arXiv:2607. 05568v1 Announce Type: cross Abstract: Representing 3D shapes as compact sets of geometric primitives is fundamental to robotics, simulation, and scene understanding.
By Gregor Kobsik, Tim Elsner, Leif Kobbelt
arXiv:2606. 04364v1 Announce Type: cross Abstract: Concept bottleneck models (CBMs) predict a layer of human-named attributes before predicting a class, which makes their decisions auditable.
By Dhanesh Ramachandram
FoRIS is a training‑free in‑context segmentation framework that refines foreground masks through a coarse‑to‑fine process. It operates in three stages—Foreground Purification, Localization, and Consolidation—to suppress background noise, pinpoint target regions, and reconstruct complete foreground structures. The method achieves state‑of‑the‑art performance, improving mIoU by 4.5 and 4.8 points in 1‑shot and 5‑shot settings respectively.
By Ming Hu, Jianfu Yin, Mingyu Dou, Miaomiao Zhang, Yao Wang, Cong Hu, Bingliang Hu, Quan Wang
arXiv:2609.36918v1 Announce Type: new
Abstract: Part-level 3D assets are essential for editing, reassembly, and interaction, yet recovering such structure from a single image remains challenging due...
By Jiantao Lin, Meixi Chen, Yingjie Xu, Chenbo Fu, Leyi Wu, Hao Chen, Yinchuan Li, Ying-Cong Chen
ProgResViT is an input‑adaptive Vision Transformer that processes images progressively across multiple rounds, starting with a low‑resolution image and a narrow subnetwork and refining the prediction with higher resolution and a wider subnetwork if needed. The method introduces Progress‑Conditioned Soft Gating (PSG) to share a single backbone across rounds while conditioning token fusion and layer outputs on the current round, block, and input resolution. Experiments on DeiT show improved accuracy‑compute trade‑offs compared to adaptive‑width, adaptive‑depth, and dynamic‑token baselines, and the design also benefits self‑supervised DINO representations and downstream semantic segmentation.
By Ali Hojjat, Janek Haberer, Olaf Landsiedel
Part-level 3D generation has recently attracted increasing attention for producing structured and editable 3D assets. However, existing methods typically decompose objects according to functional semantics rather than the editable material boundaries (e.