Cubifygs

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1 papers in the last 28 days · 0.0% of indexed attention

Twelve weeks of publication activity for this topic as it is defined today.

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Period ending 2026-09-14

1 new paper

A weekly snapshot of new work published in Cubifygs.

16 papers

Latest in Cubifygs

Sep 9, 2026cs.RO

ViBe: Visual Behavior Adaptation for Perceptive Humanoid Whole-Body Control

Motion tracking provides a scalable recipe for humanoid whole-body control. By design, the resulting trackers lack exteroceptive feedback hence reacting to the environment remains the responsibility of a higher-level planner. Existing perceptive controllers train geometry-only encoders from scratch, trading semantics for sim-to-real ease, and typically rely on teacher-student distillation for a task of interest. We present ViBe, a post-training framework for adapting motion trackers to perceptive control tasks. We leverage pre-trained visual encoders with a multi-query extractor module to learn task-relevant perceptive feedback. This feedback is grafted onto the tracker's input via low-rank adapters, enabling parameter-efficient fine-tuning. Given a task reward and a reference dataset, this modular controller can be adapted directly via policy optimization. Across four tasks, ViBe shows zero-shot sim-to-real transfer spanning perceptive walking on curbs and parkour, Repose Cube, omni-object loco-manipulation, and dodgeball, with visually robust performance across outdoor, low-light, and RGB distractor conditions. Finally, we solve a goal-oriented Repose Cube task with a deliberately simple planner, demonstrating the efficacy of perceptive controllers, adapted by our approach.
Lokesh Krishna, Sarvesh Venkatesan, An Zhang +1
Aug 7, 2026cs.LG

CubicQuant: Parametric Non-Uniform Codebooks for High-Throughput LLM Inference with 1-8-Bit Weights

Weight quantization for large-language-model inference must balance adaptive reconstruction levels with representations regular enough for efficient GPU execution. Uniform integers constrain each group to a linear grid. Low-bit floating-point formats use a fixed exponent-mantissa structure, while learned codebooks gain flexibility at the cost of irregular decoding and additional metadata. We introduce CubicQuant, a parametric non-uniform scalar format that preserves a dense integer code stream while adapting reconstruction levels within each weight group. A monotonic cubic curve, specified by two shape parameters and one scale, maps uniformly spaced magnitude codes to non-uniform levels. The family spans 1-8-bit weight payloads, contains symmetric uniform integer quantization as an exact special case, and has effective width B + 64/G bits per weight for payload width B and group size G. We derive population distortion under Uniform, Gaussian, and Laplace distributions, formulate continuous and Dynamic-A8-carrier-aware fitting objectives, and describe direct packed-weight GPU execution. For finite groups of G=128 with 15,360 samples per distribution, W4 CubicQuant reduced reconstruction RMSE relative to optimally clipped four-bit uniform integer quantization by 3.90% on Uniform, 13.49% on Gaussian, and 28.14% on Laplace samples. Relative to the best enumerated four-bit finite floating-point format, the reductions were 3.90%, 9.44%, and 6.27%. Preliminary H200 kernel measurements show a workload-dependent crossover: model-dtype execution is faster for narrow GEMV, while Dynamic A8 becomes favorable as row count grows. The results establish the format's representational promise and direct executability; downstream model quality and cross-device end-to-end performance remain open evaluation questions.
Xuetian Gao
Jul 10, 2026cs.RO

More Structure, Not More Capacity: Object-Centric Representations for Visuomotor Imitation Learning

Robotic manipulation policies rely on pre-trained vision models that give either a global scene embedding or a dense patch grid. Both mix task-relevant and task-irrelevant features. Object-centric slot representations are a structured alternative: they group features into a few per-object slots. We test what this structure buys on ManiSkill3 PickCube-v1, with a frozen encoder and a held-out-seed evaluation. Holding the policy, goal token, rendering, and calibration fixed and changing only the encoder, a frozen object-centric SPOT representation (DINO ViT-B/16 + Slot Attention) reaches 55.0±\pm2.9% success, 22.4% above a dense DINO global-feature baseline (32.6 ±\pm 1.5%), with the same trainable policy and no encoder fine-tuning. More tokens alone do not help: a dense patch grid with 16x the tokens performs no better than the global feature. Adding an explicit 2D spatial goal and native-resolution rendering raises the full system to 68.7±\pm4.2%, just below a privileged 3D-oracle upper bound (71.7±\pm4.1%). An automated kinematic failure taxonomy then separates spatial-precision (Near-Miss) failures from object-tracking (No-Grasp) failures: spatial grounding reduces Near-Miss while leaving No- Grasp unchanged. The same taxonomy transfers to the harder StackCube-v1 and points to occlusion as the main bottleneck.
Yi Li, Alexandre Chapin, Liming Chen +2
Jun 27, 2026cs.RO

CubifyGS: Object-Centric 3D Gaussian Splatting for Lifelong Dynamic Scene Maintenance

Lifelong scene mapping under rigid object rearrangement remains a fundamental challenge in robotics. While 3D Gaussian Splatting (3DGS) enables high-fidelity modeling, primitive-level updates often cause persistent ghosting and slow recovery. We propose CubifyGS, an object-level mapping framework that shifts dynamic maintenance from passive re-optimization to active asset management. CubifyGS models movable instances as reusable Gaussian assets, detects object appearance and disappearance, and updates maps through asset retrieval, rigid transformation, and explicit pruning rather than reconstruction from scratch. To address geometric voids and local photometric mismatch after such edits, we further propose an event-triggered adaptive optimization strategy that focuses computation on affected regions. We validate our approach on a newly constructed high-fidelity dynamic benchmark, demonstrating that CubifyGS improves artifact suppression and maintenance efficiency over representative reproducible baselines in the evaluated object-rearrangement setting.
Bohan Ren, Dianyi Yang, Shiyang Liu +5
Jun 3, 2026cs.CV

Fast Cubical Persistent Homology on 2D and 3D Images via Union-Find, Pruning, and Lookup Tables

We present Flash Cubical, a highly efficient computation of cubical persistence on a V-filtration for 2D and 3D images over F2\mathbb{F}_2. The implementation is built around three core ideas. First, cubical complexes satisfy properties that allow for the computation of persistence of the highest dimension via union-find and duality. Second, pruning of certain edges allows for a fast and efficient implementation of union-find. Third, the use of a lookup table, which exploits the regularity of cubical complexes to pre-compute local information. This avoids the need to compute local information at run time. To the best of our knowledge, this is the most efficient implementation of cubical persistence with a V-filtration, both in terms of time and memory costs. Although the paper focuses on persistence for V-filtration cubical complexes, the underlying ideas generalise naturally to T-filtrations on cubical complexes and suggest promising directions for other complexes.
Titouan Le Breton, Karol Szustakowski, Marie Piraud
Jun 3, 2026cs.LG

QuBLAST: A Framework for Quantizing Large Language Models with Block-Level Compression Approach and Activation Scaling Strategy

LLMs have become the state-of-the-art algorithms for solving NLP tasks. However, they typically come at huge computational and memory costs, thus making them difficult to deploy on embedded systems. Toward this, state-of-the-art methods typically employ uniform post-training quantization (PTQ) across attention blocks of the network, hence overlooking the potential of applying different quantization levels in the same network. They also employ complex operations to mitigate the negative impact of activation outliers, hence incurring high computational overheads. Moreover, they have not considered evaluation using emerging LLMs with non-conventional attention architectures (e.g., state-space models), which pose different challenges in applying quantization. To address these limitations, we propose QuBLAST, a novel PTQ methodology that employs block-level compression approach with activation scaling strategy for LLMs. Block-level compression approach enables mixed-precision quantization across blocks of the network, while activation scaling strategy efficiently mitigates the negative impact of activation outliers. Specifically, QuBLAST first analyzes the sensitivity of different attention blocks in the pre-trained model through the cross-entropy loss analysis. QuBLAST leverages this sensitivity analysis to determine the weight quantization level for each attention block in the model. Furthermore, QuBLAST employs the activation scaling map for each block to control the range of activation values and mitigate the negative impact of activation outliers, thereby enabling better quantization results. Experimental results show that, QuBLAST reduces model sizes by 40%-45.2% across different model architectures (i.e., Qwen3-8B, Llama3-8B, Mistral v0.1-8B, and Falcon H1R-7B), while maintaining the performance within 5% perplexity increase for the WikiText-2 and WikiText-103 datasets.
Pasindu Wickramasinghe, Achyuta Muthuvelan, Rachmad Vidya Wicaksana Putra +2
Jun 2, 2026cs.CL

QUBRIC: Co-Designing Queries and Rubrics for RL Beyond Verifiable Rewards

Rubric-based RL is a promising route for extending reinforcement learning beyond verifiable rewards, yet existing methods optimize rubrics while treating the query distribution as fixed. We identify a structural bottleneck: rubric quality is constrained by query structure. Open-ended queries yield vague rubrics; naively narrowing them introduces fabricated references that no model can verify, so all responses fail and training receives no reward signal. We present QUBRIC, a framework that co-designs queries and rubrics. Teacher-derived key points ground the rewriting of open-ended queries into scenario-based, evaluable questions. Contrastive rubric generation then turns teacher-policy gaps into query-level criteria, and learnability filtering retains only informative query-rubric pairs for GRPO training. QUBRIC achieves a +5.5 point gain on ArenaHard over the SFT baseline. Trained only on instruction-following data, it further transfers to three held-out benchmarks spanning legal, moral, and narrative reasoning (+6.3 points on average), with improvements concentrated in reasoning-related dimensions. These results provide evidence that co-designing queries and rubrics can make rubric-based RL a practical complement to RLVR beyond strictly verifiable tasks.
Rongzhi Zhang, Rui Feng, Zhihan Zhang +8
Jun 1, 2026cs.CV

Pixel Cube: Diffusion-based Portrait Video Relighting Through Realistic Lighting Reproduction

We present a diffusion-based method for relighting dynamic portrait videos with photorealism and temporal consistency. Our method is fueled by a hybrid training dataset that consists of real-captured and rendered dynamic portrait videos with diverse subject appearances, facial motions, head poses, and known lighting conditions. Specifically, we construct an LED-based lighting system for realistic lighting emulation and high-speed video relighting data acquisition. By leveraging the image priors embedded in pre-trained video diffusion models, and using per-frame high dynamic range (HDR) environment map as lighting control, we train a high-performance generative model for realistic and identity-preserving dynamic portrait video relighting. In addition to the environment map control, our model uses a synthesized background image to enable control on the camera's exposure level and color tone. Our model can produce temporally consistent relit portrait video that looks realistic and harmonious under a provided new environment and faithfully preserve the subject's expression and fine facial features, including skin tone, wrinkles, and facial hair. Our model generalizes well to unseen data, in terms of the subject appearance, motion, and lighting condition. We perform extensive experiments on relighting in-the-wild videos with various environment maps and demonstrate practical applications on portrait photography. Results show that our method achieves state-of-the-art performance in photorealism, lighting harmony, and temporal consistency.
Yufan Zhang, Yu Ji, Ayo Ajiboye +4
May 27, 2026cs.AI

CubePart: An Open-Vocabulary Part-Controllable 3D Generator

Interactive 3D assets used in games and simulation are typically decomposed into specific semantic parts to support animation, physics, and scripted behaviors, yet most generative 3D models produce either monolithic meshes or arbitrary part decompositions that cannot be aligned with application-specific requirements. We present CubePart, a generative framework for open-vocabulary, part-controllable 3D mesh generation that exposes part structure as an explicit inference-time control signal. Given a global text prompt and a user-defined parts schema expressed as an open-ended list of part names, our method generates a set of meshes - one per schema element - that assemble into a coherent object while respecting the specified semantic structure. To enable this capability, we introduce a scalable data pipeline to construct a large open-vocabulary, part-labeled 3D dataset, along with a two-stage generative architecture that separates global shape synthesis from part-level decoding. We demonstrate that the resulting assets can be directly integrated into game engines and driven by animation and behavior scripts without manual post-processing. Project Page: https://cubepart.github.io/
Yiheng Zhu, Kangle Deng, Jean-Philippe Fauconnier +9
May 19, 2026cs.GR

PolycubeNet: A Dual-latent Diffusion Model for Polycube-Based Hexahedral Mesh Generation

Hexahedral meshes are widely used in simulation pipelines, yet automatic generation remains challenging for complex CAD geometries. Polycube-based hexahedral meshing is a representative approach due to its regular, parameterization-friendly structure, but existing polycube construction methods often rely on intricate surface segmentation and local heuristics, which can produce artifacts or fail on difficult shapes. In this paper, we propose an end-to-end framework for polycube generation based on conditional diffusion models. Given an input geometry represented as a point cloud, our method directly produces a corresponding polycube point cloud, eliminating the need for explicit surface segmentation or predefined polycube templates. At the core of our approach is a dual-latent conditional diffusion architecture that confines computationally expensive self-attention operations to a fixed-capacity, low-dimensional latent space. This design effectively decouples computational complexity from the resolution of both the input geometry and the output polycube, thereby avoiding the quadratic cost typical of point cloud self-attention mechanisms while supporting flexible input and output resolutions. To obtain a hexahedral mesh, the generated polycube is aligned to the input shape via rigid and non-rigid point cloud registration to establish surface correspondence, followed by a polycube-to-hex pipeline. We additionally create and release a paired dataset of CAD meshes and their corresponding polycube meshes, together with the core implementation of our model. Experiments show that PolycubeNet generalizes to complex CAD models with arbitrary genus and produces high-quality polycube structures within seconds, improving robustness and efficiency over prior learning-based approaches.
Lu He, Qitao Deng, Junjiang Deng +5
May 15, 2026cs.LG

Learning How to Cube

Despite the effectiveness of Cube-and-Conquer (C&C) for solving challenging Boolean Satisfiability (SAT) problems, no prior work has shown that transformer-based models can learn effective cubing heuristics. We introduce a neuro-symbolic post-training framework for this task. We design an MCTS-based data curation pipeline that uses symbolic heuristics to explore splitting decisions over SAT competition formulas, producing preference data grounded in solver statistics and augmented with reasoning traces from a teacher model. Our two-stage post-training, supervised fine-tuning (SFT) followed by direct preference optimization (DPO), enables a 4B-parameter model to achieve a pass@5 score of 53 on 100 SAT competition benchmarks, surpassing frontier LLMs such as Claude-Sonnet-4 (50) and matching the best symbolic heuristic (53). Ablations show that SFT alone improves pass@5 from 46 to 51, with DPO adding 2 additional benchmarks; an entropy/agreement ablation on realized first-cube decisions further shows that SFT, not DPO, accounts for the root-level decision diversity that produces complementary per-run coverage over deterministic symbolic methods. This demonstrates that transformers can be trained to make effective cubing decisions in a domain traditionally dominated by symbolic methods.
Ferhat Erata, Sam Kouteili, Thanos Typaldos +4
May 13, 2026cs.RO

CUBic: Coordinated Unified Bimanual Perception and Control Framework

Recent advances in visuomotor policy learning have enabled robots to perform control directly from visual inputs. Yet, extending such end-to-end learning from single-arm to bimanual manipulation remains challenging due to the need for both independent perception and coordinated interaction between arms. Existing methods typically favor one side -- either decoupling the two arms to avoid interference or enforcing strong cross-arm coupling for coordination -- thus lacking a unified treatment. We propose CUBic, a Coordinated and Unified framework for Bimanual perception and control that reformulates bimanual coordination as a unified perceptual modeling problem. CUBic learns a shared tokenized representation bridging perception and control, where independence and coordination emerge intrinsically from structure rather than from hand-crafted coupling. Our approach integrates three components: unidirectional perception aggregation, bidirectional perception coordination through two codebooks with shared mapping, and a unified perception-to-control diffusion policy. Extensive experiments on the RoboTwin benchmark show that CUBic consistently surpasses standard baselines, achieving marked improvements in coordination accuracy and task success rates over state-of-the-art visuomotor baselines.
Xingyu Wang, Pengxiang Ding, Jingkai Xu +2
May 9, 2026cs.CV

Reducing Annotation Burden for Femoral Cartilage Segmentation in Knee MRI via Cross-Sequence Transfer Learning

Purpose: To develop and evaluate cross-sequence transfer learning for automatic femoral cartilage segmentation, testing bidirectional transfer between dual-echo steady-state (DESS) and sagittal proton density-weighted 3D fast spin-echo (Cube) sequences. Materials and Methods: We optimized a modified 2D U-Net on 507 DESS images from the Osteoarthritis Initiative (OAI). We then established same-sequence baselines using subject-level cross-validation on a subset of 44 OAI DESS images and 44 Cube images acquired at the Istituto Ortopedico Rizzoli, Bologna, Italy. Each subset included 22 non-lesioned and 22 lesioned subjects. Finally, we performed transfer learning across sequences by fine-tuning the pretrained models on the target sequence with increasing training set sizes to study convergence, while keeping validation and test sets fixed. Segmentations were evaluated using Dice similarity coefficient (DSC) and average surface distance (ASD). Lesion effects were assessed with two-sided Mann-Whitney U tests with Bonferroni correction. Results: Same-sequence training yielded higher accuracy on DESS than Cube (DSC, 0.9000.900 vs 0.8300.830; P<.001P < .001). Cube-to-DESS transfer matched DESS performance (DSC, 0.903±0.0320.903 \pm 0.032 vs 0.900±0.0270.900 \pm 0.027), reaching a performance plateau at 9 training subjects. DESS-to-Cube yielded a lower combined DSC (0.802±0.0490.802 \pm 0.049 vs 0.830±0.0420.830 \pm 0.042), reaching a plateau at 24 training subjects. Lesions did not affect DESS (P.39P \ge .39) but reduced Cube accuracy (DSC, 0.8050.805 vs 0.8560.856; P<.001P < .001). Conclusion: Transfer learning across sequences can substantially reduce target-sequence annotation requirements for femoral cartilage segmentation, but performance is direction- and sequence-dependent, and the effects of lesions on segmentation may vary across MRI sequences.
Francesco Chiumento, Gianluigi Crimi, Elisa Moretta +7
May 6, 2026cs.LG

CuBridge: An LLM-Based Framework for Understanding and Reconstructing High-Performance Attention Kernels

Efficient CUDA implementations of attention mechanisms are critical to modern deep learning systems, yet supporting diverse and evolving attention variants remains challenging. Existing frameworks and compilers trade performance for flexibility, while expert-written kernels achieve high efficiency but are difficult to adapt. Recent work explores large language models (LLMs) for GPU kernel generation, but prior studies report unstable correctness and significant performance gaps for complex operators such as attention. We present CuBridge, an LLM-based framework that adapts expert-written attention kernels through a structured lift-transfer-lower workflow. CuBridge starts from expert-written CUDA attention kernels and lifts them into an executable intermediate representation that makes execution orchestration explicit while abstracting low-level CUDA syntax. Given a user-provided PyTorch specification, CuBridge generates and verifies a target IR program, then reconstructs optimized CUDA code via reference-guided lowering. Across diverse attention variants and GPU platforms, CuBridge consistently produces correct kernels and substantially outperforms general frameworks, compiler-based approaches, and prior LLM-based methods.
Xing Ma, Yangjie Zhou, Wu Sun +6
Apr 28, 2026cs.AR

AMMA: A Multi-Chiplet Memory-Centric Architecture for Low-Latency 1M Context Attention Serving

All current LLM serving systems place the GPU at the center, from production-level attention-FFN disaggregation to NVIDIA's Rubin GPU-LPU heterogeneous platform. Even academic PIM/PNM proposals still treat the GPU as the central hub for cross-device communication. Yet the GPU's compute-rich architecture is fundamentally mismatched with the memory-bound nature of decode-phase attention, inflating serving latency while wasting power and die area on idle compute units. The problem is compounded as reasoning and agentic workloads push context lengths toward one million tokens, making attention latency the primary user-facing bottleneck. To address these inefficiencies, we present AMMA, a multi-chiplet, memory-centric architecture for low-latency long-context attention. AMMA replaces GPU compute dies with HBM-PNM cubes, roughly doubling the available memory bandwidth to better serve memory-bound attention workloads. To translate this bandwidth into proportional performance gains, we introduce (i) a logic-die microarchitecture that fully exploits per-cube internal bandwidth for decode attention under a minimal power and area budget, (ii) a two-level hybrid parallelism scheme, and (iii) a reordered collective flow that reduces intra-chip die-to-die communication overhead. We further conduct a design-space exploration over per-cube compute power and intra-chip D2D link bandwidth, providing actionable guidance for hardware designers. Evaluations show that AMMA achieves 15.5X lower attention latency and 6.9X lower energy consumption compared with the NVIDIA H100.
Zhongkai Yu, Haotian Ye, Chenyang Zhou +9
Apr 22, 2026cs.CV

Dream-Cubed: Controllable Generative Modeling in Minecraft by Training on Billions of Cubes

We introduce Dream-Cubed, a large-scale dataset of Minecraft worlds at voxel resolution, and a family of models using cubes as powerful compositional units for efficient generation of interactive 3D environments. Dream-Cubed comprises tens of billions of tokens from a carefully curated mixture of procedural biome terrain and high-quality human-authored maps. We use this dataset to conduct the first large-scale study of 3D diffusion models for voxel generation, analyzing discrete and continuous diffusion formulations, data compositions, and architectural design choices. Our models operate directly in the space of blocks, enabling efficient and semantically grounded generation while supporting interactive user workflows such as inpainting and outpainting from user-authored blocks. To quantitatively evaluate our models, we adapt the FID metric to assess semantic differences between real and generated world renderings, and validate generation quality through a human preference study. We release the full dataset, code, and all our pretrained models, which we hope will provide a foundation for future research in efficient generative modeling for structured, interactive 3D environments.
Tim Merino, Sam Earle, Ryunosuke Iwai +2