Jiajun Wu

CV
h-index18
8papers
214citations
Novelty51%
AI Score41

8 Papers

16.0CVApr 28, 2022
Rotationally Equivariant 3D Object Detection

Hong-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.

17.3AIOct 3, 2023Code
Mini-BEHAVIOR: A Procedurally Generated Benchmark for Long-horizon Decision-Making in Embodied AI

Emily Jin, Jiaheng Hu, Zhuoyi Huang et al.

We present Mini-BEHAVIOR, a novel benchmark for embodied AI that challenges agents to use reasoning and decision-making skills to solve complex activities that resemble everyday human challenges. The Mini-BEHAVIOR environment is a fast, realistic Gridworld environment that offers the benefits of rapid prototyping and ease of use while preserving a symbolic level of physical realism and complexity found in complex embodied AI benchmarks. We introduce key features such as procedural generation, to enable the creation of countless task variations and support open-ended learning. Mini-BEHAVIOR provides implementations of various household tasks from the original BEHAVIOR benchmark, along with starter code for data collection and reinforcement learning agent training. In essence, Mini-BEHAVIOR offers a fast, open-ended benchmark for evaluating decision-making and planning solutions in embodied AI. It serves as a user-friendly entry point for research and facilitates the evaluation and development of solutions, simplifying their assessment and development while advancing the field of embodied AI. Code is publicly available at https://github.com/StanfordVL/mini_behavior.

27.5GRApr 1, 2025Code
WorldScore: A Unified Evaluation Benchmark for World Generation

Haoyi Duan, Hong-Xing Yu, Sirui Chen et al.

We introduce the WorldScore benchmark, the first unified benchmark for world generation. We decompose world generation into a sequence of next-scene generation tasks with explicit camera trajectory-based layout specifications, enabling unified evaluation of diverse approaches from 3D and 4D scene generation to video generation models. The WorldScore benchmark encompasses a curated dataset of 3,000 test examples that span diverse worlds: static and dynamic, indoor and outdoor, photorealistic and stylized. The WorldScore metrics evaluate generated worlds through three key aspects: controllability, quality, and dynamics. Through extensive evaluation of 19 representative models, including both open-source and closed-source ones, we reveal key insights and challenges for each category of models. Our dataset, evaluation code, and leaderboard can be found at https://haoyi-duan.github.io/WorldScore/

3.4SENov 3, 2025
Exploringand Unleashing the Power of Large Language Models in CI/CD Configuration Translation

Chong Wang, Chen Zhang, Jiajun Wu et al.

Continuous Integration (CI) is a cornerstone of modern collaborative software development, and numerous CI platforms are available. Differences in maintenance overhead, reliability, and integration depth with code-hosting platforms make migration between CI platforms a common practice. A central step in migration is translating CI configurations, which is challenging due to the intrinsic complexity of CI configurations and the need to understand semantic differences and relationships across CI platforms. With the advent of large language models (LLMs), recent advances in software engineering highlight their potential for CI configuration translation. In this paper, we present a study on LLM-based CI configuration translation, focusing on the migration from Travis CI to GitHub Actions. First, using 811 migration records, we quantify the effort involved and find that developers read an average of 38 lines of Travis configuration and write 58 lines of GitHub Actions configuration, with nearly half of the migrations requiring multiple commits. We further analyze translations produced by each of the four LLMs and identify 1,121 issues grouped into four categories: logic inconsistencies (38%), platform discrepancies (32%), environment errors (25%), and syntax errors (5%). Finally, we evaluate three enhancement strategies and show that combining guideline-based prompting with iterative refinement achieves the best performance, reaching a Build Success Rate of 75.5%-nearly a threefold improvement over GPT-4o with a basic prompt.

19.4CVDec 24, 2024
ZeroHSI: Zero-Shot 4D Human-Scene Interaction by Video Generation

Hongjie Li, Hong-Xing Yu, Jiaman Li et al. · pku

Human-scene interaction (HSI) generation is crucial for applications in embodied AI, virtual reality, and robotics. Yet, existing methods cannot synthesize interactions in unseen environments such as in-the-wild scenes or reconstructed scenes, as they rely on paired 3D scenes and captured human motion data for training, which are unavailable for unseen environments. We present ZeroHSI, a novel approach that enables zero-shot 4D human-scene interaction synthesis, eliminating the need for training on any MoCap data. Our key insight is to distill human-scene interactions from state-of-the-art video generation models, which have been trained on vast amounts of natural human movements and interactions, and use differentiable rendering to reconstruct human-scene interactions. ZeroHSI can synthesize realistic human motions in both static scenes and environments with dynamic objects, without requiring any ground-truth motion data. We evaluate ZeroHSI on a curated dataset of different types of various indoor and outdoor scenes with different interaction prompts, demonstrating its ability to generate diverse and contextually appropriate human-scene interactions.

3.6CVMay 19, 2025
Understanding Complexity in VideoQA via Visual Program Generation

Cristobal Eyzaguirre, Igor Vasiljevic, Achal Dave et al. · salesforce, stanford

We propose a data-driven approach to analyzing query complexity in Video Question Answering (VideoQA). Previous efforts in benchmark design have relied on human expertise to design challenging questions, yet we experimentally show that humans struggle to predict which questions are difficult for machine learning models. Our automatic approach leverages recent advances in code generation for visual question answering, using the complexity of generated code as a proxy for question difficulty. We demonstrate that this measure correlates significantly better with model performance than human estimates. To operationalize this insight, we propose an algorithm for estimating question complexity from code. It identifies fine-grained primitives that correlate with the hardest questions for any given set of models, making it easy to scale to new approaches in the future. Finally, to further illustrate the utility of our method, we extend it to automatically generate complex questions, constructing a new benchmark that is 1.9 times harder than the popular NExT-QA.

17.4ROMay 9, 2024
Composable Part-Based Manipulation

Weiyu Liu, Jiayuan Mao, Joy Hsu et al.

In this paper, we propose composable part-based manipulation (CPM), a novel approach that leverages object-part decomposition and part-part correspondences to improve learning and generalization of robotic manipulation skills. By considering the functional correspondences between object parts, we conceptualize functional actions, such as pouring and constrained placing, as combinations of different correspondence constraints. CPM comprises a collection of composable diffusion models, where each model captures a different inter-object correspondence. These diffusion models can generate parameters for manipulation skills based on the specific object parts. Leveraging part-based correspondences coupled with the task decomposition into distinct constraints enables strong generalization to novel objects and object categories. We validate our approach in both simulated and real-world scenarios, demonstrating its effectiveness in achieving robust and generalized manipulation capabilities.

3.9CVSep 13, 2018
Seeing Tree Structure from Vibration

Tianfan Xue, Jiajun Wu, Zhoutong Zhang et al.

Humans recognize object structure from both their appearance and motion; often, motion helps to resolve ambiguities in object structure that arise when we observe object appearance only. There are particular scenarios, however, where neither appearance nor spatial-temporal motion signals are informative: occluding twigs may look connected and have almost identical movements, though they belong to different, possibly disconnected branches. We propose to tackle this problem through spectrum analysis of motion signals, because vibrations of disconnected branches, though visually similar, often have distinctive natural frequencies. We propose a novel formulation of tree structure based on a physics-based link model, and validate its effectiveness by theoretical analysis, numerical simulation, and empirical experiments. With this formulation, we use nonparametric Bayesian inference to reconstruct tree structure from both spectral vibration signals and appearance cues. Our model performs well in recognizing hierarchical tree structure from real-world videos of trees and vessels.