arXiv:2608.31002v1 Announce Type: cross
Abstract: Robotic perception from a single viewpoint is often limited by self-occlusion and incomplete surface visibility. This paper presents DARP(Dual-Arm Ro...
By Manish Kansana, Mohammed Yusuf Mujawar, Sudip Mittal, Shahram Rahimi, Noorbakhsh Amiri Golilarz
Recent advances in neural scene representations enable photorealistic novel-view synthesis, yet most methods remain tightly coupled to a single rendering paradigm, limiting their versatility and integration with conventional graphics workflows. We introduce Floating Radiance Networks (FlaRe), a neural scene representation combining explicit ray-traceable geometry with continuous neural radiance functions.
arXiv:2608.29925v1 Announce Type: new
Abstract: Controllable image relighting is an important problem in image editing, and hand-drawn scribbles provide an intuitive interface for specifying the desi...
By Xuanpu Zhang, Xuesong Niu, Haoxiang Cao, Ruidong Chen, Jianhao Zeng, Changqian Yu
arXiv:2608.30617v1 Announce Type: new
Abstract: Reconstructing editable Computer-Aided Design (CAD) models from images is essential for downstream modification, manufacturing, and design reuse. Howev...
By Yihe Sun, Ziyu Lu, Kaihua Tang, Xian-Sheng Hua
Projector-camera (ProCams) systems achieve active scene perception and controllable appearance manipulation via structured illumination, serving as a core infrastructure for spatial augmented reality, projection mapping, and surface reflectance acquisition. Existing inverse-rendering methods for ProCams deliver high-fidelity results but rely on time-consuming per-scene optimization, while mainstream feed-forward 3D reconstruction models produce baked appearance that cannot adapt to spatially varying projector illumination.
Hydra introduces a marker‑free RGB‑D hand‑eye calibration method that leverages a novel ICP algorithm with a robust point‑to‑plane objective on a Lie algebra. Experiments on three serial manipulators and two RGB‑D cameras show that with only three random robot configurations the method achieves about 90% successful calibrations, 2–3× faster convergence to the global optimum, and 2 orders of magnitude faster convergence time (0.8 ± 0.4 s) compared to other marker‑free baselines. The approach delivers improved accuracy (5 mm in task space versus 7 mm for classical methods) while remaining marker‑free, and the authors provide an open‑source dataset, code, and ROS 2 integration.
By Martin Huber, Huanyu Tian, Christopher E. Mower, Lucas-Raphael M\"uller, S\'ebastien Ourselin, Christos Bergeles, Tom Vercauteren
Egocentric devices, such as wearable front-facing cameras, provide a unique perspective for capturing the continuous interaction between a human viewer and the surrounding environment. A holistic and efficient multimodal model capable of reconstructing this 4D representation is therefore highly desirable.
arXiv:2607. 17790v1 Announce Type: cross Abstract: Egocentric devices, such as wearable front-facing cameras, provide a unique perspective for capturing the continuous interaction between a human viewer and the surrounding environment.
By Xiaozhong Lyu, Gen Li, Zhiyin Qian, Xucong Zhang, Marc Pollefeys, Siyu Tang
The paper introduces a 2D Gaussian Splatting pipeline that renders a dominant-eye RGB image and depth proxy, then reprojects and selectively patches the affiliated eye to reduce redundant work. By reusing alpha-blending weights and generating adaptive regions of interest, the method cuts sequential binocular rendering time by 15.5% to 28.8% and GPU memory by 6% to 11% on several datasets, with minimal quality loss. It demonstrates a practical efficiency‑quality trade‑off for static‑scene stereo rendering and suggests further evaluation on dynamic scenes and VR hardware.
By Hongfei Zhu, Ling Zhou
arXiv:2502. 07531v5 Announce Type: replace-cross Abstract: Controllable image-to-video (I2V) generation transforms a reference image into a coherent video guided by user-specified control signals.
By Sixiao Zheng, Zimian Peng, Yanpeng Zhou, Yi Zhu, Hang Xu, Xiangru Huang, Yanwei Fu
BinoGen is an automated framework that generates large-scale, embodiment-aware egocentric binocular visual experiences in indoor environments. It models environmental and observer variation through generative scene synthesis, probabilistic object instantiation, appearance randomization, stochastic trajectory generation, and configurable binocular camera setups, producing synchronized videos with dense multimodal supervision such as depth maps, optical flow, surface normals, semantic maps, object coordinates, and camera poses. Using BinoGen, the authors created a dataset of over 20 million annotated images, demonstrating that incorporating this data improves real-world visual perception tasks like depth estimation, object detection, and video object tracking, and that embodiment-specific adaptation enhances performance while joint training enables a single model to perform competitively across different observer embodiments.
By Chunpeng Li, Ya-tang Li
NBAvatar is a method for realistic rendering of head avatars that handles non‑rigid deformations caused by hand‑face interaction. It introduces a hybrid implicit‑explicit representation, combining explicit oriented planar primitives with implicit neural rendering, and uses a geometry‑aware training scheme to jointly optimize these representations. The approach achieves up to 53% LPIPS reduction compared to Gaussian‑based avatar methods, improves PSNR and SSIM, and surpasses the state‑of‑the‑art InteractAvatar in structural similarity for novel‑view and novel‑pose rendering.
By David Svitov, Mahtab Dahaghin, Pietro Morerio, Alessio Del Bue