Mingdong Wu

CV
h-index17
14papers
360citations
Novelty59%
AI Score41

14 Papers

CVSep 8, 2023Code
Score-PA: Score-based 3D Part Assembly

Junfeng Cheng, Mingdong Wu, Ruiyuan Zhang et al.

Autonomous 3D part assembly is a challenging task in the areas of robotics and 3D computer vision. This task aims to assemble individual components into a complete shape without relying on predefined instructions. In this paper, we formulate this task from a novel generative perspective, introducing the Score-based 3D Part Assembly framework (Score-PA) for 3D part assembly. Knowing that score-based methods are typically time-consuming during the inference stage. To address this issue, we introduce a novel algorithm called the Fast Predictor-Corrector Sampler (FPC) that accelerates the sampling process within the framework. We employ various metrics to assess assembly quality and diversity, and our evaluation results demonstrate that our algorithm outperforms existing state-of-the-art approaches. We release our code at https://github.com/J-F-Cheng/Score-PA_Score-based-3D-Part-Assembly.

ROSep 15, 2023
Find What You Want: Learning Demand-conditioned Object Attribute Space for Demand-driven Navigation

Hongcheng Wang, Andy Guan Hong Chen, Xiaoqi Li et al.

The task of Visual Object Navigation (VON) involves an agent's ability to locate a particular object within a given scene. In order to successfully accomplish the VON task, two essential conditions must be fulfilled:1) the user must know the name of the desired object; and 2) the user-specified object must actually be present within the scene. To meet these conditions, a simulator can incorporate pre-defined object names and positions into the metadata of the scene. However, in real-world scenarios, it is often challenging to ensure that these conditions are always met. Human in an unfamiliar environment may not know which objects are present in the scene, or they may mistakenly specify an object that is not actually present. Nevertheless, despite these challenges, human may still have a demand for an object, which could potentially be fulfilled by other objects present within the scene in an equivalent manner. Hence, we propose Demand-driven Navigation (DDN), which leverages the user's demand as the task instruction and prompts the agent to find the object matches the specified demand. DDN aims to relax the stringent conditions of VON by focusing on fulfilling the user's demand rather than relying solely on predefined object categories or names. We propose a method first acquire textual attribute features of objects by extracting common knowledge from a large language model. These textual attribute features are subsequently aligned with visual attribute features using Contrastive Language-Image Pre-training (CLIP). By incorporating the visual attribute features as prior knowledge, we enhance the navigation process. Experiments on AI2Thor with the ProcThor dataset demonstrate the visual attribute features improve the agent's navigation performance and outperform the baseline methods commonly used in VON.

CVDec 16, 2022
GFPose: Learning 3D Human Pose Prior with Gradient Fields

Hai Ci, Mingdong Wu, Wentao Zhu et al.

Learning 3D human pose prior is essential to human-centered AI. Here, we present GFPose, a versatile framework to model plausible 3D human poses for various applications. At the core of GFPose is a time-dependent score network, which estimates the gradient on each body joint and progressively denoises the perturbed 3D human pose to match a given task specification. During the denoising process, GFPose implicitly incorporates pose priors in gradients and unifies various discriminative and generative tasks in an elegant framework. Despite the simplicity, GFPose demonstrates great potential in several downstream tasks. Our experiments empirically show that 1) as a multi-hypothesis pose estimator, GFPose outperforms existing SOTAs by 20% on Human3.6M dataset. 2) as a single-hypothesis pose estimator, GFPose achieves comparable results to deterministic SOTAs, even with a vanilla backbone. 3) GFPose is able to produce diverse and realistic samples in pose denoising, completion and generation tasks. Project page https://sites.google.com/view/gfpose/

LGSep 2, 2022
TarGF: Learning Target Gradient Field to Rearrange Objects without Explicit Goal Specification

Mingdong Wu, Fangwei Zhong, Yulong Xia et al.

Object Rearrangement is to move objects from an initial state to a goal state. Here, we focus on a more practical setting in object rearrangement, i.e., rearranging objects from shuffled layouts to a normative target distribution without explicit goal specification. However, it remains challenging for AI agents, as it is hard to describe the target distribution (goal specification) for reward engineering or collect expert trajectories as demonstrations. Hence, it is infeasible to directly employ reinforcement learning or imitation learning algorithms to address the task. This paper aims to search for a policy only with a set of examples from a target distribution instead of a handcrafted reward function. We employ the score-matching objective to train a Target Gradient Field (TarGF), indicating a direction on each object to increase the likelihood of the target distribution. For object rearrangement, the TarGF can be used in two ways: 1) For model-based planning, we can cast the target gradient into a reference control and output actions with a distributed path planner; 2) For model-free reinforcement learning, the TarGF is not only used for estimating the likelihood-change as a reward but also provides suggested actions in residual policy learning. Experimental results in ball and room rearrangement demonstrate that our method significantly outperforms the state-of-the-art methods in the quality of the terminal state, the efficiency of the control process, and scalability.

CVJun 18, 2023
GenPose: Generative Category-level Object Pose Estimation via Diffusion Models

Jiyao Zhang, Mingdong Wu, Hao Dong

Object pose estimation plays a vital role in embodied AI and computer vision, enabling intelligent agents to comprehend and interact with their surroundings. Despite the practicality of category-level pose estimation, current approaches encounter challenges with partially observed point clouds, known as the multihypothesis issue. In this study, we propose a novel solution by reframing categorylevel object pose estimation as conditional generative modeling, departing from traditional point-to-point regression. Leveraging score-based diffusion models, we estimate object poses by sampling candidates from the diffusion model and aggregating them through a two-step process: filtering out outliers via likelihood estimation and subsequently mean-pooling the remaining candidates. To avoid the costly integration process when estimating the likelihood, we introduce an alternative method that trains an energy-based model from the original score-based model, enabling end-to-end likelihood estimation. Our approach achieves state-of-the-art performance on the REAL275 dataset, surpassing 50% and 60% on strict 5d2cm and 5d5cm metrics, respectively. Furthermore, our method demonstrates strong generalizability to novel categories sharing similar symmetric properties without fine-tuning and can readily adapt to object pose tracking tasks, yielding comparable results to the current state-of-the-art baselines.

ROSep 12, 2023
GraspGF: Learning Score-based Grasping Primitive for Human-assisting Dexterous Grasping

Tianhao Wu, Mingdong Wu, Jiyao Zhang et al.

The use of anthropomorphic robotic hands for assisting individuals in situations where human hands may be unavailable or unsuitable has gained significant importance. In this paper, we propose a novel task called human-assisting dexterous grasping that aims to train a policy for controlling a robotic hand's fingers to assist users in grasping objects. Unlike conventional dexterous grasping, this task presents a more complex challenge as the policy needs to adapt to diverse user intentions, in addition to the object's geometry. We address this challenge by proposing an approach consisting of two sub-modules: a hand-object-conditional grasping primitive called Grasping Gradient Field~(GraspGF), and a history-conditional residual policy. GraspGF learns `how' to grasp by estimating the gradient from a success grasping example set, while the residual policy determines `when' and at what speed the grasping action should be executed based on the trajectory history. Experimental results demonstrate the superiority of our proposed method compared to baselines, highlighting the user-awareness and practicality in real-world applications. The codes and demonstrations can be viewed at "https://sites.google.com/view/graspgf".

LGOct 18, 2023
Learning Gradient Fields for Scalable and Generalizable Irregular Packing

Tianyang Xue, Mingdong Wu, Lin Lu et al.

The packing problem, also known as cutting or nesting, has diverse applications in logistics, manufacturing, layout design, and atlas generation. It involves arranging irregularly shaped pieces to minimize waste while avoiding overlap. Recent advances in machine learning, particularly reinforcement learning, have shown promise in addressing the packing problem. In this work, we delve deeper into a novel machine learning-based approach that formulates the packing problem as conditional generative modeling. To tackle the challenges of irregular packing, including object validity constraints and collision avoidance, our method employs the score-based diffusion model to learn a series of gradient fields. These gradient fields encode the correlations between constraint satisfaction and the spatial relationships of polygons, learned from teacher examples. During the testing phase, packing solutions are generated using a coarse-to-fine refinement mechanism guided by the learned gradient fields. To enhance packing feasibility and optimality, we introduce two key architectural designs: multi-scale feature extraction and coarse-to-fine relation extraction. We conduct experiments on two typical industrial packing domains, considering translations only. Empirically, our approach demonstrates spatial utilization rates comparable to, or even surpassing, those achieved by the teacher algorithm responsible for training data generation. Additionally, it exhibits some level of generalization to shape variations. We are hopeful that this method could pave the way for new possibilities in solving the packing problem.

ROFeb 16, 2025
AdaManip: Adaptive Articulated Object Manipulation Environments and Policy Learning

Yuanfei Wang, Xiaojie Zhang, Ruihai Wu et al.

Articulated object manipulation is a critical capability for robots to perform various tasks in real-world scenarios. Composed of multiple parts connected by joints, articulated objects are endowed with diverse functional mechanisms through complex relative motions. For example, a safe consists of a door, a handle, and a lock, where the door can only be opened when the latch is unlocked. The internal structure, such as the state of a lock or joint angle constraints, cannot be directly observed from visual observation. Consequently, successful manipulation of these objects requires adaptive adjustment based on trial and error rather than a one-time visual inference. However, previous datasets and simulation environments for articulated objects have primarily focused on simple manipulation mechanisms where the complete manipulation process can be inferred from the object's appearance. To enhance the diversity and complexity of adaptive manipulation mechanisms, we build a novel articulated object manipulation environment and equip it with 9 categories of objects. Based on the environment and objects, we further propose an adaptive demonstration collection and 3D visual diffusion-based imitation learning pipeline that learns the adaptive manipulation policy. The effectiveness of our designs and proposed method is validated through both simulation and real-world experiments. Our project page is available at: https://adamanip.github.io

ROFeb 12, 2025
CordViP: Correspondence-based Visuomotor Policy for Dexterous Manipulation in Real-World

Yankai Fu, Qiuxuan Feng, Ning Chen et al.

Achieving human-level dexterity in robots is a key objective in the field of robotic manipulation. Recent advancements in 3D-based imitation learning have shown promising results, providing an effective pathway to achieve this goal. However, obtaining high-quality 3D representations presents two key problems: (1) the quality of point clouds captured by a single-view camera is significantly affected by factors such as camera resolution, positioning, and occlusions caused by the dexterous hand; (2) the global point clouds lack crucial contact information and spatial correspondences, which are necessary for fine-grained dexterous manipulation tasks. To eliminate these limitations, we propose CordViP, a novel framework that constructs and learns correspondences by leveraging the robust 6D pose estimation of objects and robot proprioception. Specifically, we first introduce the interaction-aware point clouds, which establish correspondences between the object and the hand. These point clouds are then used for our pre-training policy, where we also incorporate object-centric contact maps and hand-arm coordination information, effectively capturing both spatial and temporal dynamics. Our method demonstrates exceptional dexterous manipulation capabilities, achieving state-of-the-art performance in six real-world tasks, surpassing other baselines by a large margin. Experimental results also highlight the superior generalization and robustness of CordViP to different objects, viewpoints, and scenarios. Code and videos are available on https://aureleopku.github.io/CordViP.

AIMay 3, 2024
SocialGFs: Learning Social Gradient Fields for Multi-Agent Reinforcement Learning

Qian Long, Fangwei Zhong, Mingdong Wu et al.

Multi-agent systems (MAS) need to adaptively cope with dynamic environments, changing agent populations, and diverse tasks. However, most of the multi-agent systems cannot easily handle them, due to the complexity of the state and task space. The social impact theory regards the complex influencing factors as forces acting on an agent, emanating from the environment, other agents, and the agent's intrinsic motivation, referring to the social force. Inspired by this concept, we propose a novel gradient-based state representation for multi-agent reinforcement learning. To non-trivially model the social forces, we further introduce a data-driven method, where we employ denoising score matching to learn the social gradient fields (SocialGFs) from offline samples, e.g., the attractive or repulsive outcomes of each force. During interactions, the agents take actions based on the multi-dimensional gradients to maximize their own rewards. In practice, we integrate SocialGFs into the widely used multi-agent reinforcement learning algorithms, e.g., MAPPO. The empirical results reveal that SocialGFs offer four advantages for multi-agent systems: 1) they can be learned without requiring online interaction, 2) they demonstrate transferability across diverse tasks, 3) they facilitate credit assignment in challenging reward settings, and 4) they are scalable with the increasing number of agents.

LGSep 19, 2025
UniTac2Pose: A Unified Approach Learned in Simulation for Category-level Visuotactile In-hand Pose Estimation

Mingdong Wu, Long Yang, Jin Liu et al.

Accurate estimation of the in-hand pose of an object based on its CAD model is crucial in both industrial applications and everyday tasks, ranging from positioning workpieces and assembling components to seamlessly inserting devices like USB connectors. While existing methods often rely on regression, feature matching, or registration techniques, achieving high precision and generalizability to unseen CAD models remains a significant challenge. In this paper, we propose a novel three-stage framework for in-hand pose estimation. The first stage involves sampling and pre-ranking pose candidates, followed by iterative refinement of these candidates in the second stage. In the final stage, post-ranking is applied to identify the most likely pose candidates. These stages are governed by a unified energy-based diffusion model, which is trained solely on simulated data. This energy model simultaneously generates gradients to refine pose estimates and produces an energy scalar that quantifies the quality of the pose estimates. Additionally, borrowing the idea from the computer vision domain, we incorporate a render-compare architecture within the energy-based score network to significantly enhance sim-to-real performance, as demonstrated by our ablation studies. We conduct comprehensive experiments to show that our method outperforms conventional baselines based on regression, matching, and registration techniques, while also exhibiting strong intra-category generalization to previously unseen CAD models. Moreover, our approach integrates tactile object pose estimation, pose tracking, and uncertainty estimation into a unified framework, enabling robust performance across a variety of real-world conditions.

AIApr 10, 2025
Boosting Universal LLM Reward Design through Heuristic Reward Observation Space Evolution

Zen Kit Heng, Zimeng Zhao, Tianhao Wu et al.

Large Language Models (LLMs) are emerging as promising tools for automated reinforcement learning (RL) reward design, owing to their robust capabilities in commonsense reasoning and code generation. By engaging in dialogues with RL agents, LLMs construct a Reward Observation Space (ROS) by selecting relevant environment states and defining their internal operations. However, existing frameworks have not effectively leveraged historical exploration data or manual task descriptions to iteratively evolve this space. In this paper, we propose a novel heuristic framework that enhances LLM-driven reward design by evolving the ROS through a table-based exploration caching mechanism and a text-code reconciliation strategy. Our framework introduces a state execution table, which tracks the historical usage and success rates of environment states, overcoming the Markovian constraint typically found in LLM dialogues and facilitating more effective exploration. Furthermore, we reconcile user-provided task descriptions with expert-defined success criteria using structured prompts, ensuring alignment in reward design objectives. Comprehensive evaluations on benchmark RL tasks demonstrate the effectiveness and stability of the proposed framework. Code and video demos are available at jingjjjjjie.github.io/LLM2Reward.

AIJun 9, 2024
GFPack++: Improving 2D Irregular Packing by Learning Gradient Field with Attention

Tianyang Xue, Lin Lu, Yang Liu et al.

2D irregular packing is a classic combinatorial optimization problem with various applications, such as material utilization and texture atlas generation. This NP-hard problem requires efficient algorithms to optimize space utilization. Conventional numerical methods suffer from slow convergence and high computational cost. Existing learning-based methods, such as the score-based diffusion model, also have limitations, such as no rotation support, frequent collisions, and poor adaptability to arbitrary boundaries, and slow inferring. The difficulty of learning from teacher packing is to capture the complex geometric relationships among packing examples, which include the spatial (position, orientation) relationships of objects, their geometric features, and container boundary conditions. Representing these relationships in latent space is challenging. We propose GFPack++, an attention-based gradient field learning approach that addresses this challenge. It consists of two pivotal strategies: \emph{attention-based geometry encoding} for effective feature encoding and \emph{attention-based relation encoding} for learning complex relationships. We investigate the utilization distribution between the teacher and inference data and design a weighting function to prioritize tighter teacher data during training, enhancing learning effectiveness. Our diffusion model supports continuous rotation and outperforms existing methods on various datasets. We achieve higher space utilization over several widely used baselines, one-order faster than the previous diffusion-based method, and promising generalization for arbitrary boundaries. We plan to release our source code and datasets to support further research in this direction.

CVJun 6, 2024
Omni6DPose: A Benchmark and Model for Universal 6D Object Pose Estimation and Tracking

Jiyao Zhang, Weiyao Huang, Bo Peng et al.

6D Object Pose Estimation is a crucial yet challenging task in computer vision, suffering from a significant lack of large-scale datasets. This scarcity impedes comprehensive evaluation of model performance, limiting research advancements. Furthermore, the restricted number of available instances or categories curtails its applications. To address these issues, this paper introduces Omni6DPose, a substantial dataset characterized by its diversity in object categories, large scale, and variety in object materials. Omni6DPose is divided into three main components: ROPE (Real 6D Object Pose Estimation Dataset), which includes 332K images annotated with over 1.5M annotations across 581 instances in 149 categories; SOPE(Simulated 6D Object Pose Estimation Dataset), consisting of 475K images created in a mixed reality setting with depth simulation, annotated with over 5M annotations across 4162 instances in the same 149 categories; and the manually aligned real scanned objects used in both ROPE and SOPE. Omni6DPose is inherently challenging due to the substantial variations and ambiguities. To address this challenge, we introduce GenPose++, an enhanced version of the SOTA category-level pose estimation framework, incorporating two pivotal improvements: Semantic-aware feature extraction and Clustering-based aggregation. Moreover, we provide a comprehensive benchmarking analysis to evaluate the performance of previous methods on this large-scale dataset in the realms of 6D object pose estimation and pose tracking.