression reconstruction from sparse ST observations. HIM-INR jointly reconstructs gene-expression profiles and histological representations using an INR with a shared backbone, leveraging densely sampled histological images as auxiliary spatial supervision. Once trained, HIM-INR predicts gene expression at arbitrary 3D coordinates without requiring histological images. Experiments on two 3D ST datasets demonstrate improved reconstruction over existing methods, particularly as the number of missing ST sections increases.
https://arxiv.org/abs/2611.14129
Real-time robotic perception requires accurate LiDAR semantics under limited resources. Bird's-eye-view (BEV) aggregation is efficient but can mix differently labeled surfaces in columns. We present HiPFuse, a point-BEV fusion framework that exchanges point and height-partitioned BEV features across horizontal scales, combining point-wise detail with 2D spatial context from one LiDAR scan. Fixed height assignments preserve separate vertical aggregation groups, with auxiliary supervision of initial BEV features using targets from the same 3D cells. A dual-scale BEV context module adds broader context from a coarser grid. On SemanticKITTI and MCD, HiPFuse achieves 63.7% and 62.5% mIoU at 14.2 and 22.4 FPS on Jetson AGX Orin, respectively, exceeding the 10 Hz scan rate. Separate training and evaluation show indoor applicability. Replacing only the baseline semantic front end with HiPFuse in fixed robotic systems reduces odometry absolute trajectory error RMSE by 10.6% on average across two outdoor sequences and increases accepted-loop recall by 8.7 percentage points on SemanticKITTI. Qualitative semantic maps show more continuous road labeling. Our code is available at this https URL.
https://arxiv.org/abs/2611.14025
Robotic additive manufacturing requires joint paths that reconcile robot feasibility with process-specific geometry. We develop an offline optimization-based path planner that combines joint-path regularity and self-collision penalties with process costs and constraints, so that a new process enters through its own reference, residuals, and tolerances. Full-path and boundary-coupled chunked optimization handle references of different lengths. Iterative Weight Tuning (IWT) determines the cost weights from the gaps between Key Performance Indicators (KPIs) and their targets. In carbon-fiber winding and robotic 3D printing, the planned paths meet the geometric tolerances and all KPI targets, and both paths are executed on a UR10e, without extrusion for printing, with joint-level tracking recorded during execution.
https://arxiv.org/abs/2611.13983
Three-dimensional scene graphs (3DSGs) can provide robots with persistent metric-semantic representations for spatial reasoning, but the existing methods have primarily been developed for indoor and terrestrial environments. In this paper we investigate how a representative outdoor open-vocabulary method transfers to maritime environments and which adaptations are needed. Our experiments show that zero-shot representative outdoor 3DSG descriptions agree with our labeled ground truth for a majority of geometry-supported objects on our data, but the resulting map exhibits considerable physical-entity fragmentation, and its terrestrial higher-level assumptions don't capture maritime spatial organization needs. We therefore keep the underlying mapping method and post-process its accumulated evidence. We show a metric-semantic consolidation method followed by geometry-grounded multi-view vision-language model (VLM) reasoning that reconciles remaining fragments into physical entities and groups entities through observations into local places. In parallel, we construct maritime macro regions using map priors and onboard water and structure observations, and associate them with the local places. The resulting representation reduces physical-entity fragmentation beyond both the baseline and our geometry-semantic consolidation component alone, supports correspondence of fixed local places across repeated maritime traversals, and improves contextual retrieval on our reviewed queries over tested baselines. These results show how an outdoor open-vocabulary map can be adapted into persistent maritime scene memory with our methods for object/place identity and spatial abstractions.
https://arxiv.org/abs/2611.13903
Establishing dense correspondence between high-resolution 3D shapes remains challenging due to the spatial--spectral coupling at the core of many functional-map methods, which grows quadratically with mesh resolution. We observe that this coupling is equivalent to a scaled dot-product attention formulation, with learned descriptors serving as queries and keys and spectral basis functions as values. This connection makes efficient attention implementations directly applicable to shape matching and an effective mechanism for scaling spatial-spectral coupling. We show that optimized quadratic attention implementations can scale modern deep functional map pipelines to large mesh sizes, improving both runtime and memory consumption, while sub-quadratic methods introduce errors, particularly for non-isometric shape pairs, where an exact coupling proves most necessary. These insights motivate \textit{Geo-FlashAttention}, which restricts the exact softmax to geometry-selected surface patches and achieves near-linear empirical scaling while preserving correspondence accuracy of exact implementations. Across six standard benchmarks and three functional-map pipelines, rigorous analysis shows that efficient couplings preserve correspondence accuracy. At $60k$ vertices, these insights reduce peak training memory from 106.08 to 5.67\,GiB, with Geo-FlashAttention being $1.5\times$ faster per training step than FlashAttention. This enables end-to-end learning for correspondence problems on large meshes such as cortical surfaces, where high resolution is required to preserve disease-relevant intricacies of the surface geometry. Project page available this https URL
https://arxiv.org/abs/2611.13870
3D reflection removal is crucial in applications demanding high-fidelity visualization, such as museum exhibitions. In this work, we propose Reflection-Free 3D Gaussian Splatting (RF3DGS), a novel method for superior reflection removal. RF3DGS exclusively leverages a widely-adopted photometric prior for reflection removal: that the minimum pixel intensity across multi-view images corresponding to the same 3D point strongly correlates with reflection-free information. However, generalizing this principle to a 3D Gaussian Splatting within a multi-view context is non-trivial. To address this, RF3DGS first optimizes a vanilla 3DGS model using a geometric prior to estimate a coarse, reflection-free depth map for each view. Leveraging these depth maps and photometric prior, a 3D warping process aggregates reflection-free information from auxiliary views to construct a clean transmission pseudo-label for a given reference view. This pseudo-label provides a robust self-supervised signal for optimization. We further introduce an Adaptive Twin Rendering (ATR) loss to synergistically utilize this pseudo-label while preserving high-frequency details from the original, reflection-degraded images. By adeptly fusing these internal 3D self-priors with the ATR loss, RF3DGS demonstrates state-of-the-art reflection removal performance across both synthetic and real-world scenarios. Furthermore, we establish the first 3D reflection removal benchmark, based on the Unity rendering engine, for rigorous quantitative evaluation.
https://arxiv.org/abs/2611.13772
A GUI command can be correct at the interface level yet still produce an incorrect assembly. An agent must identify the relevant components, respect their structural relationships, and determine which parts should move during recovery. We introduce MAGAR-Bench, a benchmark of 4,000 multimodal samples from 26 assembly families that separates Assembly Decision, Atomic Action, and Minimal Rework. For rework, the objective counts distinct moved parts within the validated recovery candidate set for each state, rather than the number of actions. We also introduce MAGAR, a selective correction framework built on a frozen policy obtained by supervised fine-tuning. Its key design matches correction granularity to output dependencies. Structured candidates revise assembly fields and rework scope, while complete action candidates keep native GUI primitives coupled with their parameters. A learned selector retains the original prediction unless a candidate passes a task-specific intervention threshold. On recorded states from held-out assembly families, MAGAR improves Overall, the task-balanced aggregate, from 37.50 to 41.39, with gains on all three tasks. Across 209 interventions, 70 correct an error and 22 introduce one. These results support task-specific correction while highlighting the remaining tradeoff between fixing errors and preserving reliable predictions.
https://arxiv.org/abs/2611.02472
The design of manufacturing systems relies on discrete-event simulation (DES) models that experts still build in tool-specific interfaces. AI agents can now write simulation code, but every model they write from scratch is new, unverified software. We present SimuLean, an open-source 3D DES simulator on the Unity engine designed to be programmed by AI agents: its modelling semantics are verified once, in the platform, and the agent builds and studies one model through domain-level commands, in the 3D scene or headless; physically simulated durations are calibrated for fast headless studies. We evaluated it on 18 manufacturing modelling tasks, from single machines to published production lines. A frontier agent built valid models in 93 of 108 attempts (86%), in about two minutes each; on the benchmark's interface version, two frontier agents built 105 of 108 models through domain commands alone, so that each comes with a record of how it was built. Every residual failure was silent - a model that builds and runs but answers wrongly - and only comparison with reference models revealed them all. In an industrial case, one agent working alone rebuilt, verified and studied a robotised welding workshop from a published study, in SimuLean and in SimPy. Comparing them with the published, expert-built model exposed an error in it; against the corrected model, the agent-built models agree within 1%. One agent can already build complete, realistic and traceable models for the design of manufacturing systems; independent reference models are what make them trustworthy.
https://arxiv.org/abs/2611.10602
Multi-camera systems support performance recording, sports and human-movement analysis, where selecting an informative viewpoint is important for reliable human pose estimation. We propose the Candidate-Joint Reprojection Ranking Network (CJRR-Net) for future-view selection among eight calibrated cameras in MPI-INF-3DHP. The model combines current-view pose observations, camera configuration, and candidate-specific geometric features obtained by reprojecting the estimated 3D pose and its uncertainty into each candidate view. CJRR-Net achieves a selected-view 2D mean per-joint position error (MPJPE) of 105.18 pixels, compared with 114.64 pixels for the shared-input MLP and 117.56 pixels for adapted PoseErrNet. It also achieves the lowest mean error among the listed policies in each evaluated occlusion group. A blender rollout illustrates repeated camera selection. These findings support candidate-specific geometry for single-view selection in the evaluated fixed eight-camera setting.
https://arxiv.org/abs/2611.13700
Dexterous manipulation requires rich spatial foresight over both the surrounding scene and the robot hand. Existing world-action models often acquire such predictive knowledge through explicit future prediction. We introduce DexForesight, a framework that learns spatial foresight implicitly by injecting dynamics-aware world representations into the latent space of a dexterous policy. During training, DexForesight learns an action-conditioned spatial world model from offline scene depth, kinematic hand geometry, and demonstration trajectories. The world model predicts 3D hand-point motion and visual feature changes, capturing both articulated hand dynamics and scene changes under demonstrated actions, including the motion of fingers occluded from the cameras. We then freeze the world model and align policy queries with its predictive world queries, transferring the learned spatial dynamics into policy latents and using them to condition action generation. At deployment, only the policy is retained, operating on RGB observations, language, and robot state without depth input or explicit future prediction. On 11 DexJoCo simulation tasks, DexForesight improves the overall success rate of the base policy from 49.4% to 60.5%. On three real-robot dexterous manipulation tasks, DexForesight achieves 58.3% success, compared with 50.0% for the strongest baseline. Project page this https URL
https://arxiv.org/abs/2611.11166
The complex interactive dependencies between human behavior and 3D scenes make accurately predicting human intent a major challenge for human motion prediction (HMP). While recent studies use human gaze to infer intent, gaze signals suffer from ambiguity, drift, and a reliance on eye-tracking hardware. Research in cognitive science indicates that egocentric views inherently encode potential interactions, while head motion serves as a crucial precursor in motion planning. Motivated by this, we propose EgoHMP, a novel framework that uses egocentric views and head motions as robust carriers of interaction intent. By translating this intent into an envisioning of future interactions, EgoHMP achieves precise HMP in 3D scenes. EgoHMP first employs a vision-motion alignment encoder to align the visual and motion feature spaces. Based on these aligned features, an egocentric intent predictor with a modality-aware modulation mechanism adaptively suppresses invalid interaction cues to predict an accurate interaction probability map. Furthermore, to enhance the stability and realism of the generated motions, we propose a contact-aware motion decoder. Specifically, inspired by the human cognitive process of planning trajectories prior to action execution, we first predict a global trajectory to serve as a self-prompt, effectively mitigating the optimization conflict in diffusion models. Subsequently, we introduce a multi-stage denoiser, which relieves motion artifacts by incorporating human contact modeling through a multi-stage optimization strategy. Finally, a GCN-based motion decoder is employed to synthesize physically plausible and semantically consistent motions. Extensive experiments demonstrate that EgoHMP achieves state-of-the-art performance.
https://arxiv.org/abs/2611.13654
Recently, 3D Gaussian Splatting (3DGS) has emerged as an efficient representation for novel view synthesis, offering fast differentiable rendering and high visual fidelity, and has increasingly been extended to surface reconstruction. However, the relationship between depth information and reconstruction error remains insufficiently explored, limiting the principled design of geometric optimization strategies. To fill the above gap, we propose DepthGS, a depth-guided Gaussian splatting framework. We derive theoretical relations between depth discrepancies and reconstruction error under single-view and multi-view settings, and rigorously establish corresponding upper bounds on reconstruction error. The above analysis informs the design of adaptive regularization strategies in both single-view and multi-view optimization. More specifically, for single-view optimization, we propose a depth-difference-guided adaptive normal regularization strategy that modulates the normal constraint strength using a geometric reliability weight computed from local depth differences. For multi-view optimization, we introduce a cross-view depth consistency regularization strategy that promotes consistency between neighboring-view depth maps and the corresponding depth predictions obtained by transforming the current view's depth predictions into those neighboring views. Extensive experiments on DTU, Mip-NeRF360, and Tanks and Temples demonstrate that DepthGS achieves competitive performance in both surface reconstruction and novel view synthesis.
https://arxiv.org/abs/2611.13628
3D human motion generation plays a crucial role in game development, extended reality (XR), digital humans, and embodied simulation. Beyond motion generation, practical pipelines include rigging, retargeting, and rendering, making ultra-fast long-term 3D motion generation without compromising quality valuable for real-time interactive applications. Despite promising progress, high-quality long-horizon motion generation under tight inference budgets remains challenging, owing to 2 coupled bottlenecks: (1) generative strategies that require many sampling steps for high-quality 3D motion generation and (2) model architectures with substantial per-step computational and memory costs for long sequences. We present FlashMotion, a co-designed framework for high-quality long-horizon 3D motion generation under a strict inference budget, covering text-to-motion, music-to-dance, and speech-to-gesture tasks. To enhance trajectory-level efficiency, we introduce a 3D motion-space MeanFlow formulation with kinematic and dynamic consistency constraints for few-step generation, together with an Adaptive Soft masking mechanism for temporally coherent motion editing. To improve per-step efficiency, we design a lightweight non-autoregressive BiMamba architecture with condition-guided state selection and AdaIN-based condition fusion mechanism, enhancing cross-modal alignment and generalization to longer motion sequences. Extensive experiments demonstrate that FlashMotion achieves overall state-of-the-art performance in both quality and efficiency across text-to-motion, speech-to-gesture, and music-to-dance generation. Code is available at FlashMotion (this https URL).
https://arxiv.org/abs/2611.13626
The morphology of astrocytes is closely associated with their ability to support and modulate neural circuit functions; however, its reconstruction from volume electron microscopy (vEM) data remains labor-intensive and computationally resource-intensive, placing substantial barriers on its broader adoption and scalability despite the high spatial resolution of vEM. We present AstroSeg-vEM, a lightweight, astrocyte-centric framework for morphology-preserving astrocyte segmentation, 3D reconstruction, and quantitative morphological analysis in vEM images. AstroSeg-vEM combines transformer-based 2D segmentation with dedicated post-processing methods and operates directly on high-resolution EM sections, making it well suited to anisotropic vEM data and downstream proofreading workflows while preserving the full in-plane resolution of the original EM data. Across four mouse hippocampal datasets representing normal and morphologically defined stress-associated astrocyte ultrastructural states, AstroSeg-vEM demonstrates robust performance and generalization, achieving average Dice and weighted Dice values of 0.92 and 0.95, respectively, on a held-out test dataset. Its lightweight architecture enables efficient, high-fidelity reconstruction on consumer-grade hardware, providing a scalable and accessible platform for large-scale astrocyte ultrastructure analysis and future astrocyte-neuron interaction studies.
https://arxiv.org/abs/2611.13581
Photorealistic and metrically consistent world representations are a primary requirement for LiDAR--inertial--visual SLAM systems that serve robots over continuous operation. 3D Gaussian splatting makes such representations attainable by supplying an explicit, renderable, and queryable scene model. We present GEMOR-GS (Global Extrinsic-calibration-refined Mapping and Online Relocalization for 3D Gaussian-Splatting SLAM) to make the Gaussian map geometrically accurate, globally refined, and re-enterable, providing a better appearance for robot perception and decision-making. To improve the 3DGS map, the LiDAR--camera extrinsic is first estimated offline by direct-method alignment over dedicated calibration segments and reused by all following online and offline processes. Under the calibrated geometry, keyframe poses and Gaussian parameters are refined alternately under a gated differentiable-rendering and LiDAR--projection objective. The final global reconstruction is then rebuilt from the refined keyframe schema with all online constraints lifted. For the robot SLAM lifecycle, the method recovers the pose from the 3DGS map after tracking loss through an XFeat bypass map, RANSAC-PnP coarse localization, and Gaussian RGB-D warp refinement. Experiments on one self-collected and five public sequences quantify each element: the offline reconstruction wins all paired keyframes against the online map by 14.3--19.9 dB, improves PSNR by approximately 9 dB over Gaussian-LIC2, and achieves 86--100% held-out relocalization success tied to extrinsic quality. The results show that GEMOR-GS improves the geometric accuracy, appearance fidelity, and re-enterability of the 3DGS map, serving as a dependable robot world model for SLAM and downstream tasks.
https://arxiv.org/abs/2611.13528
Feed-forward 3D reconstruction (3R) from unconstrained multi-view images has recently emerged as a prominent research direction in 3D computer vision. Various foundational reconstruction models have been proposed with different architectures and reconstruction paradigms. Despite being trained on large-scale perspective datasets with substantial computational resources, these models generally struggle to generalize to non-perspective images. This limitation hinders their deployment in applications involving arbitrary, unknown, and potentially heterogeneous camera models. To build on the capabilities of existing reconstruction models with minimal retraining, we propose Camera3R, a low-rank adaptation framework that efficiently extends perspective-pretrained 3R networks to any other camera models. Extensive experiments demonstrate that, with only 0.5% additional parameters and less than a day of training, Camera3R adapts a foundational 3D reconstruction model to non-perspective cameras while fully preserving its original performance on perspective inputs. Code is available at this https URL.
https://arxiv.org/abs/2611.13453