Speeds

Momentum

6 papers in the last four weeks, against 2 the four weeks before. 0.1% of all new papers.

Jul 6Week of Sep 21

Latest papers 30

Oct 1, 2026eess.SY

Closed-Loop Refinement and Execution for Learned Driving Planners

Learning-based driving planners are usually trained and evaluated in open loop against logged trajectories. In closed loop, a trajectory with small displacement error can still stall the vehicle, steer it into a conflict with surrounding agents, or be executed with abrupt braking. We introduce Closed-Loop Refinement and Execution (CLRE), a hierarchical receding-horizon control framework designed to mitigate these failure modes while leaving the upstream planner frozen and adding no new learned model. The upper layer treats the nominal trajectory as a reference and solves a finite-horizon optimal control problem that trades route progress against interaction with predicted agents. Solving it from several initializations gives a candidate set, and a prediction-conditioned oriented-bounding-box (OBB) feasibility test retains only candidates whose minimum predicted OBB clearance over the horizon meets a threshold. The lower layer executes the lowest-cost survivor, or a route-centerline backup when none remains, through the tracking controller supplied with the planner, augmented by a range-based speed bound and a saturated proportional braking law. In closed-loop simulation on 126 Bench2Drive routes with VAD as the upstream planner, CLRE raises the driving score from 43.41 to 56.42 and route completion from 57.27 to 72.23, and reduces collision events from 70 to 53.
Sep 30, 2026cs.LG

cua-speedrun: Standardized Benchmarking of the Speed of Computer-Use Agents

Computer use agents (CUAs), which use graphical user interfaces (GUIs) to complete tasks on a computer, have recently surpassed human performance on many standard benchmarks, including difficult long-horizon tasks. Their capabilities are undoubtedly impressive, however, a key barrier to the widespread adoption and deployment of CUAs remains their speed and cost. Progress towards faster yet capable CUAs requires reliable evaluation of their speed, but many CUA benchmarks currently face a reproducibility crisis. Benchmarks are based on complex infrastructure with varying machine and container configurations that confound the evaluation of the execution speed of CUAs. Towards addressing this gap, we propose cua-speedrun, which introduces standardized infrastructure and task sets, with a focus on evaluating the speed and efficiency of CUAs. cua-speedrun uses a uniform virtual machine setup and execution pipeline, along with a common agent interface that enables single-agent implementations to operate seamlessly across different benchmarks. Across four different CUA benchmarks, we evaluate how reasoning effort, agent harnesses, and environment latency affect performance, speed, and cost. We find no single model family is optimal for all three; none of the open-weight models are on the frontier, and also, unintuitively, for some models increasing the reasoning effort can speed up task completion, while faster environment input-output can slow down overall task completion time. We also demonstrate that we can effectively reduce the evaluation task set of most CUA benchmarks without degrading overall statistical power, allowing for more efficient benchmarking and comparison. We believe cua-speedrun will enable structured progress towards fast, efficient CUAs, unlocking new real-world use cases and applications. All code, infrastructure, and analysis are available at https://cuaspeedrun.com.
Sep 24, 2026cs.LG

Precise Convergence Speed of Clipped SGD

We present a tightened convergence analysis of clipped gradient descent on (L0,L1)(L_0, L_1)-smooth functions, with quantitative constants. Building on the ideas of Koloskova et al (2023), we refactor several case disjunctions to reveal the central role of a control of the bias derived from fundamental properties of ℓ2\ell_2-projection, simplifying proofs. We also extend the domain of validity from η≤1/(9β)η\leq 1 / (9 β) to η<1/βη< 1 /β where β=L0+cL1β= L_0 + c L_1 for clipping constant cc, which matches the more traditional analysis of smooth functions. We strengthen the convergence criterion from (min⁡t<TE[∥∇f(xt)∥2])\left( \min_{t < T} \mathbb{E}[\lVert \nabla f(x_t) \rVert_2] \right) to (1T∑t<TE[∥∇f(xt)∥2])\left( \frac{1}{T} \sum_{t < T} \mathbb{E}[\lVert \nabla f(x_t) \rVert_2] \right) with matching speed, and lower the final achievable loss from O(min⁡(σ2/c,σ))\mathcal{O}(\min(σ^2/c, σ)) to the more precise 6min⁡(σ2/c,3σ)6 \min(σ^2 /c, 3 σ).
Sep 22, 2026eess.SP

Untangling the Geometry and Speed for RF Sensing Spectrograms

A fundamental challenge in RF sensing is that Doppler signatures observed by a link entangle the target's motion with the sensing geometry, resulting in limited applicability to unconstrained real-world settings. In this paper, we establish a new foundation for physically interpretable RF sensing that disentangles reflector speed from geometry, jointly recovering the speed, geometry factor, relative amplitude, and width of each dominant Doppler ridge. More specifically, we first develop a compact parametric representation of WiFi spectrograms and establish its low-dimensional structure through a systematic computer-vision analysis of a large and diverse human-activity dataset, thereby providing a tractable foundation for learning. Building on this representation, we then design a physics-informed autoencoder whose structured bottleneck and differentiable RF forward model enforce physically meaningful estimates of reflector speed and geometry. We further introduce a synthetic-to-real training framework, eliminating the need for real WiFi training data. We extensively validate the proposed framework under both known and time-varying geometries, using both independently generated synthetic test sets and 31 real WiFi experiments. The results demonstrate the superior performance in speed and geometry extraction, robustly recovering the underlying geometry, speeds, Doppler-ridge amplitudes, and ridge widths across all settings, while substantially outperforming the strongest baselines.
Sep 17, 2026cs.RO

Decoupling Physical Speed from Path Parameterization in Singularity-Free Guiding Vector Fields

The existing singularity-free guiding vector field (SF-GVF) with an additional virtual coordinate can eliminate singular points (i.e., points where the vector field vanishes) inherent in conventional GVFs and guarantee global convergence of robot trajectories to closed and self-intersecting desired paths. However, the desired speed given by the GVF along the desired path in the original lower-dimensional space cannot be arbitrarily specified but depends on path parameterizations. One possible workaround is to partially normalize the physical projection of the SF-GVF and assign a user-designed speed. However, we show that this workaround may introduce new singularities since the normalization denominator can become zero. To address this issue, we propose a new SF-GVF with prescribed physical speed (PPS). The integral curves of the new SF-GVF converge exponentially to the desired path from any initial condition in the higher-dimensional space (including virtual dimension); more importantly, the robot's physical speed converges to the PPS, while the path-error dynamics remain invariant under regular reparameterizations of the desired path. We further develop a saturated acceleration control law for second-order kinematic models. Finally, comparative simulations and 3D path-following experiments with a quadrotor under different PPS profiles validate the theoretical results and demonstrate the effectiveness of the proposed approach.
Sep 9, 2026cs.CV

How Much Velocity Does Off-Ball Space Value Need? A Broadcast-Viewport Benchmark

Velocity-aware pitch control is standard, but under a broadcast viewport half the players are off screen and on-screen velocities come from a drifting calibration. We ask at which layer of broadcast off-ball analysis velocity changes the answer. Inheriting our off-screen imputation protocol (three Metrica matches, 44 m viewport, block-bootstrap CIs), we score four velocity regimes -- none, viewport-legal observed, true-for-visible, true-for-all -- against a velocity-aware ground truth at three layers: imputation, the control surface, and team verdicts. Velocity is nearly useless for imputation (-0.2 pp against a 12--14 pp velocity-free surface MAE), first-order for the surface (-1.5 to -1.8 pp, 11--15% of that MAE), and ten times smaller for verdicts (-0.12 to -0.19 pp). The velocity that matters is the visible channel: perfect occluded-player velocity adds 2--6% of the visible gain, and no last-seen decay policy we tested exceeds that. Omitting velocity blurs the surface (per-frame |e| 2.2--2.6 pp) with small time-averaged bias (per cell <=0.4 pp), whereas imputation error is a structured bias against the defending team's deep zone (5--9 pp). At a fixed velocity window, a noise ladder of eleven jitter settings, including sigma_v-matched pairs, is ordered to first order by one velocity-noise axis sigma_v with break-even ~1 m/s; eleven SoccerNet-GSR clips from one match through our pipeline measure sigma_v=1.65 m/s yet recover 24--36% of the benefit: 43% of the variance is frame-common, which the surface tolerates, and the residual is heavy-tailed and clustered, which Gaussian controls matched on component RMS do not reproduce (+0.03 vs. +0.36). The share of velocity-free error that velocity removes grows with viewport width (7% at 36 m, 21% at 60 m): fix imputation on tight shots, velocity on wide ones. Code and logs are released.
Sep 7, 2026cs.CV

DroneGround: Open-Vocabulary Drone Payload Characterization Using Synthetic Data and Grounded Vision-Language Models

Automated drone surveillance has become increasingly important for public safety, critical infrastructure protection,and restricted airspace monitoring. While existing vision-based systems achieve strong performance for drone detection and tracking, reliable payload characterization remains highly challenging under long-range imaging conditions due to limited availability of annotated real-world datasets, and substantial distribution shifts encountered during deployment. Existing approaches formulate payload characterization as a closed-set object detection problem, limiting their ability to recognize previously unseen payloads and generalize beyond the training distribution. To address these challenges, we generate a photorealistic synthetic drone-payload dataset using Unreal Engine 5 and Cosys-AirSim and propose DroneGround: Grounded Vision-Language Payload Characterization, a two-stage framework for robust open-vocabulary payload analysis. DroneGround first employs a YOLO26s detector to localize drones and extract drone-centric image crops, followed by a LoRA-fine-tuned PaliGemma vision-language model that generates seman- tic descriptions of the detected drones and their attached payloads, enabling open-vocabulary payload characterization beyond predefined categories. An occlusion-based grounding module further provides interpretable payload localization by identifying image regions responsible for the generated descriptions. Extensive experiments on both synthetic and real-world drone imagery demonstrate that DroneGround substantially improves robustness under synthetic-to-real distribution shifts, outperforming a conventional closed-set payload detector by improving the F1-score from 82.5% to 96.3%, while achieving significantly better generalization to previously unseen payload categories (80.4%versus 42.7% F1). Dataset and code will be released upon request.
Sep 3, 2026cs.CR

Flip, Don't Shuffle: Watermarking LLMs at the Speed of Inference

We introduce Stateless Bernoulli Watermarking (SBW), a new statistical watermark for Large Language Models that determines green list membership through independent per-token Bernoulli trials. Unlike KGW's vocabulary permutation or SynthID's multi-layer tournament, SBW requires only a single comparison per token against a counter-based random number generator, reducing membership complexity to O(1)O(1) and enabling single-kernel execution with zero intermediate allocations. We prove that this formulation preserves the same detection guarantees as fixed-size green lists: the z-score test remains N(0,1)\mathcal{N}(0,1) under the null. The stateless architecture enables capabilities unavailable to existing methods: full-vocabulary self-salt watermarking (over 6000×\times faster than KGW's self-salt and 2×\times faster than SynthID despite biasing the entire vocabulary with candidate-dependent seeding) and architectural compatibility with distributed inference. In end-to-end generation benchmarks, SBW adds less than 1% overhead at all batch sizes. We additionally identify hash function design as a previously unexplored axis for watermark quality, showing that a GPU-native Jenkins hash improves null calibration by 1.8×\times while producing more diverse text. Experiments across two seeding schemes and eight (γ,δ)(γ, δ) configurations confirm statistical equivalence with ROC-AUC differences below 0.01.
Aug 8, 2026cs.RO

Event-Time Hybrid Optimal Control for Robotic Table Tennis Serves

Robotic table tennis serves require high ball velocity and spin while respecting the robot's kinodynamic limits. Unlike rally strokes, a valid serve must also bounce on the server's side and clear the net, yielding a hybrid system with nonlinear flight and impact dynamics. We formulate spin-controlled serve generation as an event-time \ac{OCP} that optimizes the racket impact velocity and orientation together with the bounce, net-crossing, and landing times, enabling direct enforcement at phase boundaries of table-bounce and net-clearance constraints. The racket velocity and orientation are then converted into a complete kinodynamically feasible motion through a second \ac{OCP} enforcing joint-position, velocity, and torque limits. We evaluate the method numerically and on a KUKA Agilus robot. Compared with a fixed-step formulation with root localization, the proposed event-time formulation reduces the median solve time by a factor of 4.1 while maintaining comparable landing accuracy, spin accuracy, and serve validity. Real-robot experiments demonstrate controlled placement and topspin, backspin, and sidespin serves, with a mean landing error of 13.1±7.313.1 \pm 7.3cm and spin rates up to 30rps. These results show that event-time optimal control efficiently generates physically valid, kinodynamically feasible serves while accounting for nonlinear aerodynamic and impact effects.
Aug 7, 2026cs.RO

Real-time Whole-Body Motion Planning for Mobile Manipulators Carrying Arbitrarily Shaped Payloads via Kinematically-Coupled SVSDF

Mobile manipulators are increasingly tasked with transporting large, non-convex payloads through cluttered environments, yet existing planners either oversimplify the payload geometry or fail to handle the kinematic coupling between manipulator links, leading to lost feasible space or stalled optimization. This letter presents a real-time whole-body motion planning framework for mobile manipulators carrying arbitrarily shaped payloads. The front-end employs a chain-decomposed kernel-based collision check that preserves the true geometry of the robot and payload, with compact storage and fast bit-level queries. A mid-end preprocessing stage converts the front-end path into a continuous trajectory enforcing smoothness and feasibility, and executes it directly when collision-free to bypass the costly back-end. When refinement is required, the back-end performs trajectory optimization built on a Kinematically-Coupled SVSDF (KC-SVSDF), which propagates collision-avoidance gradients along the kinematic chain to produce coherent whole-body escape directions. Ablation studies, comparative benchmarks against state-of-the-art baselines, and real-world experiments on a differential-drive mobile manipulator demonstrate that the proposed framework reliably transports large, non-convex payloads through tight passages and cluttered environments.
Aug 1, 2026cond-mat.mtrl-sci

Uncertainty-guided active learning for surrogate prediction of stream-finishing wear fields

In stream finishing, the wear experienced by a workpiece depends strongly on its orientation within the rotating abrasive media. Determining suitable orientations to achieve uniform wear requires evaluating the wear-rate field over all feasible orientations. Although the discrete element method (DEM) accurately resolves particle interactions, simulating hundreds of feasible orientations for a new geometry is computationally expensive. We present an uncertainty-guided surrogate framework that predicts, directly from geometry, the three fields governing erosion: per-triangle normal impact velocity, tangential impact velocity, and particle impact flux. These fields are combined through the Finnie wear model to reconstruct the wear-rate distribution. The surrogate employs a deep ensemble whose disagreement estimates epistemic uncertainty, enabling an active-learning strategy that selectively performs DEM simulations for the most uncertain orientations. Trained using only 13%13\% of the 696696 feasible orientations, the surrogate achieves Spearman rank correlations of 0.930.93, 0.890.89, and 0.930.93 for the normal impact velocity, tangential impact velocity, and particle impact flux, respectively. Moreover, the predicted uncertainty is well calibrated, reliably anticipating prediction error and the fidelity of the reconstructed wear field, which matches DEM with a Spearman rank correlation of up to 0.970.97 for low-uncertainty orientations and degrades in a controlled manner as uncertainty increases.
Jul 21, 2026cs.LG

Adjustment Speed as a Safety Constraint for Nonstationary Reinforcement Learning

Ensuring safety in reinforcement learning under nonstationarity requires determining whether a learning system can safely adapt to forecasted environmental change within the required recovery horizon. Existing safe reinforcement learning methods typically assume stationary environments and do not explicitly consider adaptation speed as a safety concern. However, when environments evolve over time, delayed adaptation may result in transient unsafe behavior. This paper proposes adjustment speed as a safety constraint for nonstationary reinforcement learning. The central idea is to define safety in terms of adaptation feasibility: future states or regions may become unsafe when the adaptation required to remain safe exceeds the learning system's calibrated recovery capacity. The proposed framework uses learned context representations and short-horizon context forecasts to estimate adaptation demand and compare it with the agent's achievable adaptation capacity. When predicted adaptation demand exceeds the calibrated recovery capacity, the framework proactively tightens the admissible action set and activates an action-level shield to reduce unsafe behavior before violations occur. Experiments in a nonstationary driving environment show that the proposed approach primarily reduces safety violations in short-horizon windows aligned with context changes. Ablation studies further show that shielding is more conservative for peak- and tail-risk suppression, while optimization-level adjustment provides additional reductions in short-horizon switch-conditioned violations. These results support adaptation feasibility as a practical safety principle for reinforcement learning under nonstationarity and demonstrate that proactive intervention can improve safety during periods of environmental change.
Jul 21, 2026cs.CV

Generative World Renderer at the Speed of Play

Generative world renderer AlayaRenderer receives structured world states exported from physics engines and synthesizes RGB frames. Unlike models that generate frames from text/control-hints prompts, AlayaRenderer preserves scene structure without altering the underlying world dynamics. This demonstrates an alternative path toward interactive world modeling and user-controllable play. However, the original AlayaRenderer is too computationally expensive for real-time deployment. This technical report introduces AlayaRenderer-Flash, a real-time-oriented generative forward world renderer that pushes AlayaRenderer from 0.56 FPS to 31.54 FPS, reaching the speed of play. AlayaRenderer-Flash reformulates the original renderer as a few-step autoregressive streaming model and introduces lightweight distilled codecs for efficient latent encoding and frame reconstruction. It retains the teacher model's G-buffer and text-prompt interfaces while enabling continuous rendering over input streams of unbounded length. We evaluate AlayaRenderer-Flash on G-buffer streams across content preservation, temporal consistency, cross-window stability, prompt controllability, and runtime efficiency. Our results show that AlayaRenderer-Flash substantially reduces inference cost while preserving the core rendering capabilities of the teacher model. By integrating AlayaRenderer-Flash with a physics engine, we build a fully playable generative world running at 30 FPS.
Jul 17, 2026cs.LG

DebrisTracer: Reliable Tracking in Hypervelocity Impact Fast Imaging

This application paper presents DebrisTracer, a framework for the reliable tracking of debris in hypervelocity impact fast imaging. These noisy and highly specific datasets capture the ejection of a large number of debris fragments after the impact of a projectile launched at hypervelocity into a target material. The reliable estimation of debris mass and speed distributions is of major importance in aerospace applications. We document how to extend an off-the-shelf topology tracking framework based on critical point extraction and matching, in order to incorporate domain knowledge and physical assumptions. Our approach automatically produces an accurate and reliable debris tracking, enabling an interpretable visual analysis of this complex space-time phenomenon. Extensive experiments demonstrate the accuracy improvements provided by our approach over established tools used by domain experts in terms of physical validation, specifically via the prediction of the experimental ejected mass and crater depth profiles. We illustrate the utility of our approach across several use cases (with varying impact angles and physics). We show that our statistical summaries enable the visual identification of distinct regimes within the debris population, corroborating and refining prior expectations of domain experts. Our database and our C++ implementation are available at this address: https://github.com/tloloum/DebrisTracer.
Jul 14, 2026cs.RO

StratMamba: Strategic and Reactive Stream Partitioning for Path-Efficient LiDAR-Based Obstacle Avoidance

This paper proposes StratMamba, a dual-stream Mamba-based temporal modeling architecture, to more efficiently capture long-horizon temporal dependencies required for robot navigation in complex and obstacle-rich environments. StratMamba leverages a combination of fast-decay and slow-decay memory architectures, where the fast-decay component processes high-frequency LiDAR data for reactive obstacle avoidance, while the slow-decay component maintains longer-horizon goal information for strategic planning. We perform extensive evaluations of different obstacle avoidance scenarios in IsaacLab and Gazebo, while also validating successful sim-to-real deployment on a Unitree GO1 quadruped robot navigating in the presence of static/dynamic obstacles. Comparisons with other temporal RL baselines, such as LSTM, Transformer, and Vanilla-Mamba, show that our StratMamba achieves exceptional temporal reasoning efficiency with a lower timeout rate, while maintaining the fastest navigation speed (576 median steps, 5.0% better than Vanilla-Mamba). It also achieves the highest path optimality (0.915 path efficiency) across all baselines. Real-world evaluation reveals that StratMamba maintains more robust performance across extended LiDAR ranges compared to vanilla Mamba and the Transformer, demonstrating that dual-stream partitioning effectively balances reactive safety with strategic navigation under challenging sensing conditions.
Jul 8, 2026cs.RO

Generating Personalized Lower-Limb Kinematics Across Walking Speeds Using Subject-Conditioned Diffusion

Personalizing exoskeleton assistance requires user-specific gait data across many locomotor tasks, yet collecting this data demands repeated motion capture sessions that are costly, time-intensive, and especially burdensome for clinical populations. This challenge is most acute across walking speeds, where gait changes substantially and deviates further in clinical gait. This work introduces a subject-conditioned residual diffusion framework that generates personalized lower-limb kinematics at unseen walking speeds from a subject's gait sequence at a single seen speed. Given sagittal-plane hip, knee, and ankle trajectories at a seen speed and a desired unseen speed, the model generates a residual that transforms the seen trajectory into the unseen one, using a transformer denoiser conditioned on the subject's gait and the two speeds through feature-wise linear modulation. Trained only on able-bodied data, the model achieved a mean absolute error (MAE) of 3.4° on held-out able-bodied subjects. Without any stroke-specific fine-tuning, it achieved a 6.0° MAE on out-of-training-distribution stroke subjects, retaining subject identity for clinical gait. The framework reduced the MAE by over 70% relative to supervised feed-forward baselines, and a single seen speed matched the accuracy of four speeds within 0.4°. These results demonstrate that subject-conditioned residual diffusion can synthesize personalized gait across speeds from minimal data, reducing the collection burden for downstream exoskeleton personalization.
Jul 6, 2026cs.LG

Beyond the Need for Speed: Energy-Aware Code Generation via Simulation-Guided Reinforcement Learning

Code models strictly prioritize functional correctness, leaving software energy efficiency as an unoptimized byproduct. Training models to generate energy-efficient code requires reproducible feedback at scale, which physical hardware measurement cannot reliably provide due to variance. In this paper, we replace hardware profiling with a deterministic architectural simulation harness to build Green Tea, a corpus of 3.53.5 million evaluations across 1,4741{,}474 C++ problems. We train an energy-aware code model via supervised fine-tuning on energy-contrastive pairs, followed by closed-loop reinforcement learning (GRPO) using simulation-in-the-loop feedback. To rigorously evaluate deployment readiness, we introduce the Correctness-Adjusted Reduction in Energy Total (CARET), a metric that explicitly penalizes code that sacrifices functionality for efficiency. On 143143 held-out problems, our simulation-in-the-loop pipeline achieves 12.63%12.63\% CARET, nearly tripling the gain of fine-tuning alone, and successfully beats the energy efficiency of human-expert references on 58.4%58.4\% of its valid outputs. Furthermore, our analysis exposes the IPC trap: standard throughput proxies like Instructions-Per-Cycle (IPC) actively misrank true energy efficiency on 67.8%67.8\% of problems, proving the absolute necessity of direct energy simulation. By releasing our dataset and infrastructure, we bypass the 263,000263{,}000 CPU-hours required for reproduction, structurally empowering the community to deploy inherently energy-efficient code generation models.
Jun 18, 2026cs.RO

VFILC: Accurate Frequency Extrapolations in Imitation Learning via Sampling Frequency ILC

Conventional neural network (NN)-based imitation learning methods for variable-speed motion either restricted their scope to interpolated speeds, or generated unpredictable motions when extrapolating beyond trained velocity ranges. Variable-frequency imitation learning (VFIL) enabled extrapolations of speeds by linking the NN model's sampling frequency to the motion frequency, whereas its open-loop configuration caused frequency errors, especially in the extrapolated high-frequency settings. This study proposes variable-frequency imitation learning with iterative learning control (VFILC) based on a combination of VFIL and iterative learning control (ILC) with both feedforward and feedback parts, the former taking advantage of VFIL and the latter adjusting the frequency errors. The experimental results showed that the proposed method successfully and accurately extrapolated motion speeds and reduced frequency errors in all three tasks, and that the feedback especially reduced the frequency errors by a remarkable 81% in the wiping task and 50% in the shaking task, both compared to simple feedforward VFIL, when extrapolating at double the average speed in the training data. The proposed method also improved accuracy by 27% compared with VFIL even at an interpolated frequency for a contact-rich mixing task affected by complex friction traits.
Jun 13, 2026cs.CV

PPDM: Pixel Puzzling Diffusion Model for Speed and Memory Efficient Volumetric Medical Image Translation

Diffusion models have demonstrated superior fidelity for medical image-to-image translation, but their extension to high-resolution 3D volumes is severely constrained by prohibitive computational cost and GPU memory requirements. Existing memory-efficient strategies often compromise global volumetric consistency or fine anatomical detail. In this work, we propose the Pixel Puzzling Diffusion Model (PPDM), a simple and effective framework for memory- and speed-efficient 3D medical image translation. PPDM introduces a reversible pixel puzzle-unpuzzle operator that trades spatial resolution for channel dimensionality, substantially reducing activation memory while preserving global context. To further improve efficiency and stability, we adopt a direct bridge diffusion formulation that starts from the conditional input rather than pure noise, enabling the model to focus on task-relevant residuals. In addition, a puzzle-gradient loss is incorporated to enforce spatial coherence and suppress grid-like artifacts introduced by spatial rearrangement. We evaluate PPDM on multiple challenging 3D medical image translation tasks, including low-count PET denoising, joint PET denoising and attenuation correction, and cross-modal MRI translation. Across all tasks, PPDM consistently matches or outperforms full 3D diffusion models while reducing training GPU memory usage by up to an order of magnitude and significantly accelerating inference, and it outperforms existing memory-efficient diffusion approaches based on latent compression or frequency decomposition. These results demonstrate that PPDM provides a practical and scalable solution for high-fidelity 3D diffusion-based medical image translation under limited computational resources.
Jun 8, 2026cs.CV

Making Time Editable in Video Diffusion Transformers

Modern Diffusion Transformers for video generation provide limited control over the progression of time and the editing of temporal dynamics. We propose a temporal-control methodology that extends a pretrained DiT with explicit time editing, allowing control over motion speed and temporal structure without redesigning the backbone. Its core implementation augments the pretrained model with a lightweight temporal module, preserving the original generative prior while expanding its controllable dynamic range.
Jun 4, 2026cs.RO

RadiusFPS: Efficient Farthest Point Sampling on CPUs and GPUs via Spherical Voxel Pruning

Point clouds are a primary sensory representation for robotic perception, underpinning LiDAR-based autonomous driving, simultaneous localization and mapping (SLAM), and navigation. Within these pipelines, Farthest Point Sampling (FPS) is the most well-known downsampling operator, as its uniform coverage preserves the geometric structure on which downstream perception relies. However, the large time complexity of classical FPS scales poorly with the million-point-per-second rates of modern 3D sensors, making it a dominant latency bottleneck that conflicts with the real-time and limited onboard compute budgets of robotic systems. Therefore, we propose RadiusFPS, an FPS acceleration framework based on spherical voxel pruning that preserves the standard FPS update rule under the same initialization and tie-breaking policy. By indexing the point cloud with spherical voxels, RadiusFPS derives a conservative geometric bound that prunes redundant distance computations in each iteration, complemented by a coordinate-wise point-skip test that removes residual updates. We further introduce RadiusFPS-G, a warp-level GPU implementation that fuses voxel selection, pruning, and distance update into memory-coalesced kernels, eliminating costly global-memory round-trips. On indoor (S3DIS, ScanNet) and outdoor LiDAR (SemanticKITTI) benchmarks, RadiusFPS-G attains up to 2.5x speedup over GPU-based FPS and matches or exceeds QuickFPS among the evaluated methods while using roughly half its GPU memory, with comparable segmentation accuracy. When coupled with the learning-based FastPoint sampler, the resulting pipeline achieves the fastest End-to-End inference among all evaluated configurations. These properties make high-quality FPS-style sampling practical for latency- and memory-constrained robotic vision.
May 28, 2026cs.AI

Its All About Speed: AIs Impact on Workflow in Music Production

In this paper, we present the results of an ethnographic study into the impact of AI and automated tools on music production workflow. Focusing specifically on professional participants who identified as recording engineers, mixers, and producers, we discuss their usage of common AI and automated software, as well as their sentiments on the proliferation of these tools. We discuss tensions that may be created between users and automated tools in key areas such as the need for speed and efficiency, controllability, and maintaining creative agency, and how these tensions may be alleviated through tool design.
May 27, 2026cs.CV

Automated Estimation of Impact Time, Impact Location, and Shuttlecock Speed in Badminton Smashes Using Event Cameras

Quantifying impact phenomena in badminton smashes is important for evaluating both athletic performance and equipment; however, conventional measurement systems involve trade-offs between temporal resolution, data efficiency, and preparation effort. This study proposes a measurement method using two synchronized event cameras to automatically estimate impact time, impact location on the racket face, and post-impact shuttlecock speed in an integrated manner within the same trial. The swing interval was detected from event rate statistics, impact time was estimated from the shuttlecock trajectory inflection in the lateral-view event data, impact location was determined by ellipse fitting to the racket face in the rear-view event image, and shuttlecock speed was calculated in the sagittal plane. To validate the proposed method, Bland-Altman analysis was performed against a high-speed camera-based reference method using 125 smash trials from five players. Impact time and shuttlecock speed were estimated in all 124 analyzable trials, and impact location was estimated in 93.5% (116/124). The bias (95% CI) for impact time, medio-lateral impact location, longitudinal impact location, and shuttlecock speed were 1.84 ms (1.45 to 2.23), 3.45 mm (2.18 to 4.72), -1.92 mm (-2.97 to -0.88), and -1.00 m/s (-2.46 to 0.46), respectively. No proportional bias was observed for any metric. These results suggest that the proposed method can serve as a useful tool for integrated assessment of badminton smash performance and equipment in practical settings.
May 26, 2026eess.SP

A Methodological Framework for Explicit Control of the Speed-Accuracy Trade-off in Brain-Computer Interfaces

Brain-computer interfaces (BCIs) are limited by low signal-to-noise ratio in modalities such as electroencephalography, which requires multiple trials to reliably decode user intentions. This induces a speed-accuracy trade-off, whereby higher accuracy comes at the cost of speed. The speed-accuracy balance is application-dependent, motivating controllable trade-offs. Conventional metrics, such as the Information Transfer Rate, combine speed and accuracy obscuring their dependence and potentially introducing biases. In this study, we propose an evaluation framework independent of classifier, paradigm, and early-stopping strategy that separates speed and accuracy. We employ two measures, Gain (relative speed improvement) and Conservation (relative accuracy preservation), and combine them into a tunable Gain-Cons Balance controlled by α, regulating the speed-accuracy trade-off. The parameter adjusts the operating point without modifying the classifier, facilitating deployment across scenarios. The framework was evaluated on P300 event-related potential paradigms using public recordings from 63 subjects as well as multiple classifiers and early-stopping strategies to achieve distinct operating points in speed-accuracy and bitrate. Results show that tuning α yields fast, accurate, or balanced BCI behaviours, demonstrating explicit control of the speed-accuracy trade-off. The method supports subject-level performance prediction and improves explainability of BCI behaviour. Further analysis of the Information Transfer Rate reveals a systematic bias toward speed, explained by the proposed framework through the Gain and Conservation measurements. Overall, this work establishes the speed-accuracy trade-off as a controllable design variable validated on public P300-based paradigms, enabling transparent evaluation and application-specific optimization of BCIs.
May 26, 2026cs.LG

Two Speeds of Learning: A Representation-Readout Decomposition of Grokking and Double Descent

Training loss and accuracy are the standard signals used to monitor generalization during deep neural network training. Two well-documented phenomena complicate this picture: in grokking, train loss falls rapidly while test performance improves abruptly only after a long delay; in epoch-wise double descent, train loss decreases monotonically while test loss or error rises and falls. Existing accounts are often task-specific, and a task-agnostic analysis framework for diagnosing and explaining these phenomena across realistic tasks and architectures is missing. We address this challenge by analyzing two competing processes that underlie learning dynamics: representation learning in the encoder and readout calibration in the final classifier. Using tools from representational geometry, neural tangent kernels, and linear probing, we show that both processes are active throughout training, with the fluctuations of their relative speed giving rise to seemingly anomalous generalization dynamics. Applying the representation-readout decomposition to grokking across a wide range of tasks and architectures, we find that the readout is train-biased before grokking onset, and representation learning is gradual but not absent, contrary to the lazy-to-rich account. The framework further provides diagnostic signatures distinguishing spurious from genuine generalization: in a previously reported MNIST grokking example and an epoch-wise double descent example, apparent delayed or non-monotone generalization is shown to arise from representation degradation and readout misalignment induced by non-standard training recipes. Together, these results establish the representation-readout decomposition as a top-down framework for understanding learning dynamics and revealing underlying algorithms for interpretability research.
May 22, 2026cs.GR

AssetGen: Deployable 3D Asset Generation at Interactive Speed

While 3D generation is progressing rapidly, recent work has often focused on obtaining high-resolution assets, leaving user experience and deployability as afterthoughts. We present AssetGen, a 3D generator that focuses instead on these two aspects. Given one reference image, in 30 seconds it produces a high-quality mesh with baked normals, a color texture, and a controlled polygon budget suitable for real-time rendering, including mobile use cases. The AssetGen Flash variant further reduces latency to 14 seconds for interactive and agentic creation loops. Our model generates the object geometry with a coarse-to-refine VecSet framework, which implements mesh simplification, cleaning, and normal baking on the GPU, and a fast parallel UV unwrapping. It then generates textures in a multi-view fashion, followed by backprojection and 3D inpainting. Model distillation, kernel optimization, and pipeline parallelization are co-designed to accelerate the system end-to-end. We introduce numerous automated and blind human evaluations and demonstrate competitive visual quality against leading commercial solutions in 30 seconds and preview-quality results in less than 15 seconds. The final result is a system that supports AI-assisted, deployable 3D content creation in interactive workflows.
May 13, 2026cs.GR

BlitzGS: City-Scale Gaussian Splatting at Lightning Speed

We present BlitzGS, a distributed 3DGS framework that reduces active Gaussian workload for fast city-scale reconstruction. BlitzGS manages this workload at three coupled levels. At the system level, the framework shards Gaussians across GPUs by index parity rather than spatial blocks. This approach mitigates the cross-block visibility redundancy inherent in spatial partitioning. Furthermore, it distributes each rendering step through a single cross-GPU exchange that routes projected Gaussians to their tile owners. At the model level, scheduled importance-scoring passes shrink the global Gaussian population. During these passes, the framework generates a per-Gaussian visibility weight to bias density-control updates toward contributing primitives and a per-view importance mask for the view-level renderer. At the view level, BlitzGS trims each camera's active set with a distance-based LOD gate to exclude excessively fine primitives for the current frustum and the importance-based culling mask to skip Gaussians with negligible cross-view contribution. On large-scale benchmarks, BlitzGS matches the rendering quality of recent large-scale baselines while delivering an order-of-magnitude speedup, training city-scale scenes in tens of minutes. Our code is available at https: //github.com/AkierRaee/BlitzGS.
Apr 27, 2026cs.RO

Projected Attainable Speed Space: A Driving Efficiency Metric Connecting Instantaneous Evaluation to Travel Time

Inefficient driving behaviors, such as overly conservative yielding, remain a key obstacle to deployment of autonomous vehicles (AVs). Instantaneous driving efficiency metrics are crucial for self-driving decision-making because they affect real-time performance evaluation and control optimization. However, commonly used indicators, including speed, relative speed, and inter-vehicle distance, are limited in capturing traffic context and in ensuring consistency between instantaneous outputs and travel-level outcomes. This study proposes the Projected Attainable Speed Space (PASS) model, a unified framework for driving efficiency assessment across instantaneous and travel-level analyses by integrating kinematic and spatial traffic information. PASS characterizes instantaneous driving efficiency with two coupled elements: potential for speed improvement (available acceleration space) and response to that potential (utilization of available acceleration space). Available acceleration space is referenced to projected attainable speed, derived from an idealized catch-up maneuver using relative speed and spacing to the leading vehicle; utilization is represented by the temporal change in available acceleration space. To ensure cross-scale consistency, time-aggregated PASS is defined as a travel-level efficiency metric. Trajectory data from a driving simulation experiment are used for parameter calibration to maximize agreement between time-aggregated PASS and observed travel times. Across 10 lane-change events, results show strong consistency, with an average coefficient of determination of 0.913, validating PASS for consistent efficiency evaluation across instantaneous and travel-level temporal scales. This study provides a unified, physically grounded framework that supports real-time decision-making and long-term performance analysis in autonomous driving.
Apr 22, 2026cs.RO

Impact-Aware Model Predictive Control for UAV Landing on a Heaving Platform

Landing UAVs on heaving marine platforms is challenging because relative vertical motion can generate large impact forces and cause rebound on touchdown. To address this, we develop an impact-aware Model Predictive Control (MPC) framework that models landing as a velocity-level rigid-body impact governed by Newton's restitution law. We embed this as a linear complementarity problem (LCP) within the MPC dynamics to predict the discontinuous post-impact velocity and suppress rebound. In simulation, restitution-aware prediction reduces pre-impact relative velocity and improves landing robustness. Experiments on a heaving-deck testbed show an 86.2% reduction in post-impact deflection compared to a tracking MPC.
Apr 21, 2026cs.LG

Super Apriel: One Checkpoint, Many Speeds

We release Super Apriel, a 15B-parameter supernet in which every decoder layer provides four trained mixer choices -- Full Attention (FA), Sliding Window Attention (SWA), Kimi Delta Attention (KDA), and Gated DeltaNet (GDN). A placement selects one mixer per layer; placements can be switched between requests at serving time without reloading weights, enabling multiple speed presets from a single checkpoint. The shared checkpoint also enables speculative decoding without a separate draft model. The all-FA preset matches the Apriel 1.6 teacher on all reported benchmarks; recommended hybrid presets span 2.9×2.9\times to 10.7×10.7\times decode throughput at 96% to 77% quality retention, with throughput advantages that compound at longer context lengths. With four mixer types across 48 layers, the configuration space is vast. A surrogate that predicts placement quality from the per-layer mixer assignment makes the speed-quality landscape tractable and identifies the best tradeoffs at each speed level. We investigate whether the best configurations at each speed level can be identified early in training or only after convergence. Rankings stabilize quickly at 0.5B scale, but the most efficient configurations exhibit higher instability at 15B, cautioning against extrapolation from smaller models. Super Apriel is trained by stochastic distillation from a frozen Apriel 1.6 teacher, followed by supervised fine-tuning. We release the supernet weights, Fast-LLM training code, vLLM serving code, and a placement optimization toolkit.