Vr

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

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

17 papers

Latest in Vr

Sep 9, 2026cs.CL

VLX-VR: An Agentic-Aware Video Reasoning Model

Real-world video understanding requires integrating visual, audio, textual, and temporal evidence distributed across a video. Yet many pipelines use a fixed video context and single-pass inference, limiting adaptive evidence acquisition when observations are incomplete, ambiguous, or conflicting. We present VLX-VR, an agentic-aware video reasoning model trained within a video reasoning framework defined by a Think--Memory--Observation loop. At each step, VLX-VR determines the needed evidence, invokes read_memory or write_memory, incorporates the returned Observation, and decides whether to continue or produce the task output. We train VLX-VR with multimodal data, including videos and agent trajectories, using reinforcement learning to learn evidence acquisition, memory use, and termination. On MINERVA, VLX-VR achieves state-of-the-art performance among the models included in our comparison, with 78.79% accuracy. Under the original three duration groups, its accuracies are 76.70%, 78.73%, and 80.92%, with a cross-duration accuracy variance of 2.97~pp2\mathrm{pp}^2. On correctly answered samples, 96.20% of VLX-VR's reasoning traces are consistent with the MINERVA reference reasoning traces and the evidence described by them, while approximately 75.80% of all evaluated samples satisfy both answer correctness and this evidence-grounded trace criterion. These results show strong performance and broadly stable behavior across durations, while counting, state changes, causal reasoning, and spatial perception remain challenging.
Sheng Li, Peng Liu, Qianqian Zhang +1
Sep 2, 2026cs.SD

VoxReason: Auditing Source-Grounded Speech Plans Before Synthesis

Speech systems increasingly infer how an utterance should be delivered from context, but a plausible delivery plan may not be supported by the input. VoxReason is a small public benchmark and verifier for testing this failure before waveform synthesis. Each of its 100 cases fixes the utterance, provides derived records that name the source emotion and intensity, and changes one licensed cue. A system must cite the record for its delivery decision and update only the plan fields associated with the edit. We use deterministic verifier references, not a model leaderboard. This holdout excludes every emotion and intensity combination observed in training. A prior-only predictor achieves 0.958 accuracy across plan fields but never changes its plan consistently after a cue edit. This contrast shows that plan agreement does not demonstrate source grounding. The released suite provides an auditable measurement layer for screening structured speech plans before synthesis. It is limited to derived records, not audio inputs.
Mengzhe Geng
Aug 30, 2026cs.CV

PhysVR: Vision-Language Model Guided Interference-aware Temporal Feature Refinement for Remote Physiological Measurement

Remote photoplethysmography (rPPG) enables contactless physiological measurement from facial videos, yet its subtle pulse-related variations are easily affected by illumination variation, head motion, facial blur, and region-of-interest instability. Existing methods mainly suppress interference during feature learning, while whether the learned temporal features remain affected by interference and how to further suppress such interference before rPPG estimation are rarely examined. To address this limitation, we propose PhysVR, a vision-language model guided interference-aware temporal feature refinement framework for rPPG estimation. Specifically, a physiological backbone produces global temporal features and a coarse rPPG prediction, from which signal-derived physiological reliability evidence is constructed from local temporal characteristics. In parallel, a frozen vision-language model processes sampled facial frames under an interference-oriented prompt, and an evidence head extracts visual interference evidence from the VLM output. Temporal cross-attention integrates the physiological and visual evidence with the global temporal features to construct interference-aware temporal context. Guided by this context, a shared temporal correction unit performs general refinement, while four interference-specific experts selectively suppress different interference through adaptive routing. The refined temporal features are then used for final rPPG estimation. Extensive experiments on five public benchmarks demonstrate that PhysVR consistently outperforms representative methods under both intra-dataset and cross-dataset evaluation protocols.
Zixu Li, Jianjun Qian, Hang Shao +3
Aug 6, 2026cs.CV

Beyond Frame Selection: Rethinking Long-Video Understanding with MLLMs

Multimodal Large Language Models (MLLMs) have made strong progress in video understanding, yet long videos remain difficult: the visual token budget grows with video length, so temporally sparse evidence is easily lost. Existing methods compress the input through uniform sampling or frame selection, but these strategies optimize different objectives, either broad temporal coverage or local question relevance, and neither preserves both global storyline context and fine-grained evidence. We propose VideoRouter (VR), which rethinks long-video understanding as coordinating complementary evidence views rather than selecting a single subset of frames. VideoRouter first organizes each video into a question-agnostic temporal hierarchy that partitions it into coarse-to-fine temporally coherent segments. Upper-level nodes capture broad storyline context and event progression, while lower-level nodes preserve fine-grained local details and evidence-bearing moments. This gives rise to two complementary views: a global view for coverage-oriented reasoning and a local view for detail-oriented evidence recovery. We further introduce a verification-guided router that judges which view is better supported by its own selected evidence and decides the final answer. Across six backbones, routing improves over both views in all settings, and the choice of view is shown to be dataset-dependent, confirming that no single evidence granularity is universally preferable. On VideoMME, our method outperforms state-of-the-art frame selection methods by 2.5 points, under the LLaVA-Video-7B backbone. We will release the code.
Ziling Huang, Shin'ichi Satoh
Jul 30, 2026cs.LG

GVR-Coder: A Visual-Feedback Framework for Structured SVG Generation in Complex Document and Meeting Scenarios

In demanding professional environments and meeting review scenarios, lengthy text often imposes a high cognitive load. To facilitate efficient information communication, transforming verbose text into logically clear diagrams is essential. Scalable Vector Graphics (SVG) provide an effective representation for this purpose due to their editability and resolution independence. However, current research on Text-to-SVG generation remains hindered by three major challenges: (1) the scarcity of datasets for complex, logic-rich diagrams; (2) the absence of explicit layout priors, which leads to chaotic spatial arrangements; and (3) the lack of fine-grained visual feedback to validate rendered outputs and correct aesthetic defects. To address these challenges, at the data level, we introduce DocMeetSVG-100K, a large-scale SVG dataset tailored for document authoring and meeting review scenarios. At the model level, we propose GVR-Coder, a novel framework designed to generate high-quality logical diagrams from lengthy professional texts. Specifically, we adopt a curriculum-driven rejection sampling fine-tuning to progressively enhance the model's capability in modeling complex structures, while explicitly incorporating layout constraint knowledge during training. In addition, we introduce reinforcement learning from dual rendering feedback, a mechanism that provides implicit feedback through reward signals to jointly optimize structural complexity and visual aesthetics. Furthermore, we design a generate-verify-repair agent loop, which improves generation quality through explicit, fine-grained feedback and targeted refinement. Extensive experiments demonstrate that GVR-Coder outperforms competitive baselines and reliably produces logically coherent and visually appealing diagrams. Code and data are available at https://github.com/CurryaNa/GVR-Coder.
Yiming Xu, Jihua Kang, Chunsai Du +5
Jul 30, 2026cs.GR

A Query-Efficient Stochastic Volume Rendering Framework for Time-Varying Implicit Neural Volumes

Time-varying implicit neural representations (INRs) provide a compact representation of scientific volumes and, for modalities such as dynamic X-ray computed tomography (CT), are often the only practical way to represent the data. However, interactive volume rendering of INRs is challenging, as cheap memory lookups are replaced by expensive neural inferences, hindering the performance. Therefore, conventional volume rendering methods such as ray marching with dense sampling are often impractical. While resampling, caching, and retraining can mitigate this cost, they compromise convenience and accuracy and become impractical for time-varying data. We tackle these challenges using a query-efficient stochastic volume rendering framework based on delta tracking. Our system employs a four-stage pipeline that exploits heterogeneous parallelism, using ray tracing cores for traversal and tensor cores for batched neural evaluation. Furthermore, we present strategies to reduce INR queries via ray budgeting and query pruning, thereby increasing per-frame performance. Using our renderer, many time-varying INRs can be rendered directly from their original representation. The system achieves ~30-40 FPS at 1024x1024 resolution on an RTX 4090 GPU and converges to high-fidelity images. Moreover, the system enables interactive temporal exploration of the continuous domain, with timestep updates taking approximately 1-2 ms.
Alper Sahistan, Haichao Miao, Zhimin Li +3
Jul 30, 2026cs.CV

ViP-Rig: Visual-Prompted Controllable Rigging

Rigging is inherently task-dependent because the same mesh may require different skeletons and deformation behaviors across animation tasks. In practice, artists often inspect an initial rig and repeatedly edit its skeletal structure and deformation behavior to meet specific animation requirements. Existing automatic methods primarily generate a plausible rig from geometry, offering limited explicit control over the resulting skeleton and deformation behavior. In this work, we present ViP-Rig, a visual-prompted framework that supports both prompt-first rigging and result-guided editing by injecting features extracted from user-drawn or edited 2D skeletal and rigidity prompts into frozen pretrained backbones. Specifically, ViP-Rig consists of two stages, Skeleton Generation and Skinning Prediction. In the first stage, the skeletal sketch is processed by the Dense-to-Compact Visual Prompt Encoding to produce compact, fixed-length conditioning tokens. The resulting tokens are injected into a frozen pretrained autoregressive generator through gated adapters to control joint placement and branching structure while preserving the generator's geometric prior. In the second stage, the rigidity map is processed using the same visual encoding design, while the pretrained skinning backbone remains frozen. The resulting tokens are symmetrically injected into the point and joint streams to modulate point-joint compatibility and the resulting skinning weights. Experiments on Articulation-XL2.0 and zero-shot evaluation on ModelsResource show that ViP-Rig more accurately recovers target skeletons and skinning weights than geometry-conditioned baselines under prompt-guided evaluation. Qualitative results further demonstrate explicit and localized control in both prompt-first rigging and result-guided editing.
Zihan Qin, Mingze Sun, Yifan Mao +6
Jul 22, 2026cs.CV

Ocular Verification for Virtual Reality

Virtual reality (VR) headsets (e.g., Meta Quest, Apple Vision Pro) provide a seamless user experience due to their fast, frictionless interaction with the physical world in a simulated environment. User authentication relies on biometric cues such as iris in such headsets. However, traditional iris recognition protocols may not be adequate in cases of unconstrained acquisition, which is typical of VR-based data. In this work, we examine three crucial aspects: (1) evaluating ISO/IEC 29794-6 iris quality metrics on VRBiom dataset and analyzing their limitations, (2) addressing data-specific challenges such as off-axis gaze, non-uniform illumination, and specular reflection using generative models, and (3) performing unimodal (iris, periocular) recognition and multimodal score-level fusion (iris + periocular). We observe that some metrics (e.g., margin adequacy) fail on VR-acquired data; whereas, image adjustments primarily benefit periocular recognition, and multimodal fusion lowers EER by ~11% over unimodal iris recognition performance. We will release the evaluation scripts upon acceptance for reproducibility.
Husanpreet Singh, Robert Tran, Ayushree Kharel +1
Jul 10, 2026cs.CV

AnythingReality: Robust Online Gaussian Splatting SLAM for Open-Vocabulary VR Scene Exploration

We present a novel integrated architecture for robust online 3D Gaussian splatting, real-time VR exploration, and speech-driven Vision-Language-Model interaction. Unlike methods assuming clean depth or external poses, our system combines ORB-SLAM3-based pose estimation with online Gaussian reconstruction for noisy real-world data. A VR pipeline enables immersive exploration of incremental reconstructions; a semantic module transcribes voice commands, generates scene descriptions, and records points of interest. Against state-of-the-art online Gaussian splatting methods, we improve image quality on our dataset (+14.5% PSNR, +8.6% SSIM, -14.3% LPIPS) and TUM-RGBD (+11.7% PSNR, +7.8% SSIM, -21.6% LPIPS), with comparable or superior frame rates via quality-speed configurations. We achieve an 88% VLM object-recognition rate.
Timofei Kozlov, Dmitrii Maliukov, Andrey Marchenko +2
Jul 8, 2026cs.RO

Immersive Social Interaction with VR and LLM-Assisted Humanoids

Humanoid robots can extend human presence to remote, constrained, or hazardous environments, but existing teleoperation interfaces often require physically demanding motion tracking or cognitively demanding low-level control. This paper presents an immersive teleoperation framework that integrates voice-controlled locomotion, VR-based manipulation, and bidirectional social interaction for whole-body humanoid control. Using Apple Vision Pro, the operator receives egocentric visual feedback, issues natural-language locomotion commands, and teleoperates the robot's arms and dexterous hands through wrist and finger tracking. An LLM-assisted voice-control module converts spoken instructions into high-level locomotion commands, while the manipulation module retargets human hand motions to the robot through inverse kinematics and PD control. The system also records multimodal data, including egocentric RGB observations, voice/text commands, joint states, hand motions, and eye-gaze signals, supporting future imitation learning and autonomy. We evaluate the framework on a Unitree H1 humanoid equipped with dexterous hands in manipulation and social interaction tasks. Results show that novice users can successfully operate the system after brief familiarization, achieving 80% success in object manipulation and 70% success in a social cube-passing task. These results demonstrate the potential of immersive, language-assisted teleoperation as an accessible interface for humanoid interaction, remote assistance, and multimodal data collection.
Niraj Pudasaini, Geeta Chandra Raju Bethala, Pranav Doma +2
Jul 7, 2026cs.LG

LEMUR 2: Unlocking Neural Network Diversity for AI

Existing NAS benchmarks (e.g., NAS-Bench, NATS-Bench) cover only narrow, task-specific regions of the architectural design space and lack cross-domain or deployment-aware evaluation. LEMUR 2 introduces a large-scale, extensible framework unifying generative, evaluative, and deployment pipelines to unlock neural-network diversity. It comprises over 14,000 distinct architectures and more than 750,000 structured training records documenting model performance, hyperparameters, and task outcomes. These models were produced through AST-based code mutation, genetic and reinforcement-learning evolution, generation of fractal architectures, and synthesis guided by a Large Language Model (LLM). This includes deep models generated with the retrieval-augmented system NN-RAG, which derived and used architectural motifs from over 900 PyTorch modules extracted from public repositories. LEMUR 2 further employs NN-VR and NN-Lite pipelines for automated deployment and latency benchmarking on heterogeneous mobile and Unity-based VR platforms, providing real-device performance metadata. It spans multimodal tasks, image captioning, text-to-image synthesis, and language modeling, supporting cross-domain analysis of architectural transferability. By linking diverse architectures, tasks, and deployment data, LEMUR 2 provides the data foundation for LLM fine-tuning and coupling diverse architectural origins with large-scale, cross-platform empirical validation. This dataset defines a new basis for reproducible and data-driven AI design, advancing the emerging paradigm of LLM-driven AutoML and architectural generalization across modalities and hardware.
Tolgay Atinc Uzun, Waleed Khalid, Saif U Din +17
Jul 2, 2026cs.RO

HEFT: Heavy-Payload Full-size Humanoid Teleoperation with Privileged Motion Guidance and Windowed Payload Curriculum

General motion tracking and teleoperation offer a promising path to scalable humanoid skill acquisition, yet most existing frameworks are validated on compact platforms or without real payload interaction, leaving full-size humanoids with real payloads largely unexplored. Scaling to full-size humanoids introduces two compounding challenges: their larger inertia and tighter balance margins make tracking highly sensitive to noise, drift, and retargeting errors from commodity VR trackers, while their payload potential remains largely underutilized. We present HEFT, a heavy-payload full-size humanoid teleoperation framework that addresses both challenges. HEFT learns from deployable noisy VR references with physically plausible reconstructed references through Privileged Motion Guidance (PMG), and uses a Windowed Payload Curriculum (WPC) with expert-guided payload caps to acquire robust heavy-payload tracking. We deploy HEFT on L7, a 175cm, 65kg humanoid. The robot tracks motions including turns, forward/backward locomotion, and squats under payloads up to 24kg.
Chenxin Liu, Qingzhou Lu, Guangxiao Yang +4
Jun 8, 2026cs.CV

SwiftVR: Real-Time One-Step Generative Video Restoration

Real-time video restoration (VR) for live streams requires high-resolution outputs under strict per-frame latency constraints. Existing one-step diffusion-based VR models remain difficult to deploy on consumer-grade GPUs due to two main bottlenecks: quadratic spatial attention at high resolutions and the latency-memory overhead of large video autoencoders. We present SwiftVR, a streaming one-step generative VR framework that reduces both bottlenecks under a causal chunk-wise protocol. For attention, mask-free shifted-window self-attention gathers each spatial window into a dense tensor via deterministic indexing, keeping all attention calls on the dense scaled dot-product attention path without masks, cyclic shifts, padding, or hardware-specific sparse kernels. Because SwiftVR uses only standard dense SDPA calls, the trained model transfers to consumer GPUs without retraining or custom kernels. For autoencoding, a lightweight Restoration-aware Autoencoder enables fast chunk-wise decoding while preserving reconstruction quality. On a single H100, SwiftVR sustains 31FPS at 2560x1440 and 14FPS at 3840x2160, whereas all compared diffusion-based VR baselines exceed the memory limit at 4K. On a consumer RTX5090, SwiftVR reaches 26FPS at 1920x1080. To our knowledge, SwiftVR is the first generative VR model to achieve real-time 1080p streaming on a consumer-grade GPU, while attaining strong no-reference perceptual quality with lower inference cost. Project is available at https://h-oliday.github.io/SwiftVR.
Jiaqi Yan, Xiangyu Chen, Xinlin Zhong +5
May 31, 2026cs.LG

Local MixVR: Breaking the Communication-Sample Dependence in Distributed Learning

Communication overhead is a crucial bottleneck in scalable distributed learning. While existing methods aim to efficiently utilize data points, such as Local SGD, Minibatch SGD, and their accelerated variants, they still exhibit communication-round complexity that scales with the total number of samples NN. In this paper, we introduce Local MixVR, a distributed framework that integrates local updates with variance-reduction techniques to mitigate local noise. We show that Local MixVR is the first distributed method to eliminate the dependence of communication complexity on NN, achieving a complexity that scales only with the number of workers MM. In common regimes where M<O(N1/4)M<O\left(N^{1/4}\right), Local MixVR outperforms the state-of-the-art Minibatch Accelerated SGD baseline, bridging a long-standing gap in distributed optimization and establishing a new paradigm for communication-efficient training.
Tehila Dahan, Bassel Hamoud, Roie Reshef +2
Apr 30, 2026cs.LG

Introducing WARM-VR: Benchmark Dataset for Multimodal Wearable Affect Recognition in Virtual Reality

With the growing integration of human-computer interaction into everyday life, advances in machine learning have enabled systems to better perceive and respond to users' emotional states. Most existing affect recognition datasets focus on static environments, limiting their applicability to immersive multimedia contexts such as Virtual Reality (VR). In this paper, we introduce WARM-VR, a novel publicly available multimodal dataset designed to support affect recognition in immersive, multisensory environments using wearable sensing instrumentation. Data were collected from 31 participants aged 19-37 using wearable sensors: a wristband measuring Blood Volume Pulse (BVP), EDA, skin Temperature, three-axis Acceleration, and a chest strap recording ECG signals. Participants engaged in immersive VR experiences designed to elicit relaxation through a calming beach environment following stress induction via an arithmetic task. These sessions incorporated synchronized multimedia stimuli: visual, auditory, and olfactory. Affective states were assessed subjectively through validated self-report questionnaires and objectively through the analysis of physiological measurements. Statistical analysis of the questionnaires confirmed that VR relaxation significantly reduced negative affect, particularly with olfactory enhancement. Furthermore, we established a benchmark on the dataset using widely recognized machine learning algorithms. The best performance for binary classification from BVP data of valence, was obtained with a CNN and a CNN-Bi-GRU model, both achieving an average F1-score of 0.63 and an AUC of 0.69. For arousal, a lightweight Transformer architecture provided the most balanced results (F1-0 0.54 and F1-1 0.63), outperforming recurrent hybrids. In the relaxation task, a CNN-Bi-GRU model reached the highest overall performance (average F1-score 0.64, AUC 0.69).
Karim Alghoul, Faisal Mohd, Fedwa Laamarti +2
Aug 20, 2025cs.CV

Vivid-VR: Distilling Concepts from Text-to-Video Diffusion Transformer for Photorealistic Video Restoration

We present Vivid-VR, a DiT-based generative video restoration method built upon an advanced T2V foundation model, where ControlNet is leveraged to control the generation process, ensuring content consistency. However, conventional fine-tuning of such controllable pipelines frequently suffers from distribution drift due to limitations in imperfect multimodal alignment, resulting in compromised texture realism and temporal coherence. To tackle this challenge, we propose a concept distillation training strategy that utilizes the pretrained T2V model to synthesize training samples with embedded textual concepts, thereby distilling its conceptual understanding to preserve texture and temporal quality. To enhance generation controllability, we redesign the control architecture with two key components: 1) a control feature projector that filters degradation artifacts from input video latents to minimize their propagation through the generation pipeline, and 2) a new ControlNet connector employing a dual-branch design. This connector synergistically combines MLP-based feature mapping with cross-attention mechanism for dynamic control feature retrieval, enabling both content preservation and adaptive control signal modulation. Extensive experiments show that Vivid-VR performs favorably against existing approaches on both synthetic and real-world benchmarks, as well as AIGC videos, achieving impressive texture realism, visual vividness, and temporal consistency. The codes and checkpoints are publicly available at https://github.com/csbhr/Vivid-VR.
Haoran Bai, Xiaoxu Chen, Canqian Yang +3
Apr 24, 2025cs.HC

Exploring Context-aware and LLM-driven Locomotion for Immersive Virtual Reality

Locomotion plays a crucial role in shaping the user experience within virtual reality environments. In particular, hands-free locomotion offers a valuable alternative by supporting accessibility and freeing users from reliance on handheld controllers. To this end, traditional speech-based methods often depend on rigid command sets, limiting the naturalness and flexibility of interaction. In this study, we propose a novel locomotion technique powered by large language models (LLMs), which allows users to navigate virtual environments using natural language with contextual awareness. We evaluate three locomotion methods: controller-based teleportation, voice-based steering, and our language model-driven approach. Our evaluation combines eye-tracking data analysis, including exploratory explainable machine learning analysis with SHAP, and standardized questionnaires (SUS, IPQ, CSQ-VR, NASA-TLX) to examine user experience through both objective gaze-based measures and subjective self-reports of usability, presence, cybersickness, and cognitive load. Our findings show no statistically significant differences in usability, presence, or cybersickness between LLM-driven locomotion and established methods such as teleportation, suggesting its potential as a viable, natural language-based, hands-free alternative. In addition, eye-tracking analysis revealed patterns suggesting tendency toward increased user attention and engagement in the LLM-driven condition. Complementary to these findings, exploratory SHAP analysis revealed that fixation, saccade, and pupil-related features vary across techniques, indicating distinct patterns of visual attention and cognitive processing. Overall, we state that our method can facilitate hands-free locomotion in virtual spaces, especially in supporting accessibility.
Suleyman Ozdel, Kadir Burak Buldu, Enkelejda Kasneci +1