Yunheng Wang

4papers

4 Papers

17.3CVJun 25
Not All Actions Are Equal: Rethinking Conditioning for Dexterous World Model

Zizhao Yuan, Zhengtu Liang, Taowen Wang et al.

Recent advances in action-conditioned world models show promising progress in modeling complex interactions and forecasting future states under diverse action sequences. While these models are often driven by stronger visual representations and model capacity, action conditioning itself remains underexplored. Most existing approaches compress the entire action sequence into a single representation, which works well for low-DoF control but becomes less reliable in high-DoF scenarios. We observe that high-DoF dexterous actions are inherently heterogeneous, spanning multiple orders of magnitude, where large-scale motions coexist with subtle but important signals. When uniformly aggregated, optimization exhibits an imbalance across action components, which hinders the modeling of fine-grained effects and affects action fidelity. We therefore propose DexAC-WM, which treats action conditioning as a structured process rather than global compression. DexAC preserves dimension-level semantics via action tokenization and aligns action signals with visual dynamics through local refinement and global modulation. To address the limited high-level semantic grounding in existing world models, we further introduce a semantic branch that provides rich object-scene priors, which enables world model to capture dynamic visual details while supporting high-DoF action-conditioned video prediction. Experiments on EgoDex and EgoVerse show that combining the semantic branch with DexAC significantly improves FID, FVD, and PCK, demonstrating gains in visual-temporal realism and action-following consistency. We further verify that DexAC extends to other backbones, showing the scalability of our structured action-conditioning design. These results suggest that scaling world models to high-DoF control requires both structured action modeling and semantic grounding.

19.7ROMay 13
What Limits Vision-and-Language Navigation ?

Yunheng Wang, Yuetong Fang, Taowen Wang et al.

Vision-and-Language Navigation (VLN) is a cornerstone of embodied intelligence. However, current agents often suffer from significant performance degradation when transitioning from simulation to real-world deployment, primarily due to perceptual instability (e.g., lighting variations and motion blur) and under-specified instructions. While existing methods attempt to bridge this gap by scaling up model size and training data, we argue that the bottleneck lies in the lack of robust spatial grounding and cross-domain priors. In this paper, we propose StereoNav, a robust Vision-Language-Action framework designed to enhance real-world navigation consistency. To address the inherent gap between synthetic training and physical execution, we introduce Target-Location Priors as a persistent bridge. These priors provide stable visual guidance that remains invariant across domains, effectively grounding the agent even when instructions are vague. Furthermore, to mitigate visual disturbances like motion blur and illumination shifts, StereoNav leverages stereo vision to construct a unified representation of semantics and geometry, enabling precise action prediction through enhanced depth awareness. Extensive experiments on R2R-CE and RxR-CE demonstrate that StereoNav achieves state-of-the-art egocentric RGB performance, with SR and SPL scores of 81.1% and 68.3%, and 67.5% and 52.0%, respectively, while using significantly fewer parameters and less training data than prior scaling-based approaches. More importantly, real-world robotic deployments confirm that StereoNav substantially improves navigation reliability in complex, unstructured environments. Project page: https://yunheng-wang.github.io/stereonav-public.github.io.

28.2ROJun 16
HumanoidArena: Benchmarking Egocentric Hierarchical Whole-body Learning

Taowen Wang, Zikang Xie, Bin Yang et al.

Humanoid robots promise whole-body interaction in human-centered environments, but scalable policy learning remains difficult because task-level decision-making and whole-body dynamic execution are tightly coupled. A practical solution is hierarchical control, where a high-level policy predicts intermediate whole-body actions and low-level general motion trackers (GMTs) execute them as stable humanoid motion. However, existing benchmarks rarely evaluate the policy-tracker interface itself, leaving open whether intermediate whole-body actions are executable, robust under task distribution shifts, and transferable across different GMT backends. We introduce HumanoidArena, a simulation-first benchmark for egocentric hierarchical whole-body learning. The benchmark formulates policy learning as a hierarchical decision making problem: a high-level policy converts egocentric vision, proprioception, and instructions into a compact whole-body action, which is subsequently executed by a low-level GMT. Instead of treating the legs as planar transport tools, HumanoidArena emphasizes interactions where lower-body coordination is structurally necessary in task completion. We therefore design 7 leg-critical HOI/HSI tasks in which success requires foot placement, balance maintenance, posture adjustment, and whole-body reorientation. To further diagnose the hierarchical system, we evaluate policies from two complementary perspectives: perturbation-conditioned generalization and GMT-conditioned transfer. Experiments show that hierarchical control enables learned policies to solve diverse leg-critical interactions, but performance is strongly tracker-conditioned and cross-GMT transfer remains fragile. These results position HumanoidArena as a benchmark for studying transferable intermediate action representations and scalable egocentric whole-body policy learning.

20.6ROMar 9
UniGround: Universal 3D Visual Grounding via Training-Free Scene Parsing

Jiaxi Zhang, Yunheng Wang, Wei Lu et al.

Understanding and localizing objects in complex 3D environments from natural language descriptions, known as 3D Visual Grounding (3DVG), is a foundational challenge in embodied AI, with broad implications for robotics, augmented reality, and human-machine interaction. Large-scale pre-trained foundation models have driven significant progress on this front, enabling open-vocabulary 3DVG that allows systems to locate arbitrary objects in a given scene. However, their reliance on pre-trained models constrains 3D perception and reasoning within the inherited knowledge boundaries, resulting in limited generalization to unseen spatial relationships and poor robustness to out-of-distribution scenes. In this paper, we replace this constrained perception with training-free visual and geometric reasoning, thereby unlocking open-world 3DVG that enables the localization of any object in any scene beyond the training data. Specifically, the proposed UniGround operates in two stages: a Global Candidate Filtering stage that constructs scene candidates through training-free 3D topology and multi-view semantic encoding, and a Local Precision Grounding stage that leverages multi-scale visual prompting and structured reasoning to precisely identify the target object. Experiments on ScanRefer and EmbodiedScan show that UniGround achieves 46.1\%/34.1\% Acc@0.25/0.5 on ScanRefer and 28.7\% Acc@0.25 on EmbodiedScan, establishing a new state-of-the-art among zero-shot methods on EmbodiedScan without any 3D supervision. We further evaluate UniGround in real-world environments under uncontrolled reconstruction conditions and substantial domain shift, showing training-free reasoning generalizes robustly beyond curated benchmarks.