CVMar 10, 2023Code
HumanBench: Towards General Human-centric Perception with Projector Assisted PretrainingShixiang Tang, Cheng Chen, Qingsong Xie et al.
Human-centric perceptions include a variety of vision tasks, which have widespread industrial applications, including surveillance, autonomous driving, and the metaverse. It is desirable to have a general pretrain model for versatile human-centric downstream tasks. This paper forges ahead along this path from the aspects of both benchmark and pretraining methods. Specifically, we propose a \textbf{HumanBench} based on existing datasets to comprehensively evaluate on the common ground the generalization abilities of different pretraining methods on 19 datasets from 6 diverse downstream tasks, including person ReID, pose estimation, human parsing, pedestrian attribute recognition, pedestrian detection, and crowd counting. To learn both coarse-grained and fine-grained knowledge in human bodies, we further propose a \textbf{P}rojector \textbf{A}ssis\textbf{T}ed \textbf{H}ierarchical pretraining method (\textbf{PATH}) to learn diverse knowledge at different granularity levels. Comprehensive evaluations on HumanBench show that our PATH achieves new state-of-the-art results on 17 downstream datasets and on-par results on the other 2 datasets. The code will be publicly at \href{https://github.com/OpenGVLab/HumanBench}{https://github.com/OpenGVLab/HumanBench}.
CVApr 28, 2022
Rotationally Equivariant 3D Object DetectionHong-Xing Yu, Jiajun Wu, Li Yi · stanford
Rotation equivariance has recently become a strongly desired property in the 3D deep learning community. Yet most existing methods focus on equivariance regarding a global input rotation while ignoring the fact that rotation symmetry has its own spatial support. Specifically, we consider the object detection problem in 3D scenes, where an object bounding box should be equivariant regarding the object pose, independent of the scene motion. This suggests a new desired property we call object-level rotation equivariance. To incorporate object-level rotation equivariance into 3D object detectors, we need a mechanism to extract equivariant features with local object-level spatial support while being able to model cross-object context information. To this end, we propose Equivariant Object detection Network (EON) with a rotation equivariance suspension design to achieve object-level equivariance. EON can be applied to modern point cloud object detectors, such as VoteNet and PointRCNN, enabling them to exploit object rotation symmetry in scene-scale inputs. Our experiments on both indoor scene and autonomous driving datasets show that significant improvements are obtained by plugging our EON design into existing state-of-the-art 3D object detectors.
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.
CVNov 25, 2022Code
Language-Assisted 3D Feature Learning for Semantic Scene UnderstandingJunbo Zhang, Guofan Fan, Guanghan Wang et al. · tsinghua
Learning descriptive 3D features is crucial for understanding 3D scenes with diverse objects and complex structures. However, it is usually unknown whether important geometric attributes and scene context obtain enough emphasis in an end-to-end trained 3D scene understanding network. To guide 3D feature learning toward important geometric attributes and scene context, we explore the help of textual scene descriptions. Given some free-form descriptions paired with 3D scenes, we extract the knowledge regarding the object relationships and object attributes. We then inject the knowledge to 3D feature learning through three classification-based auxiliary tasks. This language-assisted training can be combined with modern object detection and instance segmentation methods to promote 3D semantic scene understanding, especially in a label-deficient regime. Moreover, the 3D feature learned with language assistance is better aligned with the language features, which can benefit various 3D-language multimodal tasks. Experiments on several benchmarks of 3D-only and 3D-language tasks demonstrate the effectiveness of our language-assisted 3D feature learning. Code is available at https://github.com/Asterisci/Language-Assisted-3D.
CVFeb 5, 2023Code
Contrast with Reconstruct: Contrastive 3D Representation Learning Guided by Generative PretrainingZekun Qi, Runpei Dong, Guofan Fan et al.
Mainstream 3D representation learning approaches are built upon contrastive or generative modeling pretext tasks, where great improvements in performance on various downstream tasks have been achieved. However, we find these two paradigms have different characteristics: (i) contrastive models are data-hungry that suffer from a representation over-fitting issue; (ii) generative models have a data filling issue that shows inferior data scaling capacity compared to contrastive models. This motivates us to learn 3D representations by sharing the merits of both paradigms, which is non-trivial due to the pattern difference between the two paradigms. In this paper, we propose Contrast with Reconstruct (ReCon) that unifies these two paradigms. ReCon is trained to learn from both generative modeling teachers and single/cross-modal contrastive teachers through ensemble distillation, where the generative student guides the contrastive student. An encoder-decoder style ReCon-block is proposed that transfers knowledge through cross attention with stop-gradient, which avoids pretraining over-fitting and pattern difference issues. ReCon achieves a new state-of-the-art in 3D representation learning, e.g., 91.26% accuracy on ScanObjectNN. Codes have been released at https://github.com/qizekun/ReCon.
ROMar 2, 2023
UniDexGrasp: Universal Robotic Dexterous Grasping via Learning Diverse Proposal Generation and Goal-Conditioned PolicyYinzhen Xu, Weikang Wan, Jialiang Zhang et al. · berkeley
In this work, we tackle the problem of learning universal robotic dexterous grasping from a point cloud observation under a table-top setting. The goal is to grasp and lift up objects in high-quality and diverse ways and generalize across hundreds of categories and even the unseen. Inspired by successful pipelines used in parallel gripper grasping, we split the task into two stages: 1) grasp proposal (pose) generation and 2) goal-conditioned grasp execution. For the first stage, we propose a novel probabilistic model of grasp pose conditioned on the point cloud observation that factorizes rotation from translation and articulation. Trained on our synthesized large-scale dexterous grasp dataset, this model enables us to sample diverse and high-quality dexterous grasp poses for the object point cloud.For the second stage, we propose to replace the motion planning used in parallel gripper grasping with a goal-conditioned grasp policy, due to the complexity involved in dexterous grasping execution. Note that it is very challenging to learn this highly generalizable grasp policy that only takes realistic inputs without oracle states. We thus propose several important innovations, including state canonicalization, object curriculum, and teacher-student distillation. Integrating the two stages, our final pipeline becomes the first to achieve universal generalization for dexterous grasping, demonstrating an average success rate of more than 60\% on thousands of object instances, which significantly outperforms all baselines, meanwhile showing only a minimal generalization gap.
CVDec 16, 2022Code
Autoencoders as Cross-Modal Teachers: Can Pretrained 2D Image Transformers Help 3D Representation Learning?Runpei Dong, Zekun Qi, Linfeng Zhang et al.
The success of deep learning heavily relies on large-scale data with comprehensive labels, which is more expensive and time-consuming to fetch in 3D compared to 2D images or natural languages. This promotes the potential of utilizing models pretrained with data more than 3D as teachers for cross-modal knowledge transferring. In this paper, we revisit masked modeling in a unified fashion of knowledge distillation, and we show that foundational Transformers pretrained with 2D images or natural languages can help self-supervised 3D representation learning through training Autoencoders as Cross-Modal Teachers (ACT). The pretrained Transformers are transferred as cross-modal 3D teachers using discrete variational autoencoding self-supervision, during which the Transformers are frozen with prompt tuning for better knowledge inheritance. The latent features encoded by the 3D teachers are used as the target of masked point modeling, wherein the dark knowledge is distilled to the 3D Transformer students as foundational geometry understanding. Our ACT pretrained 3D learner achieves state-of-the-art generalization capacity across various downstream benchmarks, e.g., 88.21% overall accuracy on ScanObjectNN. Codes have been released at https://github.com/RunpeiDong/ACT.
ROYesterday
LDA-1B: Scaling Latent Dynamics Action Model via Universal Embodied Data IngestionJiangran Lyu, Kai Liu, Xuheng Zhang et al.
Recent robot foundation models largely rely on large-scale behavior cloning, which imitates expert actions but discards transferable dynamics knowledge embedded in heterogeneous embodied data. While the Unified World Model (UWM) formulation has the potential to leverage such diverse data, existing instantiations struggle to scale to foundation-level due to coarse data usage and fragmented datasets. We introduce LDA-1B, a robot foundation model that scales through universal embodied data ingestion by jointly learning dynamics, policy, and visual forecasting, assigning distinct roles to data of varying quality. To support this regime at scale, we assemble and standardize EI-30k, an embodied interaction dataset comprising over 30k hours of human and robot trajectories in a unified format. Scalable dynamics learning over such heterogeneous data is enabled by prediction in a structured DINO latent space, which avoids redundant pixel-space appearance modeling. Complementing this representation, LDA-1B employs a multi-modal diffusion transformer to handle asynchronous vision and action streams, enabling stable training at the 1B-parameter scale. Experiments in simulation and the real world show LDA-1B outperforms prior methods (e.g., $π_{0.5}$) by up to 21\%, 48\%, and 23\% on contact-rich, dexterous, and long-horizon tasks, respectively. Notably, LDA-1B enables data-efficient fine-tuning, gaining 10\% by leveraging 30\% low-quality trajectories typically harmful and discarded.
CVSep 10, 2023Code
3D Implicit Transporter for Temporally Consistent Keypoint DiscoveryChengliang Zhong, Yuhang Zheng, Yupeng Zheng et al.
Keypoint-based representation has proven advantageous in various visual and robotic tasks. However, the existing 2D and 3D methods for detecting keypoints mainly rely on geometric consistency to achieve spatial alignment, neglecting temporal consistency. To address this issue, the Transporter method was introduced for 2D data, which reconstructs the target frame from the source frame to incorporate both spatial and temporal information. However, the direct application of the Transporter to 3D point clouds is infeasible due to their structural differences from 2D images. Thus, we propose the first 3D version of the Transporter, which leverages hybrid 3D representation, cross attention, and implicit reconstruction. We apply this new learning system on 3D articulated objects and nonrigid animals (humans and rodents) and show that learned keypoints are spatio-temporally consistent. Additionally, we propose a closed-loop control strategy that utilizes the learned keypoints for 3D object manipulation and demonstrate its superior performance. Codes are available at https://github.com/zhongcl-thu/3D-Implicit-Transporter.
CVMar 30, 2023
SparseViT: Revisiting Activation Sparsity for Efficient High-Resolution Vision TransformerXuanyao Chen, Zhijian Liu, Haotian Tang et al. · mit
High-resolution images enable neural networks to learn richer visual representations. However, this improved performance comes at the cost of growing computational complexity, hindering their usage in latency-sensitive applications. As not all pixels are equal, skipping computations for less-important regions offers a simple and effective measure to reduce the computation. This, however, is hard to be translated into actual speedup for CNNs since it breaks the regularity of the dense convolution workload. In this paper, we introduce SparseViT that revisits activation sparsity for recent window-based vision transformers (ViTs). As window attentions are naturally batched over blocks, actual speedup with window activation pruning becomes possible: i.e., ~50% latency reduction with 60% sparsity. Different layers should be assigned with different pruning ratios due to their diverse sensitivities and computational costs. We introduce sparsity-aware adaptation and apply the evolutionary search to efficiently find the optimal layerwise sparsity configuration within the vast search space. SparseViT achieves speedups of 1.5x, 1.4x, and 1.3x compared to its dense counterpart in monocular 3D object detection, 2D instance segmentation, and 2D semantic segmentation, respectively, with negligible to no loss of accuracy.
ROApr 2, 2023
UniDexGrasp++: Improving Dexterous Grasping Policy Learning via Geometry-aware Curriculum and Iterative Generalist-Specialist LearningWeikang Wan, Haoran Geng, Yun Liu et al. · berkeley
We propose a novel, object-agnostic method for learning a universal policy for dexterous object grasping from realistic point cloud observations and proprioceptive information under a table-top setting, namely UniDexGrasp++. To address the challenge of learning the vision-based policy across thousands of object instances, we propose Geometry-aware Curriculum Learning (GeoCurriculum) and Geometry-aware iterative Generalist-Specialist Learning (GiGSL) which leverage the geometry feature of the task and significantly improve the generalizability. With our proposed techniques, our final policy shows universal dexterous grasping on thousands of object instances with 85.4% and 78.2% success rate on the train set and test set which outperforms the state-of-the-art baseline UniDexGrasp by 11.7% and 11.3%, respectively.
CVSep 20, 2023
DreamLLM: Synergistic Multimodal Comprehension and CreationRunpei Dong, Chunrui Han, Yuang Peng et al. · tsinghua
This paper presents DreamLLM, a learning framework that first achieves versatile Multimodal Large Language Models (MLLMs) empowered with frequently overlooked synergy between multimodal comprehension and creation. DreamLLM operates on two fundamental principles. The first focuses on the generative modeling of both language and image posteriors by direct sampling in the raw multimodal space. This approach circumvents the limitations and information loss inherent to external feature extractors like CLIP, and a more thorough multimodal understanding is obtained. Second, DreamLLM fosters the generation of raw, interleaved documents, modeling both text and image contents, along with unstructured layouts. This allows DreamLLM to learn all conditional, marginal, and joint multimodal distributions effectively. As a result, DreamLLM is the first MLLM capable of generating free-form interleaved content. Comprehensive experiments highlight DreamLLM's superior performance as a zero-shot multimodal generalist, reaping from the enhanced learning synergy. Project page: https://dreamllm.github.io.
ROJun 2
Humanoid-GPT: Scaling Data and Structure for Zero-Shot Motion TrackingZekun Qi, Xuchuan Chen, Dairu Liu et al.
We introduce Humanoid-GPT, a GPT-style Transformer with causal attention trained on a billion-scale motion corpus for whole-body control. Unlike prior shallow MLP trackers constrained by scarce data and an agility-generalization trade-off, Humanoid-GPT is pre-trained on a 2B-frame retargeted corpus that unifies all major mocap datasets with large-scale in-house recordings. Scaling both data and model capacity yields a single generative Transformer that tracks highly dynamic behaviors while achieving unprecedented zero-shot generalization to unseen motions and control tasks. Extensive experiments and scaling analyses show that our model establishes a new performance frontier, demonstrating robust zero-shot generalization to unseen tasks while simultaneously tracking highly dynamic and complex motions.
CVOct 8, 2022Code
Enhancing Generalizable 6D Pose Tracking of an In-Hand Object with Tactile SensingYun Liu, Xiaomeng Xu, Weihang Chen et al.
When manipulating an object to accomplish complex tasks, humans rely on both vision and touch to keep track of the object's 6D pose. However, most existing object pose tracking systems in robotics rely exclusively on visual signals, which hinder a robot's ability to manipulate objects effectively. To address this limitation, we introduce TEG-Track, a tactile-enhanced 6D pose tracking system that can track previously unseen objects held in hand. From consecutive tactile signals, TEG-Track optimizes object velocities from marker flows when slippage does not occur, or regresses velocities using a slippage estimation network when slippage is detected. The estimated object velocities are integrated into a geometric-kinematic optimization scheme to enhance existing visual pose trackers. To evaluate our method and to facilitate future research, we construct a real-world dataset for visual-tactile in-hand object pose tracking. Experimental results demonstrate that TEG-Track consistently enhances state-of-the-art generalizable 6D pose trackers in synthetic and real-world scenarios. Our code and dataset are available at https://github.com/leolyliu/TEG-Track.
CVSep 6, 2024
VILA-U: a Unified Foundation Model Integrating Visual Understanding and GenerationYecheng Wu, Zhuoyang Zhang, Junyu Chen et al.
VILA-U is a Unified foundation model that integrates Video, Image, Language understanding and generation. Traditional visual language models (VLMs) use separate modules for understanding and generating visual content, which can lead to misalignment and increased complexity. In contrast, VILA-U employs a single autoregressive next-token prediction framework for both tasks, eliminating the need for additional components like diffusion models. This approach not only simplifies the model but also achieves near state-of-the-art performance in visual language understanding and generation. The success of VILA-U is attributed to two main factors: the unified vision tower that aligns discrete visual tokens with textual inputs during pretraining, which enhances visual perception, and autoregressive image generation can achieve similar quality as diffusion models with high-quality dataset. This allows VILA-U to perform comparably to more complex models using a fully token-based autoregressive framework.
CVAug 21, 2023Code
Few-Shot Physically-Aware Articulated Mesh Generation via Hierarchical DeformationXueyi Liu, Bin Wang, He Wang et al.
We study the problem of few-shot physically-aware articulated mesh generation. By observing an articulated object dataset containing only a few examples, we wish to learn a model that can generate diverse meshes with high visual fidelity and physical validity. Previous mesh generative models either have difficulties in depicting a diverse data space from only a few examples or fail to ensure physical validity of their samples. Regarding the above challenges, we propose two key innovations, including 1) a hierarchical mesh deformation-based generative model based upon the divide-and-conquer philosophy to alleviate the few-shot challenge by borrowing transferrable deformation patterns from large scale rigid meshes and 2) a physics-aware deformation correction scheme to encourage physically plausible generations. We conduct extensive experiments on 6 articulated categories to demonstrate the superiority of our method in generating articulated meshes with better diversity, higher visual fidelity, and better physical validity over previous methods in the few-shot setting. Further, we validate solid contributions of our two innovations in the ablation study. Project page with code is available at https://meowuu7.github.io/few-arti-obj-gen.
CVApr 1, 2023
JacobiNeRF: NeRF Shaping with Mutual Information GradientsXiaomeng 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.
CVMar 3, 2022
HOI4D: A 4D Egocentric Dataset for Category-Level Human-Object InteractionYunze Liu, Yun Liu, Che Jiang et al.
We present HOI4D, a large-scale 4D egocentric dataset with rich annotations, to catalyze the research of category-level human-object interaction. HOI4D consists of 2.4M RGB-D egocentric video frames over 4000 sequences collected by 4 participants interacting with 800 different object instances from 16 categories over 610 different indoor rooms. Frame-wise annotations for panoptic segmentation, motion segmentation, 3D hand pose, category-level object pose and hand action have also been provided, together with reconstructed object meshes and scene point clouds. With HOI4D, we establish three benchmarking tasks to promote category-level HOI from 4D visual signals including semantic segmentation of 4D dynamic point cloud sequences, category-level object pose tracking, and egocentric action segmentation with diverse interaction targets. In-depth analysis shows HOI4D poses great challenges to existing methods and produces great research opportunities.
CVMar 18, 2022
CodedVTR: Codebook-based Sparse Voxel Transformer with Geometric GuidanceTianchen Zhao, Niansong Zhang, Xuefei Ning et al. · tsinghua
Transformers have gained much attention by outperforming convolutional neural networks in many 2D vision tasks. However, they are known to have generalization problems and rely on massive-scale pre-training and sophisticated training techniques. When applying to 3D tasks, the irregular data structure and limited data scale add to the difficulty of transformer's application. We propose CodedVTR (Codebook-based Voxel TRansformer), which improves data efficiency and generalization ability for 3D sparse voxel transformers. On the one hand, we propose the codebook-based attention that projects an attention space into its subspace represented by the combination of "prototypes" in a learnable codebook. It regularizes attention learning and improves generalization. On the other hand, we propose geometry-aware self-attention that utilizes geometric information (geometric pattern, density) to guide attention learning. CodedVTR could be embedded into existing sparse convolution-based methods, and bring consistent performance improvements for indoor and outdoor 3D semantic segmentation tasks
CVMar 13, 2022
AutoGPart: Intermediate Supervision Search for Generalizable 3D Part SegmentationXueyi Liu, Xiaomeng Xu, Anyi Rao et al.
Training a generalizable 3D part segmentation network is quite challenging but of great importance in real-world applications. To tackle this problem, some works design task-specific solutions by translating human understanding of the task to machine's learning process, which faces the risk of missing the optimal strategy since machines do not necessarily understand in the exact human way. Others try to use conventional task-agnostic approaches designed for domain generalization problems with no task prior knowledge considered. To solve the above issues, we propose AutoGPart, a generic method enabling training generalizable 3D part segmentation networks with the task prior considered. AutoGPart builds a supervision space with geometric prior knowledge encoded, and lets the machine to search for the optimal supervisions from the space for a specific segmentation task automatically. Extensive experiments on three generalizable 3D part segmentation tasks are conducted to demonstrate the effectiveness and versatility of AutoGPart. We demonstrate that the performance of segmentation networks using simple backbones can be significantly improved when trained with supervisions searched by our method.
CVMay 5, 2022
Fixing Malfunctional Objects With Learned Physical Simulation and Functional PredictionYining 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.
CVSep 24, 2022
Tracking and Reconstructing Hand Object Interactions from Point Cloud Sequences in the WildJiayi Chen, Mi Yan, Jiazhao Zhang et al.
In this work, we tackle the challenging task of jointly tracking hand object pose and reconstructing their shapes from depth point cloud sequences in the wild, given the initial poses at frame 0. We for the first time propose a point cloud based hand joint tracking network, HandTrackNet, to estimate the inter-frame hand joint motion. Our HandTrackNet proposes a novel hand pose canonicalization module to ease the tracking task, yielding accurate and robust hand joint tracking. Our pipeline then reconstructs the full hand via converting the predicted hand joints into a template-based parametric hand model MANO. For object tracking, we devise a simple yet effective module that estimates the object SDF from the first frame and performs optimization-based tracking. Finally, a joint optimization step is adopted to perform joint hand and object reasoning, which alleviates the occlusion-induced ambiguity and further refines the hand pose. During training, the whole pipeline only sees purely synthetic data, which are synthesized with sufficient variations and by depth simulation for the ease of generalization. The whole pipeline is pertinent to the generalization gaps and thus directly transferable to real in-the-wild data. We evaluate our method on two real hand object interaction datasets, e.g. HO3D and DexYCB, without any finetuning. Our experiments demonstrate that the proposed method significantly outperforms the previous state-of-the-art depth-based hand and object pose estimation and tracking methods, running at a frame rate of 9 FPS.
CVJun 21, 2022
BOSS: A Benchmark for Human Belief Prediction in Object-context ScenariosJiafei Duan, Samson Yu, Nicholas Tan et al. · uw
Humans with an average level of social cognition can infer the beliefs of others based solely on the nonverbal communication signals (e.g. gaze, gesture, pose and contextual information) exhibited during social interactions. This social cognitive ability to predict human beliefs and intentions is more important than ever for ensuring safe human-robot interaction and collaboration. This paper uses the combined knowledge of Theory of Mind (ToM) and Object-Context Relations to investigate methods for enhancing collaboration between humans and autonomous systems in environments where verbal communication is prohibited. We propose a novel and challenging multimodal video dataset for assessing the capability of artificial intelligence (AI) systems in predicting human belief states in an object-context scenario. The proposed dataset consists of precise labelling of human belief state ground-truth and multimodal inputs replicating all nonverbal communication inputs captured by human perception. We further evaluate our dataset with existing deep learning models and provide new insights into the effects of the various input modalities and object-context relations on the performance of the baseline models.
ROMay 18Code
Dexora: Open-source VLA for High-DoF Bimanual DexterityZongzheng Zhang, Jingrui Pang, Zhuo Yang et al.
Vision-Language-Action (VLA) models have recently become a central direction in embodied AI, but current systems are restricted to either dual-gripper control or single-arm dexterous hand manipulation. While low-dimensional gripper control can often be handled with simpler methods, high-dimensional dexterous hand control benefits greatly from full end-to-end VLA learning. In this work, we introduce Dexora, the first open-source VLA system that natively targets dual-arm, dual-hand high-DoF manipulation. We design a hybrid teleoperation pipeline that decouples gross arm kinematics (captured with a custom exoskeleton backpack) from fine finger motion (markerless hand tracking via Apple Vision Pro), and that drives both a physical dual-arm dual-hand platform and an identical MuJoCo digital twin. Using that interface, we assemble a large training corpus: an embodiment-matched synthetic corpus (100K simulated trajectories, 6.5M frames) and a real-world dataset of 10K teleoperated episodes (2.92M frames). To mitigate noisy teleoperation demonstrations, we propose a data-quality-aware training recipe: an offline discriminator provides clip-level weights for diffusion-transformer policy training, down-weighting low-quality demonstrations. Empirically, Dexora outperforms competitive VLA baselines on both basic and dexterous benchmarks (e.g., average dexterous success 66.7% vs. 51.7%), attains 90% success on basic tasks, and shows robust out-of-distribution and cross-embodiment generalization. Ablations confirm the importance of real data and the discriminator for dexterity.
GROct 17, 2022
Morig: Motion-aware rigging of character meshes from point cloudsZhan Xu, Yang Zhou, Li Yi et al.
We present MoRig, a method that automatically rigs character meshes driven by single-view point cloud streams capturing the motion of performing characters. Our method is also able to animate the 3D meshes according to the captured point cloud motion. MoRig's neural network encodes motion cues from the point clouds into features that are informative about the articulated parts of the performing character. These motion-aware features guide the inference of an appropriate skeletal rig for the input mesh, which is then animated based on the point cloud motion. Our method can rig and animate diverse characters, including humanoids, quadrupeds, and toys with varying articulation. It accounts for occluded regions in the point clouds and mismatches in the part proportions between the input mesh and captured character. Compared to other rigging approaches that ignore motion cues, MoRig produces more accurate rigs, well-suited for re-targeting motion from captured characters.
CVJun 4, 2022
APES: Articulated Part Extraction from Sprite SheetsZhan Xu, Matthew Fisher, Yang Zhou et al.
Rigged puppets are one of the most prevalent representations to create 2D character animations. Creating these puppets requires partitioning characters into independently moving parts. In this work, we present a method to automatically identify such articulated parts from a small set of character poses shown in a sprite sheet, which is an illustration of the character that artists often draw before puppet creation. Our method is trained to infer articulated parts, e.g. head, torso and limbs, that can be re-assembled to best reconstruct the given poses. Our results demonstrate significantly better performance than alternatives qualitatively and quantitatively.Our project page https://zhan-xu.github.io/parts/ includes our code and data.
CVFeb 28, 2023
Self-Supervised Category-Level Articulated Object Pose Estimation with Part-Level SE(3) EquivarianceXueyi Liu, Ji Zhang, Ruizhen Hu et al.
Category-level articulated object pose estimation aims to estimate a hierarchy of articulation-aware object poses of an unseen articulated object from a known category. To reduce the heavy annotations needed for supervised learning methods, we present a novel self-supervised strategy that solves this problem without any human labels. Our key idea is to factorize canonical shapes and articulated object poses from input articulated shapes through part-level equivariant shape analysis. Specifically, we first introduce the concept of part-level SE(3) equivariance and devise a network to learn features of such property. Then, through a carefully designed fine-grained pose-shape disentanglement strategy, we expect that canonical spaces to support pose estimation could be induced automatically. Thus, we could further predict articulated object poses as per-part rigid transformations describing how parts transform from their canonical part spaces to the camera space. Extensive experiments demonstrate the effectiveness of our method on both complete and partial point clouds from synthetic and real articulated object datasets.
RONov 29, 2023
Look Before You Leap: Unveiling the Power of GPT-4V in Robotic Vision-Language PlanningYingdong Hu, Fanqi Lin, Tong Zhang et al.
In this study, we are interested in imbuing robots with the capability of physically-grounded task planning. Recent advancements have shown that large language models (LLMs) possess extensive knowledge useful in robotic tasks, especially in reasoning and planning. However, LLMs are constrained by their lack of world grounding and dependence on external affordance models to perceive environmental information, which cannot jointly reason with LLMs. We argue that a task planner should be an inherently grounded, unified multimodal system. To this end, we introduce Robotic Vision-Language Planning (ViLa), a novel approach for long-horizon robotic planning that leverages vision-language models (VLMs) to generate a sequence of actionable steps. ViLa directly integrates perceptual data into its reasoning and planning process, enabling a profound understanding of commonsense knowledge in the visual world, including spatial layouts and object attributes. It also supports flexible multimodal goal specification and naturally incorporates visual feedback. Our extensive evaluation, conducted in both real-robot and simulated environments, demonstrates ViLa's superiority over existing LLM-based planners, highlighting its effectiveness in a wide array of open-world manipulation tasks.
CVMar 31, 2023
Semi-Weakly Supervised Object Kinematic Motion PredictionGengxin Liu, Qian Sun, Haibin Huang et al.
Given a 3D object, kinematic motion prediction aims to identify the mobile parts as well as the corresponding motion parameters. Due to the large variations in both topological structure and geometric details of 3D objects, this remains a challenging task and the lack of large scale labeled data also constrain the performance of deep learning based approaches. In this paper, we tackle the task of object kinematic motion prediction problem in a semi-weakly supervised manner. Our key observations are two-fold. First, although 3D dataset with fully annotated motion labels is limited, there are existing datasets and methods for object part semantic segmentation at large scale. Second, semantic part segmentation and mobile part segmentation is not always consistent but it is possible to detect the mobile parts from the underlying 3D structure. Towards this end, we propose a graph neural network to learn the map between hierarchical part-level segmentation and mobile parts parameters, which are further refined based on geometric alignment. This network can be first trained on PartNet-Mobility dataset with fully labeled mobility information and then applied on PartNet dataset with fine-grained and hierarchical part-level segmentation. The network predictions yield a large scale of 3D objects with pseudo labeled mobility information and can further be used for weakly-supervised learning with pre-existing segmentation. Our experiments show there are significant performance boosts with the augmented data for previous method designed for kinematic motion prediction on 3D partial scans.
CVJul 30, 2022
Point Primitive Transformer for Long-Term 4D Point Cloud Video UnderstandingHao Wen, Yunze Liu, Jingwei Huang et al.
This paper proposes a 4D backbone for long-term point cloud video understanding. A typical way to capture spatial-temporal context is using 4Dconv or transformer without hierarchy. However, those methods are neither effective nor efficient enough due to camera motion, scene changes, sampling patterns, and the complexity of 4D data. To address those issues, we leverage the primitive plane as a mid-level representation to capture the long-term spatial-temporal context in 4D point cloud videos and propose a novel hierarchical backbone named Point Primitive Transformer(PPTr), which is mainly composed of intra-primitive point transformers and primitive transformers. Extensive experiments show that PPTr outperforms the previous state of the arts on different tasks.
CVMar 25, 2023
CAMS: CAnonicalized Manipulation Spaces for Category-Level Functional Hand-Object Manipulation SynthesisJuntian Zheng, Qingyuan Zheng, Lixing Fang et al.
In this work, we focus on a novel task of category-level functional hand-object manipulation synthesis covering both rigid and articulated object categories. Given an object geometry, an initial human hand pose as well as a sparse control sequence of object poses, our goal is to generate a physically reasonable hand-object manipulation sequence that performs like human beings. To address such a challenge, we first design CAnonicalized Manipulation Spaces (CAMS), a two-level space hierarchy that canonicalizes the hand poses in an object-centric and contact-centric view. Benefiting from the representation capability of CAMS, we then present a two-stage framework for synthesizing human-like manipulation animations. Our framework achieves state-of-the-art performance for both rigid and articulated categories with impressive visual effects. Codes and video results can be found at our project homepage: https://cams-hoi.github.io/
LGMar 3, 2022
On Learning Contrastive Representations for Learning with Noisy LabelsLi Yi, Sheng Liu, Qi She et al.
Deep neural networks are able to memorize noisy labels easily with a softmax cross-entropy (CE) loss. Previous studies attempted to address this issue focus on incorporating a noise-robust loss function to the CE loss. However, the memorization issue is alleviated but still remains due to the non-robust CE loss. To address this issue, we focus on learning robust contrastive representations of data on which the classifier is hard to memorize the label noise under the CE loss. We propose a novel contrastive regularization function to learn such representations over noisy data where label noise does not dominate the representation learning. By theoretically investigating the representations induced by the proposed regularization function, we reveal that the learned representations keep information related to true labels and discard information related to corrupted labels. Moreover, our theoretical results also indicate that the learned representations are robust to the label noise. The effectiveness of this method is demonstrated with experiments on benchmark datasets.
CVDec 10, 2022
Complete-to-Partial 4D Distillation for Self-Supervised Point Cloud Sequence Representation LearningZhuoyang Zhang, Yuhao Dong, Yunze Liu et al.
Recent work on 4D point cloud sequences has attracted a lot of attention. However, obtaining exhaustively labeled 4D datasets is often very expensive and laborious, so it is especially important to investigate how to utilize raw unlabeled data. However, most existing self-supervised point cloud representation learning methods only consider geometry from a static snapshot omitting the fact that sequential observations of dynamic scenes could reveal more comprehensive geometric details. And the video representation learning frameworks mostly model motion as image space flows, let alone being 3D-geometric-aware. To overcome such issues, this paper proposes a new 4D self-supervised pre-training method called Complete-to-Partial 4D Distillation. Our key idea is to formulate 4D self-supervised representation learning as a teacher-student knowledge distillation framework and let the student learn useful 4D representations with the guidance of the teacher. Experiments show that this approach significantly outperforms previous pre-training approaches on a wide range of 4D point cloud sequence understanding tasks including indoor and outdoor scenarios.
OPTICSApr 17
Micrometer-scale displacement and thickness sensing using a single terahertz resonant-tunneling diodeLi Yi, Shota Ito, Chao Tang et al.
Resonant tunneling diodes (RTDs) support room-temperature terahertz (THz) oscillation and simultaneous THz-band detection, enabling compact monostatic THz sensors for practical and cost-effective sensing applications. In this paper, we present a highly integrated 280 GHz-band radar system based on a single RTD that exploits the self-mixing effect to generate a low-frequency interferometric signal. The resulting self-mixing signal is further analyzed from a radar perspective and processed to extract micrometer-scale displacement and thin-film thickness variations. Experimentally, the proposed system demonstrates a minimum detectable displacement of approximately 5 um and quantitatively resolves polymer film thicknesses of 12.5, 25, and 50 um.
LGJan 31, 2023
When Source-Free Domain Adaptation Meets Learning with Noisy LabelsLi Yi, Gezheng Xu, Pengcheng Xu et al.
Recent state-of-the-art source-free domain adaptation (SFDA) methods have focused on learning meaningful cluster structures in the feature space, which have succeeded in adapting the knowledge from source domain to unlabeled target domain without accessing the private source data. However, existing methods rely on the pseudo-labels generated by source models that can be noisy due to domain shift. In this paper, we study SFDA from the perspective of learning with label noise (LLN). Unlike the label noise in the conventional LLN scenario, we prove that the label noise in SFDA follows a different distribution assumption. We also prove that such a difference makes existing LLN methods that rely on their distribution assumptions unable to address the label noise in SFDA. Empirical evidence suggests that only marginal improvements are achieved when applying the existing LLN methods to solve the SFDA problem. On the other hand, although there exists a fundamental difference between the label noise in the two scenarios, we demonstrate theoretically that the early-time training phenomenon (ETP), which has been previously observed in conventional label noise settings, can also be observed in the SFDA problem. Extensive experiments demonstrate significant improvements to existing SFDA algorithms by leveraging ETP to address the label noise in SFDA.
ROSep 18, 2023
TransTouch: Learning Transparent Objects Depth Sensing Through Sparse TouchesLiuyu Bian, Pengyang Shi, Weihang Chen et al.
Transparent objects are common in daily life. However, depth sensing for transparent objects remains a challenging problem. While learning-based methods can leverage shape priors to improve the sensing quality, the labor-intensive data collection in the real world and the sim-to-real domain gap restrict these methods' scalability. In this paper, we propose a method to finetune a stereo network with sparse depth labels automatically collected using a probing system with tactile feedback. We present a novel utility function to evaluate the benefit of touches. By approximating and optimizing the utility function, we can optimize the probing locations given a fixed touching budget to better improve the network's performance on real objects. We further combine tactile depth supervision with a confidence-based regularization to prevent over-fitting during finetuning. To evaluate the effectiveness of our method, we construct a real-world dataset including both diffuse and transparent objects. Experimental results on this dataset show that our method can significantly improve real-world depth sensing accuracy, especially for transparent objects.
CVOct 12, 2023
NSM4D: Neural Scene Model Based Online 4D Point Cloud Sequence UnderstandingYuhao Dong, Zhuoyang Zhang, Yunze Liu et al.
Understanding 4D point cloud sequences online is of significant practical value in various scenarios such as VR/AR, robotics, and autonomous driving. The key goal is to continuously analyze the geometry and dynamics of a 3D scene as unstructured and redundant point cloud sequences arrive. And the main challenge is to effectively model the long-term history while keeping computational costs manageable. To tackle these challenges, we introduce a generic online 4D perception paradigm called NSM4D. NSM4D serves as a plug-and-play strategy that can be adapted to existing 4D backbones, significantly enhancing their online perception capabilities for both indoor and outdoor scenarios. To efficiently capture the redundant 4D history, we propose a neural scene model that factorizes geometry and motion information by constructing geometry tokens separately storing geometry and motion features. Exploiting the history becomes as straightforward as querying the neural scene model. As the sequence progresses, the neural scene model dynamically deforms to align with new observations, effectively providing the historical context and updating itself with the new observations. By employing token representation, NSM4D also exhibits robustness to low-level sensor noise and maintains a compact size through a geometric sampling scheme. We integrate NSM4D with state-of-the-art 4D perception backbones, demonstrating significant improvements on various online perception benchmarks in indoor and outdoor settings. Notably, we achieve a 9.6% accuracy improvement for HOI4D online action segmentation and a 3.4% mIoU improvement for SemanticKITTI online semantic segmentation. Furthermore, we show that NSM4D inherently offers excellent scalability to longer sequences beyond the training set, which is crucial for real-world applications.
CVOct 31, 2024Code
ImOV3D: Learning Open-Vocabulary Point Clouds 3D Object Detection from Only 2D ImagesTiming Yang, Yuanliang Ju, Li Yi
Open-vocabulary 3D object detection (OV-3Det) aims to generalize beyond the limited number of base categories labeled during the training phase. The biggest bottleneck is the scarcity of annotated 3D data, whereas 2D image datasets are abundant and richly annotated. Consequently, it is intuitive to leverage the wealth of annotations in 2D images to alleviate the inherent data scarcity in OV-3Det. In this paper, we push the task setup to its limits by exploring the potential of using solely 2D images to learn OV-3Det. The major challenges for this setup is the modality gap between training images and testing point clouds, which prevents effective integration of 2D knowledge into OV-3Det. To address this challenge, we propose a novel framework ImOV3D to leverage pseudo multimodal representation containing both images and point clouds (PC) to close the modality gap. The key of ImOV3D lies in flexible modality conversion where 2D images can be lifted into 3D using monocular depth estimation and can also be derived from 3D scenes through rendering. This allows unifying both training images and testing point clouds into a common image-PC representation, encompassing a wealth of 2D semantic information and also incorporating the depth and structural characteristics of 3D spatial data. We carefully conduct such conversion to minimize the domain gap between training and test cases. Extensive experiments on two benchmark datasets, SUNRGBD and ScanNet, show that ImOV3D significantly outperforms existing methods, even in the absence of ground truth 3D training data. With the inclusion of a minimal amount of real 3D data for fine-tuning, the performance also significantly surpasses previous state-of-the-art. Codes and pre-trained models are released on the https://github.com/yangtiming/ImOV3D.
CVMar 25, 2025Code
PartRM: Modeling Part-Level Dynamics with Large Cross-State Reconstruction ModelMingju Gao, Yike Pan, Huan-ang Gao et al. · tsinghua
As interest grows in world models that predict future states from current observations and actions, accurately modeling part-level dynamics has become increasingly relevant for various applications. Existing approaches, such as Puppet-Master, rely on fine-tuning large-scale pre-trained video diffusion models, which are impractical for real-world use due to the limitations of 2D video representation and slow processing times. To overcome these challenges, we present PartRM, a novel 4D reconstruction framework that simultaneously models appearance, geometry, and part-level motion from multi-view images of a static object. PartRM builds upon large 3D Gaussian reconstruction models, leveraging their extensive knowledge of appearance and geometry in static objects. To address data scarcity in 4D, we introduce the PartDrag-4D dataset, providing multi-view observations of part-level dynamics across over 20,000 states. We enhance the model's understanding of interaction conditions with a multi-scale drag embedding module that captures dynamics at varying granularities. To prevent catastrophic forgetting during fine-tuning, we implement a two-stage training process that focuses sequentially on motion and appearance learning. Experimental results show that PartRM establishes a new state-of-the-art in part-level motion learning and can be applied in manipulation tasks in robotics. Our code, data, and models are publicly available to facilitate future research.
CVMar 16, 2025Code
VideoMAP: Toward Scalable Mamba-based Video Autoregressive PretrainingYunze Liu, Peiran Wu, Cheng Liang et al.
Recent Mamba-based architectures for video understanding demonstrate promising computational efficiency and competitive performance, yet struggle with overfitting issues that hinder their scalability. To overcome this challenge, we introduce VideoMAP, a Hybrid Mamba-Transformer framework featuring a novel pre-training approach. VideoMAP uses a 4:1 Mamba-to-Transformer ratio, effectively balancing computational cost and model capacity. This architecture, combined with our proposed frame-wise masked autoregressive pre-training strategy, delivers significant performance gains when scaling to larger models. Additionally, VideoMAP exhibits impressive sample efficiency, significantly outperforming existing methods with less training data. Experiments show that VideoMAP outperforms existing models across various datasets, including Kinetics-400, Something-Something V2, Breakfast, and COIN. Furthermore, we demonstrate the potential of VideoMAP as a visual encoder for multimodal large language models, highlighting its ability to reduce memory usage and enable the processing of longer video sequences. The code is open-source at https://github.com/yunzeliu/MAP
CVFeb 27, 2024
ShapeLLM: Universal 3D Object Understanding for Embodied InteractionZekun Qi, Runpei Dong, Shaochen Zhang et al. · berkeley
This paper presents ShapeLLM, the first 3D Multimodal Large Language Model (LLM) designed for embodied interaction, exploring a universal 3D object understanding with 3D point clouds and languages. ShapeLLM is built upon an improved 3D encoder by extending ReCon to ReCon++ that benefits from multi-view image distillation for enhanced geometry understanding. By utilizing ReCon++ as the 3D point cloud input encoder for LLMs, ShapeLLM is trained on constructed instruction-following data and tested on our newly human-curated benchmark, 3D MM-Vet. ReCon++ and ShapeLLM achieve state-of-the-art performance in 3D geometry understanding and language-unified 3D interaction tasks, such as embodied visual grounding. Project page: https://qizekun.github.io/shapellm/
CVMar 23
PAM: A Pose-Appearance-Motion Engine for Sim-to-Real HOI Video GenerationMingju Gao, Kaisen Yang, Huan-ang Gao et al.
Hand-object interaction (HOI) reconstruction and synthesis are becoming central to embodied AI and AR/VR. Yet, despite rapid progress, existing HOI generation research remains fragmented across three disjoint tracks: (1) pose-only synthesis that predicts MANO trajectories without producing pixels; (2) single-image HOI generation that hallucinates appearance from masks or 2D cues but lacks dynamics; and (3) video generation methods that require both the entire pose sequence and the ground-truth first frame as inputs, preventing true sim-to-real deployment. Inspired by the philosophy of Joo et al. (2018), we think that HOI generation requires a unified engine that brings together pose, appearance, and motion within one coherent framework. Thus we introduce PAM: a Pose-Appearance-Motion Engine for controllable HOI video generation. The performance of our engine is validated by: (1) On DexYCB, we obtain an FVD of 29.13 (vs. 38.83 for InterDyn), and MPJPE of 19.37 mm (vs. 30.05 mm for CosHand), while generating higher-resolution 480x720 videos compared to 256x256 and 256x384 baselines. (2) On OAKINK2, our full multi-condition model improves FVD from 68.76 to 46.31. (3) An ablation over input conditions on DexYCB shows that combining depth, segmentation, and keypoints consistently yields the best results. (4) For a downstream hand pose estimation task using SimpleHand, augmenting training with 3,400 synthetic videos (207k frames) allows a model trained on only 50% of the real data plus our synthetic data to match the 100% real baseline.
CVFeb 22, 2024
GeneOH Diffusion: Towards Generalizable Hand-Object Interaction Denoising via Denoising DiffusionXueyi Liu, Li Yi
In this work, we tackle the challenging problem of denoising hand-object interactions (HOI). Given an erroneous interaction sequence, the objective is to refine the incorrect hand trajectory to remove interaction artifacts for a perceptually realistic sequence. This challenge involves intricate interaction noise, including unnatural hand poses and incorrect hand-object relations, alongside the necessity for robust generalization to new interactions and diverse noise patterns. We tackle those challenges through a novel approach, GeneOH Diffusion, incorporating two key designs: an innovative contact-centric HOI representation named GeneOH and a new domain-generalizable denoising scheme. The contact-centric representation GeneOH informatively parameterizes the HOI process, facilitating enhanced generalization across various HOI scenarios. The new denoising scheme consists of a canonical denoising model trained to project noisy data samples from a whitened noise space to a clean data manifold and a "denoising via diffusion" strategy which can handle input trajectories with various noise patterns by first diffusing them to align with the whitened noise space and cleaning via the canonical denoiser. Extensive experiments on four benchmarks with significant domain variations demonstrate the superior effectiveness of our method. GeneOH Diffusion also shows promise for various downstream applications. Project website: https://meowuu7.github.io/GeneOH-Diffusion/.
CLFeb 19, 2024
LEMMA: Towards LVLM-Enhanced Multimodal Misinformation Detection with External Knowledge AugmentationKeyang Xuan, Li Yi, Fan Yang et al.
The rise of multimodal misinformation on social platforms poses significant challenges for individuals and societies. Its increased credibility and broader impact compared to textual misinformation make detection complex, requiring robust reasoning across diverse media types and profound knowledge for accurate verification. The emergence of Large Vision Language Model (LVLM) offers a potential solution to this problem. Leveraging their proficiency in processing visual and textual information, LVLM demonstrates promising capabilities in recognizing complex information and exhibiting strong reasoning skills. In this paper, we first investigate the potential of LVLM on multimodal misinformation detection. We find that even though LVLM has a superior performance compared to LLMs, its profound reasoning may present limited power with a lack of evidence. Based on these observations, we propose LEMMA: LVLM-Enhanced Multimodal Misinformation Detection with External Knowledge Augmentation. LEMMA leverages LVLM intuition and reasoning capabilities while augmenting them with external knowledge to enhance the accuracy of misinformation detection. Our method improves the accuracy over the top baseline LVLM by 7% and 13% on Twitter and Fakeddit datasets respectively.
ROFeb 18, 2025
SoFar: Language-Grounded Orientation Bridges Spatial Reasoning and Object ManipulationZekun Qi, Wenyao Zhang, Yufei Ding et al. · pku, stanford
While spatial reasoning has made progress in object localization relationships, it often overlooks object orientation-a key factor in 6-DoF fine-grained manipulation. Traditional pose representations rely on pre-defined frames or templates, limiting generalization and semantic grounding. In this paper, we introduce the concept of semantic orientation, which defines object orientations using natural language in a reference-frame-free manner (e.g., the "plug-in" direction of a USB or the "handle" direction of a cup). To support this, we construct OrienText300K, a large-scale dataset of 3D objects annotated with semantic orientations, and develop PointSO, a general model for zero-shot semantic orientation prediction. By integrating semantic orientation into VLM agents, our SoFar framework enables 6-DoF spatial reasoning and generates robotic actions. Extensive experiments demonstrated the effectiveness and generalization of our SoFar, e.g., zero-shot 48.7% successful rate on Open6DOR and zero-shot 74.9% successful rate on SIMPLER-Env.
CVJul 6, 2025
DreamVLA: A Vision-Language-Action Model Dreamed with Comprehensive World KnowledgeWenyao Zhang, Hongsi Liu, Zekun Qi et al.
Recent advances in vision-language-action (VLA) models have shown promise in integrating image generation with action prediction to improve generalization and reasoning in robot manipulation. However, existing methods are limited to challenging image-based forecasting, which suffers from redundant information and lacks comprehensive and critical world knowledge, including dynamic, spatial and semantic information. To address these limitations, we propose DreamVLA, a novel VLA framework that integrates comprehensive world knowledge forecasting to enable inverse dynamics modeling, thereby establishing a perception-prediction-action loop for manipulation tasks. Specifically, DreamVLA introduces a dynamic-region-guided world knowledge prediction, integrated with the spatial and semantic cues, which provide compact yet comprehensive representations for action planning. This design aligns with how humans interact with the world by first forming abstract multimodal reasoning chains before acting. To mitigate interference among the dynamic, spatial and semantic information during training, we adopt a block-wise structured attention mechanism that masks their mutual attention, preventing information leakage and keeping each representation clean and disentangled. Moreover, to model the conditional distribution over future actions, we employ a diffusion-based transformer that disentangles action representations from shared latent features. Extensive experiments on both real-world and simulation environments demonstrate that DreamVLA achieves 76.7% success rate on real robot tasks and 4.44 average length on the CALVIN ABC-D benchmarks.
CVDec 14, 2023
Interactive Humanoid: Online Full-Body Motion Reaction Synthesis with Social Affordance Canonicalization and ForecastingYunze Liu, Changxi Chen, Li Yi
We focus on the human-humanoid interaction task optionally with an object. We propose a new task named online full-body motion reaction synthesis, which generates humanoid reactions based on the human actor's motions. The previous work only focuses on human interaction without objects and generates body reactions without hand. Besides, they also do not consider the task as an online setting, which means the inability to observe information beyond the current moment in practical situations. To support this task, we construct two datasets named HHI and CoChair and propose a unified method. Specifically, we propose to construct a social affordance representation. We first select a social affordance carrier and use SE(3)-Equivariant Neural Networks to learn the local frame for the carrier, then we canonicalize the social affordance. Besides, we propose a social affordance forecasting scheme to enable the reactor to predict based on the imagined future. Experiments demonstrate that our approach can effectively generate high-quality reactions on HHI and CoChair. Furthermore, we also validate our method on existing human interaction datasets Interhuman and Chi3D.
ROJan 1, 2024
GenH2R: Learning Generalizable Human-to-Robot Handover via Scalable Simulation, Demonstration, and ImitationZifan Wang, Junyu Chen, Ziqing Chen et al.
This paper presents GenH2R, a framework for learning generalizable vision-based human-to-robot (H2R) handover skills. The goal is to equip robots with the ability to reliably receive objects with unseen geometry handed over by humans in various complex trajectories. We acquire such generalizability by learning H2R handover at scale with a comprehensive solution including procedural simulation assets creation, automated demonstration generation, and effective imitation learning. We leverage large-scale 3D model repositories, dexterous grasp generation methods, and curve-based 3D animation to create an H2R handover simulation environment named \simabbns, surpassing the number of scenes in existing simulators by three orders of magnitude. We further introduce a distillation-friendly demonstration generation method that automatically generates a million high-quality demonstrations suitable for learning. Finally, we present a 4D imitation learning method augmented by a future forecasting objective to distill demonstrations into a visuo-motor handover policy. Experimental evaluations in both simulators and the real world demonstrate significant improvements (at least +10\% success rate) over baselines in all cases. The project page is https://GenH2R.github.io/.
CVJun 3, 2025
OmniSpatial: Towards Comprehensive Spatial Reasoning Benchmark for Vision Language ModelsMengdi Jia, Zekun Qi, Shaochen Zhang et al.
Spatial reasoning is a key aspect of cognitive psychology and remains a bottleneck for current vision-language models (VLMs). While extensive research has aimed to evaluate or improve VLMs' understanding of basic spatial relations, such as distinguishing left from right, near from far, and object counting, these tasks cover only the most elementary layer of spatial reasoning and are largely approaching saturation in the latest reasoning models. In this work, we introduce OmniSpatial, a comprehensive and challenging benchmark for spatial reasoning, grounded in cognitive psychology. OmniSpatial covers four major categories: dynamic reasoning, complex spatial logic, spatial interaction, and perspective-taking, with 50 fine-grained subcategories. Through careful manual annotation, we construct over 8.4K question-answer pairs. Extensive experiments show that both open- and closed-source VLMs exhibit significant limitations in comprehensive spatial reasoning. We also explore two strategies-PointGraph (explicit scene graph cues) and SpatialCoT (novel-view chain-of-thought)-to bolster spatial reasoning.
RODec 23, 2024
Mimicking-Bench: A Benchmark for Generalizable Humanoid-Scene Interaction Learning via Human MimickingYun Liu, Bowen Yang, Licheng Zhong et al.
Learning generic skills for humanoid robots interacting with 3D scenes by mimicking human data is a key research challenge with significant implications for robotics and real-world applications. However, existing methodologies and benchmarks are constrained by the use of small-scale, manually collected demonstrations, lacking the general dataset and benchmark support necessary to explore scene geometry generalization effectively. To address this gap, we introduce Mimicking-Bench, the first comprehensive benchmark designed for generalizable humanoid-scene interaction learning through mimicking large-scale human animation references. Mimicking-Bench includes six household full-body humanoid-scene interaction tasks, covering 11K diverse object shapes, along with 20K synthetic and 3K real-world human interaction skill references. We construct a complete humanoid skill learning pipeline and benchmark approaches for motion retargeting, motion tracking, imitation learning, and their various combinations. Extensive experiments highlight the value of human mimicking for skill learning, revealing key challenges and research directions.