Frame Rate

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2 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 2026-09-21

1 new paper

A weekly snapshot of new work published in Frame Rate.

Period ending 2026-09-14

1 new paper

A weekly snapshot of new work published in Frame Rate.

17 papers

Latest in Frame Rate

Sep 15, 2026cs.SD

LACE: Layer-Wise Compression for Dynamic Frame Rate Codecs

Neural audio codecs are a key component in speech language modeling. However, their high frame rates lead to long sequence lengths, increasing computational costs. Dynamic frame rate codecs mitigate this by reducing the effective frame rate using a compression step to merge multiple frames together. However, most prior methods either operate on single-codebook codecs or apply a single compression step before multi-layer quantization. This forces all quantization layers to share the same segmentation boundaries, despite the residual embeddings at different quantization layers exhibiting different rates of change over time. We propose LACE (Layer-Adaptive Codec Encoding), a dynamic frame rate codec that applies an independent compression step at each quantization layer, enabling layer-specific segmentation boundaries. To use LACE tokens in downstream text-to-speech (TTS), we further introduce union alignment and boundary anchor mechanisms to make durations consistent across layers while preserving compression benefits. Experiments on LibriTTS show that LACE offers a better rate-quality tradeoff than prior dynamic frame rate methods on the reconstruction task and improves TTS inference efficiency while maintaining competitive synthesis quality. Our code is released as part of the ESPnet3 codec recipe.
Thanapat Trachu, Samuele Cornell, William Chen +1
Sep 8, 2026cs.CV

Do Input-Level Defenses Transfer to Observation-Level Attacks on VideoLLMs?

Video Large Language Models (VideoLLMs) are increasingly deployed in safety-critical applications such as content moderation and video analytics. To process long videos efficiently, VideoLLMs rely on frame sampling, token compression, and modality fusion, which together form an observation pipeline that reduces the raw video to a compact internal representation. Recent observation-level attacks exploit this pipeline to prevent the model from perceiving harmful content, yet no defense has been explicitly designed for this threat. We introduce DefTEval, a controlled evaluation framework that systematically assesses whether input-level adversarial defenses, which operate on the pixel content of already-sampled frames, can mitigate observation-level attacks. Across five VideoLLMs, eleven representative defenses, and five attack types, we find that input-level defenses offer limited and inconsistent protection, with harmful detection rates frequently near zero. Critically, defenses fail even against attacks that embed harmful signals in every sampled frame, indicating that the bottleneck extends beyond sampling omission to the suppression of signals that do enter the model. Token compression discards localized features, and modality fusion systematically down-weights weakened visual signals. Furthermore, defense effectiveness is dominated by model architecture rather than by the defense method itself, and detection rates vary drastically across content categories, exposing structural weaknesses in temporal reasoning. These findings demonstrate that securing VideoLLMs requires system-level robustness mechanisms spanning sampling-aware coverage guarantees, token-level preservation of safety-relevant features, and modality-balanced fusion.
Bangshuo Zhu, Wei Song, Yuxin Cao +4
Aug 4, 2026cs.CV

StreamDAM: Presence-Aware Memory for Real-Time Streaming Video Object Segmentation

Quality-tier video object segmentation (VOS) trackers such as DAM4SAM top accuracy leaderboards, but they are measured offline, one frame at a time with no clock. Under an honest streaming protocol at 30 frames per second, where a frame that misses its budget is served the last mask already computed, the winner collapses: the rich memory that makes it accurate is too slow to keep up, and what it emits is blind to whether the object is even present. We trace both failures to one place, the tracker's memory pipeline, and rebuild it for streaming. \method{} makes the memory machinery itself run at frame rate through in-model optimization rather than a bolted-on fallback, and governs it with a single learned presence signal that decides what enters memory, how far back the tracker reads, when to withhold output, and when to re-detect. A mechanism analysis shows why a fixed policy cannot win: the control that helps when an object truly disappears is the one that hurts when it is merely hard to see, so the choice must be made per frame. Across four benchmarks and five modern baselines, \method{} is the strongest streaming tracker, recovers nearly all of the offline model's accuracy under the clock, and on the hardest content exceeds the offline model it is built from.
Xiang Chen
Jul 23, 2026cs.CV

Ms. Forcing: Efficient Streaming Video Generation with Multi-Scale Patchification and Attention

Streaming video diffusion models have made substantial progress toward interactive and dynamic world simulation, but the nested autoregressive and denoising loops of conventional next-frame generation hinder real-time deployment. Recent rolling-window methods pipeline denoising across multiple consecutive frames at different noise levels, improving throughput and long-horizon stability. However, they tokenize every state at the same fine spatial granularity, leaving substantial noise-dependent redundancy in the joint denoising window. We propose Ms.Forcing, an efficient streaming video generation paradigm that adapts spatial granularity to each state's noise level. Its Multi-Scale Patchification (MSP) assigns coarser patches to noisier states, reducing the active-window token count by 45%, while Multi-Scale Self-Attention (MSSA) matches the density of visible non-sink keys and values to each query scale to further reduce attention cost. Because both schedules are fixed by window position, Ms.Forcing retains a static, hardware-friendly computation graph. We further introduce Homogeneous-Noise-Level DMD (H-DMD), which assembles each fake video from clean predictions sharing the same source noise level, thereby reducing the mismatch between DMD training sequences and inference-time rollouts. The multi-scale design helps offset the additional training cost of backpropagating through overlapping windows. We include both quantitative and qualitative experiments to show that Ms.Forcing reaches 22.84 FPS on a single H200 GPU, 39.6% faster than Rolling Forcing, while significantly improving VBench scores in both short video and long video generation setting.
Zekun Li, Xiaoyan Cong, Hongyu Li +5
Jul 8, 2026cs.AI

Evaluating the Effect of Frame Rate in Sequence-Based Classification of Autism-Related Self-Stimulatory Hand Idiosyncrasies

Autism spectrum disorder (ASD) affects over 75 million individuals worldwide, yet scalable computational methods for remote behavioral screening remain limited. This study addresses two complementary challenges in automated detection of autism-related self-stimulatory behaviors from video: (1) identifying the optimal sequence-based neural network architecture and temporal sampling rate, and (2) characterizing data augmentation strategies for training on small behavioral datasets. For the first objective, long short-term memory (LSTM) and gated recurrent unit (GRU) models were trained on pose-derived features from the Self-Stimulatory Behavior Diagnosis (SSBD) dataset at frame sampling intervals of 1, 5, 15, 30, 45, and 90 frames. Both architectures exceeded prior convolutional neural network (CNN) baselines (62-76% accuracy), with peak accuracies of 97.5% (LSTM) and 98.75% (GRU) at a sampling interval of every 15 frames. For the second objective, ten data augmentation strategies were applied to an I3D transfer learning pipeline, with an ablation study quantifying the marginal contribution of each technique. Horizontal flip achieved the highest standalone accuracy (48.78%), while exclusion of upsampling from the augmentation pipeline produced the largest performance degradation, indicating its necessity for complex behavioral video augmentation. A personalized machine learning approach, in which per-subject models were trained and tested on temporally split segments of each video, produced consistent predictions (mean loss 1.84, SD 0.79). These results provide practitioners with concrete guidance on architecture selection, sampling rate, and augmentation strategy for video-based behavioral classification in data-scarce clinical domains.
Raunak Mondal, Peter Washington
Jun 28, 2026eess.AS

DTM-Codec: Dynamic Token Masking for VFR Speech Coding with Efficient Boundary Selection

Variable frame rate (VFR) coding has recently emerged in neural speech codecs, allocating fewer frames to redundant regions and more frames to rapidly changing speech. VFR must transmit side information about retained time steps, but prior gains are either not rigorously addressed or often minor once these overhead bits are included in total bitrate. We present Dynamic Token Masking (DTM)-Codec, a neural speech codec that demonstrates clear gains over fixed-frame-rate baselines under a strict matched-total-bitrate protocol. DTM keeps selected encoder tokens, fills masked positions with a learned <MASK> embedding, and transmits a binary keep-mask for position-aware decoding. We further introduce Path Length Equalization (PLE), a linear-time boundary selector for VFR coding that yields well-spread adaptive segments with negligible overhead. Across operating points, DTM-Codec broadly improves reconstruction quality and intelligibility over fixed-frame-rate baselines.
Hoyeol Sohn, Juhan Nam
Jun 25, 2026cs.SD

Elastic Time: Dynamic Frame Rate Bottlenecks for Neural Audio Coding

Neural audio autoencoders have become a core component of compression, feature extraction, and generation. However, while existing systems support variable bitrate, the vast majority of models still operate at a fixed latent frame-rate, allocating equal temporal budget to regions with very different information density, which can result in unnecessarily long sequences. We introduce Elastic Time, a dynamic frame-rate bottleneck that converts fixed-frame-rate autoencoders to dynamic ones. Our method learns a lightweight latent predictor used to decide which frames can be skipped and later reconstructed, enabling efficient greedy boundary selection at inference. Experiments show our method enables deployment-time rate control while improving efficiency-quality tradeoffs relative to baselines. Overall, we provide a flexible mechanism for adjusting temporal resolution in audio autoencoders, potentially facilitating more efficient downstream modeling for generation and long-context tasks.
Dimitrios Bralios, Paris Smaragdis, Minje Kim
Jun 15, 2026cs.SD

Probing Low Frame Rate Degradation in Neural Audio Codecs

Low frame rates in neural audio codecs are attractive for autoregressive speech synthesis, where the generation cost scales linearly with the sequence length. Recent work has demonstrated that codecs can operate at 12.5 Hz and below, but the mechanisms underlying low frame rate degradation remain insufficiently understood. We investigate these mechanisms through a controlled frame rate ablation. We reproduce a quality cliff at 6.25 Hz reported in previous works and evaluate candidate explanations: phonemic collisions and codebook saturation, neither of which shows evidence of a fundamental barrier. The cliff is instead caused by suboptimal training configuration: fixed clip duration during training yields too few tokens at low frame rates, starving the decoder of inter-token context. Once corrected, WER degrades smoothly with phonemic load down to 3.1 Hz and 1.6 Hz, suggesting the inference-time efficiency gains of low frame rate codecs are more accessible than previously assumed.
Alex Gichamba, Moise Busogi
Jun 10, 2026eess.AS

Which Speech Representation Better Matches Text-Native Reasoning? A Study of Speech-Text Alignment on Frame Rate and Representation

Spoken dialogue models typically start from text LLM backbones, yet reasoning often degrades when conditioning on speech instead of text. We attribute part of this modality gap to a temporal-granularity mismatch: speech tokens are temporally redundant and far longer than text under matched semantics, diluting per-token semantic density and weakening text-native reasoning dynamics. We study speech token design as a representation selection problem and sweep frame rates under a frozen LLM backbone with a fixed information rate. To make low frame rates feasible, we introduce factorized FSQ and a lightweight non-autoregressive audio LM head, scaling capacity to nearly 300,bits/frame without sacrificing efficient prediction. With the bottleneck removed, we sweep frame rates (50→\rightarrow2.08,Hz) and alignment depth, and observe a consistent best regime for speech QA at 4.17,Hz with intermediate-layer representation alignment.
Zhen Ye, Xu Tan, Yiming Li +10
May 29, 2026cs.CV

PEEK: Picking Essential frames via Efficient Knowledge distillation

Video-language models can process only a limited number of frames, making frame selection a key bottleneck for efficient video captioning. Most captioning pipelines still rely on uniform sampling, which is computationally cheap but agnostic to visual content. Adaptive frame sampling has recently emerged as a promising approach for selecting the most informative frames from a video; however, existing methods remain computationally expensive. We introduce PEEK, an efficient dynamic frame sampling method that distills caption-conditioned frame relevance rankings from a stronger teacher model into a lightweight temporal model that operates only on visual content. We find that, overall, on ActivityNet Captions and MSR-VTT, our method outperforms state-of-the-art methods across all evaluated downstream vision language models, especially when only one or two frames are selected for captioning, obtaining the best CIDEr for most frame budgets. On ActivityNet Captions, PEEK is particularly strong, winning 14 out of 16 configurations. Zero-shot evaluation on MSR-VTT shows that our model transfers best at low frame budgets, while results at four and eight frames are more mixed as temporal coverage and visual diversity become increasingly competitive. Compared with recent adaptive baselines, PEEK is both more accurate in the low-budget regime and more efficient: it adds only 5.2%5.2\% to the captioning time, compared with 65.4%65.4\% for CSTA and 211.9%211.9\% for MaxInfo. We release our code and pre-trained checkpoint at https://github.com/momentslab/peek.
Killian Steunou, Anas Filali Razzouki, Khalil Guetari +2
May 16, 2026cs.CV

NeuroLiDAR: Adaptive Frame Rate Depth Sensing via Neuromorphic Event-LiDAR Fusion

LiDARs are widely used for 3D depth reconstruction, but their performance is often limited by inherent hardware constraints that impose trade-offs between range, spatial resolution, and frame rate. Many LiDAR systems typically operate at low frame rates (e.g., 5-10 Hz), prioritizing long-range sensing over responsiveness to rapid scene changes. We present NeuroLiDAR, an adaptive depth sensing framework that achieves effective frame rates of up to ≈\approx66 Hz by fusing temporally sparse LiDAR data with temporally dense inputs from neuromorphic event cameras. NeuroLiDAR integrates two components: event-based keyframe detection and event-guided depth extrapolation, to dynamically adjust the sensing rate in response to scene dynamics. To evaluate our approach, we introduce ELiDAR, a dataset spanning outdoor and indoor scenarios, and show that NeuroLiDAR reduces depth reconstruction error by ≈\approx29% in RMSE while achieving adaptive frame rates between 27.8-47.3 Hz. Our code and dataset are available at https://github.com/darshanakgr/neurolidar.
Darshana Rathnayake, Dulanga Weerakoon, Meera Radhakrishnan +1
May 12, 2026cs.CV

LDDR: Linear-DPP-Based Dynamic-Resolution Frame Sampling for Video MLLMs

Video understanding in multimodal large language models requires selecting informative frames from long, redundant videos under limited visual-token budgets. Existing methods often rely on uniform sampling, point-wise relevance scoring, chunk-wise selection, or agentic exploration, which either miss global dependencies or introduce substantial overhead. We propose LDDR (Linear DPP-Based Dynamic Resolution), a training-free, plug-and-play, and budget-aware video frame sampling framework. LDDR performs query-aware Determinantal Point Process (DPP) frame selection in a task-conditioned feature space, achieving a 3x runtime speedup over standard DPP baselines. It further introduces a Group DPP importance metric to guide frame retention and dynamic resolution allocation, assigning more tokens to informative, non-redundant frames while downscaling or pruning less useful ones. Across four video benchmarks spanning short-, medium-, and long-range videos, LDDR consistently outperforms the next-best baselines, achieving gains of 2.5 points under budget-constrained settings and 1.6 points in high-budget scenarios. These improvements are consistently observed across multiple MLLM backbones, including both open- and closed-source models. Qualitative analysis confirms that relevant frames are selected and allocated a higher budget, facilitating improved video understanding.
Jingfeng Chen, Jiawen Qian, Wendi Deng +5
May 10, 2026cs.CL

Towards Compact Sign Language Translation: Frame Rate and Model Size Trade-offs

Sign Language Translation (SLT) converts sign language videos into spoken-language text, bridging communication between Deaf and hearing communities. Current gloss-free approaches rely on large encoder-decoder models, limiting deployment. We propose a compact 77M-parameter pipeline that couples MMPose skeletal pose extraction with a single linear projection into T5-small. By varying the input frame rate, we expose a practical efficiency trade-off: at 12 fps the model halves its sequence length, achieving a 75% reduction in encoder quadratic self-attention computational complexity while incurring only a modest BLEU-4 drop (9.53 vs. 10.06 at 24 fps on How2Sign). Our system is roughly 3x smaller than prior T5-base systems, demonstrating that a lightweight architecture can remain competitive without hierarchical encoders or large-scale models.
Kuanwei Chen, Mengfeng Tsai
May 9, 2026eess.IV

Streaming of rendered content with adaptive frame rate and resolution

Streaming rendered content is an attractive way to bring high-quality graphics to billions of mobile devices that do not have sufficient rendering power. Existing solutions render content on a server at a fixed frame rate, typically 30 or 60 frames per second, and reduce resolution when bandwidth is restricted. However, this strategy leads to suboptimal rendering quality under the bandwidth constraints. In this work, we exploit the spatio-temporal limits of the human visual system to improve perceived quality while reducing rendering costs by adaptively adjusting both frame rate and resolution based on scene content and motion. Our approach is codec-agnostic and requires only minimal modifications to existing rendering infrastructure. We propose a system in which a lightweight neural network predicts the optimal combination of frame rate and resolution for a given transmission bandwidth, content, and motion velocity. This prediction significantly enhances perceptual quality while minimizing computational cost under bandwidth constraints. The network is trained on a large dataset of rendered content labeled with a perceptual video quality metric. The dataset and further information can be found at the project web page: https://www.cl.cam.ac.uk/research/rainbow/projects/adaptive_streaming/.
Yaru Liu, Joseph G. March, Rafal K. Mantiuk
Apr 28, 2026cs.CV

Image Compression with Bubble-Aware Frame Rate Adaptation for Energy-Efficient Video Capsule Endoscopy

Video Capsule Endoscopy (VCE) is a promising method for improving the medical examination of the small intestine in the gastrointestinal tract. A key challenge is their limited size, resulting in a short battery lifetime which conflicts with high energy consumption for image capturing and transmission to an on-body device. Thus, we propose an image compression pipeline that substantially reduces the transmitted data while preserving diagnostic image quality. Furthermore, we exploit characteristics of the compression process to identify frames with low diagnostic value mainly caused by bubbles, without requiring additional image analysis. For low-visibility frames, a dynamic bubble-aware frame rate adaptation strategy reduces image acquisition and transmission during these phases while preserving sensitivity to potential anomalies. The proposed compression and frame rate adaptation are evaluated on a RISC-V platform using the Kvasir-Capsule and Galar datasets. The compression method achieves a compression ratio of 5.748 (82.6%) at a peak signal-to-noise ratio of 40.3 dB, indicating negligible loss of visual quality. The compression accomplished a mean energy reduction of the whole system by 20.58%. Additionally, the proposed bubble-aware frame rate adaptation reduced the energy consumption by up to 40%. These results demonstrate the potential of our method to increase the applicability of VCE.
Oliver Bause, Jörg Gamerdinger, Julia Werner +1
Apr 28, 2026cs.CV

Lightweight Real-Time Rendering Parameter Optimization via XGBoost-Driven Lookup Tables

Achieving a desirable balance between rendering quality and real-time performance is a long-standing challenge in modern game and rendering engines, particularly on resource-constrained mobile devices such as laptops, tablets, and smartphones. Existing approaches to automatic rendering parameter optimization either depend on exhaustive per-scene pre-computation that spans several days, suffer from the prohibitive inference overhead of neural networks that prevents per-frame adaptation, or lack generalizability across heterogeneous hardware and diverse scenes. In this paper, we propose \textbf{LUT-Opt}, a lightweight, general-purpose framework for adaptive per-frame rendering parameter optimization. Our method decomposes the joint optimization of rendering time and image quality into a tractable two-stage pipeline. In the offline stage, we train a pair of XGBoost regressors to predict rendering time and image quality from rendering parameters, hardware state, and scene complexity descriptors. The trained ensemble models are then distilled into compact lookup tables (LUTs) through systematic discretization and a two-phase linear search that first constrains rendering time and subsequently maximizes structural similarity (SSIM). During runtime, the pre-computed LUT is queried every frame in sub-millisecond time, enabling truly adaptive parameter selection with negligible computational overhead. We validate LUT-Opt on two representative rendering techniques -- subsurface scattering (SSS) and hybrid-pipeline ambient occlusion (AO) -- implemented within Unreal Engine 5. Extensive experiments across multiple scenes and GPU configurations demonstrate that LUT-Opt reduces subsurface scattering rendering time by approximately 40% and ambient occlusion rendering time by roughly 70%, while incurring only about 2% increase in image quality error, with per-frame inference latency below 0.1\ ms.
Baijun Tan, Francesco Moretti
Dec 18, 2025cs.CV

Instant Expressive Gaussian Head Avatars at Over 100 FPS

Portrait animation has witnessed tremendous quality improvements thanks to recent advances in video diffusion models. However, these 2D methods often compromise 3D consistency and speed, limiting their applicability in real-world scenarios, such as digital twins or telepresence. In contrast, 3D-aware feedforward facial animation methods -- built upon 3D representations, such as neural radiance fields or Gaussian splatting -- ensure 3D consistency and achieve faster inference speed, but come with inferior expression details. In this paper, we address this portrait animation trilemma (speed, 3D consistency, and expressiveness) and propose a pipeline that instantly converts an in-the-wild single image into a 3D-consistent, fast yet expressive animatable representation via a feed-forward encoder. Unlike previous computationally intensive global fusion mechanisms (e.g., multiple attention layers) for fusing 3D structural and animation information, our design employs an efficient lightweight local fusion strategy to achieve high animation expressivity. Furthermore, our animation representation is decoupled from the face's 3D representation and learns motion implicitly from data, eliminating the dependency on pre-defined parametric models that often constrain animation capabilities. Our method runs at 107.31 FPS for animation and pose control, representing a 3-4 order of magnitude speedup versus the state of the art while achieving comparable animation quality, thus surpassing alternative designs that trade speed for quality or vice versa.
Kaiwen Jiang, Xueting Li, Seonwook Park +3