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Marc Van Droogenbroeck

Publications and source records attributed to Marc Van Droogenbroeck.

At least 19 recordsLinked to original sources

Implicit Rule Induction with Test-Time Task Embeddings in ARC-like Tasks

The Abstraction and Reasoning Corpus and related benchmarks evaluate whether AI models can solve novel reasoning tasks, but often leave unclear whether success reflects inference of the intended underlying rule or reliance on shortcuts. We address this gap by studying test-time task embeddings in Vision ARC (VARC), a model in which a pre-trained backbone is complemented by a trainable embedding representing the transformation rule. In the original VARC, test-time training (TTT) is jointly applied to the backbone and task embedding. Here we introduce a novel two-step TTT protocol: first finetune only the task embedding (Embed-TTT), then freeze it and finetune the backbone. Across ARC-AGI-1, ConceptARC, and two controlled datasets with known rules, Embed-TTT consistently yields improved task embeddings, ones that align better with underlying task rules, improve embedding-based retrieval, and enable accurate linear probing of known rules. Qualitatively, Embed-TTT identifies more semantically meaningful relations between test and train tasks on ARC-AGI-1. We also show that optimizing only task embeddings (less than 0.01% of model parameters) already solves a non-trivial fraction of ARC-AGI-1, ConceptARC, and Mini-ARC tasks, while the full two-step pipeline improves final performance. Finally, we show that Embed-TTT recovers the underlying geometric structure of parametric rules and learns compositional capabilities that enable rule-wise interpolation, but not extrapolation. These findings support a clearer separation between rule induction and rule execution in ARC-like evaluations, motivating benchmarks that better distinguish in-distribution from out-of-distribution rules.

cs.AI

SoccerNet 2026 Challenges Results

The SoccerNet 2026 Challenges constitute the sixth annual edition of the SoccerNet open benchmarking effort, dedicated to advancing computer vision research in sports video understanding. This year's challenges span five vision-based tasks: (1) Ball Action Anticipation, predicting the timing and class of ball-related actions within a short future window from a preceding observation window; (2) Player-Centric Ball Action Spotting, temporally localizing and classifying ball-related actions while assigning each action to the acting player through team affiliation and jersey number; (3) Novel View Synthesis, rendering images from unobserved camera poses in multi-view football scenes; (4) Spiideo SoccerNet Synloc, localizing athletes in real-world pitch coordinates from a single calibrated static-camera image; and (5) Visual Question Answering, answering multiple-choice questions about football broadcasts across text, image, and video inputs. For each task, participants were provided with annotated data, a unified evaluation protocol, and a public baseline. This edition saw broad participation, with 427 teams submitting 1,129 entries across the five tasks and 28 teams contributing reviewed technical reports. This paper describes each task and its evaluation protocol, presents the challenge leaderboards, and summarizes the leading submissions, with the aim of documenting the current state of each task as measured on held-out challenge data.

cs.CV

Event Detection in Videos: A Framework for the Development of New Methods

Event detection tasks in videos, the most important aspect of video surveillance, aim to detect events either at the pixel-level, frame-level, or clip-level. Plenty of methods intended for event detection in different environments, for various applications, and within different acquisition techniques were introduced. Naturally, the attempts were made as well to classify these algorithms in terms of detection of performance or in terms of real-time abilities. Nevertheless, the lack of a large-scale dataset as well as rigorous performance evaluation methods have biased such comparisons as well as the development of the methods. Given the diversity of existing approaches, we believe it is essential for researchers to position their work within such a rich landscape. Thus, we propose a rigorous framework for developing new methods in event detection for videos. Specifically, this framework is based on three main pillars: datasets, performance evaluation, and scenarios for deploying methods.

cs.CV

TCG-AR: Real-Time Multi-View Augmented Reality for Trading Card Game Streaming

Trading card games are increasingly played and broadcast online, yet live streams remain mostly limited to flat top-down footage of the playing area. Augmenting such streams with virtual models of the played cards would improve the viewing experience, but most existing systems rely on instrumented playing surfaces and embedded chips, which are costly and impractical for casual players and large-scale events. In this work, we present TCG-AR, a novel real-time pipeline that augments trading card games using ordinary RGB cameras alone, without any physical markers or specialized hardware. Our pipeline detects, orients, and identifies the cards on the board, renders virtual content onto each card across all views, and can additionally compose a broadcaststyle view that summarizes the game state for spectators, streaming the augmented feeds to standard broadcasting software such as OBS. To train the detection, orientation, and identification models without manual labeling, we introduce an automatic procedure that generates annotated synthetic training data from a reference set of card images. Then, we evaluate several trained models on a new manually annotated dataset with real images, analyzing performance and runtime throughput that determine real-world usability. Overall, by relying only on commodity cameras and hardware, and by open-sourcing all code, models, and datasets, this work aims to serve as a reference for real-time trading card recognition and to make real-time augmented-reality streaming accessible to the broader community of players and streamers.

cs.CV

Recursive Block-Diagonal Coupling for Resource-Efficient Training of Vision Models

Training high-capacity vision models from scratch requires substantial computational resources. To improve training efficiency of a wide target model, existing growth methods often assume the availability of narrower models, obscuring the true computational cost of the entire pipeline. We propose an efficient training protocol, RBDC, that builds wide models by coupling in a parameter-free block-diagonal way narrower, independently trained models in a recursive way. This allows a flexible allocation of the training budget available across all the models involved. Evaluated with vision transformers (DeiT) and convolutional networks (ResNet) on ImageNet, our RBDC training protocol shows a much better efficiency than models trained from scratch with the standard protocol, yielding 30% FLOPs reduction at similar test accuracies. It also achieves higher performances at same training FLOPs than training protocols from the model growth literature. Finally, we show that our models can serve as better backbones than their original counterparts for downstream object detection and instance segmentation tasks.

cs.CV

New substellar candidates identified through deep learning in the F150 sample of the large-scale SHINE direct imaging survey

Context. The SPHERE High-contrast Imaging survey for Exoplanets (SHINE) represents one of the largest direct imaging campaigns, targeting over 400 young, nearby stars with the goal of detecting and characterizing giant exoplanets and brown dwarfs. This dataset offers a unique opportunity to revisit observations using modern, data-driven approaches, potentially uncovering new substellar candidates that may have been overlooked by classical analysis techniques. Aims. Our study focuses on reprocessing and reanalyzing the so-called F150 sample, a well-defined subset of 150 main-sequence stars within 100 pc observed in the H-band with VLT/SPHERE as part of the SHINE survey. Methods. We apply NA-SODINN, a supervised deep learning model specifically tailored for detecting faint planetary signals in angular differential imaging (ADI) sequences. Designed to model local noise properties and capture spatial context, NA-SODINN is effective at distinguishing real companions from residual speckle noise. To translate the model's pixel-wise confidence maps into actionable detections, we introduce a novel F1-score-based thresholding strategy. This principled approach balances sensitivity and specificity, addressing a key limitation in current deep learning-based methods. Results. NA-SODINN recovers all known companions and some of the debris disks in the F150 sample, and identifies 13 new substellar candidates not reported in previous studies: ten detected in both the H2 and H3 bands, and three in only one band. For the ten sources detected in both bands, we use the H2-H3 color-magnitude diagram to perform a first assessment of their nature. Based on this analysis, we identify two ambiguous cases and three photometrically promising candidates. However, in light of the currently available multi-epoch SPHERE data, only the candidate around Smethells 20 remains a strong target for follow-up.

astro-ph.EP

Towards Athlete Fatigue Assessment from Association Football Videos

Fatigue monitoring is central in association football due to its links with injury risk and tactical performance. However, objective fatigue-related indicators are commonly derived from subjective self-reported metrics, biomarkers derived from laboratory tests, or, more recently, intrusive sensors such as heart monitors or GPS tracking data. This paper studies whether monocular broadcast videos can provide spatio-temporal signals of sufficient quality to support fatigue-oriented analysis. Building on state-of-the-art Game State Reconstruction methods, we extract player trajectories in pitch coordinates and propose a novel kinematics processing algorithm to obtain temporally consistent speed and acceleration estimates from reconstructed tracks. We then construct acceleration--speed (A-S) profiles from these signals and analyze their behavior as fatigue-related performance indicators. We evaluate the full pipeline on the public SoccerNet-GSR benchmark, considering both 30-second clips and a complete 45-minute half to examine short-term reliability and longer-term temporal consistency. Our results indicate that monocular GSR can recover kinematic patterns that are compatible with A-S profiling while also revealing sensitivity to trajectory noise, calibration errors, and temporal discontinuities inherent to broadcast footage. These findings support monocular broadcast video as a low-cost basis for fatigue analysis and delineate the methodological challenges for future research.

cs.CV

What Is the Optimal Ranking Score Between Precision and Recall? We Can Always Find It and It Is Rarely $F_1$

Ranking methods or models based on their performance is of prime importance but is tricky because performance is fundamentally multidimensional. In the case of classification, precision and recall are scores with probabilistic interpretations that are both important to consider and complementary. The rankings induced by these two scores are often in partial contradiction. In practice, therefore, it is extremely useful to establish a compromise between the two views to obtain a single, global ranking. Over the last fifty years or so, it has been proposed to take a weighted harmonic mean, known as the F-score, F-measure, or $F_β$. Generally speaking, by averaging basic scores, we obtain a score that is intermediate in terms of values. However, there is no guarantee that these scores lead to meaningful rankings and no guarantee that the rankings are good tradeoffs between these base scores. Given the ubiquity of $F_β$ scores in the literature, some clarification is in order. Concretely: (1) We establish that $F_β$-induced rankings are meaningful and define a shortest path between precision- and recall-induced rankings. (2) We frame the problem of finding a tradeoff between two scores as an optimization problem expressed with Kendall rank correlations. We show that $F_1$ and its skew-insensitive version are far from being optimal in that regard. (3) We provide theoretical tools and a closed-form expression to find the optimal value for $β$ for any distribution or set of performances, and we illustrate their use on six case studies. Code is available at https://github.com/pierard/cvpr-2026-optimal-tradeoff-precision-recall.

cs.PF

TrackMAE: Video Representation Learning via Track Mask and Predict

Masked video modeling (MVM) has emerged as a simple and scalable self-supervised pretraining paradigm, but only encodes motion information implicitly, limiting the encoding of temporal dynamics in the learned representations. As a result, such models struggle on motion-centric tasks that require fine-grained motion awareness. To address this, we propose TrackMAE, a simple masked video modeling paradigm that explicitly uses motion information as a reconstruction signal. In TrackMAE, we use an off-the-shelf point tracker to sparsely track points in the input videos, generating motion trajectories. Furthermore, we exploit the extracted trajectories to improve random tube masking with a motion-aware masking strategy. We enhance video representations learned in both pixel and feature semantic reconstruction spaces by providing a complementary supervision signal in the form of motion targets. We evaluate on six datasets across diverse downstream settings and find that TrackMAE consistently outperforms state-of-the-art video self-supervised learning baselines, learning more discriminative and generalizable representations. Code available at https://github.com/rvandeghen/TrackMAE

cs.CV

Nexels: Neurally-Textured Surfels for Real-Time Novel View Synthesis with Sparse Geometries

Though Gaussian splatting has achieved impressive results in novel view synthesis, it requires millions of primitives to model highly textured scenes, even when the geometry of the scene is simple. We propose a representation that goes beyond point-based rendering and decouples geometry and appearance in order to achieve a compact representation. We use surfels for geometry and a combination of a global neural field and per-primitive colours for appearance. The neural field textures a fixed number of primitives for each pixel, ensuring that the added compute is low. Our representation matches the perceptual quality of 3D Gaussian splatting while using $9.7\times$ fewer primitives and $5.5\times$ less memory on outdoor scenes and using $31\times$ fewer primitives and $3.7\times$ less memory on indoor scenes. Our representation also renders twice as fast as existing textured primitives while improving upon their visual quality.

cs.CV

Multi-domain performance analysis with scores tailored to user preferences

The performance of algorithms, methods, and models tends to depend heavily on the distribution of cases on which they are applied, this distribution being specific to the applicative domain. After performing an evaluation in several domains, it is highly informative to compute a (weighted) mean performance and, as shown in this paper, to scrutinize what happens during this averaging. To achieve this goal, we adopt a probabilistic framework and consider a performance as a probability measure (e.g., a normalized confusion matrix for a classification task). It appears that the corresponding weighted mean is known to be the summarization, and that only some remarkable scores assign to the summarized performance a value equal to a weighted arithmetic mean of the values assigned to the domain-specific performances. These scores include the family of ranking scores, a continuum parameterized by user preferences, and that the weights to consider in the arithmetic mean depend on the user preferences. Based on this, we rigorously define four domains, named easiest, most difficult, preponderant, and bottleneck domains, as functions of user preferences. After establishing the theory in a general setting, regardless of the task, we develop new visual tools for two-class classification.

cs.PF

MeshSplatting: Differentiable Rendering with Opaque Meshes

Primitive-based splatting methods like 3D Gaussian Splatting have revolutionized novel view synthesis with real-time rendering. However, their point-based representations remain incompatible with mesh-based pipelines that power AR/VR and game engines. We present MeshSplatting, a mesh-based reconstruction approach that jointly optimizes geometry and appearance through differentiable rendering. By enforcing connectivity via restricted Delaunay triangulation and refining surface consistency, MeshSplatting creates end-to-end smooth, visually high-quality meshes that render efficiently in real-time 3D engines. On Mip-NeRF360, it boosts PSNR by +0.69 dB over the current state-of-the-art MiLo for mesh-based novel view synthesis, while training 2x faster and using 2x less memory, bridging neural rendering and interactive 3D graphics for seamless real-time scene interaction. The project page is available at https://meshsplatting.github.io/.

cs.CV

Triangle Splatting+: Differentiable Rendering with Opaque Triangles

Reconstructing 3D scenes and synthesizing novel views has seen rapid progress in recent years. Neural Radiance Fields demonstrated that continuous volumetric radiance fields can achieve high-quality image synthesis, but their long training and rendering times limit practicality. 3D Gaussian Splatting (3DGS) addressed these issues by representing scenes with millions of Gaussians, enabling real-time rendering and fast optimization. However, Gaussian primitives are not natively compatible with the mesh-based pipelines used in VR headsets, and real-time graphics applications. Existing solutions attempt to convert Gaussians into meshes through post-processing or two-stage pipelines, which increases complexity and degrades visual quality. In this work, we introduce Triangle Splatting+, which directly optimizes triangles, the fundamental primitive of computer graphics, within a differentiable splatting framework. We formulate triangle parametrization to enable connectivity through shared vertices, and we design a training strategy that enforces opaque triangles. The final output is immediately usable in standard graphics engines without post-processing. Experiments on the Mip-NeRF360 and Tanks & Temples datasets show that Triangle Splatting+achieves state-of-the-art performance in mesh-based novel view synthesis. Our method surpasses prior splatting approaches in visual fidelity while remaining efficient and fast to training. Moreover, the resulting semi-connected meshes support downstream applications such as physics-based simulation or interactive walkthroughs. The project page is https://trianglesplatting2.github.io/trianglesplatting2/.

cs.CV

SoccerNet 2025 Challenges Results

The SoccerNet 2025 Challenges mark the fifth annual edition of the SoccerNet open benchmarking effort, dedicated to advancing computer vision research in football video understanding. This year's challenges span four vision-based tasks: (1) Team Ball Action Spotting, focused on detecting ball-related actions in football broadcasts and assigning actions to teams; (2) Monocular Depth Estimation, targeting the recovery of scene geometry from single-camera broadcast clips through relative depth estimation for each pixel; (3) Multi-View Foul Recognition, requiring the analysis of multiple synchronized camera views to classify fouls and their severity; and (4) Game State Reconstruction, aimed at localizing and identifying all players from a broadcast video to reconstruct the game state on a 2D top-view of the field. Across all tasks, participants were provided with large-scale annotated datasets, unified evaluation protocols, and strong baselines as starting points. This report presents the results of each challenge, highlights the top-performing solutions, and provides insights into the progress made by the community. The SoccerNet Challenges continue to serve as a driving force for reproducible, open research at the intersection of computer vision, artificial intelligence, and sports. Detailed information about the tasks, challenges, and leaderboards can be found at https://www.soccer-net.org, with baselines and development kits available at https://github.com/SoccerNet.

cs.CV

DEV: A Driver-Environment-Vehicle Closed-Loop Framework for Risk-Aware Adaptive Automation of Driving

The increasing integration of automation in vehicles aims to enhance both safety and comfort, but it also introduces new risks, including driver disengagement, reduced situation awareness, and mode confusion. In this work, we propose the DEV framework, a closed-loop framework for risk-aware adaptive driving automation that captures the dynamic interplay between the driver, the environment, and the vehicle. The framework promotes to continuously adjusting the operational level of automation based on a risk management strategy. The real-time risk assessment supports smoother transitions and effective cooperation between the driver and the automation system. Furthermore, we introduce a nomenclature of indexes corresponding to each core component, namely driver involvement, environment complexity, and vehicle engagement, and discuss how their interaction influences driving risk. The DEV framework offers a comprehensive perspective to align multidisciplinary research efforts and guide the development of dynamic, risk-aware driving automation systems.

cs.HC

Are Electrodermal Activity-Based Indicators of Driver Cognitive Distraction Robust to Varying Traffic Conditions and Adaptive Cruise Control Use?

In this simulator study, we investigate whether and how electrodermal activity (EDA) reflects driver cognitive distraction under varying traffic conditions and adaptive cruise control (ACC) use. Participants drove in six scenarios, combining two levels of cognitive distraction (presence/absence of a mental calculation task) and three levels of driving environment complexity (different traffic conditions). Throughout the experiment, they were free to activate or deactivate ACC (ACC use, two levels). We analyzed three EDA-based indicators of cognitive distraction: SCL (mean skin conductance level), SCR amplitude (mean amplitude of skin conductance responses), and SCR rate (rate of skin conductance responses). Results indicate that all three indicators were significantly influenced by cognitive distraction and ACC use, while environment complexity influenced SCL and SCR amplitude, but not SCR rate. These findings suggest that EDA-based indicators reflect variations in drivers' mental workload due not only to cognitive distraction, but also to driving environment and automation use.

cs.HC

Gaze-Based Indicators of Driver Cognitive Distraction: Effects of Different Traffic Conditions and Adaptive Cruise Control Use

In this simulator study, we investigate how gaze parameters reflect driver cognitive distraction under varying traffic conditions and adaptive cruise control (ACC) use. Participants completed six driving scenarios that combined two levels of cognitive distraction (with/without mental calculations) and three levels of driving environment complexity. Throughout the experiment, participants were free to activate or deactivate an ACC. We analyzed two gaze-based indicators of driver cognitive distraction: the percent road center, and the gaze dispersions (horizontal and vertical). Our results show that vertical gaze dispersion increases with traffic complexity, while ACC use leads to gaze concentration toward the road center. Cognitive distraction reduces road center gaze and increases vertical dispersion. Complementary analyses revealed that these observations actually arise mainly between mental calculations, while periods of mental calculations are characterized by a temporary increase in gaze concentration.

cs.HC

LinDeps: A Fine-tuning Free Post-Pruning Method to Remove Layer-Wise Linear Dependencies with Guaranteed Performance Preservation

Convolutional Neural Networks (CNN) are widely used in many computer vision tasks. Yet, their increasing size and complexity pose significant challenges for efficient deployment on resource-constrained platforms. Hence, network pruning has emerged as an effective way of reducing the size and computational requirements of neural networks by removing redundant or unimportant parameters. However, a fundamental challenge with pruning consists in optimally removing redundancies without degrading performance. Most existing pruning techniques overlook structural dependencies across feature maps within a layer, resulting in suboptimal pruning decisions. In this work, we introduce LinDeps, a novel post-pruning method, i.e., a pruning method that can be applied on top of any pruning technique, which systematically identifies and removes redundant filters via linear dependency analysis. Particularly, LinDeps applies pivoted QR decomposition to feature maps to detect and prune linearly dependent filters. Then, a novel signal recovery mechanism adjusts the next layer's kernels to preserve compatibility and performance without requiring any fine-tuning. Our experiments on CIFAR-10 and ImageNet with VGG and ResNet backbones demonstrate that LinDeps improves compression rates of existing pruning techniques while preserving performances, leading to a new state of the art in CNN pruning. We also benchmark LinDeps in low-resource setups where no retraining can be performed, which shows significant pruning improvements and inference speedups over a state-of-the-art method. LinDeps therefore constitutes an essential add-on for any current or future pruning technique.

cs.CV