Kaichun Mo

CV
h-index76
44papers
21,694citations
Novelty56%
AI Score63

44 Papers

CVJan 7, 2025Code
Cosmos World Foundation Model Platform for Physical AI

Niket Agarwal, Arslan Ali, Maciej Bala et al. · nvidia

Physical AI needs to be trained digitally first. It needs a digital twin of itself, the policy model, and a digital twin of the world, the world model. In this paper, we present the Cosmos World Foundation Model Platform to help developers build customized world models for their Physical AI setups. We position a world foundation model as a general-purpose world model that can be fine-tuned into customized world models for downstream applications. Our platform covers a video curation pipeline, pre-trained world foundation models, examples of post-training of pre-trained world foundation models, and video tokenizers. To help Physical AI builders solve the most critical problems of our society, we make Cosmos open-source and our models open-weight with permissive licenses available via https://github.com/nvidia-cosmos/cosmos-predict1.

CVJun 1Code
Cosmos 3: Omnimodal World Models for Physical AI

Aditi, Niket Agarwal, Arslan Ali et al.

We introduce Cosmos 3, a family of omnimodal world models designed to jointly process and generate language, image, video, audio, and action sequences within a unified mixture-of-transformers architecture. By supporting highly flexible input-output configurations, Cosmos 3 seamlessly unifies critical modalities for Physical AI -- effectively subsuming vision-language models, video generators, world simulators, and world-action models into a single framework. Our evaluation demonstrates that Cosmos 3 establishes a new state-of-the-art across a diverse suite of understanding and generation tasks, demonstrating omnimodal world models as scalable, general-purpose backbones for embodied agents. Our post-trained Cosmos 3 models were ranked as the best open-source Text-to-Image and Image-to-Video models by Artificial Analysis, and the best policy model by RoboArena at the time the technical report was written. To accelerate open research and deployment in Physical AI, we make our code, model checkpoints, curated synthetic datasets, and evaluation benchmark available under the Linux Foundation's OpenMDW-1.1 https://openmdw.ai/license/1-1/ License at https://github.com/nvidia/cosmos}{github.com/nvidia/cosmos and https://huggingface.co/collections/nvidia/cosmos3 . The project website is available at https://research.nvidia.com/labs/cosmos-lab/cosmos3 .

CVApr 20, 2022Code
GIMO: Gaze-Informed Human Motion Prediction in Context

Yang Zheng, Yanchao Yang, Kaichun Mo et al.

Predicting human motion is critical for assistive robots and AR/VR applications, where the interaction with humans needs to be safe and comfortable. Meanwhile, an accurate prediction depends on understanding both the scene context and human intentions. Even though many works study scene-aware human motion prediction, the latter is largely underexplored due to the lack of ego-centric views that disclose human intent and the limited diversity in motion and scenes. To reduce the gap, we propose a large-scale human motion dataset that delivers high-quality body pose sequences, scene scans, as well as ego-centric views with the eye gaze that serves as a surrogate for inferring human intent. By employing inertial sensors for motion capture, our data collection is not tied to specific scenes, which further boosts the motion dynamics observed from our subjects. We perform an extensive study of the benefits of leveraging the eye gaze for ego-centric human motion prediction with various state-of-the-art architectures. Moreover, to realize the full potential of the gaze, we propose a novel network architecture that enables bidirectional communication between the gaze and motion branches. Our network achieves the top performance in human motion prediction on the proposed dataset, thanks to the intent information from eye gaze and the denoised gaze feature modulated by the motion. Code and data can be found at https://github.com/y-zheng18/GIMO.

CVOct 28, 2025Code
World Simulation with Video Foundation Models for Physical AI

Arslan Ali, Junjie Bai, Maciej Bala et al. · nvidia

We introduce [Cosmos-Predict2.5], the latest generation of the Cosmos World Foundation Models for Physical AI. Built on a flow-based architecture, [Cosmos-Predict2.5] unifies Text2World, Image2World, and Video2World generation in a single model and leverages [Cosmos-Reason1], a Physical AI vision-language model, to provide richer text grounding and finer control of world simulation. Trained on 200M curated video clips and refined with reinforcement learning-based post-training, [Cosmos-Predict2.5] achieves substantial improvements over [Cosmos-Predict1] in video quality and instruction alignment, with models released at 2B and 14B scales. These capabilities enable more reliable synthetic data generation, policy evaluation, and closed-loop simulation for robotics and autonomous systems. We further extend the family with [Cosmos-Transfer2.5], a control-net style framework for Sim2Real and Real2Real world translation. Despite being 3.5$\times$ smaller than [Cosmos-Transfer1], it delivers higher fidelity and robust long-horizon video generation. Together, these advances establish [Cosmos-Predict2.5] and [Cosmos-Transfer2.5] as versatile tools for scaling embodied intelligence. To accelerate research and deployment in Physical AI, we release source code, pretrained checkpoints, and curated benchmarks under the NVIDIA Open Model License at https://github.com/nvidia-cosmos/cosmos-predict2.5 and https://github.com/nvidia-cosmos/cosmos-transfer2.5. We hope these open resources lower the barrier to adoption and foster innovation in building the next generation of embodied intelligence.

CVJan 22, 2023
Summarize the Past to Predict the Future: Natural Language Descriptions of Context Boost Multimodal Object Interaction Anticipation

Razvan-George Pasca, Alexey Gavryushin, Muhammad Hamza et al. · eth-zurich

We study object interaction anticipation in egocentric videos. This task requires an understanding of the spatio-temporal context formed by past actions on objects, coined action context. We propose TransFusion, a multimodal transformer-based architecture. It exploits the representational power of language by summarizing the action context. TransFusion leverages pre-trained image captioning and vision-language models to extract the action context from past video frames. This action context together with the next video frame is processed by the multimodal fusion module to forecast the next object interaction. Our model enables more efficient end-to-end learning. The large pre-trained language models add common sense and a generalisation capability. Experiments on Ego4D and EPIC-KITCHENS-100 show the effectiveness of our multimodal fusion model. They also highlight the benefits of using language-based context summaries in a task where vision seems to suffice. Our method outperforms state-of-the-art approaches by 40.4% in relative terms in overall mAP on the Ego4D test set. We validate the effectiveness of TransFusion via experiments on EPIC-KITCHENS-100. Video and code are available at https://eth-ait.github.io/transfusion-proj/.

GRFeb 16, 2023
SceneHGN: Hierarchical Graph Networks for 3D Indoor Scene Generation with Fine-Grained Geometry

Lin Gao, Jia-Mu Sun, Kaichun Mo et al.

3D indoor scenes are widely used in computer graphics, with applications ranging from interior design to gaming to virtual and augmented reality. They also contain rich information, including room layout, as well as furniture type, geometry, and placement. High-quality 3D indoor scenes are highly demanded while it requires expertise and is time-consuming to design high-quality 3D indoor scenes manually. Existing research only addresses partial problems: some works learn to generate room layout, and other works focus on generating detailed structure and geometry of individual furniture objects. However, these partial steps are related and should be addressed together for optimal synthesis. We propose SCENEHGN, a hierarchical graph network for 3D indoor scenes that takes into account the full hierarchy from the room level to the object level, then finally to the object part level. Therefore for the first time, our method is able to directly generate plausible 3D room content, including furniture objects with fine-grained geometry, and their layout. To address the challenge, we introduce functional regions as intermediate proxies between the room and object levels to make learning more manageable. To ensure plausibility, our graph-based representation incorporates both vertical edges connecting child nodes with parent nodes from different levels, and horizontal edges encoding relationships between nodes at the same level. Extensive experiments demonstrate that our method produces superior generation results, even when comparing results of partial steps with alternative methods that can only achieve these. We also demonstrate that our method is effective for various applications such as part-level room editing, room interpolation, and room generation by arbitrary room boundaries.

CVMar 10, 2023
Category-Level Multi-Part Multi-Joint 3D Shape Assembly

Yichen Li, Kaichun Mo, Yueqi Duan et al.

Shape assembly composes complex shapes geometries by arranging simple part geometries and has wide applications in autonomous robotic assembly and CAD modeling. Existing works focus on geometry reasoning and neglect the actual physical assembly process of matching and fitting joints, which are the contact surfaces connecting different parts. In this paper, we consider contacting joints for the task of multi-part assembly. A successful joint-optimized assembly needs to satisfy the bilateral objectives of shape structure and joint alignment. We propose a hierarchical graph learning approach composed of two levels of graph representation learning. The part graph takes part geometries as input to build the desired shape structure. The joint-level graph uses part joints information and focuses on matching and aligning joints. The two kinds of information are combined to achieve the bilateral objectives. Extensive experiments demonstrate that our method outperforms previous methods, achieving better shape structure and higher joint alignment accuracy.

CVApr 1, 2023
JacobiNeRF: NeRF Shaping with Mutual Information Gradients

Xiaomeng Xu, Yanchao Yang, Kaichun Mo et al.

We propose a method that trains a neural radiance field (NeRF) to encode not only the appearance of the scene but also semantic correlations between scene points, regions, or entities -- aiming to capture their mutual co-variation patterns. In contrast to the traditional first-order photometric reconstruction objective, our method explicitly regularizes the learning dynamics to align the Jacobians of highly-correlated entities, which proves to maximize the mutual information between them under random scene perturbations. By paying attention to this second-order information, we can shape a NeRF to express semantically meaningful synergies when the network weights are changed by a delta along the gradient of a single entity, region, or even a point. To demonstrate the merit of this mutual information modeling, we leverage the coordinated behavior of scene entities that emerges from our shaping to perform label propagation for semantic and instance segmentation. Our experiments show that a JacobiNeRF is more efficient in propagating annotations among 2D pixels and 3D points compared to NeRFs without mutual information shaping, especially in extremely sparse label regimes -- thus reducing annotation burden. The same machinery can further be used for entity selection or scene modifications.

CVMay 5, 2022
Fixing Malfunctional Objects With Learned Physical Simulation and Functional Prediction

Yining Hong, Kaichun Mo, Li Yi et al.

This paper studies the problem of fixing malfunctional 3D objects. While previous works focus on building passive perception models to learn the functionality from static 3D objects, we argue that functionality is reckoned with respect to the physical interactions between the object and the user. Given a malfunctional object, humans can perform mental simulations to reason about its functionality and figure out how to fix it. Inspired by this, we propose FixIt, a dataset that contains about 5k poorly-designed 3D physical objects paired with choices to fix them. To mimic humans' mental simulation process, we present FixNet, a novel framework that seamlessly incorporates perception and physical dynamics. Specifically, FixNet consists of a perception module to extract the structured representation from the 3D point cloud, a physical dynamics prediction module to simulate the results of interactions on 3D objects, and a functionality prediction module to evaluate the functionality and choose the correct fix. Experimental results show that our framework outperforms baseline models by a large margin, and can generalize well to objects with similar interaction types.

CVOct 4, 2022
COPILOT: Human-Environment Collision Prediction and Localization from Egocentric Videos

Boxiao Pan, Bokui Shen, Davis Rempe et al.

The ability to forecast human-environment collisions from egocentric observations is vital to enable collision avoidance in applications such as VR, AR, and wearable assistive robotics. In this work, we introduce the challenging problem of predicting collisions in diverse environments from multi-view egocentric videos captured from body-mounted cameras. Solving this problem requires a generalizable perception system that can classify which human body joints will collide and estimate a collision region heatmap to localize collisions in the environment. To achieve this, we propose a transformer-based model called COPILOT to perform collision prediction and localization simultaneously, which accumulates information across multi-view inputs through a novel 4D space-time-viewpoint attention mechanism. To train our model and enable future research on this task, we develop a synthetic data generation framework that produces egocentric videos of virtual humans moving and colliding within diverse 3D environments. This framework is then used to establish a large-scale dataset consisting of 8.6M egocentric RGBD frames. Extensive experiments show that COPILOT generalizes to unseen synthetic as well as real-world scenes. We further demonstrate COPILOT outputs are useful for downstream collision avoidance through simple closed-loop control. Please visit our project webpage at https://sites.google.com/stanford.edu/copilot.

CVJul 5, 2022
DualAfford: Learning Collaborative Visual Affordance for Dual-gripper Manipulation

Yan Zhao, Ruihai Wu, Zhehuan Chen et al.

It is essential yet challenging for future home-assistant robots to understand and manipulate diverse 3D objects in daily human environments. Towards building scalable systems that can perform diverse manipulation tasks over various 3D shapes, recent works have advocated and demonstrated promising results learning visual actionable affordance, which labels every point over the input 3D geometry with an action likelihood of accomplishing the downstream task (e.g., pushing or picking-up). However, these works only studied single-gripper manipulation tasks, yet many real-world tasks require two hands to achieve collaboratively. In this work, we propose a novel learning framework, DualAfford, to learn collaborative affordance for dual-gripper manipulation tasks. The core design of the approach is to reduce the quadratic problem for two grippers into two disentangled yet interconnected subtasks for efficient learning. Using the large-scale PartNet-Mobility and ShapeNet datasets, we set up four benchmark tasks for dual-gripper manipulation. Experiments prove the effectiveness and superiority of our method over three baselines.

ROSep 14, 2023
Where2Explore: Few-shot Affordance Learning for Unseen Novel Categories of Articulated Objects

Chuanruo Ning, Ruihai Wu, Haoran Lu et al.

Articulated object manipulation is a fundamental yet challenging task in robotics. Due to significant geometric and semantic variations across object categories, previous manipulation models struggle to generalize to novel categories. Few-shot learning is a promising solution for alleviating this issue by allowing robots to perform a few interactions with unseen objects. However, extant approaches often necessitate costly and inefficient test-time interactions with each unseen instance. Recognizing this limitation, we observe that despite their distinct shapes, different categories often share similar local geometries essential for manipulation, such as pullable handles and graspable edges - a factor typically underutilized in previous few-shot learning works. To harness this commonality, we introduce 'Where2Explore', an affordance learning framework that effectively explores novel categories with minimal interactions on a limited number of instances. Our framework explicitly estimates the geometric similarity across different categories, identifying local areas that differ from shapes in the training categories for efficient exploration while concurrently transferring affordance knowledge to similar parts of the objects. Extensive experiments in simulated and real-world environments demonstrate our framework's capacity for efficient few-shot exploration and generalization.

CVNov 1, 2022
Seg&Struct: The Interplay Between Part Segmentation and Structure Inference for 3D Shape Parsing

Jeonghyun Kim, Kaichun Mo, Minhyuk Sung et al.

We propose Seg&Struct, a supervised learning framework leveraging the interplay between part segmentation and structure inference and demonstrating their synergy in an integrated framework. Both part segmentation and structure inference have been extensively studied in the recent deep learning literature, while the supervisions used for each task have not been fully exploited to assist the other task. Namely, structure inference has been typically conducted with an autoencoder that does not leverage the point-to-part associations. Also, segmentation has been mostly performed without structural priors that tell the plausibility of the output segments. We present how these two tasks can be best combined while fully utilizing supervision to improve performance. Our framework first decomposes a raw input shape into part segments using an off-the-shelf algorithm, whose outputs are then mapped to nodes in a part hierarchy, establishing point-to-part associations. Following this, ours predicts the structural information, e.g., part bounding boxes and part relationships. Lastly, the segmentation is rectified by examining the confusion of part boundaries using the structure-based part features. Our experimental results based on the StructureNet and PartNet demonstrate that the interplay between the two tasks results in remarkable improvements in both tasks: 27.91% in structure inference and 0.5% in segmentation.

ROFeb 6
DreamDojo: A Generalist Robot World Model from Large-Scale Human Videos

Shenyuan Gao, William Liang, Kaiyuan Zheng et al.

Being able to simulate the outcomes of actions in varied environments will revolutionize the development of generalist agents at scale. However, modeling these world dynamics, especially for dexterous robotics tasks, poses significant challenges due to limited data coverage and scarce action labels. As an endeavor towards this end, we introduce DreamDojo, a foundation world model that learns diverse interactions and dexterous controls from 44k hours of egocentric human videos. Our data mixture represents the largest video dataset to date for world model pretraining, spanning a wide range of daily scenarios with diverse objects and skills. To address the scarcity of action labels, we introduce continuous latent actions as unified proxy actions, enhancing interaction knowledge transfer from unlabeled videos. After post-training on small-scale target robot data, DreamDojo demonstrates a strong understanding of physics and precise action controllability. We also devise a distillation pipeline that accelerates DreamDojo to a real-time speed of 10.81 FPS and further improves context consistency. Our work enables several important applications based on generative world models, including live teleoperation, policy evaluation, and model-based planning. Systematic evaluation on multiple challenging out-of-distribution (OOD) benchmarks verifies the significance of our method for simulating open-world, contact-rich tasks, paving the way for general-purpose robot world models.

ROJan 7
PointWorld: Scaling 3D World Models for In-The-Wild Robotic Manipulation

Wenlong Huang, Yu-Wei Chao, Arsalan Mousavian et al.

Humans anticipate, from a glance and a contemplated action of their bodies, how the 3D world will respond, a capability that is equally vital for robotic manipulation. We introduce PointWorld, a large pre-trained 3D world model that unifies state and action in a shared 3D space as 3D point flows: given one or few RGB-D images and a sequence of low-level robot action commands, PointWorld forecasts per-pixel displacements in 3D that respond to the given actions. By representing actions as 3D point flows instead of embodiment-specific action spaces (e.g., joint positions), this formulation directly conditions on physical geometries of robots while seamlessly integrating learning across embodiments. To train our 3D world model, we curate a large-scale dataset spanning real and simulated robotic manipulation in open-world environments, enabled by recent advances in 3D vision and simulated environments, totaling about 2M trajectories and 500 hours across a single-arm Franka and a bimanual humanoid. Through rigorous, large-scale empirical studies of backbones, action representations, learning objectives, partial observability, data mixtures, domain transfers, and scaling, we distill design principles for large-scale 3D world modeling. With a real-time (0.1s) inference speed, PointWorld can be efficiently integrated in the model-predictive control (MPC) framework for manipulation. We demonstrate that a single pre-trained checkpoint enables a real-world Franka robot to perform rigid-body pushing, deformable and articulated object manipulation, and tool use, without requiring any demonstrations or post-training and all from a single image captured in-the-wild. Project website at https://point-world.github.io/.

RONov 4, 2023
STOW: Discrete-Frame Segmentation and Tracking of Unseen Objects for Warehouse Picking Robots

Yi Li, Muru Zhang, Markus Grotz et al.

Segmentation and tracking of unseen object instances in discrete frames pose a significant challenge in dynamic industrial robotic contexts, such as distribution warehouses. Here, robots must handle object rearrangement, including shifting, removal, and partial occlusion by new items, and track these items after substantial temporal gaps. The task is further complicated when robots encounter objects not learned in their training sets, which requires the ability to segment and track previously unseen items. Considering that continuous observation is often inaccessible in such settings, our task involves working with a discrete set of frames separated by indefinite periods during which substantial changes to the scene may occur. This task also translates to domestic robotic applications, such as rearrangement of objects on a table. To address these demanding challenges, we introduce new synthetic and real-world datasets that replicate these industrial and household scenarios. We also propose a novel paradigm for joint segmentation and tracking in discrete frames along with a transformer module that facilitates efficient inter-frame communication. The experiments we conduct show that our approach significantly outperforms recent methods. For additional results and videos, please visit \href{https://sites.google.com/view/stow-corl23}{website}. Code and dataset will be released.

CVMar 23
3D-Layout-R1: Structured Reasoning for Language-Instructed Spatial Editing

Haoyu Zhen, Xiaolong Li, Yilin Zhao et al.

Large Language Models (LLMs) and Vision Language Models (VLMs) have shown impressive reasoning abilities, yet they struggle with spatial understanding and layout consistency when performing fine-grained visual editing. We introduce a Structured Reasoning framework that performs text-conditioned spatial layout editing via scene-graph reasoning. Given an input scene graph and a natural-language instruction, the model reasons over the graph to generate an updated scene graph that satisfies the text condition while maintaining spatial coherence. By explicitly guiding the reasoning process through structured relational representations, our approach improves both interpretability and control over spatial relationships. We evaluate our method on a new text-guided layout editing benchmark encompassing sorting, spatial alignment, and room-editing tasks. Our training paradigm yields an average 15% improvement in IoU and 25% reduction in center-distance error compared to Chain of Thought Fine-tuning (CoT-SFT) and vanilla GRPO baselines. Compared to SOTA zero-shot LLMs, our best models achieve up to 20% higher mIoU, demonstrating markedly improved spatial precision.

CVDec 15, 2021Code
Object Pursuit: Building a Space of Objects via Discriminative Weight Generation

Chuanyu Pan, Yanchao Yang, Kaichun Mo et al.

We propose a framework to continuously learn object-centric representations for visual learning and understanding. Existing object-centric representations either rely on supervisions that individualize objects in the scene, or perform unsupervised disentanglement that can hardly deal with complex scenes in the real world. To mitigate the annotation burden and relax the constraints on the statistical complexity of the data, our method leverages interactions to effectively sample diverse variations of an object and the corresponding training signals while learning the object-centric representations. Throughout learning, objects are streamed one by one in random order with unknown identities, and are associated with latent codes that can synthesize discriminative weights for each object through a convolutional hypernetwork. Moreover, re-identification of learned objects and forgetting prevention are employed to make the learning process efficient and robust. We perform an extensive study of the key features of the proposed framework and analyze the characteristics of the learned representations. Furthermore, we demonstrate the capability of the proposed framework in learning representations that can improve label efficiency in downstream tasks. Our code and trained models are made publicly available at: https://github.com/pptrick/Object-Pursuit.

GRAug 12, 2020Code
DSG-Net: Learning Disentangled Structure and Geometry for 3D Shape Generation

Jie Yang, Kaichun Mo, Yu-Kun Lai et al.

D shape generation is a fundamental operation in computer graphics. While significant progress has been made, especially with recent deep generative models, it remains a challenge to synthesize high-quality shapes with rich geometric details and complex structure, in a controllable manner. To tackle this, we introduce DSG-Net, a deep neural network that learns a disentangled structured and geometric mesh representation for 3D shapes, where two key aspects of shapes, geometry, and structure, are encoded in a synergistic manner to ensure plausibility of the generated shapes, while also being disentangled as much as possible. This supports a range of novel shape generation applications with disentangled control, such as interpolation of structure (geometry) while keeping geometry (structure) unchanged. To achieve this, we simultaneously learn structure and geometry through variational autoencoders (VAEs) in a hierarchical manner for both, with bijective mappings at each level. In this manner, we effectively encode geometry and structure in separate latent spaces, while ensuring their compatibility: the structure is used to guide the geometry and vice versa. At the leaf level, the part geometry is represented using a conditional part VAE, to encode high-quality geometric details, guided by the structure context as the condition. Our method not only supports controllable generation applications but also produces high-quality synthesized shapes, outperforming state-of-the-art methods. The code has been released at https://github.com/IGLICT/DSG-Net.

ROMay 19, 2024
URDFormer: A Pipeline for Constructing Articulated Simulation Environments from Real-World Images

Zoey Chen, Aaron Walsman, Marius Memmel et al.

Constructing simulation scenes that are both visually and physically realistic is a problem of practical interest in domains ranging from robotics to computer vision. This problem has become even more relevant as researchers wielding large data-hungry learning methods seek new sources of training data for physical decision-making systems. However, building simulation models is often still done by hand. A graphic designer and a simulation engineer work with predefined assets to construct rich scenes with realistic dynamic and kinematic properties. While this may scale to small numbers of scenes, to achieve the generalization properties that are required for data-driven robotic control, we require a pipeline that is able to synthesize large numbers of realistic scenes, complete with 'natural' kinematic and dynamic structures. To attack this problem, we develop models for inferring structure and generating simulation scenes from natural images, allowing for scalable scene generation from web-scale datasets. To train these image-to-simulation models, we show how controllable text-to-image generative models can be used in generating paired training data that allows for modeling of the inverse problem, mapping from realistic images back to complete scene models. We show how this paradigm allows us to build large datasets of scenes in simulation with semantic and physical realism. We present an integrated end-to-end pipeline that generates simulation scenes complete with articulated kinematic and dynamic structures from real-world images and use these for training robotic control policies. We then robustly deploy in the real world for tasks like articulated object manipulation. In doing so, our work provides both a pipeline for large-scale generation of simulation environments and an integrated system for training robust robotic control policies in the resulting environments.

CVJan 7, 2024
RHOBIN Challenge: Reconstruction of Human Object Interaction

Xianghui Xie, Xi Wang, Nikos Athanasiou et al.

Modeling the interaction between humans and objects has been an emerging research direction in recent years. Capturing human-object interaction is however a very challenging task due to heavy occlusion and complex dynamics, which requires understanding not only 3D human pose, and object pose but also the interaction between them. Reconstruction of 3D humans and objects has been two separate research fields in computer vision for a long time. We hence proposed the first RHOBIN challenge: reconstruction of human-object interactions in conjunction with the RHOBIN workshop. It was aimed at bringing the research communities of human and object reconstruction as well as interaction modeling together to discuss techniques and exchange ideas. Our challenge consists of three tracks of 3D reconstruction from monocular RGB images with a focus on dealing with challenging interaction scenarios. Our challenge attracted more than 100 participants with more than 300 submissions, indicating the broad interest in the research communities. This paper describes the settings of our challenge and discusses the winning methods of each track in more detail. We observe that the human reconstruction task is becoming mature even under heavy occlusion settings while object pose estimation and joint reconstruction remain challenging tasks. With the growing interest in interaction modeling, we hope this report can provide useful insights and foster future research in this direction. Our workshop website can be found at \href{https://rhobin-challenge.github.io/}{https://rhobin-challenge.github.io/}.

CVDec 25, 2023
Towards Learning Geometric Eigen-Lengths Crucial for Fitting Tasks

Yijia Weng, Kaichun Mo, Ruoxi Shi et al.

Some extremely low-dimensional yet crucial geometric eigen-lengths often determine the success of some geometric tasks. For example, the height of an object is important to measure to check if it can fit between the shelves of a cabinet, while the width of a couch is crucial when trying to move it through a doorway. Humans have materialized such crucial geometric eigen-lengths in common sense since they are very useful in serving as succinct yet effective, highly interpretable, and universal object representations. However, it remains obscure and underexplored if learning systems can be equipped with similar capabilities of automatically discovering such key geometric quantities from doing tasks. In this work, we therefore for the first time formulate and propose a novel learning problem on this question and set up a benchmark suite including tasks, data, and evaluation metrics for studying the problem. We focus on a family of common fitting tasks as the testbed for the proposed learning problem. We explore potential solutions and demonstrate the feasibility of learning eigen-lengths from simply observing successful and failed fitting trials. We also attempt geometric grounding for more accurate eigen-length measurement and study the reusability of the learned eigen-lengths across multiple tasks. Our work marks the first exploratory step toward learning crucial geometric eigen-lengths and we hope it can inspire future research in tackling this important yet underexplored problem.

ROApr 2, 2025
Slot-Level Robotic Placement via Visual Imitation from Single Human Video

Dandan Shan, Kaichun Mo, Wei Yang et al.

The majority of modern robot learning methods focus on learning a set of pre-defined tasks with limited or no generalization to new tasks. Extending the robot skillset to novel tasks involves gathering an extensive amount of training data for additional tasks. In this paper, we address the problem of teaching new tasks to robots using human demonstration videos for repetitive tasks (e.g., packing). This task requires understanding the human video to identify which object is being manipulated (the pick object) and where it is being placed (the placement slot). In addition, it needs to re-identify the pick object and the placement slots during inference along with the relative poses to enable robot execution of the task. To tackle this, we propose SLeRP, a modular system that leverages several advanced visual foundation models and a novel slot-level placement detector Slot-Net, eliminating the need for expensive video demonstrations for training. We evaluate our system using a new benchmark of real-world videos. The evaluation results show that SLeRP outperforms several baselines and can be deployed on a real robot.

CVMar 28, 2025
SIGHT: Synthesizing Image-Text Conditioned and Geometry-Guided 3D Hand-Object Trajectories

Alexey Gavryushin, Alexandros Delitzas, Luc Van Gool et al.

When humans grasp an object, they naturally form trajectories in their minds to manipulate it for specific tasks. Modeling hand-object interaction priors holds significant potential to advance robotic and embodied AI systems in learning to operate effectively within the physical world. We introduce SIGHT, a novel task focused on generating realistic and physically plausible 3D hand-object interaction trajectories from a single image and a brief language-based task description. Prior work on hand-object trajectory generation typically relies on textual input that lacks explicit grounding to the target object, or assumes access to 3D object meshes, which are often considerably more difficult to obtain than 2D images. We propose SIGHT-Fusion, a novel diffusion-based image-text conditioned generative model that tackles this task by retrieving the most similar 3D object mesh from a database and enforcing geometric hand-object interaction constraints via a novel inference-time diffusion guidance. We benchmark our model on the HOI4D and H2O datasets, adapting relevant baselines for this novel task. Experiments demonstrate our superior performance in the diversity and quality of generated trajectories, as well as in hand-object interaction geometry metrics.

ROJun 26, 2024
3D-MVP: 3D Multiview Pretraining for Robotic Manipulation

Shengyi Qian, Kaichun Mo, Valts Blukis et al.

Recent works have shown that visual pretraining on egocentric datasets using masked autoencoders (MAE) can improve generalization for downstream robotics tasks. However, these approaches pretrain only on 2D images, while many robotics applications require 3D scene understanding. In this work, we propose 3D-MVP, a novel approach for 3D Multi-View Pretraining using masked autoencoders. We leverage Robotic View Transformer (RVT), which uses a multi-view transformer to understand the 3D scene and predict gripper pose actions. We split RVT's multi-view transformer into visual encoder and action decoder, and pretrain its visual encoder using masked autoencoding on large-scale 3D datasets such as Objaverse. We evaluate 3D-MVP on a suite of virtual robot manipulation tasks and demonstrate improved performance over baselines. Our results suggest that 3D-aware pretraining is a promising approach to improve generalization of vision-based robotic manipulation policies. Project site: https://jasonqsy.github.io/3DMVP

RODec 19, 2021
RoboAssembly: Learning Generalizable Furniture Assembly Policy in a Novel Multi-robot Contact-rich Simulation Environment

Mingxin Yu, Lin Shao, Zhehuan Chen et al.

Part assembly is a typical but challenging task in robotics, where robots assemble a set of individual parts into a complete shape. In this paper, we develop a robotic assembly simulation environment for furniture assembly. We formulate the part assembly task as a concrete reinforcement learning problem and propose a pipeline for robots to learn to assemble a diverse set of chairs. Experiments show that when testing with unseen chairs, our approach achieves a success rate of 74.5% under the object-centric setting and 50.0% under the full setting. We adopt an RRT-Connect algorithm as the baseline, which only achieves a success rate of 18.8% after a significantly longer computation time. Supplemental materials and videos are available on our project webpage.

CVDec 10, 2021
IFR-Explore: Learning Inter-object Functional Relationships in 3D Indoor Scenes

Qi Li, Kaichun Mo, Yanchao Yang et al.

Building embodied intelligent agents that can interact with 3D indoor environments has received increasing research attention in recent years. While most works focus on single-object or agent-object visual functionality and affordances, our work proposes to study a new kind of visual relationship that is also important to perceive and model -- inter-object functional relationships (e.g., a switch on the wall turns on or off the light, a remote control operates the TV). Humans often spend little or no effort to infer these relationships, even when entering a new room, by using our strong prior knowledge (e.g., we know that buttons control electrical devices) or using only a few exploratory interactions in cases of uncertainty (e.g., multiple switches and lights in the same room). In this paper, we take the first step in building AI system learning inter-object functional relationships in 3D indoor environments with key technical contributions of modeling prior knowledge by training over large-scale scenes and designing interactive policies for effectively exploring the training scenes and quickly adapting to novel test scenes. We create a new benchmark based on the AI2Thor and PartNet datasets and perform extensive experiments that prove the effectiveness of our proposed method. Results show that our model successfully learns priors and fast-interactive-adaptation strategies for exploring inter-object functional relationships in complex 3D scenes. Several ablation studies further validate the usefulness of each proposed module.

CVDec 1, 2021
AdaAfford: Learning to Adapt Manipulation Affordance for 3D Articulated Objects via Few-shot Interactions

Yian Wang, Ruihai Wu, Kaichun Mo et al.

Perceiving and interacting with 3D articulated objects, such as cabinets, doors, and faucets, pose particular challenges for future home-assistant robots performing daily tasks in human environments. Besides parsing the articulated parts and joint parameters, researchers recently advocate learning manipulation affordance over the input shape geometry which is more task-aware and geometrically fine-grained. However, taking only passive observations as inputs, these methods ignore many hidden but important kinematic constraints (e.g., joint location and limits) and dynamic factors (e.g., joint friction and restitution), therefore losing significant accuracy for test cases with such uncertainties. In this paper, we propose a novel framework, named AdaAfford, that learns to perform very few test-time interactions for quickly adapting the affordance priors to more accurate instance-specific posteriors. We conduct large-scale experiments using the PartNet-Mobility dataset and prove that our system performs better than baselines.

ROSep 18, 2021
Learning to Regrasp by Learning to Place

Shuo Cheng, Kaichun Mo, Lin Shao

In this paper, we explore whether a robot can learn to regrasp a diverse set of objects to achieve various desired grasp poses. Regrasping is needed whenever a robot's current grasp pose fails to perform desired manipulation tasks. Endowing robots with such an ability has applications in many domains such as manufacturing or domestic services. Yet, it is a challenging task due to the large diversity of geometry in everyday objects and the high dimensionality of the state and action space. In this paper, we propose a system for robots to take partial point clouds of an object and the supporting environment as inputs and output a sequence of pick-and-place operations to transform an initial object grasp pose to the desired object grasp poses. The key technique includes a neural stable placement predictor and a regrasp graph-based solution through leveraging and changing the surrounding environment. We introduce a new and challenging synthetic dataset for learning and evaluating the proposed approach. We demonstrate the effectiveness of our proposed system with both simulator and real-world experiments. More videos and visualization examples are available on our project webpage.

CVJun 29, 2021
O2O-Afford: Annotation-Free Large-Scale Object-Object Affordance Learning

Kaichun Mo, Yuzhe Qin, Fanbo Xiang et al.

Contrary to the vast literature in modeling, perceiving, and understanding agent-object (e.g., human-object, hand-object, robot-object) interaction in computer vision and robotics, very few past works have studied the task of object-object interaction, which also plays an important role in robotic manipulation and planning tasks. There is a rich space of object-object interaction scenarios in our daily life, such as placing an object on a messy tabletop, fitting an object inside a drawer, pushing an object using a tool, etc. In this paper, we propose a unified affordance learning framework to learn object-object interaction for various tasks. By constructing four object-object interaction task environments using physical simulation (SAPIEN) and thousands of ShapeNet models with rich geometric diversity, we are able to conduct large-scale object-object affordance learning without the need for human annotations or demonstrations. At the core of technical contribution, we propose an object-kernel point convolution network to reason about detailed interaction between two objects. Experiments on large-scale synthetic data and real-world data prove the effectiveness of the proposed approach. Please refer to the project webpage for code, data, video, and more materials: https://cs.stanford.edu/~kaichun/o2oafford

CVJun 28, 2021
VAT-Mart: Learning Visual Action Trajectory Proposals for Manipulating 3D ARTiculated Objects

Ruihai Wu, Yan Zhao, Kaichun Mo et al.

Perceiving and manipulating 3D articulated objects (e.g., cabinets, doors) in human environments is an important yet challenging task for future home-assistant robots. The space of 3D articulated objects is exceptionally rich in their myriad semantic categories, diverse shape geometry, and complicated part functionality. Previous works mostly abstract kinematic structure with estimated joint parameters and part poses as the visual representations for manipulating 3D articulated objects. In this paper, we propose object-centric actionable visual priors as a novel perception-interaction handshaking point that the perception system outputs more actionable guidance than kinematic structure estimation, by predicting dense geometry-aware, interaction-aware, and task-aware visual action affordance and trajectory proposals. We design an interaction-for-perception framework VAT-Mart to learn such actionable visual representations by simultaneously training a curiosity-driven reinforcement learning policy exploring diverse interaction trajectories and a perception module summarizing and generalizing the explored knowledge for pointwise predictions among diverse shapes. Experiments prove the effectiveness of the proposed approach using the large-scale PartNet-Mobility dataset in SAPIEN environment and show promising generalization capabilities to novel test shapes, unseen object categories, and real-world data. Project page: https://hyperplane-lab.github.io/vat-mart

CVJan 7, 2021
Where2Act: From Pixels to Actions for Articulated 3D Objects

Kaichun Mo, Leonidas Guibas, Mustafa Mukadam et al.

One of the fundamental goals of visual perception is to allow agents to meaningfully interact with their environment. In this paper, we take a step towards that long-term goal -- we extract highly localized actionable information related to elementary actions such as pushing or pulling for articulated objects with movable parts. For example, given a drawer, our network predicts that applying a pulling force on the handle opens the drawer. We propose, discuss, and evaluate novel network architectures that given image and depth data, predict the set of actions possible at each pixel, and the regions over articulated parts that are likely to move under the force. We propose a learning-from-interaction framework with an online data sampling strategy that allows us to train the network in simulation (SAPIEN) and generalizes across categories. Check the website for code and data release: https://cs.stanford.edu/~kaichun/where2act/

CVDec 4, 2020
Compositionally Generalizable 3D Structure Prediction

Songfang Han, Jiayuan Gu, Kaichun Mo et al.

Single-image 3D shape reconstruction is an important and long-standing problem in computer vision. A plethora of existing works is constantly pushing the state-of-the-art performance in the deep learning era. However, there remains a much more difficult and under-explored issue on how to generalize the learned skills over unseen object categories that have very different shape geometry distributions. In this paper, we bring in the concept of compositional generalizability and propose a novel framework that could better generalize to these unseen categories. We factorize the 3D shape reconstruction problem into proper sub-problems, each of which is tackled by a carefully designed neural sub-module with generalizability concerns. The intuition behind our formulation is that object parts (slates and cylindrical parts), their relationships (adjacency and translation symmetry), and shape substructures (T-junctions and a symmetric group of parts) are mostly shared across object categories, even though object geometries may look very different (e.g. chairs and cabinets). Experiments on PartNet show that we achieve superior performance than state-of-the-art. This validates our problem factorization and network designs.

CVJun 14, 2020
Generative 3D Part Assembly via Dynamic Graph Learning

Jialei Huang, Guanqi Zhan, Qingnan Fan et al.

Autonomous part assembly is a challenging yet crucial task in 3D computer vision and robotics. Analogous to buying an IKEA furniture, given a set of 3D parts that can assemble a single shape, an intelligent agent needs to perceive the 3D part geometry, reason to propose pose estimations for the input parts, and finally call robotic planning and control routines for actuation. In this paper, we focus on the pose estimation subproblem from the vision side involving geometric and relational reasoning over the input part geometry. Essentially, the task of generative 3D part assembly is to predict a 6-DoF part pose, including a rigid rotation and translation, for each input part that assembles a single 3D shape as the final output. To tackle this problem, we propose an assembly-oriented dynamic graph learning framework that leverages an iterative graph neural network as a backbone. It explicitly conducts sequential part assembly refinements in a coarse-to-fine manner, exploits a pair of part relation reasoning module and part aggregation module for dynamically adjusting both part features and their relations in the part graph. We conduct extensive experiments and quantitative comparisons to three strong baseline methods, demonstrating the effectiveness of the proposed approach.

CVJun 12, 2020
Rethinking Sampling in 3D Point Cloud Generative Adversarial Networks

He Wang, Zetian Jiang, Li Yi et al.

In this paper, we examine the long-neglected yet important effects of point sampling patterns in point cloud GANs. Through extensive experiments, we show that sampling-insensitive discriminators (e.g.PointNet-Max) produce shape point clouds with point clustering artifacts while sampling-oversensitive discriminators (e.g.PointNet++, DGCNN) fail to guide valid shape generation. We propose the concept of sampling spectrum to depict the different sampling sensitivities of discriminators. We further study how different evaluation metrics weigh the sampling pattern against the geometry and propose several perceptual metrics forming a sampling spectrum of metrics. Guided by the proposed sampling spectrum, we discover a middle-point sampling-aware baseline discriminator, PointNet-Mix, which improves all existing point cloud generators by a large margin on sampling-related metrics. We point out that, though recent research has been focused on the generator design, the main bottleneck of point cloud GAN actually lies in the discriminator design. Our work provides both suggestions and tools for building future discriminators. We will release the code to facilitate future research.

CVMar 21, 2020
Learning 3D Part Assembly from a Single Image

Yichen Li, Kaichun Mo, Lin Shao et al.

Autonomous assembly is a crucial capability for robots in many applications. For this task, several problems such as obstacle avoidance, motion planning, and actuator control have been extensively studied in robotics. However, when it comes to task specification, the space of possibilities remains underexplored. Towards this end, we introduce a novel problem, single-image-guided 3D part assembly, along with a learningbased solution. We study this problem in the setting of furniture assembly from a given complete set of parts and a single image depicting the entire assembled object. Multiple challenges exist in this setting, including handling ambiguity among parts (e.g., slats in a chair back and leg stretchers) and 3D pose prediction for parts and part subassemblies, whether visible or occluded. We address these issues by proposing a two-module pipeline that leverages strong 2D-3D correspondences and assembly-oriented graph message-passing to infer part relationships. In experiments with a PartNet-based synthetic benchmark, we demonstrate the effectiveness of our framework as compared with three baseline approaches.

CVMar 19, 2020
PT2PC: Learning to Generate 3D Point Cloud Shapes from Part Tree Conditions

Kaichun Mo, He Wang, Xinchen Yan et al.

3D generative shape modeling is a fundamental research area in computer vision and interactive computer graphics, with many real-world applications. This paper investigates the novel problem of generating 3D shape point cloud geometry from a symbolic part tree representation. In order to learn such a conditional shape generation procedure in an end-to-end fashion, we propose a conditional GAN "part tree"-to-"point cloud" model (PT2PC) that disentangles the structural and geometric factors. The proposed model incorporates the part tree condition into the architecture design by passing messages top-down and bottom-up along the part tree hierarchy. Experimental results and user study demonstrate the strengths of our method in generating perceptually plausible and diverse 3D point clouds, given the part tree condition. We also propose a novel structural measure for evaluating if the generated shape point clouds satisfy the part tree conditions.

CVMar 19, 2020
SAPIEN: A SimulAted Part-based Interactive ENvironment

Fanbo Xiang, Yuzhe Qin, Kaichun Mo et al.

Building home assistant robots has long been a pursuit for vision and robotics researchers. To achieve this task, a simulated environment with physically realistic simulation, sufficient articulated objects, and transferability to the real robot is indispensable. Existing environments achieve these requirements for robotics simulation with different levels of simplification and focus. We take one step further in constructing an environment that supports household tasks for training robot learning algorithm. Our work, SAPIEN, is a realistic and physics-rich simulated environment that hosts a large-scale set for articulated objects. Our SAPIEN enables various robotic vision and interaction tasks that require detailed part-level understanding.We evaluate state-of-the-art vision algorithms for part detection and motion attribute recognition as well as demonstrate robotic interaction tasks using heuristic approaches and reinforcement learning algorithms. We hope that our SAPIEN can open a lot of research directions yet to be explored, including learning cognition through interaction, part motion discovery, and construction of robotics-ready simulated game environment.

CVFeb 16, 2020
Learning to Group: A Bottom-Up Framework for 3D Part Discovery in Unseen Categories

Tiange Luo, Kaichun Mo, Zhiao Huang et al.

We address the problem of discovering 3D parts for objects in unseen categories. Being able to learn the geometry prior of parts and transfer this prior to unseen categories pose fundamental challenges on data-driven shape segmentation approaches. Formulated as a contextual bandit problem, we propose a learning-based agglomerative clustering framework which learns a grouping policy to progressively group small part proposals into bigger ones in a bottom-up fashion. At the core of our approach is to restrict the local context for extracting part-level features, which encourages the generalizability to unseen categories. On the large-scale fine-grained 3D part dataset, PartNet, we demonstrate that our method can transfer knowledge of parts learned from 3 training categories to 21 unseen testing categories without seeing any annotated samples. Quantitative comparisons against four shape segmentation baselines shows that our approach achieve the state-of-the-art performance.

CVNov 25, 2019
StructEdit: Learning Structural Shape Variations

Kaichun Mo, Paul Guerrero, Li Yi et al.

Learning to encode differences in the geometry and (topological) structure of the shapes of ordinary objects is key to generating semantically plausible variations of a given shape, transferring edits from one shape to another, and many other applications in 3D content creation. The common approach of encoding shapes as points in a high-dimensional latent feature space suggests treating shape differences as vectors in that space. Instead, we treat shape differences as primary objects in their own right and propose to encode them in their own latent space. In a setting where the shapes themselves are encoded in terms of fine-grained part hierarchies, we demonstrate that a separate encoding of shape deltas or differences provides a principled way to deal with inhomogeneities in the shape space due to different combinatorial part structures, while also allowing for compactness in the representation, as well as edit abstraction and transfer. Our approach is based on a conditional variational autoencoder for encoding and decoding shape deltas, conditioned on a source shape. We demonstrate the effectiveness and robustness of our approach in multiple shape modification and generation tasks, and provide comparison and ablation studies on the PartNet dataset, one of the largest publicly available 3D datasets.

GRAug 1, 2019
StructureNet: Hierarchical Graph Networks for 3D Shape Generation

Kaichun Mo, Paul Guerrero, Li Yi et al.

The ability to generate novel, diverse, and realistic 3D shapes along with associated part semantics and structure is central to many applications requiring high-quality 3D assets or large volumes of realistic training data. A key challenge towards this goal is how to accommodate diverse shape variations, including both continuous deformations of parts as well as structural or discrete alterations which add to, remove from, or modify the shape constituents and compositional structure. Such object structure can typically be organized into a hierarchy of constituent object parts and relationships, represented as a hierarchy of n-ary graphs. We introduce StructureNet, a hierarchical graph network which (i) can directly encode shapes represented as such n-ary graphs; (ii) can be robustly trained on large and complex shape families; and (iii) can be used to generate a great diversity of realistic structured shape geometries. Technically, we accomplish this by drawing inspiration from recent advances in graph neural networks to propose an order-invariant encoding of n-ary graphs, considering jointly both part geometry and inter-part relations during network training. We extensively evaluate the quality of the learned latent spaces for various shape families and show significant advantages over baseline and competing methods. The learned latent spaces enable several structure-aware geometry processing applications, including shape generation and interpolation, shape editing, or shape structure discovery directly from un-annotated images, point clouds, or partial scans.

CVDec 6, 2018
PartNet: A Large-scale Benchmark for Fine-grained and Hierarchical Part-level 3D Object Understanding

Kaichun Mo, Shilin Zhu, Angel X. Chang et al.

We present PartNet: a consistent, large-scale dataset of 3D objects annotated with fine-grained, instance-level, and hierarchical 3D part information. Our dataset consists of 573,585 part instances over 26,671 3D models covering 24 object categories. This dataset enables and serves as a catalyst for many tasks such as shape analysis, dynamic 3D scene modeling and simulation, affordance analysis, and others. Using our dataset, we establish three benchmarking tasks for evaluating 3D part recognition: fine-grained semantic segmentation, hierarchical semantic segmentation, and instance segmentation. We benchmark four state-of-the-art 3D deep learning algorithms for fine-grained semantic segmentation and three baseline methods for hierarchical semantic segmentation. We also propose a novel method for part instance segmentation and demonstrate its superior performance over existing methods.

ROFeb 24, 2018
The AdobeIndoorNav Dataset: Towards Deep Reinforcement Learning based Real-world Indoor Robot Visual Navigation

Kaichun Mo, Haoxiang Li, Zhe Lin et al.

Deep reinforcement learning (DRL) demonstrates its potential in learning a model-free navigation policy for robot visual navigation. However, the data-demanding algorithm relies on a large number of navigation trajectories in training. Existing datasets supporting training such robot navigation algorithms consist of either 3D synthetic scenes or reconstructed scenes. Synthetic data suffers from domain gap to the real-world scenes while visual inputs rendered from 3D reconstructed scenes have undesired holes and artifacts. In this paper, we present a new dataset collected in real-world to facilitate the research in DRL based visual navigation. Our dataset includes 3D reconstruction for real-world scenes as well as densely captured real 2D images from the scenes. It provides high-quality visual inputs with real-world scene complexity to the robot at dense grid locations. We further study and benchmark one recent DRL based navigation algorithm and present our attempts and thoughts on improving its generalizability to unseen test targets in the scenes.

CVDec 2, 2016
PointNet: Deep Learning on Point Sets for 3D Classification and Segmentation

Charles R. Qi, Hao Su, Kaichun Mo et al.

Point cloud is an important type of geometric data structure. Due to its irregular format, most researchers transform such data to regular 3D voxel grids or collections of images. This, however, renders data unnecessarily voluminous and causes issues. In this paper, we design a novel type of neural network that directly consumes point clouds and well respects the permutation invariance of points in the input. Our network, named PointNet, provides a unified architecture for applications ranging from object classification, part segmentation, to scene semantic parsing. Though simple, PointNet is highly efficient and effective. Empirically, it shows strong performance on par or even better than state of the art. Theoretically, we provide analysis towards understanding of what the network has learnt and why the network is robust with respect to input perturbation and corruption.