Kaifeng Zhang

RO
h-index8
16papers
311citations
Novelty60%
AI Score57

16 Papers

89.3ROMay 28Code
A Heterogeneous Architecture for Robot RL Beyond GPU-Dominant Paradigms

Yufei Jia, Zhanxiang Cao, Mingrui Yu et al.

Simulation-based RL for contemporary robot control is increasingly organized around GPU-resident simulation: physics, rollout collection, and learning are placed on a single GPU-centric execution path. This paradigm has greatly improved training speed, but it has also encouraged a default assumption that efficient training requires physics to reside on the GPU. We revisit this assumption. Our view is that, in simulation-dominated robot control, the essential question is not which processor runs physics, but whether simulation throughput, policy learning, and runtime synchronization form an efficient end-to-end loop. We present UniLab, a heterogeneous CPU-simulation / GPU-learning architecture that decouples CPU-parallel simulation from GPU policy updates through a unified runtime for data movement, buffering, and synchronization. UniLab is implemented as a complete and extensible training system using MuJoCoUni and MotrixSim CPU-batched physics backends, supporting PPO, SAC, FlashSAC, TD3, and APPO. On representative simulation-based robot control tasks, UniLab improves end-to-end training efficiency by 3--10$\times$ under the same hardware configuration, while reducing dependence on the NVIDIA CUDA-based software stack and supporting cross-platform execution on the Apple macOS platform and the AMD ROCm and Intel XPU accelerator backends. These results show that GPU simulation is an effective path to efficient training, but not a necessary one, broadening the practical system choices available for robot RL training. Project page: https://github.com/unilabsim/UniLab.

CVOct 13, 2022
Self-Supervised Geometric Correspondence for Category-Level 6D Object Pose Estimation in the Wild

Kaifeng Zhang, Yang Fu, Shubhankar Borse et al.

While 6D object pose estimation has wide applications across computer vision and robotics, it remains far from being solved due to the lack of annotations. The problem becomes even more challenging when moving to category-level 6D pose, which requires generalization to unseen instances. Current approaches are restricted by leveraging annotations from simulation or collected from humans. In this paper, we overcome this barrier by introducing a self-supervised learning approach trained directly on large-scale real-world object videos for category-level 6D pose estimation in the wild. Our framework reconstructs the canonical 3D shape of an object category and learns dense correspondences between input images and the canonical shape via surface embedding. For training, we propose novel geometrical cycle-consistency losses which construct cycles across 2D-3D spaces, across different instances and different time steps. The learned correspondence can be applied for 6D pose estimation and other downstream tasks such as keypoint transfer. Surprisingly, our method, without any human annotations or simulators, can achieve on-par or even better performance than previous supervised or semi-supervised methods on in-the-wild images. Our project page is: https://kywind.github.io/self-pose .

97.3ROMay 13
ViTacFormer: Learning Cross-Modal Representation for Visuo-Tactile Dexterous Manipulation

Liang Heng, Haoran Geng, Kaifeng Zhang et al.

Dexterous manipulation is a cornerstone capability for robotic systems aiming to interact with the physical world in a human-like manner. Although vision-based methods have advanced rapidly, tactile sensing remains crucial for fine-grained control, particularly in unstructured or visually occluded settings. We present ViTacFormer, a representation-learning approach that couples a cross-attention encoder to fuse high-resolution vision and touch with an autoregressive tactile prediction head that anticipates future contact signals. Building on this architecture, we devise an easy-to-challenging curriculum that steadily refines the visual-tactile latent space, boosting both accuracy and robustness. The learned cross-modal representation drives imitation learning for multi-fingered hands, enabling precise and adaptive manipulation. Across a suite of challenging real-world benchmarks, our method achieves approximately 50% higher success rates than prior state-of-the-art systems. To our knowledge, it is also the first to autonomously complete long-horizon dexterous manipulation tasks that demand highly precise control with an anthropomorphic hand, successfully executing up to 11 sequential stages and sustaining continuous operation for 2.5 minutes.

LGJun 22, 2022
Auto-Encoding Adversarial Imitation Learning

Kaifeng Zhang, Rui Zhao, Ziming Zhang et al.

Reinforcement learning (RL) provides a powerful framework for decision-making, but its application in practice often requires a carefully designed reward function. Adversarial Imitation Learning (AIL) sheds light on automatic policy acquisition without access to the reward signal from the environment. In this work, we propose Auto-Encoding Adversarial Imitation Learning (AEAIL), a robust and scalable AIL framework. To induce expert policies from demonstrations, AEAIL utilizes the reconstruction error of an auto-encoder as a reward signal, which provides more information for optimizing policies than the prior discriminator-based ones. Subsequently, we use the derived objective functions to train the auto-encoder and the agent policy. Experiments show that our AEAIL performs superior compared to state-of-the-art methods on both state and image based environments. More importantly, AEAIL shows much better robustness when the expert demonstrations are noisy.

15.7ROMay 12
Tacmap: Bridging the Tactile Sim-to-Real Gap via Geometry-Consistent Penetration Depth Map

Lei Su, Zhijie Peng, Renyuan Ren et al.

Vision-Based Tactile Sensors (VBTS) are essential for achieving dexterous robotic manipulation, yet the tactile sim-to-real gap remains a fundamental bottleneck. Current tactile simulations suffer from a persistent dilemma: simplified geometric projections lack physical authenticity, while high-fidelity Finite Element Methods (FEM) are too computationally prohibitive for large-scale reinforcement learning. In this work, we present Tacmap, a high-fidelity, computationally efficient tactile simulation framework anchored in volumetric penetration depth. Our key insight is to bridge the tactile sim-to-real gap by unifying both domains through a shared deform map representation. Specifically, we compute 3D intersection volumes as depth maps in simulation, while in the real world, we employ an automated data-collection rig to learn a robust mapping from raw tactile images to ground-truth depth maps. By aligning simulation and real-world in this unified geometric space, Tacmap minimizes domain shift while maintaining physical consistency. Quantitative evaluations across diverse contact scenarios demonstrate that Tacmap's deform maps closely mirror real-world measurements. Moreover, we validate the utility of Tacmap through an in-hand rotation task, where a policy trained exclusively in simulation achieves zero-shot transfer to a physical robot.

CVJul 21, 2022
Semantic-Aware Fine-Grained Correspondence

Yingdong Hu, Renhao Wang, Kaifeng Zhang et al.

Establishing visual correspondence across images is a challenging and essential task. Recently, an influx of self-supervised methods have been proposed to better learn representations for visual correspondence. However, we find that these methods often fail to leverage semantic information and over-rely on the matching of low-level features. In contrast, human vision is capable of distinguishing between distinct objects as a pretext to tracking. Inspired by this paradigm, we propose to learn semantic-aware fine-grained correspondence. Firstly, we demonstrate that semantic correspondence is implicitly available through a rich set of image-level self-supervised methods. We further design a pixel-level self-supervised learning objective which specifically targets fine-grained correspondence. For downstream tasks, we fuse these two kinds of complementary correspondence representations together, demonstrating that they boost performance synergistically. Our method surpasses previous state-of-the-art self-supervised methods using convolutional networks on a variety of visual correspondence tasks, including video object segmentation, human pose tracking, and human part tracking.

ROJul 10, 2024
AdaptiGraph: Material-Adaptive Graph-Based Neural Dynamics for Robotic Manipulation

Kaifeng Zhang, Baoyu Li, Kris Hauser et al.

Predictive models are a crucial component of many robotic systems. Yet, constructing accurate predictive models for a variety of deformable objects, especially those with unknown physical properties, remains a significant challenge. This paper introduces AdaptiGraph, a learning-based dynamics modeling approach that enables robots to predict, adapt to, and control a wide array of challenging deformable materials with unknown physical properties. AdaptiGraph leverages the highly flexible graph-based neural dynamics (GBND) framework, which represents material bits as particles and employs a graph neural network (GNN) to predict particle motion. Its key innovation is a unified physical property-conditioned GBND model capable of predicting the motions of diverse materials with varying physical properties without retraining. Upon encountering new materials during online deployment, AdaptiGraph utilizes a physical property optimization process for a few-shot adaptation of the model, enhancing its fit to the observed interaction data. The adapted models can precisely simulate the dynamics and predict the motion of various deformable materials, such as ropes, granular media, rigid boxes, and cloth, while adapting to different physical properties, including stiffness, granular size, and center of pressure. On prediction and manipulation tasks involving a diverse set of real-world deformable objects, our method exhibits superior prediction accuracy and task proficiency over non-material-conditioned and non-adaptive models. The project page is available at https://robopil.github.io/adaptigraph/ .

LGJan 27
Rethinking Divisive Hierarchical Clustering from a Distributional Perspective

Kaifeng Zhang, Kai Ming Ting, Tianrun Liang et al.

We uncover that current objective-based Divisive Hierarchical Clustering (DHC) methods produce a dendrogram that does not have three desired properties i.e., no unwarranted splitting, group similar clusters into a same subset, ground-truth correspondence. This shortcoming has their root cause in using a set-oriented bisecting assessment criterion. We show that this shortcoming can be addressed by using a distributional kernel, instead of the set-oriented criterion; and the resultant clusters achieve a new distribution-oriented objective to maximize the total similarity of all clusters (TSC). Our theoretical analysis shows that the resultant dendrogram guarantees a lower bound of TSC. The empirical evaluation shows the effectiveness of our proposed method on artificial and Spatial Transcriptomics (bioinformatics) datasets. Our proposed method successfully creates a dendrogram that is consistent with the biological regions in a Spatial Transcriptomics dataset, whereas other contenders fail.

RONov 6, 2025
Real-to-Sim Robot Policy Evaluation with Gaussian Splatting Simulation of Soft-Body Interactions

Kaifeng Zhang, Shuo Sha, Hanxiao Jiang et al.

Robotic manipulation policies are advancing rapidly, but their direct evaluation in the real world remains costly, time-consuming, and difficult to reproduce, particularly for tasks involving deformable objects. Simulation provides a scalable and systematic alternative, yet existing simulators often fail to capture the coupled visual and physical complexity of soft-body interactions. We present a real-to-sim policy evaluation framework that constructs soft-body digital twins from real-world videos and renders robots, objects, and environments with photorealistic fidelity using 3D Gaussian Splatting. We validate our approach on representative deformable manipulation tasks, including plush toy packing, rope routing, and T-block pushing, demonstrating that simulated rollouts correlate strongly with real-world execution performance and reveal key behavioral patterns of learned policies. Our results suggest that combining physics-informed reconstruction with high-quality rendering enables reproducible, scalable, and accurate evaluation of robotic manipulation policies. Website: https://real2sim-eval.github.io/

CVMar 23, 2025
PhysTwin: Physics-Informed Reconstruction and Simulation of Deformable Objects from Videos

Hanxiao Jiang, Hao-Yu Hsu, Kaifeng Zhang et al.

Creating a physical digital twin of a real-world object has immense potential in robotics, content creation, and XR. In this paper, we present PhysTwin, a novel framework that uses sparse videos of dynamic objects under interaction to produce a photo- and physically realistic, real-time interactive virtual replica. Our approach centers on two key components: (1) a physics-informed representation that combines spring-mass models for realistic physical simulation, generative shape models for geometry, and Gaussian splats for rendering; and (2) a novel multi-stage, optimization-based inverse modeling framework that reconstructs complete geometry, infers dense physical properties, and replicates realistic appearance from videos. Our method integrates an inverse physics framework with visual perception cues, enabling high-fidelity reconstruction even from partial, occluded, and limited viewpoints. PhysTwin supports modeling various deformable objects, including ropes, stuffed animals, cloth, and delivery packages. Experiments show that PhysTwin outperforms competing methods in reconstruction, rendering, future prediction, and simulation under novel interactions. We further demonstrate its applications in interactive real-time simulation and model-based robotic motion planning.

ROOct 24, 2024
Dynamic 3D Gaussian Tracking for Graph-Based Neural Dynamics Modeling

Mingtong Zhang, Kaifeng Zhang, Yunzhu Li

Videos of robots interacting with objects encode rich information about the objects' dynamics. However, existing video prediction approaches typically do not explicitly account for the 3D information from videos, such as robot actions and objects' 3D states, limiting their use in real-world robotic applications. In this work, we introduce a framework to learn object dynamics directly from multi-view RGB videos by explicitly considering the robot's action trajectories and their effects on scene dynamics. We utilize the 3D Gaussian representation of 3D Gaussian Splatting (3DGS) to train a particle-based dynamics model using Graph Neural Networks. This model operates on sparse control particles downsampled from the densely tracked 3D Gaussian reconstructions. By learning the neural dynamics model on offline robot interaction data, our method can predict object motions under varying initial configurations and unseen robot actions. The 3D transformations of Gaussians can be interpolated from the motions of control particles, enabling the rendering of predicted future object states and achieving action-conditioned video prediction. The dynamics model can also be applied to model-based planning frameworks for object manipulation tasks. We conduct experiments on various kinds of deformable materials, including ropes, clothes, and stuffed animals, demonstrating our framework's ability to model complex shapes and dynamics. Our project page is available at https://gs-dynamics.github.io.

ROJun 18, 2025
Particle-Grid Neural Dynamics for Learning Deformable Object Models from RGB-D Videos

Kaifeng Zhang, Baoyu Li, Kris Hauser et al.

Modeling the dynamics of deformable objects is challenging due to their diverse physical properties and the difficulty of estimating states from limited visual information. We address these challenges with a neural dynamics framework that combines object particles and spatial grids in a hybrid representation. Our particle-grid model captures global shape and motion information while predicting dense particle movements, enabling the modeling of objects with varied shapes and materials. Particles represent object shapes, while the spatial grid discretizes the 3D space to ensure spatial continuity and enhance learning efficiency. Coupled with Gaussian Splattings for visual rendering, our framework achieves a fully learning-based digital twin of deformable objects and generates 3D action-conditioned videos. Through experiments, we demonstrate that our model learns the dynamics of diverse objects -- such as ropes, cloths, stuffed animals, and paper bags -- from sparse-view RGB-D recordings of robot-object interactions, while also generalizing at the category level to unseen instances. Our approach outperforms state-of-the-art learning-based and physics-based simulators, particularly in scenarios with limited camera views. Furthermore, we showcase the utility of our learned models in model-based planning, enabling goal-conditioned object manipulation across a range of tasks. The project page is available at https://kywind.github.io/pgnd .

93.6ROMar 9
Towards Human-Like Manipulation through RL-Augmented Teleoperation and Mixture-of-Dexterous-Experts VLA

Tutian Tang, Xingyu Ji, Wanli Xing et al.

While Vision-Language-Action (VLA) models have demonstrated remarkable success in robotic manipulation, their application has largely been confined to low-degree-of-freedom end-effectors performing simple, vision-guided pick-and-place tasks. Extending these models to human-like, bimanual dexterous manipulation-specifically contact-rich in-hand operations-introduces critical challenges in high-fidelity data acquisition, multi-skill learning, and multimodal sensory fusion. In this paper, we propose an integrated framework to address these bottlenecks, built upon two components. First, we introduce IMCopilot (In-hand Manipulation Copilot), a suite of reinforcement learning-trained atomic skills that plays a dual role: it acts as a shared-autonomy assistant to simplify teleoperation data collection, and it serves as a callable low-level execution primitive for the VLA. Second, we present MoDE-VLA (Mixture-of-Dexterous-Experts VLA), an architecture that seamlessly integrates heterogeneous force and tactile modalities into a pretrained VLA backbone. By utilizing a residual injection mechanism, MoDE-VLA enables contact-aware refinement without degrading the model's pretrained knowledge. We validate our approach on four tasks of escalating complexity, demonstrating doubled success rate improvement over the baseline in dexterous contact-rich tasks.

ROMar 6
DexEMG: Towards Dexterous Teleoperation System via EMG2Pose Generalization

Qianyou Zhao, Wenqiao Li, Chiyu Wang et al.

High-fidelity teleoperation of dexterous robotic hands is essential for bringing robots into unstructured domestic environments. However, existing teleoperation systems often face a trade-off between performance and portability: vision-based capture systems are constrained by costs and line-of-sight requirements, while mechanical exoskeletons are bulky and physically restrictive. In this paper, we present DexEMG, a lightweight and cost-effective teleoperation system leveraging surface electromyography (sEMG) to bridge the gap between human intent and robotic execution. We first collect a synchronized dataset of sEMG signals and hand poses via a MoCap glove to train EMG2Pose, a neural network capable of continuously predicting hand kinematics directly from muscle activity. To ensure seamless control, we develop a robust hand retargeting algorithm that maps the predicted poses onto a multi-fingered dexterous hand in real-time. Experimental results demonstrate that DexEMG achieves high precision in diverse teleoperation tasks. Notably, our system exhibits strong generalization capabilities across novel objects and complex environments without the need for intensive individual-specific recalibration. This work offers a scalable and intuitive interface for both general-purpose robotic manipulation and assistive technologies.

LGDec 5, 2025
IDK-S: Incremental Distributional Kernel for Streaming Anomaly Detection

Yang Xu, Yixiao Ma, Kaifeng Zhang et al.

Anomaly detection on data streams presents significant challenges, requiring methods to maintain high detection accuracy among evolving distributions while ensuring real-time efficiency. Here we introduce $\mathcal{IDK}$-$\mathcal{S}$, a novel $\mathbf{I}$ncremental $\mathbf{D}$istributional $\mathbf{K}$ernel for $\mathbf{S}$treaming anomaly detection that effectively addresses these challenges by creating a new dynamic representation in the kernel mean embedding framework. The superiority of $\mathcal{IDK}$-$\mathcal{S}$ is attributed to two key innovations. First, it inherits the strengths of the Isolation Distributional Kernel, an offline detector that has demonstrated significant performance advantages over foundational methods like Isolation Forest and Local Outlier Factor due to the use of a data-dependent kernel. Second, it adopts a lightweight incremental update mechanism that significantly reduces computational overhead compared to the naive baseline strategy of performing a full model retraining. This is achieved without compromising detection accuracy, a claim supported by its statistical equivalence to the full retrained model. Our extensive experiments on thirteen benchmarks demonstrate that $\mathcal{IDK}$-$\mathcal{S}$ achieves superior detection accuracy while operating substantially faster, in many cases by an order of magnitude, than existing state-of-the-art methods.

CVJun 14, 2024
4DRecons: 4D Neural Implicit Deformable Objects Reconstruction from a single RGB-D Camera with Geometrical and Topological Regularizations

Xiaoyan Cong, Haitao Yang, Liyan Chen et al.

This paper presents a novel approach 4DRecons that takes a single camera RGB-D sequence of a dynamic subject as input and outputs a complete textured deforming 3D model over time. 4DRecons encodes the output as a 4D neural implicit surface and presents an optimization procedure that combines a data term and two regularization terms. The data term fits the 4D implicit surface to the input partial observations. We address fundamental challenges in fitting a complete implicit surface to partial observations. The first regularization term enforces that the deformation among adjacent frames is as rigid as possible (ARAP). To this end, we introduce a novel approach to compute correspondences between adjacent textured implicit surfaces, which are used to define the ARAP regularization term. The second regularization term enforces that the topology of the underlying object remains fixed over time. This regularization is critical for avoiding self-intersections that are typical in implicit-based reconstructions. We have evaluated the performance of 4DRecons on a variety of datasets. Experimental results show that 4DRecons can handle large deformations and complex inter-part interactions and outperform state-of-the-art approaches considerably.