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This paper examines the role of Novel View Synthesis (NVS) in geometric representation learning. In principle, NVS should reason about 3D scene structure, thereby enabling transferable multi-view geometric representations. Yet, existing encoder-based NVS methods yield poor representations. This is not because of a lack of supervisory signal, but rather due to inconspicuous architectural choices: spatially expressive decoders that dilute representational capabilities of the scene encoder, and low-level pixel-space targets that hinder feature learning. We present SNAP, a self-supervised encoder-decoder transformer that addresses both through a pose-conditioned local decoder and a latent-space reconstruction objective. SNAP is task agnostic, and we show that it is competitive with special-purpose geometry-supervised methods. SNAP also performs competitively against self-supervised representations across five tasks: visual localization, pose estimation, point correspondence, depth estimation, and robot manipulation. Remarkably, SNAP's patch features exhibit emergent viewpoint invariance that approaches heavily supervised models despite lower compute and data budgets. Under camera shifts where standard 2D representations collapse, SNAP degrades more gracefully, revealing that restricting decoder expressivity actively prevents the suppression of transferable geometric structure. https://snap-nvs.github.io
We introduce 4DCodeBench, a benchmark for 4D inverse graphics through code generation, in which agents reconstruct dynamic scenes from video as executable graphics programs. To accomplish this, agents must translate visual observations into compact representations of scene structure and dynamics, by implementing abstractions such as physical simulations to reproduce complex behavior. To evaluate this capability, we curate a set of real-world videos and construct synthetic scenes spanning diverse physical phenomena, including deformation, fluid flow, and fracture. We perform extensive benchmarking of frontier models, finding that strong static reconstruction capabilities do not yet translate into reliable reconstruction of complex dynamics. 4DCodeBench provides a testbed for tracking progress toward agents that can interpret the dynamics of the world through code. Our benchmark is available at https://github.com/4DCodeBench/4DCodeBench
Continual learning treats degradation on previously seen data as evidence of failure, a convention inherited from settings with a stationary prediction target, where a correct label remains correct indefinitely. World models do not satisfy this condition. Their prediction target is the environment, which changes, so knowledge that was accurate when acquired may later become false, and discarding it is required behavior rather than a defect. Non-stationary ground truth is well studied in the concept drift literature and in the temporal factuality of language models, but has not been formulated for world models, which are distinctive in that they also encode knowledge that must never be revised. We argue that continual world models require retention stratified by invariance timescale, separating invariants such as physics and object permanence, which must never be revised, from instance-level facts that should be revised as soon as the environment changes. Standard forgetting metrics cannot distinguish a world model that has correctly revised outdated knowledge from one that has suffered catastrophic forgetting, and consequently rank a frozen model highest, while existing physical-reasoning benchmarks evaluate only frozen checkpoints. We propose differential retention, which reports invariant regression testing across the adaptation stream jointly with revision latency, without aggregation.
Ribonucleic acid (RNA) functions through conformational changes that are not fully captured by static structures. However, large-scale standardized RNA dynamics data remain limited, and existing approaches typically treat trajectory generation and dynamics understanding as separate objectives. Here, we introduce RNADynBench, a standardized RNA molecular dynamics (MD) benchmark with 2585 quality-controlled 100-ns all-atom trajectories and leakage-controlled splits. Building on RNADynBench, we develop RNADynNet, a unified model for RNA dynamics learning that uses a shared backbone for both trajectory generation and dynamics fingerprint extraction from a single conformer. It combines coordinate denoising, single-frame-to-trajectory alignment, and physical grounding to connect all-atom trajectory generation with dynamics representation learning. Physical grounding improves both generated dynamics and the physical information recoverable from these fingerprints. Across both test sets, including the high-flexibility challenge set, the generated trajectories achieve RMSF correlations of 0.875 and 0.766, while single-conformer predictions show comparable agreement with MD-derived dynamics. RNADynBench and RNADynNet together establish a benchmark and unified modeling framework for generating and understanding RNA dynamics.
Inspired by human vision, we introduce a framework using active gaze to enable fine-grained bimanual manipulation with only a single stereo camera. EyeRobot 2.0 physically attends to a 3D fixation point in the scene by swiveling two eye viewpoints to center their gaze on it. The resulting images are processed foveally by allocating more visual tokens to the image centers, focusing computation on task-relevant features. Such Active Visual Fixation (AVF) requires carefully coordinated gaze during task execution, which we accomplish hierarchically by first training a low-level gaze servoing policy conditioned on a goal object, then training a target selector which emits fixation goals based on task progress. Both modules are trained with RL on real-world data: the first is trained with a dense geometric reward and the second co-trains with the BC gripper policy which allows it to discover fixation sequences that can resemble a human's fixation sequence while performing the task. EyeRobot 2.0 further takes advantage of fixation by canonicalizing gripper information into a fixation-relative SE(3) frame, which compacts the size of the action distribution to learn. We collect teleoperation data for 7 real-world and 6 simulated tasks, and conduct over 1000 physical and 1800 simulated robot trials comparing EyeRobot 2.0 against passive stereo and ego + wrist camera policies trained on the same data. Removing wrist cameras is costly for standard policies: with only passive stereo, real-world success drops from 52% to 27%. EyeRobot 2.0 closes this gap with only stereo, outperforming passive stereo by 40% in real and 20% in sim. It matches ego + wrist policies when their wrist views are clear (69% vs. 64%), and more than doubles their success when grasped objects occlude the wrist cameras (48% vs. 22%)