CVJun 15, 2023Code
LVLM-eHub: A Comprehensive Evaluation Benchmark for Large Vision-Language ModelsPeng Xu, Wenqi Shao, Kaipeng Zhang et al. · pku
Large Vision-Language Models (LVLMs) have recently played a dominant role in multimodal vision-language learning. Despite the great success, it lacks a holistic evaluation of their efficacy. This paper presents a comprehensive evaluation of publicly available large multimodal models by building a LVLM evaluation Hub (LVLM-eHub). Our LVLM-eHub consists of $8$ representative LVLMs such as InstructBLIP and MiniGPT-4, which are thoroughly evaluated by a quantitative capability evaluation and an online arena platform. The former evaluates $6$ categories of multimodal capabilities of LVLMs such as visual question answering and embodied artificial intelligence on $47$ standard text-related visual benchmarks, while the latter provides the user-level evaluation of LVLMs in an open-world question-answering scenario. The study reveals several innovative findings. First, instruction-tuned LVLM with massive in-domain data such as InstructBLIP heavily overfits many existing tasks, generalizing poorly in the open-world scenario. Second, instruction-tuned LVLM with moderate instruction-following data may result in object hallucination issues (i.e., generate objects that are inconsistent with target images in the descriptions). It either makes the current evaluation metric such as CIDEr for image captioning ineffective or generates wrong answers. Third, employing a multi-turn reasoning evaluation framework can mitigate the issue of object hallucination, shedding light on developing an effective pipeline for LVLM evaluation. The findings provide a foundational framework for the conception and assessment of innovative strategies aimed at enhancing zero-shot multimodal techniques. Our LVLM-eHub will be available at https://github.com/OpenGVLab/Multi-Modality-Arena
ROOct 3, 2022Code
GenDexGrasp: Generalizable Dexterous GraspingPuhao Li, Tengyu Liu, Yuyang Li et al. · pku
Generating dexterous grasping has been a long-standing and challenging robotic task. Despite recent progress, existing methods primarily suffer from two issues. First, most prior arts focus on a specific type of robot hand, lacking the generalizable capability of handling unseen ones. Second, prior arts oftentimes fail to rapidly generate diverse grasps with a high success rate. To jointly tackle these challenges with a unified solution, we propose GenDexGrasp, a novel hand-agnostic grasping algorithm for generalizable grasping. GenDexGrasp is trained on our proposed large-scale multi-hand grasping dataset MultiDex synthesized with force closure optimization. By leveraging the contact map as a hand-agnostic intermediate representation, GenDexGrasp efficiently generates diverse and plausible grasping poses with a high success rate and can transfer among diverse multi-fingered robotic hands. Compared with previous methods, GenDexGrasp achieves a three-way trade-off among success rate, inference speed, and diversity. Code is available at https://github.com/tengyu-liu/GenDexGrasp.
CVMar 3, 2023Code
Prompt, Generate, then Cache: Cascade of Foundation Models makes Strong Few-shot LearnersRenrui Zhang, Xiangfei Hu, Bohao Li et al.
Visual recognition in low-data regimes requires deep neural networks to learn generalized representations from limited training samples. Recently, CLIP-based methods have shown promising few-shot performance benefited from the contrastive language-image pre-training. We then question, if the more diverse pre-training knowledge can be cascaded to further assist few-shot representation learning. In this paper, we propose CaFo, a Cascade of Foundation models that incorporates diverse prior knowledge of various pre-training paradigms for better few-shot learning. Our CaFo incorporates CLIP's language-contrastive knowledge, DINO's vision-contrastive knowledge, DALL-E's vision-generative knowledge, and GPT-3's language-generative knowledge. Specifically, CaFo works by 'Prompt, Generate, then Cache'. Firstly, we leverage GPT-3 to produce textual inputs for prompting CLIP with rich downstream linguistic semantics. Then, we generate synthetic images via DALL-E to expand the few-shot training data without any manpower. At last, we introduce a learnable cache model to adaptively blend the predictions from CLIP and DINO. By such collaboration, CaFo can fully unleash the potential of different pre-training methods and unify them to perform state-of-the-art for few-shot classification. Code is available at https://github.com/ZrrSkywalker/CaFo.
AIApr 9, 2023
ARNOLD: A Benchmark for Language-Grounded Task Learning With Continuous States in Realistic 3D ScenesRan Gong, Jiangyong Huang, Yizhou Zhao et al. · berkeley
Understanding the continuous states of objects is essential for task learning and planning in the real world. However, most existing task learning benchmarks assume discrete (e.g., binary) object goal states, which poses challenges for the learning of complex tasks and transferring learned policy from simulated environments to the real world. Furthermore, state discretization limits a robot's ability to follow human instructions based on the grounding of actions and states. To tackle these challenges, we present ARNOLD, a benchmark that evaluates language-grounded task learning with continuous states in realistic 3D scenes. ARNOLD is comprised of 8 language-conditioned tasks that involve understanding object states and learning policies for continuous goals. To promote language-instructed learning, we provide expert demonstrations with template-generated language descriptions. We assess task performance by utilizing the latest language-conditioned policy learning models. Our results indicate that current models for language-conditioned manipulations continue to experience significant challenges in novel goal-state generalizations, scene generalizations, and object generalizations. These findings highlight the need to develop new algorithms that address this gap and underscore the potential for further research in this area. Project website: https://arnold-benchmark.github.io.
CVNov 13, 2023Code
SPHINX: The Joint Mixing of Weights, Tasks, and Visual Embeddings for Multi-modal Large Language ModelsZiyi Lin, Chris Liu, Renrui Zhang et al.
We present SPHINX, a versatile multi-modal large language model (MLLM) with a joint mixing of model weights, tuning tasks, and visual embeddings. First, for stronger vision-language alignment, we unfreeze the large language model (LLM) during pre-training, and introduce a weight mix strategy between LLMs trained by real-world and synthetic data. By directly integrating the weights from two domains, the mixed LLM can efficiently incorporate diverse semantics with favorable robustness. Then, to enable multi-purpose capabilities, we mix a variety of tasks for joint visual instruction tuning, and design task-specific instructions to avoid inter-task conflict. In addition to the basic visual question answering, we include more challenging tasks such as region-level understanding, caption grounding, document layout detection, and human pose estimation, contributing to mutual enhancement over different scenarios. Additionally, we propose to extract comprehensive visual embeddings from various network architectures, pre-training paradigms, and information granularity, providing language models with more robust image representations. Based on our proposed joint mixing, SPHINX exhibits superior multi-modal understanding capabilities on a wide range of applications. On top of this, we further propose an efficient strategy aiming to better capture fine-grained appearances of high-resolution images. With a mixing of different scales and high-resolution sub-images, SPHINX attains exceptional visual parsing and reasoning performance on existing evaluation benchmarks. We hope our work may cast a light on the exploration of joint mixing in future MLLM research. Code is released at https://github.com/Alpha-VLLM/LLaMA2-Accessory.
96.0LGJun 2Code
Skill-RM: Unifying Heterogeneous Evaluation Criteria via Agent SkillTao Chen, Gangwei Jiang, Pengyu Cheng et al.
Reward models (RMs) provide critical feedback signals for LLM post-training, notably in reinforced fine-tuning (RFT) and reinforcement learning (RL) pipelines. However, current reward evaluation relies on heterogeneous criteria such as rule-based verifiers, ground-truth references, procedural checklists, and complex rubrics, where a unified mechanism to integrate all types of evidence remains unexplored. To this end, we propose Skill Reward Model (Skill-RM), a unified framework that reformulates reward modeling as the execution of a reusable Reward-Evaluation Skill. By treating reward computation as a structured agentic task, Skill-RM provides a consistent interface to orchestrate heterogeneous resources, dynamically selecting and aggregating evidence tailored to the specific requirements of each input. This approach enables the reward model to move beyond static evaluation, ensuring consistency and transparency across diverse tasks. Extensive experiments on reward benchmarks and downstream applications, including best-of-N selection and reinforcement learning, demonstrate that Skill-RM consistently outperforms traditional judge baselines. Our findings suggest that Skill-RM not only provides a unified solution for reward modeling but also achieves superior performance through the strategic and dynamic orchestration of evidence. The code is at https://github.com/Qwen-Applications/Skill-RM.
CVNov 10, 2022
GAPartNet: Cross-Category Domain-Generalizable Object Perception and Manipulation via Generalizable and Actionable PartsHaoran Geng, Helin Xu, Chengyang Zhao et al. · berkeley
For years, researchers have been devoted to generalizable object perception and manipulation, where cross-category generalizability is highly desired yet underexplored. In this work, we propose to learn such cross-category skills via Generalizable and Actionable Parts (GAParts). By identifying and defining 9 GAPart classes (lids, handles, etc.) in 27 object categories, we construct a large-scale part-centric interactive dataset, GAPartNet, where we provide rich, part-level annotations (semantics, poses) for 8,489 part instances on 1,166 objects. Based on GAPartNet, we investigate three cross-category tasks: part segmentation, part pose estimation, and part-based object manipulation. Given the significant domain gaps between seen and unseen object categories, we propose a robust 3D segmentation method from the perspective of domain generalization by integrating adversarial learning techniques. Our method outperforms all existing methods by a large margin, no matter on seen or unseen categories. Furthermore, with part segmentation and pose estimation results, we leverage the GAPart pose definition to design part-based manipulation heuristics that can generalize well to unseen object categories in both the simulator and the real world. Our dataset, code, and demos are available on our project page.
CVJan 15, 2023
Diffusion-based Generation, Optimization, and Planning in 3D ScenesSiyuan Huang, Zan Wang, Puhao Li et al. · pku
We introduce SceneDiffuser, a conditional generative model for 3D scene understanding. SceneDiffuser provides a unified model for solving scene-conditioned generation, optimization, and planning. In contrast to prior works, SceneDiffuser is intrinsically scene-aware, physics-based, and goal-oriented. With an iterative sampling strategy, SceneDiffuser jointly formulates the scene-aware generation, physics-based optimization, and goal-oriented planning via a diffusion-based denoising process in a fully differentiable fashion. Such a design alleviates the discrepancies among different modules and the posterior collapse of previous scene-conditioned generative models. We evaluate SceneDiffuser with various 3D scene understanding tasks, including human pose and motion generation, dexterous grasp generation, path planning for 3D navigation, and motion planning for robot arms. The results show significant improvements compared with previous models, demonstrating the tremendous potential of SceneDiffuser for the broad community of 3D scene understanding.
CVOct 14, 2022
SQA3D: Situated Question Answering in 3D ScenesXiaojian Ma, Silong Yong, Zilong Zheng et al.
We propose a new task to benchmark scene understanding of embodied agents: Situated Question Answering in 3D Scenes (SQA3D). Given a scene context (e.g., 3D scan), SQA3D requires the tested agent to first understand its situation (position, orientation, etc.) in the 3D scene as described by text, then reason about its surrounding environment and answer a question under that situation. Based upon 650 scenes from ScanNet, we provide a dataset centered around 6.8k unique situations, along with 20.4k descriptions and 33.4k diverse reasoning questions for these situations. These questions examine a wide spectrum of reasoning capabilities for an intelligent agent, ranging from spatial relation comprehension to commonsense understanding, navigation, and multi-hop reasoning. SQA3D imposes a significant challenge to current multi-modal especially 3D reasoning models. We evaluate various state-of-the-art approaches and find that the best one only achieves an overall score of 47.20%, while amateur human participants can reach 90.06%. We believe SQA3D could facilitate future embodied AI research with stronger situation understanding and reasoning capability.
CVAug 7, 2023Code
TinyLVLM-eHub: Towards Comprehensive and Efficient Evaluation for Large Vision-Language ModelsWenqi Shao, Meng Lei, Yutao Hu et al. · pku
Recent advancements in Large Vision-Language Models (LVLMs) have demonstrated significant progress in tackling complex multimodal tasks. Among these cutting-edge developments, Google's Bard stands out for its remarkable multimodal capabilities, promoting comprehensive comprehension and reasoning across various domains. This work presents an early and holistic evaluation of LVLMs' multimodal abilities, with a particular focus on Bard, by proposing a lightweight variant of LVLM-eHub, named Tiny LVLM-eHub. In comparison to the vanilla version, Tiny LVLM-eHub possesses several appealing properties. Firstly, it provides a systematic assessment of six categories of multimodal capabilities, including visual perception, visual knowledge acquisition, visual reasoning, visual commonsense, object hallucination, and embodied intelligence, through quantitative evaluation of $42$ standard text-related visual benchmarks. Secondly, it conducts an in-depth analysis of LVLMs' predictions using the ChatGPT Ensemble Evaluation (CEE), which leads to a robust and accurate evaluation and exhibits improved alignment with human evaluation compared to the word matching approach. Thirdly, it comprises a mere $2.1$K image-text pairs, facilitating ease of use for practitioners to evaluate their own offline LVLMs. Through extensive experimental analysis, this study demonstrates that Bard outperforms previous LVLMs in most multimodal capabilities except object hallucination, to which Bard is still susceptible. Tiny LVLM-eHub serves as a baseline evaluation for various LVLMs and encourages innovative strategies aimed at advancing multimodal techniques. Our project is publicly available at \url{https://github.com/OpenGVLab/Multi-Modality-Arena}.
CVOct 18, 2022
HUMANISE: Language-conditioned Human Motion Generation in 3D ScenesZan Wang, Yixin Chen, Tengyu Liu et al. · pku
Learning to generate diverse scene-aware and goal-oriented human motions in 3D scenes remains challenging due to the mediocre characteristics of the existing datasets on Human-Scene Interaction (HSI); they only have limited scale/quality and lack semantics. To fill in the gap, we propose a large-scale and semantic-rich synthetic HSI dataset, denoted as HUMANISE, by aligning the captured human motion sequences with various 3D indoor scenes. We automatically annotate the aligned motions with language descriptions that depict the action and the unique interacting objects in the scene; e.g., sit on the armchair near the desk. HUMANISE thus enables a new generation task, language-conditioned human motion generation in 3D scenes. The proposed task is challenging as it requires joint modeling of the 3D scene, human motion, and natural language. To tackle this task, we present a novel scene-and-language conditioned generative model that can produce 3D human motions of the desirable action interacting with the specified objects. Our experiments demonstrate that our model generates diverse and semantically consistent human motions in 3D scenes.
CVSep 23, 2024Code
PixWizard: Versatile Image-to-Image Visual Assistant with Open-Language InstructionsWeifeng Lin, Xinyu Wei, Renrui Zhang et al.
This paper presents a versatile image-to-image visual assistant, PixWizard, designed for image generation, manipulation, and translation based on free-from language instructions. To this end, we tackle a variety of vision tasks into a unified image-text-to-image generation framework and curate an Omni Pixel-to-Pixel Instruction-Tuning Dataset. By constructing detailed instruction templates in natural language, we comprehensively include a large set of diverse vision tasks such as text-to-image generation, image restoration, image grounding, dense image prediction, image editing, controllable generation, inpainting/outpainting, and more. Furthermore, we adopt Diffusion Transformers (DiT) as our foundation model and extend its capabilities with a flexible any resolution mechanism, enabling the model to dynamically process images based on the aspect ratio of the input, closely aligning with human perceptual processes. The model also incorporates structure-aware and semantic-aware guidance to facilitate effective fusion of information from the input image. Our experiments demonstrate that PixWizard not only shows impressive generative and understanding abilities for images with diverse resolutions but also exhibits promising generalization capabilities with unseen tasks and human instructions. The code and related resources are available at https://github.com/AFeng-x/PixWizard
CVOct 8, 2022
EgoTaskQA: Understanding Human Tasks in Egocentric VideosBaoxiong Jia, Ting Lei, Song-Chun Zhu et al.
Understanding human tasks through video observations is an essential capability of intelligent agents. The challenges of such capability lie in the difficulty of generating a detailed understanding of situated actions, their effects on object states (i.e., state changes), and their causal dependencies. These challenges are further aggravated by the natural parallelism from multi-tasking and partial observations in multi-agent collaboration. Most prior works leverage action localization or future prediction as an indirect metric for evaluating such task understanding from videos. To make a direct evaluation, we introduce the EgoTaskQA benchmark that provides a single home for the crucial dimensions of task understanding through question-answering on real-world egocentric videos. We meticulously design questions that target the understanding of (1) action dependencies and effects, (2) intents and goals, and (3) agents' beliefs about others. These questions are divided into four types, including descriptive (what status?), predictive (what will?), explanatory (what caused?), and counterfactual (what if?) to provide diagnostic analyses on spatial, temporal, and causal understandings of goal-oriented tasks. We evaluate state-of-the-art video reasoning models on our benchmark and show their significant gaps between humans in understanding complex goal-oriented egocentric videos. We hope this effort will drive the vision community to move onward with goal-oriented video understanding and reasoning.
CVAug 25, 2024
PhysPart: Physically Plausible Part Completion for Interactable ObjectsRundong Luo, Haoran Geng, Congyue Deng et al. · berkeley
Interactable objects are ubiquitous in our daily lives. Recent advances in 3D generative models make it possible to automate the modeling of these objects, benefiting a range of applications from 3D printing to the creation of robot simulation environments. However, while significant progress has been made in modeling 3D shapes and appearances, modeling object physics, particularly for interactable objects, remains challenging due to the physical constraints imposed by inter-part motions. In this paper, we tackle the problem of physically plausible part completion for interactable objects, aiming to generate 3D parts that not only fit precisely into the object but also allow smooth part motions. To this end, we propose a diffusion-based part generation model that utilizes geometric conditioning through classifier-free guidance and formulates physical constraints as a set of stability and mobility losses to guide the sampling process. Additionally, we demonstrate the generation of dependent parts, paving the way toward sequential part generation for objects with complex part-whole hierarchies. Experimentally, we introduce a new metric for measuring physical plausibility based on motion success rates. Our model outperforms existing baselines over shape and physical metrics, especially those that do not adequately model physical constraints. We also demonstrate our applications in 3D printing, robot manipulation, and sequential part generation, showing our strength in realistic tasks with the demand for high physical plausibility.
CVMay 12, 2022
Infrared Invisible Clothing:Hiding from Infrared Detectors at Multiple Angles in Real WorldXiaopei Zhu, Zhanhao Hu, Siyuan Huang et al. · tsinghua
Thermal infrared imaging is widely used in body temperature measurement, security monitoring, and so on, but its safety research attracted attention only in recent years. We proposed the infrared adversarial clothing, which could fool infrared pedestrian detectors at different angles. We simulated the process from cloth to clothing in the digital world and then designed the adversarial "QR code" pattern. The core of our method is to design a basic pattern that can be expanded periodically, and make the pattern after random cropping and deformation still have an adversarial effect, then we can process the flat cloth with an adversarial pattern into any 3D clothes. The results showed that the optimized "QR code" pattern lowered the Average Precision (AP) of YOLOv3 by 87.7%, while the random "QR code" pattern and blank pattern lowered the AP of YOLOv3 by 57.9% and 30.1%, respectively, in the digital world. We then manufactured an adversarial shirt with a new material: aerogel. Physical-world experiments showed that the adversarial "QR code" pattern clothing lowered the AP of YOLOv3 by 64.6%, while the random "QR code" pattern clothing and fully heat-insulated clothing lowered the AP of YOLOv3 by 28.3% and 22.8%, respectively. We used the model ensemble technique to improve the attack transferability to unseen models.
CVDec 20, 2022
Full-Body Articulated Human-Object InteractionNan Jiang, Tengyu Liu, Zhexuan Cao et al. · pku
Fine-grained capturing of 3D HOI boosts human activity understanding and facilitates downstream visual tasks, including action recognition, holistic scene reconstruction, and human motion synthesis. Despite its significance, existing works mostly assume that humans interact with rigid objects using only a few body parts, limiting their scope. In this paper, we address the challenging problem of f-AHOI, wherein the whole human bodies interact with articulated objects, whose parts are connected by movable joints. We present CHAIRS, a large-scale motion-captured f-AHOI dataset, consisting of 16.2 hours of versatile interactions between 46 participants and 81 articulated and rigid sittable objects. CHAIRS provides 3D meshes of both humans and articulated objects during the entire interactive process, as well as realistic and physically plausible full-body interactions. We show the value of CHAIRS with object pose estimation. By learning the geometrical relationships in HOI, we devise the very first model that leverage human pose estimation to tackle the estimation of articulated object poses and shapes during whole-body interactions. Given an image and an estimated human pose, our model first reconstructs the pose and shape of the object, then optimizes the reconstruction according to a learned interaction prior. Under both evaluation settings (e.g., with or without the knowledge of objects' geometries/structures), our model significantly outperforms baselines. We hope CHAIRS will promote the community towards finer-grained interaction understanding. We will make the data/code publicly available.
LGAug 25, 2023Code
MLLM-DataEngine: An Iterative Refinement Approach for MLLMZhiyuan Zhao, Linke Ouyang, Bin Wang et al.
Despite the great advance of Multimodal Large Language Models (MLLMs) in both instruction dataset building and benchmarking, the independence of training and evaluation makes current MLLMs hard to further improve their capability under the guidance of evaluation results with a relatively low human cost. In this paper, we propose MLLM-DataEngine, a novel closed-loop system that bridges data generation, model training, and evaluation. Within each loop iteration, the MLLM-DataEngine first analyze the weakness of the model based on the evaluation results, then generate a proper incremental dataset for the next training iteration and enhance the model capability iteratively. Compared with previous data collection methods which are separate from the benchmarking, the data generated by MLLM-DataEngine shows better targeting, quality, and correctness. For targeting, we propose an Adaptive Bad-case Sampling module, which adjusts the ratio of different types of data within each incremental dataset based on the benchmarking results. For quality, we resort to GPT-4 to generate high-quality data with each given data type. For correctness, prompt design is critical for the data generation results. Rather than previous hand-crafted prompt, we propose an Interactive Prompt Optimization strategy, which optimizes the prompt with the multi-round interaction between human and GPT, and improve the correctness of generated data greatly. Through extensive experiments, we find our MLLM-DataEngine could boost the MLLM capability in a targeted and automatic manner, with only a few human participation. We hope it could be a general solution for the following MLLMs building. The MLLM-DataEngine has been open-sourced and is now available at https://github.com/opendatalab/MLLM-DataEngine.
CVMar 7, 2022
Adversarial Texture for Fooling Person Detectors in the Physical WorldZhanhao Hu, Siyuan Huang, Xiaopei Zhu et al.
Nowadays, cameras equipped with AI systems can capture and analyze images to detect people automatically. However, the AI system can make mistakes when receiving deliberately designed patterns in the real world, i.e., physical adversarial examples. Prior works have shown that it is possible to print adversarial patches on clothes to evade DNN-based person detectors. However, these adversarial examples could have catastrophic drops in the attack success rate when the viewing angle (i.e., the camera's angle towards the object) changes. To perform a multi-angle attack, we propose Adversarial Texture (AdvTexture). AdvTexture can cover clothes with arbitrary shapes so that people wearing such clothes can hide from person detectors from different viewing angles. We propose a generative method, named Toroidal-Cropping-based Expandable Generative Attack (TC-EGA), to craft AdvTexture with repetitive structures. We printed several pieces of cloth with AdvTexure and then made T-shirts, skirts, and dresses in the physical world. Experiments showed that these clothes could fool person detectors in the physical world.
CVAug 8, 2023
3D-VisTA: Pre-trained Transformer for 3D Vision and Text AlignmentZiyu Zhu, Xiaojian Ma, Yixin Chen et al.
3D vision-language grounding (3D-VL) is an emerging field that aims to connect the 3D physical world with natural language, which is crucial for achieving embodied intelligence. Current 3D-VL models rely heavily on sophisticated modules, auxiliary losses, and optimization tricks, which calls for a simple and unified model. In this paper, we propose 3D-VisTA, a pre-trained Transformer for 3D Vision and Text Alignment that can be easily adapted to various downstream tasks. 3D-VisTA simply utilizes self-attention layers for both single-modal modeling and multi-modal fusion without any sophisticated task-specific design. To further enhance its performance on 3D-VL tasks, we construct ScanScribe, the first large-scale 3D scene-text pairs dataset for 3D-VL pre-training. ScanScribe contains 2,995 RGB-D scans for 1,185 unique indoor scenes originating from ScanNet and 3R-Scan datasets, along with paired 278K scene descriptions generated from existing 3D-VL tasks, templates, and GPT-3. 3D-VisTA is pre-trained on ScanScribe via masked language/object modeling and scene-text matching. It achieves state-of-the-art results on various 3D-VL tasks, ranging from visual grounding and dense captioning to question answering and situated reasoning. Moreover, 3D-VisTA demonstrates superior data efficiency, obtaining strong performance even with limited annotations during downstream task fine-tuning.
ROOct 24, 2023
Grasp Multiple Objects with One HandYuyang Li, Bo Liu, Yiran Geng et al. · pku
The intricate kinematics of the human hand enable simultaneous grasping and manipulation of multiple objects, essential for tasks such as object transfer and in-hand manipulation. Despite its significance, the domain of robotic multi-object grasping is relatively unexplored and presents notable challenges in kinematics, dynamics, and object configurations. This paper introduces MultiGrasp, a novel two-stage approach for multi-object grasping using a dexterous multi-fingered robotic hand on a tabletop. The process consists of (i) generating pre-grasp proposals and (ii) executing the grasp and lifting the objects. Our experimental focus is primarily on dual-object grasping, achieving a success rate of 44.13%, highlighting adaptability to new object configurations and tolerance for imprecise grasps. Additionally, the framework demonstrates the potential for grasping more than two objects at the cost of inference speed.
CVNov 18, 2023
An Embodied Generalist Agent in 3D WorldJiangyong Huang, Silong Yong, Xiaojian Ma et al.
Leveraging massive knowledge from large language models (LLMs), recent machine learning models show notable successes in general-purpose task solving in diverse domains such as computer vision and robotics. However, several significant challenges remain: (i) most of these models rely on 2D images yet exhibit a limited capacity for 3D input; (ii) these models rarely explore the tasks inherently defined in 3D world, e.g., 3D grounding, embodied reasoning and acting. We argue these limitations significantly hinder current models from performing real-world tasks and approaching general intelligence. To this end, we introduce LEO, an embodied multi-modal generalist agent that excels in perceiving, grounding, reasoning, planning, and acting in the 3D world. LEO is trained with a unified task interface, model architecture, and objective in two stages: (i) 3D vision-language (VL) alignment and (ii) 3D vision-language-action (VLA) instruction tuning. We collect large-scale datasets comprising diverse object-level and scene-level tasks, which require considerable understanding of and interaction with the 3D world. Moreover, we meticulously design an LLM-assisted pipeline to produce high-quality 3D VL data. Through extensive experiments, we demonstrate LEO's remarkable proficiency across a wide spectrum of tasks, including 3D captioning, question answering, embodied reasoning, navigation and manipulation. Our ablative studies and scaling analyses further provide valuable insights for developing future embodied generalist agents. Code and data are available on project page.
CVJul 27, 2023
Distillation-guided Representation Learning for Unconstrained Gait RecognitionYuxiang Guo, Siyuan Huang, Ram Prabhakar et al.
Gait recognition holds the promise of robustly identifying subjects based on walking patterns instead of appearance information. While previous approaches have performed well for curated indoor data, they tend to underperform in unconstrained situations, e.g. in outdoor, long distance scenes, etc. We propose a framework, termed GAit DEtection and Recognition (GADER), for human authentication in challenging outdoor scenarios. Specifically, GADER leverages a Double Helical Signature to detect segments that contain human movement and builds discriminative features through a novel gait recognition method, where only frames containing gait information are used. To further enhance robustness, GADER encodes viewpoint information in its architecture, and distills representation from an auxiliary RGB recognition model, which enables GADER to learn from silhouette and RGB data at training time. At test time, GADER only infers from the silhouette modality. We evaluate our method on multiple State-of-The-Arts(SoTA) gait baselines and demonstrate consistent improvements on indoor and outdoor datasets, especially with a significant 25.2% improvement on unconstrained, remote gait data.
CVOct 17, 2022
Improving Object-centric Learning with Query OptimizationBaoxiong Jia, Yu Liu, Siyuan Huang
The ability to decompose complex natural scenes into meaningful object-centric abstractions lies at the core of human perception and reasoning. In the recent culmination of unsupervised object-centric learning, the Slot-Attention module has played an important role with its simple yet effective design and fostered many powerful variants. These methods, however, have been exceedingly difficult to train without supervision and are ambiguous in the notion of object, especially for complex natural scenes. In this paper, we propose to address these issues by investigating the potential of learnable queries as initializations for Slot-Attention learning, uniting it with efforts from existing attempts on improving Slot-Attention learning with bi-level optimization. With simple code adjustments on Slot-Attention, our model, Bi-level Optimized Query Slot Attention, achieves state-of-the-art results on 3 challenging synthetic and 7 complex real-world datasets in unsupervised image segmentation and reconstruction, outperforming previous baselines by a large margin. We provide thorough ablative studies to validate the necessity and effectiveness of our design. Additionally, our model exhibits great potential for concept binding and zero-shot learning. Our work is made publicly available at https://bo-qsa.github.io
LGOct 4, 2022
Neural-Symbolic Recursive Machine for Systematic GeneralizationQing Li, Yixin Zhu, Yitao Liang et al.
Current learning models often struggle with human-like systematic generalization, particularly in learning compositional rules from limited data and extrapolating them to novel combinations. We introduce the Neural-Symbolic Recursive Machine (NSR), whose core is a Grounded Symbol System (GSS), allowing for the emergence of combinatorial syntax and semantics directly from training data. The NSR employs a modular design that integrates neural perception, syntactic parsing, and semantic reasoning. These components are synergistically trained through a novel deduction-abduction algorithm. Our findings demonstrate that NSR's design, imbued with the inductive biases of equivariance and compositionality, grants it the expressiveness to adeptly handle diverse sequence-to-sequence tasks and achieve unparalleled systematic generalization. We evaluate NSR's efficacy across four challenging benchmarks designed to probe systematic generalization capabilities: SCAN for semantic parsing, PCFG for string manipulation, HINT for arithmetic reasoning, and a compositional machine translation task. The results affirm NSR's superiority over contemporary neural and hybrid models in terms of generalization and transferability.
LGOct 8, 2023Code
Tailoring Self-Attention for Graph via Rooted SubtreesSiyuan Huang, Yunchong Song, Jiayue Zhou et al.
Attention mechanisms have made significant strides in graph learning, yet they still exhibit notable limitations: local attention faces challenges in capturing long-range information due to the inherent problems of the message-passing scheme, while global attention cannot reflect the hierarchical neighborhood structure and fails to capture fine-grained local information. In this paper, we propose a novel multi-hop graph attention mechanism, named Subtree Attention (STA), to address the aforementioned issues. STA seamlessly bridges the fully-attentional structure and the rooted subtree, with theoretical proof that STA approximates the global attention under extreme settings. By allowing direct computation of attention weights among multi-hop neighbors, STA mitigates the inherent problems in existing graph attention mechanisms. Further we devise an efficient form for STA by employing kernelized softmax, which yields a linear time complexity. Our resulting GNN architecture, the STAGNN, presents a simple yet performant STA-based graph neural network leveraging a hop-aware attention strategy. Comprehensive evaluations on ten node classification datasets demonstrate that STA-based models outperform existing graph transformers and mainstream GNNs. The code is available at https://github.com/LUMIA-Group/SubTree-Attention.
CVSep 4, 2024
Multi-modal Situated Reasoning in 3D ScenesXiongkun Linghu, Jiangyong Huang, Xuesong Niu et al.
Situation awareness is essential for understanding and reasoning about 3D scenes in embodied AI agents. However, existing datasets and benchmarks for situated understanding are limited in data modality, diversity, scale, and task scope. To address these limitations, we propose Multi-modal Situated Question Answering (MSQA), a large-scale multi-modal situated reasoning dataset, scalably collected leveraging 3D scene graphs and vision-language models (VLMs) across a diverse range of real-world 3D scenes. MSQA includes 251K situated question-answering pairs across 9 distinct question categories, covering complex scenarios within 3D scenes. We introduce a novel interleaved multi-modal input setting in our benchmark to provide text, image, and point cloud for situation and question description, resolving ambiguity in previous single-modality convention (e.g., text). Additionally, we devise the Multi-modal Situated Next-step Navigation (MSNN) benchmark to evaluate models' situated reasoning for navigation. Comprehensive evaluations on MSQA and MSNN highlight the limitations of existing vision-language models and underscore the importance of handling multi-modal interleaved inputs and situation modeling. Experiments on data scaling and cross-domain transfer further demonstrate the efficacy of leveraging MSQA as a pre-training dataset for developing more powerful situated reasoning models.
88.2ROMar 15
OmniClone: Engineering a Robust, All-Rounder Whole-Body Humanoid Teleoperation SystemYixuan Li, Le Ma, Yutang Lin et al. · pku
Whole-body humanoid teleoperation enables humans to remotely control humanoid robots, serving as both a real-time operational tool and a scalable engine for collecting demonstrations for autonomous learning. Despite recent advances, existing systems are validated using aggregate metrics that conflate distinct motion regimes, masking critical failure modes. This lack of diagnostic granularity, compounded by tightly coupled and labor-intensive system configurations, hinders robust real-world deployment. A key open challenge is building a teleoperation system that is simultaneously robust, versatile, and affordable for practical use. Here we present OmniClone, a whole-body humanoid teleoperation system that achieves high-fidelity, multi-skill control on a single consumer GPU with modest data requirements. Central to our approach is OmniBench, a diagnostic benchmark that evaluates policies across stratified motion categories and difficulty levels on unseen motions, exposing the narrow specialization of prior systems. Guided by these diagnostics, we identify an optimized training data recipe and integrate system-level improvements: subject-agnostic retargeting and robust communication, that collectively reduce Mean Per-Joint Position Error (MPJPE) by over 66% while requiring orders-of-magnitude fewer computational resources than comparable methods. Crucially, OmniClone is control-source-agnostic: a single unified policy supports real-time teleoperation, generated motion playback, and Vision-Language-Action (VLA) models, while generalizing across operators of vastly different body proportions. By uniting diagnostic evaluation with practical engineering, OmniClone provides an accessible foundation for scalable humanoid teleoperation and autonomous learning.
CVNov 9, 2025Code
VideoSSR: Video Self-Supervised Reinforcement LearningZefeng He, Xiaoye Qu, Yafu Li et al.
Reinforcement Learning with Verifiable Rewards (RLVR) has substantially advanced the video understanding capabilities of Multimodal Large Language Models (MLLMs). However, the rapid progress of MLLMs is outpacing the complexity of existing video datasets, while the manual annotation of new, high-quality data remains prohibitively expensive. This work investigates a pivotal question: Can the rich, intrinsic information within videos be harnessed to self-generate high-quality, verifiable training data? To investigate this, we introduce three self-supervised pretext tasks: Anomaly Grounding, Object Counting, and Temporal Jigsaw. We construct the Video Intrinsic Understanding Benchmark (VIUBench) to validate their difficulty, revealing that current state-of-the-art MLLMs struggle significantly on these tasks. Building upon these pretext tasks, we develop the VideoSSR-30K dataset and propose VideoSSR, a novel video self-supervised reinforcement learning framework for RLVR. Extensive experiments across 17 benchmarks, spanning four major video domains (General Video QA, Long Video QA, Temporal Grounding, and Complex Reasoning), demonstrate that VideoSSR consistently enhances model performance, yielding an average improvement of over 5\%. These results establish VideoSSR as a potent foundational framework for developing more advanced video understanding in MLLMs. The code is available at https://github.com/lcqysl/VideoSSR.
CVNov 1, 2023
Single-view 3D Scene Reconstruction with High-fidelity Shape and TextureYixin Chen, Junfeng Ni, Nan Jiang et al.
Reconstructing detailed 3D scenes from single-view images remains a challenging task due to limitations in existing approaches, which primarily focus on geometric shape recovery, overlooking object appearances and fine shape details. To address these challenges, we propose a novel framework for simultaneous high-fidelity recovery of object shapes and textures from single-view images. Our approach utilizes the proposed Single-view neural implicit Shape and Radiance field (SSR) representations to leverage both explicit 3D shape supervision and volume rendering of color, depth, and surface normal images. To overcome shape-appearance ambiguity under partial observations, we introduce a two-stage learning curriculum incorporating both 3D and 2D supervisions. A distinctive feature of our framework is its ability to generate fine-grained textured meshes while seamlessly integrating rendering capabilities into the single-view 3D reconstruction model. This integration enables not only improved textured 3D object reconstruction by 27.7% and 11.6% on the 3D-FRONT and Pix3D datasets, respectively, but also supports the rendering of images from novel viewpoints. Beyond individual objects, our approach facilitates composing object-level representations into flexible scene representations, thereby enabling applications such as holistic scene understanding and 3D scene editing. We conduct extensive experiments to demonstrate the effectiveness of our method.
HCJul 3, 2024
AMEX: Android Multi-annotation Expo Dataset for Mobile GUI AgentsYuxiang Chai, Siyuan Huang, Yazhe Niu et al.
AI agents have drawn increasing attention mostly on their ability to perceive environments, understand tasks, and autonomously achieve goals. To advance research on AI agents in mobile scenarios, we introduce the Android Multi-annotation EXpo (AMEX), a comprehensive, large-scale dataset designed for generalist mobile GUI-control agents which are capable of completing tasks by directly interacting with the graphical user interface (GUI) on mobile devices. AMEX comprises over 104K high-resolution screenshots from popular mobile applications, which are annotated at multiple levels. Unlike existing GUI-related datasets, e.g., Rico, AitW, etc., AMEX includes three levels of annotations: GUI interactive element grounding, GUI screen and element functionality descriptions, and complex natural language instructions with stepwise GUI-action chains. We develop this dataset from a more instructive and detailed perspective, complementing the general settings of existing datasets. Additionally, we finetune a baseline model SPHINX Agent and illustrate the effectiveness of AMEX.The project is available at https://yxchai.com/AMEX/.
CVNov 28, 2022
Perceive, Ground, Reason, and Act: A Benchmark for General-purpose Visual RepresentationJiangyong Huang, William Yicheng Zhu, Baoxiong Jia et al.
Current computer vision models, unlike the human visual system, cannot yet achieve general-purpose visual understanding. Existing efforts to create a general vision model are limited in the scope of assessed tasks and offer no overarching framework to perform them holistically. We present a new comprehensive benchmark, General-purpose Visual Understanding Evaluation (G-VUE), covering the full spectrum of visual cognitive abilities with four functional domains $\unicode{x2014}$ Perceive, Ground, Reason, and Act. The four domains are embodied in 11 carefully curated tasks, from 3D reconstruction to visual reasoning and manipulation. Along with the benchmark, we provide a general encoder-decoder framework to allow for the evaluation of arbitrary visual representation on all 11 tasks. We evaluate various pre-trained visual representations with our framework and observe that (1) Transformer-based visual backbone generally outperforms CNN-based backbone on G-VUE, (2) visual representations from vision-language pre-training are superior to those with vision-only pre-training across visual tasks. With G-VUE, we provide a holistic evaluation standard to motivate research toward building general-purpose visual systems via obtaining more general-purpose visual representations.
CVNov 9, 2023
Whole-body Detection, Recognition and Identification at Altitude and RangeSiyuan Huang, Ram Prabhakar Kathirvel, Chun Pong Lau et al.
In this paper, we address the challenging task of whole-body biometric detection, recognition, and identification at distances of up to 500m and large pitch angles of up to 50 degree. We propose an end-to-end system evaluated on diverse datasets, including the challenging Biometric Recognition and Identification at Range (BRIAR) dataset. Our approach involves pre-training the detector on common image datasets and fine-tuning it on BRIAR's complex videos and images. After detection, we extract body images and employ a feature extractor for recognition. We conduct thorough evaluations under various conditions, such as different ranges and angles in indoor, outdoor, and aerial scenarios. Our method achieves an average F1 score of 98.29% at IoU = 0.7 and demonstrates strong performance in recognition accuracy and true acceptance rate at low false acceptance rates compared to existing models. On a test set of 100 subjects with 444 distractors, our model achieves a rank-20 recognition accuracy of 75.13% and a TAR@1%FAR of 54.09%.
CVJul 8, 2024
3D Vision and Language Pretraining with Large-Scale Synthetic DataDejie Yang, Zhu Xu, Wentao Mo et al.
3D Vision-Language Pre-training (3D-VLP) aims to provide a pre-train model which can bridge 3D scenes with natural language, which is an important technique for embodied intelligence. However, current 3D-VLP datasets are hindered by limited scene-level diversity and insufficient fine-grained annotations (only 1.2K scenes and 280K textual annotations in ScanScribe), primarily due to the labor-intensive of collecting and annotating 3D scenes. To overcome these obstacles, we construct SynVL3D, a comprehensive synthetic scene-text corpus with 10K indoor scenes and 1M descriptions at object, view, and room levels, which has the advantages of diverse scene data, rich textual descriptions, multi-grained 3D-text associations, and low collection cost. Utilizing the rich annotations in SynVL3D, we pre-train a simple and unified Transformer for aligning 3D and language with multi-grained pretraining tasks. Moreover, we propose a synthetic-to-real domain adaptation in downstream task fine-tuning process to address the domain shift. Through extensive experiments, we verify the effectiveness of our model design by achieving state-of-the-art performance on downstream tasks including visual grounding, dense captioning, and question answering.
CVAug 13, 2024
SlotLifter: Slot-guided Feature Lifting for Learning Object-centric Radiance FieldsYu Liu, Baoxiong Jia, Yixin Chen et al.
The ability to distill object-centric abstractions from intricate visual scenes underpins human-level generalization. Despite the significant progress in object-centric learning methods, learning object-centric representations in the 3D physical world remains a crucial challenge. In this work, we propose SlotLifter, a novel object-centric radiance model addressing scene reconstruction and decomposition jointly via slot-guided feature lifting. Such a design unites object-centric learning representations and image-based rendering methods, offering state-of-the-art performance in scene decomposition and novel-view synthesis on four challenging synthetic and four complex real-world datasets, outperforming existing 3D object-centric learning methods by a large margin. Through extensive ablative studies, we showcase the efficacy of designs in SlotLifter, revealing key insights for potential future directions.
CVAug 7, 2024
Task-oriented Sequential Grounding and Navigation in 3D ScenesZhuofan Zhang, Ziyu Zhu, Junhao Li et al.
Grounding natural language in 3D environments is a critical step toward achieving robust 3D vision-language alignment. Current datasets and models for 3D visual grounding predominantly focus on identifying and localizing objects from static, object-centric descriptions. These approaches do not adequately address the dynamic and sequential nature of task-oriented scenarios. In this work, we introduce a novel task: Task-oriented Sequential Grounding and Navigation in 3D Scenes, where models must interpret step-by-step instructions for daily activities by either localizing a sequence of target objects in indoor scenes or navigating toward them within a 3D simulator. To facilitate this task, we present SG3D, a large-scale dataset comprising 22,346 tasks with 112,236 steps across 4,895 real-world 3D scenes. The dataset is constructed by combining RGB-D scans from various 3D scene datasets with an automated task generation pipeline, followed by human verification for quality assurance. We benchmark contemporary methods on SG3D, revealing the significant challenges in understanding task-oriented context across multiple steps. Furthermore, we propose SG-LLM, a state-of-the-art approach leveraging a stepwise grounding paradigm to tackle the sequential grounding task. Our findings underscore the need for further research to advance the development of more capable and context-aware embodied agents.
CVDec 30, 2025
UniAct: Unified Motion Generation and Action Streaming for Humanoid RobotsNan Jiang, Zimo He, Wanhe Yu et al. · pku
A long-standing objective in humanoid robotics is the realization of versatile agents capable of following diverse multimodal instructions with human-level flexibility. Despite advances in humanoid control, bridging high-level multimodal perception with whole-body execution remains a significant bottleneck. Existing methods often struggle to translate heterogeneous instructions -- such as language, music, and trajectories -- into stable, real-time actions. Here we show that UniAct, a two-stage framework integrating a fine-tuned MLLM with a causal streaming pipeline, enables humanoid robots to execute multimodal instructions with sub-500 ms latency. By unifying inputs through a shared discrete codebook via FSQ, UniAct ensures cross-modal alignment while constraining motions to a physically grounded manifold. This approach yields a 19% improvement in the success rate of zero-shot tracking of imperfect reference motions. We validate UniAct on UniMoCap, our 20-hour humanoid motion benchmark, demonstrating robust generalization across diverse real-world scenarios. Our results mark a critical step toward responsive, general-purpose humanoid assistants capable of seamless interaction through unified perception and control.
CVNov 1, 2023
ProBio: A Protocol-guided Multimodal Dataset for Molecular Biology LabJieming Cui, Ziren Gong, Baoxiong Jia et al.
The challenge of replicating research results has posed a significant impediment to the field of molecular biology. The advent of modern intelligent systems has led to notable progress in various domains. Consequently, we embarked on an investigation of intelligent monitoring systems as a means of tackling the issue of the reproducibility crisis. Specifically, we first curate a comprehensive multimodal dataset, named ProBio, as an initial step towards this objective. This dataset comprises fine-grained hierarchical annotations intended for the purpose of studying activity understanding in BioLab. Next, we devise two challenging benchmarks, transparent solution tracking and multimodal action recognition, to emphasize the unique characteristics and difficulties associated with activity understanding in BioLab settings. Finally, we provide a thorough experimental evaluation of contemporary video understanding models and highlight their limitations in this specialized domain to identify potential avenues for future research. We hope ProBio with associated benchmarks may garner increased focus on modern AI techniques in the realm of molecular biology.
CVJul 17, 2024
F-HOI: Toward Fine-grained Semantic-Aligned 3D Human-Object InteractionsJie Yang, Xuesong Niu, Nan Jiang et al.
Existing 3D human object interaction (HOI) datasets and models simply align global descriptions with the long HOI sequence, while lacking a detailed understanding of intermediate states and the transitions between states. In this paper, we argue that fine-grained semantic alignment, which utilizes state-level descriptions, offers a promising paradigm for learning semantically rich HOI representations. To achieve this, we introduce Semantic-HOI, a new dataset comprising over 20K paired HOI states with fine-grained descriptions for each HOI state and the body movements that happen between two consecutive states. Leveraging the proposed dataset, we design three state-level HOI tasks to accomplish fine-grained semantic alignment within the HOI sequence. Additionally, we propose a unified model called F-HOI, designed to leverage multimodal instructions and empower the Multi-modal Large Language Model to efficiently handle diverse HOI tasks. F-HOI offers multiple advantages: (1) It employs a unified task formulation that supports the use of versatile multimodal inputs. (2) It maintains consistency in HOI across 2D, 3D, and linguistic spaces. (3) It utilizes fine-grained textual supervision for direct optimization, avoiding intricate modeling of HOI states. Extensive experiments reveal that F-HOI effectively aligns HOI states with fine-grained semantic descriptions, adeptly tackling understanding, reasoning, generation, and reconstruction tasks.
CVFeb 8, 2024Code
SPHINX-X: Scaling Data and Parameters for a Family of Multi-modal Large Language ModelsDongyang Liu, Renrui Zhang, Longtian Qiu et al. · stanford, tsinghua
We propose SPHINX-X, an extensive Multimodality Large Language Model (MLLM) series developed upon SPHINX. To improve the architecture and training efficiency, we modify the SPHINX framework by removing redundant visual encoders, bypassing fully-padded sub-images with skip tokens, and simplifying multi-stage training into a one-stage all-in-one paradigm. To fully unleash the potential of MLLMs, we assemble a comprehensive multi-domain and multimodal dataset covering publicly available resources in language, vision, and vision-language tasks. We further enrich this collection with our curated OCR intensive and Set-of-Mark datasets, extending the diversity and generality. By training over different base LLMs including TinyLlama1.1B, InternLM2-7B, LLaMA2-13B, and Mixtral8x7B, we obtain a spectrum of MLLMs that vary in parameter size and multilingual capabilities. Comprehensive benchmarking reveals a strong correlation between the multi-modal performance with the data and parameter scales. Code and models are released at https://github.com/Alpha-VLLM/LLaMA2-Accessory
78.6CVMay 25
Rethinking VLM Representation for VLA InitializationWeifeng Lin, Siyuan Huang, Hao Li et al.
Vision-Language-Action (VLA) models widely adopt pretrained Vision-Language Models (VLMs) as policy backbones, yet it remains unclear what kind of pretrained VLM representation is useful as a VLA initialization. In this paper, we study VLA initialization as a controlled representation-design problem along three axes: capability-level embodied VQA supervision, parameter-update strategy, and robot-data pretraining. Our experiments show that the original pretrained VLM representation is a key source of action performance. However, embodied VQA adaptation does not yield uniform gains: its benefit depends on downstream bottlenecks, and gains from different capability domains are not simply additive. For update strategy, LoRA provides a more reliable initialization than Full Finetune, indicating that overly reshaping the pretrained representation can weaken VLA initialization. Robot-data pretraining further improves VLA initialization, with the strongest variant obtained by staged LoRA-based training. Together, these findings suggest that effective VLM-to-VLA adaptation should inject action-relevant embodied and robot-trajectory signals while preserving the pretrained VLM representation that remains useful for action learning.
CVDec 20, 2022
UniDA3D: Unified Domain Adaptive 3D Semantic Segmentation PipelineBen Fei, Siyuan Huang, Jiakang Yuan et al.
State-of-the-art 3D semantic segmentation models are trained on off-the-shelf public benchmarks, but they will inevitably face the challenge of recognition accuracy drop when these well-trained models are deployed to a new domain. In this paper, we introduce a Unified Domain Adaptive 3D semantic segmentation pipeline (UniDA3D) to enhance the weak generalization ability, and bridge the point distribution gap between domains. Different from previous studies that only focus on a single adaptation task, UniDA3D can tackle several adaptation tasks in 3D segmentation field, by designing a unified source-and-target active sampling strategy, which selects a maximally-informative subset from both source and target domains for effective model adaptation. Besides, benefiting from the rise of multi-modal 2D-3D datasets, UniDA3D investigates the possibility of achieving a multi-modal sampling strategy, by developing a cross-modality feature interaction module that can extract a representative pair of image and point features to achieve a bi-directional image-point feature interaction for safe model adaptation. Experimentally, UniDA3D is verified to be effective in many adaptation tasks including: 1) unsupervised domain adaptation, 2) unsupervised few-shot domain adaptation; 3) active domain adaptation. Their results demonstrate that, by easily coupling UniDA3D with off-the-shelf 3D segmentation baselines, domain generalization ability of these baselines can be enhanced.
90.0CVMar 30
GEMS: Agent-Native Multimodal Generation with Memory and SkillsZefeng He, Siyuan Huang, Xiaoye Qu et al.
Recent multimodal generation models have achieved remarkable progress on general-purpose generation tasks, yet continue to struggle with complex instructions and specialized downstream tasks. Inspired by the success of advanced agent frameworks such as Claude Code, we propose \textbf{GEMS} (Agent-Native Multimodal \textbf{GE}neration with \textbf{M}emory and \textbf{S}kills), a framework that pushes beyond the inherent limitations of foundational models on both general and downstream tasks. GEMS is built upon three core components. Agent Loop introduces a structured multi-agent framework that iteratively improves generation quality through closed-loop optimization. Agent Memory provides a persistent, trajectory-level memory that hierarchically stores both factual states and compressed experiential summaries, enabling a global view of the optimization process while reducing redundancy. Agent Skill offers an extensible collection of domain-specific expertise with on-demand loading, allowing the system to effectively handle diverse downstream applications. Across five mainstream tasks and four downstream tasks, evaluated on multiple generative backends, GEMS consistently achieves significant performance gains. Most notably, it enables the lightweight 6B model Z-Image-Turbo to surpass the state-of-the-art Nano Banana 2 on GenEval2, demonstrating the effectiveness of agent harness in extending model capabilities beyond their original limits.
88.8CVApr 2
Lifting Unlabeled Internet-level Data for 3D Scene UnderstandingYixin Chen, Yaowei Zhang, Huangyue Yu et al.
Annotated 3D scene data is scarce and expensive to acquire, while abundant unlabeled videos are readily available on the internet. In this paper, we demonstrate that carefully designed data engines can leverage web-curated, unlabeled videos to automatically generate training data, to facilitate end-to-end models in 3D scene understanding alongside human-annotated datasets. We identify and analyze bottlenecks in automated data generation, revealing critical factors that determine the efficiency and effectiveness of learning from unlabeled data. To validate our approach across different perception granularities, we evaluate on three tasks spanning low-level perception, i.e., 3D object detection and instance segmentation, to high-evel reasoning, i.e., 3D spatial Visual Question Answering (VQA) and Vision-Lanugage Navigation (VLN). Models trained on our generated data demonstrate strong zero-shot performance and show further improvement after finetuning. This demonstrates the viability of leveraging readily available web data as a path toward more capable scene understanding systems.
CLFeb 22, 2024Code
Not All Experts are Equal: Efficient Expert Pruning and Skipping for Mixture-of-Experts Large Language ModelsXudong Lu, Qi Liu, Yuhui Xu et al. · salesforce
A pivotal advancement in the progress of large language models (LLMs) is the emergence of the Mixture-of-Experts (MoE) LLMs. Compared to traditional LLMs, MoE LLMs can achieve higher performance with fewer parameters, but it is still hard to deploy them due to their immense parameter sizes. Different from previous weight pruning methods that rely on specifically designed hardware, this paper mainly aims to enhance the deployment efficiency of MoE LLMs by introducing plug-and-play expert-level sparsification techniques. Specifically, we propose, for the first time to our best knowledge, post-training approaches for task-agnostic and task-specific expert pruning and skipping of MoE LLMs, tailored to improve deployment efficiency while maintaining model performance across a wide range of tasks. Extensive experiments show that our proposed methods can simultaneously reduce model sizes and increase the inference speed, while maintaining satisfactory performance. Data and code will be available at https://github.com/Lucky-Lance/Expert_Sparsity.
93.5CVMay 23
EgoProx: Evaluating MLLMs on Egocentric 3D Proximity Reasoning Across a Cognitive HierarchyJinzhao Li, Yinuo Chen, Dongxu Piao et al.
Humans constantly reason about 3D proximity, the relations between their body and surrounding objects, to guide perception and action in daily life. Whether multimodal large language models (MLLMs) can perform such embodied 3D reasoning remains unclear. To this end, we introduce EgoProx, a benchmark for egocentric 3D proximity reasoning. We organize our tasks along a cognitive chain, covering intention, exploration, exploitation, and chain-of-actions reasoning. We also design an agent based data engine that produces diverse and consistent QA pairs at scale. We benchmark prevailing MLLMs on EgoProx and conduct additional analyses with dataset specific and task specific instruction tuning. We observe large cross-domain gains, indicating that current MLLMs contain some spatial knowledge; however, they still struggle to effectively leverage it for spatial reasoning VQA.
CVNov 27, 2023
VILLS -- Video-Image Learning to Learn Semantics for Person Re-IdentificationSiyuan Huang, Ram Prabhakar, Yuxiang Guo et al.
Person Re-identification is a research area with significant real world applications. Despite recent progress, existing methods face challenges in robust re-identification in the wild, e.g., by focusing only on a particular modality and on unreliable patterns such as clothing. A generalized method is highly desired, but remains elusive to achieve due to issues such as the trade-off between spatial and temporal resolution and imperfect feature extraction. We propose VILLS (Video-Image Learning to Learn Semantics), a self-supervised method that jointly learns spatial and temporal features from images and videos. VILLS first designs a local semantic extraction module that adaptively extracts semantically consistent and robust spatial features. Then, VILLS designs a unified feature learning and adaptation module to represent image and video modalities in a consistent feature space. By Leveraging self-supervised, large-scale pre-training, VILLS establishes a new State-of-The-Art that significantly outperforms existing image and video-based methods.
ROSep 26, 2024
SKT: Integrating State-Aware Keypoint Trajectories with Vision-Language Models for Robotic Garment ManipulationXin Li, Siyuan Huang, Qiaojun Yu et al.
Automating garment manipulation poses a significant challenge for assistive robotics due to the diverse and deformable nature of garments. Traditional approaches typically require separate models for each garment type, which limits scalability and adaptability. In contrast, this paper presents a unified approach using vision-language models (VLMs) to improve keypoint prediction across various garment categories. By interpreting both visual and semantic information, our model enables robots to manage different garment states with a single model. We created a large-scale synthetic dataset using advanced simulation techniques, allowing scalable training without extensive real-world data. Experimental results indicate that the VLM-based method significantly enhances keypoint detection accuracy and task success rates, providing a more flexible and general solution for robotic garment manipulation. In addition, this research also underscores the potential of VLMs to unify various garment manipulation tasks within a single framework, paving the way for broader applications in home automation and assistive robotics for future.
RODec 10, 2025
Simultaneous Tactile-Visual Perception for Learning Multimodal Robot ManipulationYuyang Li, Yinghan Chen, Zihang Zhao et al.
Robotic manipulation requires both rich multimodal perception and effective learning frameworks to handle complex real-world tasks. See-through-skin (STS) sensors, which combine tactile and visual perception, offer promising sensing capabilities, while modern imitation learning provides powerful tools for policy acquisition. However, existing STS designs lack simultaneous multimodal perception and suffer from unreliable tactile tracking. Furthermore, integrating these rich multimodal signals into learning-based manipulation pipelines remains an open challenge. We introduce TacThru, an STS sensor enabling simultaneous visual perception and robust tactile signal extraction, and TacThru-UMI, an imitation learning framework that leverages these multimodal signals for manipulation. Our sensor features a fully transparent elastomer, persistent illumination, novel keyline markers, and efficient tracking, while our learning system integrates these signals through a Transformer-based Diffusion Policy. Experiments on five challenging real-world tasks show that TacThru-UMI achieves an average success rate of 85.5%, significantly outperforming the baselines of alternating tactile-visual (66.3%) and vision-only (55.4%). The system excels in critical scenarios, including contact detection with thin and soft objects and precision manipulation requiring multimodal coordination. This work demonstrates that combining simultaneous multimodal perception with modern learning frameworks enables more precise, adaptable robotic manipulation.
CVDec 30, 2025
DiffThinker: Towards Generative Multimodal Reasoning with Diffusion ModelsZefeng He, Xiaoye Qu, Yafu Li et al.
While recent Multimodal Large Language Models (MLLMs) have attained significant strides in multimodal reasoning, their reasoning processes remain predominantly text-centric, leading to suboptimal performance in complex long-horizon, vision-centric tasks. In this paper, we establish a novel Generative Multimodal Reasoning paradigm and introduce DiffThinker, a diffusion-based reasoning framework. Conceptually, DiffThinker reformulates multimodal reasoning as a native generative image-to-image task, achieving superior logical consistency and spatial precision in vision-centric tasks. We perform a systematic comparison between DiffThinker and MLLMs, providing the first in-depth investigation into the intrinsic characteristics of this paradigm, revealing four core properties: efficiency, controllability, native parallelism, and collaboration. Extensive experiments across four domains (sequential planning, combinatorial optimization, constraint satisfaction, and spatial configuration) demonstrate that DiffThinker significantly outperforms leading closed source models including GPT-5 (+314.2\%) and Gemini-3-Flash (+111.6\%), as well as the fine-tuned Qwen3-VL-32B baseline (+39.0\%), highlighting generative multimodal reasoning as a promising approach for vision-centric reasoning.
CLFeb 3
LatentMem: Customizing Latent Memory for Multi-Agent SystemsMuxin Fu, Guibin Zhang, Xiangyuan Xue et al.
Large language model (LLM)-powered multi-agent systems (MAS) demonstrate remarkable collective intelligence, wherein multi-agent memory serves as a pivotal mechanism for continual adaptation. However, existing multi-agent memory designs remain constrained by two fundamental bottlenecks: (i) memory homogenization arising from the absence of role-aware customization, and (ii) information overload induced by excessively fine-grained memory entries. To address these limitations, we propose LatentMem, a learnable multi-agent memory framework designed to customize agent-specific memories in a token-efficient manner. Specifically, LatentMem comprises an experience bank that stores raw interaction trajectories in a lightweight form, and a memory composer that synthesizes compact latent memories conditioned on retrieved experience and agent-specific contexts. Further, we introduce Latent Memory Policy Optimization (LMPO), which propagates task-level optimization signals through latent memories to the composer, encouraging it to produce compact and high-utility representations. Extensive experiments across diverse benchmarks and mainstream MAS frameworks show that LatentMem achieves a performance gain of up to $19.36$% over vanilla settings and consistently outperforms existing memory architectures, without requiring any modifications to the underlying frameworks.