Siyuan Huang

CV
h-index30
70papers
6,684citations
Novelty56%
AI Score64

70 Papers

39.3CVJun 15, 2023Code
LVLM-eHub: A Comprehensive Evaluation Benchmark for Large Vision-Language Models

Peng Xu, Wenqi Shao, Kaipeng Zhang et al. · pku

Large Vision-Language Models (LVLMs) have recently played a dominant role in multimodal vision-language learning. Despite the great success, it lacks a holistic evaluation of their efficacy. This paper presents a comprehensive evaluation of publicly available large multimodal models by building a LVLM evaluation Hub (LVLM-eHub). Our LVLM-eHub consists of $8$ representative LVLMs such as InstructBLIP and MiniGPT-4, which are thoroughly evaluated by a quantitative capability evaluation and an online arena platform. The former evaluates $6$ categories of multimodal capabilities of LVLMs such as visual question answering and embodied artificial intelligence on $47$ standard text-related visual benchmarks, while the latter provides the user-level evaluation of LVLMs in an open-world question-answering scenario. The study reveals several innovative findings. First, instruction-tuned LVLM with massive in-domain data such as InstructBLIP heavily overfits many existing tasks, generalizing poorly in the open-world scenario. Second, instruction-tuned LVLM with moderate instruction-following data may result in object hallucination issues (i.e., generate objects that are inconsistent with target images in the descriptions). It either makes the current evaluation metric such as CIDEr for image captioning ineffective or generates wrong answers. Third, employing a multi-turn reasoning evaluation framework can mitigate the issue of object hallucination, shedding light on developing an effective pipeline for LVLM evaluation. The findings provide a foundational framework for the conception and assessment of innovative strategies aimed at enhancing zero-shot multimodal techniques. Our LVLM-eHub will be available at https://github.com/OpenGVLab/Multi-Modality-Arena

28.2ROOct 3, 2022Code
GenDexGrasp: Generalizable Dexterous Grasping

Puhao Li, Tengyu Liu, Yuyang Li et al. · pku

Generating dexterous grasping has been a long-standing and challenging robotic task. Despite recent progress, existing methods primarily suffer from two issues. First, most prior arts focus on a specific type of robot hand, lacking the generalizable capability of handling unseen ones. Second, prior arts oftentimes fail to rapidly generate diverse grasps with a high success rate. To jointly tackle these challenges with a unified solution, we propose GenDexGrasp, a novel hand-agnostic grasping algorithm for generalizable grasping. GenDexGrasp is trained on our proposed large-scale multi-hand grasping dataset MultiDex synthesized with force closure optimization. By leveraging the contact map as a hand-agnostic intermediate representation, GenDexGrasp efficiently generates diverse and plausible grasping poses with a high success rate and can transfer among diverse multi-fingered robotic hands. Compared with previous methods, GenDexGrasp achieves a three-way trade-off among success rate, inference speed, and diversity. Code is available at https://github.com/tengyu-liu/GenDexGrasp.

35.7CVMar 3, 2023Code
Prompt, Generate, then Cache: Cascade of Foundation Models makes Strong Few-shot Learners

Renrui Zhang, Xiangfei Hu, Bohao Li et al.

Visual recognition in low-data regimes requires deep neural networks to learn generalized representations from limited training samples. Recently, CLIP-based methods have shown promising few-shot performance benefited from the contrastive language-image pre-training. We then question, if the more diverse pre-training knowledge can be cascaded to further assist few-shot representation learning. In this paper, we propose CaFo, a Cascade of Foundation models that incorporates diverse prior knowledge of various pre-training paradigms for better few-shot learning. Our CaFo incorporates CLIP's language-contrastive knowledge, DINO's vision-contrastive knowledge, DALL-E's vision-generative knowledge, and GPT-3's language-generative knowledge. Specifically, CaFo works by 'Prompt, Generate, then Cache'. Firstly, we leverage GPT-3 to produce textual inputs for prompting CLIP with rich downstream linguistic semantics. Then, we generate synthetic images via DALL-E to expand the few-shot training data without any manpower. At last, we introduce a learnable cache model to adaptively blend the predictions from CLIP and DINO. By such collaboration, CaFo can fully unleash the potential of different pre-training methods and unify them to perform state-of-the-art for few-shot classification. Code is available at https://github.com/ZrrSkywalker/CaFo.

30.4AIApr 9, 2023Code
ARNOLD: A Benchmark for Language-Grounded Task Learning With Continuous States in Realistic 3D Scenes

Ran Gong, Jiangyong Huang, Yizhou Zhao et al. · berkeley

Understanding the continuous states of objects is essential for task learning and planning in the real world. However, most existing task learning benchmarks assume discrete (e.g., binary) object goal states, which poses challenges for the learning of complex tasks and transferring learned policy from simulated environments to the real world. Furthermore, state discretization limits a robot's ability to follow human instructions based on the grounding of actions and states. To tackle these challenges, we present ARNOLD, a benchmark that evaluates language-grounded task learning with continuous states in realistic 3D scenes. ARNOLD is comprised of 8 language-conditioned tasks that involve understanding object states and learning policies for continuous goals. To promote language-instructed learning, we provide expert demonstrations with template-generated language descriptions. We assess task performance by utilizing the latest language-conditioned policy learning models. Our results indicate that current models for language-conditioned manipulations continue to experience significant challenges in novel goal-state generalizations, scene generalizations, and object generalizations. These findings highlight the need to develop new algorithms that address this gap and underscore the potential for further research in this area. Project website: https://arnold-benchmark.github.io.

32.1CVNov 10, 2022Code
GAPartNet: Cross-Category Domain-Generalizable Object Perception and Manipulation via Generalizable and Actionable Parts

Haoran 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.

38.6CVJan 15, 2023Code
Diffusion-based Generation, Optimization, and Planning in 3D Scenes

Siyuan Huang, Zan Wang, Puhao Li et al. · pku

We introduce SceneDiffuser, a conditional generative model for 3D scene understanding. SceneDiffuser provides a unified model for solving scene-conditioned generation, optimization, and planning. In contrast to prior works, SceneDiffuser is intrinsically scene-aware, physics-based, and goal-oriented. With an iterative sampling strategy, SceneDiffuser jointly formulates the scene-aware generation, physics-based optimization, and goal-oriented planning via a diffusion-based denoising process in a fully differentiable fashion. Such a design alleviates the discrepancies among different modules and the posterior collapse of previous scene-conditioned generative models. We evaluate SceneDiffuser with various 3D scene understanding tasks, including human pose and motion generation, dexterous grasp generation, path planning for 3D navigation, and motion planning for robot arms. The results show significant improvements compared with previous models, demonstrating the tremendous potential of SceneDiffuser for the broad community of 3D scene understanding.

40.2CVOct 14, 2022Code
SQA3D: Situated Question Answering in 3D Scenes

Xiaojian Ma, Silong Yong, Zilong Zheng et al.

We propose a new task to benchmark scene understanding of embodied agents: Situated Question Answering in 3D Scenes (SQA3D). Given a scene context (e.g., 3D scan), SQA3D requires the tested agent to first understand its situation (position, orientation, etc.) in the 3D scene as described by text, then reason about its surrounding environment and answer a question under that situation. Based upon 650 scenes from ScanNet, we provide a dataset centered around 6.8k unique situations, along with 20.4k descriptions and 33.4k diverse reasoning questions for these situations. These questions examine a wide spectrum of reasoning capabilities for an intelligent agent, ranging from spatial relation comprehension to commonsense understanding, navigation, and multi-hop reasoning. SQA3D imposes a significant challenge to current multi-modal especially 3D reasoning models. We evaluate various state-of-the-art approaches and find that the best one only achieves an overall score of 47.20%, while amateur human participants can reach 90.06%. We believe SQA3D could facilitate future embodied AI research with stronger situation understanding and reasoning capability.

13.6CVAug 7, 2023Code
TinyLVLM-eHub: Towards Comprehensive and Efficient Evaluation for Large Vision-Language Models

Wenqi Shao, Meng Lei, Yutao Hu et al. · pku

Recent advancements in Large Vision-Language Models (LVLMs) have demonstrated significant progress in tackling complex multimodal tasks. Among these cutting-edge developments, Google's Bard stands out for its remarkable multimodal capabilities, promoting comprehensive comprehension and reasoning across various domains. This work presents an early and holistic evaluation of LVLMs' multimodal abilities, with a particular focus on Bard, by proposing a lightweight variant of LVLM-eHub, named Tiny LVLM-eHub. In comparison to the vanilla version, Tiny LVLM-eHub possesses several appealing properties. Firstly, it provides a systematic assessment of six categories of multimodal capabilities, including visual perception, visual knowledge acquisition, visual reasoning, visual commonsense, object hallucination, and embodied intelligence, through quantitative evaluation of $42$ standard text-related visual benchmarks. Secondly, it conducts an in-depth analysis of LVLMs' predictions using the ChatGPT Ensemble Evaluation (CEE), which leads to a robust and accurate evaluation and exhibits improved alignment with human evaluation compared to the word matching approach. Thirdly, it comprises a mere $2.1$K image-text pairs, facilitating ease of use for practitioners to evaluate their own offline LVLMs. Through extensive experimental analysis, this study demonstrates that Bard outperforms previous LVLMs in most multimodal capabilities except object hallucination, to which Bard is still susceptible. Tiny LVLM-eHub serves as a baseline evaluation for various LVLMs and encourages innovative strategies aimed at advancing multimodal techniques. Our project is publicly available at \url{https://github.com/OpenGVLab/Multi-Modality-Arena}.

33.9CVOct 18, 2022Code
HUMANISE: Language-conditioned Human Motion Generation in 3D Scenes

Zan Wang, Yixin Chen, Tengyu Liu et al. · pku

Learning to generate diverse scene-aware and goal-oriented human motions in 3D scenes remains challenging due to the mediocre characteristics of the existing datasets on Human-Scene Interaction (HSI); they only have limited scale/quality and lack semantics. To fill in the gap, we propose a large-scale and semantic-rich synthetic HSI dataset, denoted as HUMANISE, by aligning the captured human motion sequences with various 3D indoor scenes. We automatically annotate the aligned motions with language descriptions that depict the action and the unique interacting objects in the scene; e.g., sit on the armchair near the desk. HUMANISE thus enables a new generation task, language-conditioned human motion generation in 3D scenes. The proposed task is challenging as it requires joint modeling of the 3D scene, human motion, and natural language. To tackle this task, we present a novel scene-and-language conditioned generative model that can produce 3D human motions of the desirable action interacting with the specified objects. Our experiments demonstrate that our model generates diverse and semantically consistent human motions in 3D scenes.

30.2CVOct 8, 2022Code
EgoTaskQA: Understanding Human Tasks in Egocentric Videos

Baoxiong Jia, Ting Lei, Song-Chun Zhu et al.

Understanding human tasks through video observations is an essential capability of intelligent agents. The challenges of such capability lie in the difficulty of generating a detailed understanding of situated actions, their effects on object states (i.e., state changes), and their causal dependencies. These challenges are further aggravated by the natural parallelism from multi-tasking and partial observations in multi-agent collaboration. Most prior works leverage action localization or future prediction as an indirect metric for evaluating such task understanding from videos. To make a direct evaluation, we introduce the EgoTaskQA benchmark that provides a single home for the crucial dimensions of task understanding through question-answering on real-world egocentric videos. We meticulously design questions that target the understanding of (1) action dependencies and effects, (2) intents and goals, and (3) agents' beliefs about others. These questions are divided into four types, including descriptive (what status?), predictive (what will?), explanatory (what caused?), and counterfactual (what if?) to provide diagnostic analyses on spatial, temporal, and causal understandings of goal-oriented tasks. We evaluate state-of-the-art video reasoning models on our benchmark and show their significant gaps between humans in understanding complex goal-oriented egocentric videos. We hope this effort will drive the vision community to move onward with goal-oriented video understanding and reasoning.

26.8CVDec 20, 2022Code
Full-Body Articulated Human-Object Interaction

Nan Jiang, Tengyu Liu, Zhexuan Cao et al. · pku

Fine-grained capturing of 3D HOI boosts human activity understanding and facilitates downstream visual tasks, including action recognition, holistic scene reconstruction, and human motion synthesis. Despite its significance, existing works mostly assume that humans interact with rigid objects using only a few body parts, limiting their scope. In this paper, we address the challenging problem of f-AHOI, wherein the whole human bodies interact with articulated objects, whose parts are connected by movable joints. We present CHAIRS, a large-scale motion-captured f-AHOI dataset, consisting of 16.2 hours of versatile interactions between 46 participants and 81 articulated and rigid sittable objects. CHAIRS provides 3D meshes of both humans and articulated objects during the entire interactive process, as well as realistic and physically plausible full-body interactions. We show the value of CHAIRS with object pose estimation. By learning the geometrical relationships in HOI, we devise the very first model that leverage human pose estimation to tackle the estimation of articulated object poses and shapes during whole-body interactions. Given an image and an estimated human pose, our model first reconstructs the pose and shape of the object, then optimizes the reconstruction according to a learned interaction prior. Under both evaluation settings (e.g., with or without the knowledge of objects' geometries/structures), our model significantly outperforms baselines. We hope CHAIRS will promote the community towards finer-grained interaction understanding. We will make the data/code publicly available.

28.7CVMar 7, 2022Code
Adversarial Texture for Fooling Person Detectors in the Physical World

Zhanhao Hu, Siyuan Huang, Xiaopei Zhu et al.

Nowadays, cameras equipped with AI systems can capture and analyze images to detect people automatically. However, the AI system can make mistakes when receiving deliberately designed patterns in the real world, i.e., physical adversarial examples. Prior works have shown that it is possible to print adversarial patches on clothes to evade DNN-based person detectors. However, these adversarial examples could have catastrophic drops in the attack success rate when the viewing angle (i.e., the camera's angle towards the object) changes. To perform a multi-angle attack, we propose Adversarial Texture (AdvTexture). AdvTexture can cover clothes with arbitrary shapes so that people wearing such clothes can hide from person detectors from different viewing angles. We propose a generative method, named Toroidal-Cropping-based Expandable Generative Attack (TC-EGA), to craft AdvTexture with repetitive structures. We printed several pieces of cloth with AdvTexure and then made T-shirts, skirts, and dresses in the physical world. Experiments showed that these clothes could fool person detectors in the physical world.

38.0CVAug 8, 2023
3D-VisTA: Pre-trained Transformer for 3D Vision and Text Alignment

Ziyu Zhu, Xiaojian Ma, Yixin Chen et al.

3D vision-language grounding (3D-VL) is an emerging field that aims to connect the 3D physical world with natural language, which is crucial for achieving embodied intelligence. Current 3D-VL models rely heavily on sophisticated modules, auxiliary losses, and optimization tricks, which calls for a simple and unified model. In this paper, we propose 3D-VisTA, a pre-trained Transformer for 3D Vision and Text Alignment that can be easily adapted to various downstream tasks. 3D-VisTA simply utilizes self-attention layers for both single-modal modeling and multi-modal fusion without any sophisticated task-specific design. To further enhance its performance on 3D-VL tasks, we construct ScanScribe, the first large-scale 3D scene-text pairs dataset for 3D-VL pre-training. ScanScribe contains 2,995 RGB-D scans for 1,185 unique indoor scenes originating from ScanNet and 3R-Scan datasets, along with paired 278K scene descriptions generated from existing 3D-VL tasks, templates, and GPT-3. 3D-VisTA is pre-trained on ScanScribe via masked language/object modeling and scene-text matching. It achieves state-of-the-art results on various 3D-VL tasks, ranging from visual grounding and dense captioning to question answering and situated reasoning. Moreover, 3D-VisTA demonstrates superior data efficiency, obtaining strong performance even with limited annotations during downstream task fine-tuning.

17.0ROOct 24, 2023Code
Grasp Multiple Objects with One Hand

Yuyang Li, Bo Liu, Yiran Geng et al. · pku

The intricate kinematics of the human hand enable simultaneous grasping and manipulation of multiple objects, essential for tasks such as object transfer and in-hand manipulation. Despite its significance, the domain of robotic multi-object grasping is relatively unexplored and presents notable challenges in kinematics, dynamics, and object configurations. This paper introduces MultiGrasp, a novel two-stage approach for multi-object grasping using a dexterous multi-fingered robotic hand on a tabletop. The process consists of (i) generating pre-grasp proposals and (ii) executing the grasp and lifting the objects. Our experimental focus is primarily on dual-object grasping, achieving a success rate of 44.13%, highlighting adaptability to new object configurations and tolerance for imprecise grasps. Additionally, the framework demonstrates the potential for grasping more than two objects at the cost of inference speed.

42.3CVNov 18, 2023Code
An Embodied Generalist Agent in 3D World

Jiangyong Huang, Silong Yong, Xiaojian Ma et al.

Leveraging massive knowledge from large language models (LLMs), recent machine learning models show notable successes in general-purpose task solving in diverse domains such as computer vision and robotics. However, several significant challenges remain: (i) most of these models rely on 2D images yet exhibit a limited capacity for 3D input; (ii) these models rarely explore the tasks inherently defined in 3D world, e.g., 3D grounding, embodied reasoning and acting. We argue these limitations significantly hinder current models from performing real-world tasks and approaching general intelligence. To this end, we introduce LEO, an embodied multi-modal generalist agent that excels in perceiving, grounding, reasoning, planning, and acting in the 3D world. LEO is trained with a unified task interface, model architecture, and objective in two stages: (i) 3D vision-language (VL) alignment and (ii) 3D vision-language-action (VLA) instruction tuning. We collect large-scale datasets comprising diverse object-level and scene-level tasks, which require considerable understanding of and interaction with the 3D world. Moreover, we meticulously design an LLM-assisted pipeline to produce high-quality 3D VL data. Through extensive experiments, we demonstrate LEO's remarkable proficiency across a wide spectrum of tasks, including 3D captioning, question answering, embodied reasoning, navigation and manipulation. Our ablative studies and scaling analyses further provide valuable insights for developing future embodied generalist agents. Code and data are available on project page.

22.7CVOct 17, 2022Code
Improving Object-centric Learning with Query Optimization

Baoxiong Jia, Yu Liu, Siyuan Huang

The ability to decompose complex natural scenes into meaningful object-centric abstractions lies at the core of human perception and reasoning. In the recent culmination of unsupervised object-centric learning, the Slot-Attention module has played an important role with its simple yet effective design and fostered many powerful variants. These methods, however, have been exceedingly difficult to train without supervision and are ambiguous in the notion of object, especially for complex natural scenes. In this paper, we propose to address these issues by investigating the potential of learnable queries as initializations for Slot-Attention learning, uniting it with efforts from existing attempts on improving Slot-Attention learning with bi-level optimization. With simple code adjustments on Slot-Attention, our model, Bi-level Optimized Query Slot Attention, achieves state-of-the-art results on 3 challenging synthetic and 7 complex real-world datasets in unsupervised image segmentation and reconstruction, outperforming previous baselines by a large margin. We provide thorough ablative studies to validate the necessity and effectiveness of our design. Additionally, our model exhibits great potential for concept binding and zero-shot learning. Our work is made publicly available at https://bo-qsa.github.io

14.1LGOct 4, 2022
Neural-Symbolic Recursive Machine for Systematic Generalization

Qing Li, Yixin Zhu, Yitao Liang et al.

Current learning models often struggle with human-like systematic generalization, particularly in learning compositional rules from limited data and extrapolating them to novel combinations. We introduce the Neural-Symbolic Recursive Machine (NSR), whose core is a Grounded Symbol System (GSS), allowing for the emergence of combinatorial syntax and semantics directly from training data. The NSR employs a modular design that integrates neural perception, syntactic parsing, and semantic reasoning. These components are synergistically trained through a novel deduction-abduction algorithm. Our findings demonstrate that NSR's design, imbued with the inductive biases of equivariance and compositionality, grants it the expressiveness to adeptly handle diverse sequence-to-sequence tasks and achieve unparalleled systematic generalization. We evaluate NSR's efficacy across four challenging benchmarks designed to probe systematic generalization capabilities: SCAN for semantic parsing, PCFG for string manipulation, HINT for arithmetic reasoning, and a compositional machine translation task. The results affirm NSR's superiority over contemporary neural and hybrid models in terms of generalization and transferability.

7.7LGOct 8, 2023Code
Tailoring Self-Attention for Graph via Rooted Subtrees

Siyuan Huang, Yunchong Song, Jiayue Zhou et al.

Attention mechanisms have made significant strides in graph learning, yet they still exhibit notable limitations: local attention faces challenges in capturing long-range information due to the inherent problems of the message-passing scheme, while global attention cannot reflect the hierarchical neighborhood structure and fails to capture fine-grained local information. In this paper, we propose a novel multi-hop graph attention mechanism, named Subtree Attention (STA), to address the aforementioned issues. STA seamlessly bridges the fully-attentional structure and the rooted subtree, with theoretical proof that STA approximates the global attention under extreme settings. By allowing direct computation of attention weights among multi-hop neighbors, STA mitigates the inherent problems in existing graph attention mechanisms. Further we devise an efficient form for STA by employing kernelized softmax, which yields a linear time complexity. Our resulting GNN architecture, the STAGNN, presents a simple yet performant STA-based graph neural network leveraging a hop-aware attention strategy. Comprehensive evaluations on ten node classification datasets demonstrate that STA-based models outperform existing graph transformers and mainstream GNNs. The code is available at https://github.com/LUMIA-Group/SubTree-Attention.

26.5CVSep 4, 2024Code
Multi-modal Situated Reasoning in 3D Scenes

Xiongkun Linghu, Jiangyong Huang, Xuesong Niu et al.

Situation awareness is essential for understanding and reasoning about 3D scenes in embodied AI agents. However, existing datasets and benchmarks for situated understanding are limited in data modality, diversity, scale, and task scope. To address these limitations, we propose Multi-modal Situated Question Answering (MSQA), a large-scale multi-modal situated reasoning dataset, scalably collected leveraging 3D scene graphs and vision-language models (VLMs) across a diverse range of real-world 3D scenes. MSQA includes 251K situated question-answering pairs across 9 distinct question categories, covering complex scenarios within 3D scenes. We introduce a novel interleaved multi-modal input setting in our benchmark to provide text, image, and point cloud for situation and question description, resolving ambiguity in previous single-modality convention (e.g., text). Additionally, we devise the Multi-modal Situated Next-step Navigation (MSNN) benchmark to evaluate models' situated reasoning for navigation. Comprehensive evaluations on MSQA and MSNN highlight the limitations of existing vision-language models and underscore the importance of handling multi-modal interleaved inputs and situation modeling. Experiments on data scaling and cross-domain transfer further demonstrate the efficacy of leveraging MSQA as a pre-training dataset for developing more powerful situated reasoning models.

8.1CVNov 28, 2022Code
Perceive, Ground, Reason, and Act: A Benchmark for General-purpose Visual Representation

Jiangyong Huang, William Yicheng Zhu, Baoxiong Jia et al.

Current computer vision models, unlike the human visual system, cannot yet achieve general-purpose visual understanding. Existing efforts to create a general vision model are limited in the scope of assessed tasks and offer no overarching framework to perform them holistically. We present a new comprehensive benchmark, General-purpose Visual Understanding Evaluation (G-VUE), covering the full spectrum of visual cognitive abilities with four functional domains $\unicode{x2014}$ Perceive, Ground, Reason, and Act. The four domains are embodied in 11 carefully curated tasks, from 3D reconstruction to visual reasoning and manipulation. Along with the benchmark, we provide a general encoder-decoder framework to allow for the evaluation of arbitrary visual representation on all 11 tasks. We evaluate various pre-trained visual representations with our framework and observe that (1) Transformer-based visual backbone generally outperforms CNN-based backbone on G-VUE, (2) visual representations from vision-language pre-training are superior to those with vision-only pre-training across visual tasks. With G-VUE, we provide a holistic evaluation standard to motivate research toward building general-purpose visual systems via obtaining more general-purpose visual representations.

20.9CVJul 17, 2024
F-HOI: Toward Fine-grained Semantic-Aligned 3D Human-Object Interactions

Jie Yang, Xuesong Niu, Nan Jiang et al.

Existing 3D human object interaction (HOI) datasets and models simply align global descriptions with the long HOI sequence, while lacking a detailed understanding of intermediate states and the transitions between states. In this paper, we argue that fine-grained semantic alignment, which utilizes state-level descriptions, offers a promising paradigm for learning semantically rich HOI representations. To achieve this, we introduce Semantic-HOI, a new dataset comprising over 20K paired HOI states with fine-grained descriptions for each HOI state and the body movements that happen between two consecutive states. Leveraging the proposed dataset, we design three state-level HOI tasks to accomplish fine-grained semantic alignment within the HOI sequence. Additionally, we propose a unified model called F-HOI, designed to leverage multimodal instructions and empower the Multi-modal Large Language Model to efficiently handle diverse HOI tasks. F-HOI offers multiple advantages: (1) It employs a unified task formulation that supports the use of versatile multimodal inputs. (2) It maintains consistency in HOI across 2D, 3D, and linguistic spaces. (3) It utilizes fine-grained textual supervision for direct optimization, avoiding intricate modeling of HOI states. Extensive experiments reveal that F-HOI effectively aligns HOI states with fine-grained semantic descriptions, adeptly tackling understanding, reasoning, generation, and reconstruction tasks.

3.7CVDec 20, 2022Code
UniDA3D: Unified Domain Adaptive 3D Semantic Segmentation Pipeline

Ben Fei, Siyuan Huang, Jiakang Yuan et al.

State-of-the-art 3D semantic segmentation models are trained on off-the-shelf public benchmarks, but they will inevitably face the challenge of recognition accuracy drop when these well-trained models are deployed to a new domain. In this paper, we introduce a Unified Domain Adaptive 3D semantic segmentation pipeline (UniDA3D) to enhance the weak generalization ability, and bridge the point distribution gap between domains. Different from previous studies that only focus on a single adaptation task, UniDA3D can tackle several adaptation tasks in 3D segmentation field, by designing a unified source-and-target active sampling strategy, which selects a maximally-informative subset from both source and target domains for effective model adaptation. Besides, benefiting from the rise of multi-modal 2D-3D datasets, UniDA3D investigates the possibility of achieving a multi-modal sampling strategy, by developing a cross-modality feature interaction module that can extract a representative pair of image and point features to achieve a bi-directional image-point feature interaction for safe model adaptation. Experimentally, UniDA3D is verified to be effective in many adaptation tasks including: 1) unsupervised domain adaptation, 2) unsupervised few-shot domain adaptation; 3) active domain adaptation. Their results demonstrate that, by easily coupling UniDA3D with off-the-shelf 3D segmentation baselines, domain generalization ability of these baselines can be enhanced.

27.7CLFeb 22, 2024Code
Not All Experts are Equal: Efficient Expert Pruning and Skipping for Mixture-of-Experts Large Language Models

Xudong Lu, Qi Liu, Yuhui Xu et al. · salesforce

A pivotal advancement in the progress of large language models (LLMs) is the emergence of the Mixture-of-Experts (MoE) LLMs. Compared to traditional LLMs, MoE LLMs can achieve higher performance with fewer parameters, but it is still hard to deploy them due to their immense parameter sizes. Different from previous weight pruning methods that rely on specifically designed hardware, this paper mainly aims to enhance the deployment efficiency of MoE LLMs by introducing plug-and-play expert-level sparsification techniques. Specifically, we propose, for the first time to our best knowledge, post-training approaches for task-agnostic and task-specific expert pruning and skipping of MoE LLMs, tailored to improve deployment efficiency while maintaining model performance across a wide range of tasks. Extensive experiments show that our proposed methods can simultaneously reduce model sizes and increase the inference speed, while maintaining satisfactory performance. Data and code will be available at https://github.com/Lucky-Lance/Expert_Sparsity.

7.1ROSep 26, 2024
SKT: Integrating State-Aware Keypoint Trajectories with Vision-Language Models for Robotic Garment Manipulation

Xin Li, Siyuan Huang, Qiaojun Yu et al.

Automating garment manipulation poses a significant challenge for assistive robotics due to the diverse and deformable nature of garments. Traditional approaches typically require separate models for each garment type, which limits scalability and adaptability. In contrast, this paper presents a unified approach using vision-language models (VLMs) to improve keypoint prediction across various garment categories. By interpreting both visual and semantic information, our model enables robots to manage different garment states with a single model. We created a large-scale synthetic dataset using advanced simulation techniques, allowing scalable training without extensive real-world data. Experimental results indicate that the VLM-based method significantly enhances keypoint detection accuracy and task success rates, providing a more flexible and general solution for robotic garment manipulation. In addition, this research also underscores the potential of VLMs to unify various garment manipulation tasks within a single framework, paving the way for broader applications in home automation and assistive robotics for future.

13.5RODec 10, 2025
Simultaneous Tactile-Visual Perception for Learning Multimodal Robot Manipulation

Yuyang Li, Yinghan Chen, Zihang Zhao et al.

Robotic manipulation requires both rich multimodal perception and effective learning frameworks to handle complex real-world tasks. See-through-skin (STS) sensors, which combine tactile and visual perception, offer promising sensing capabilities, while modern imitation learning provides powerful tools for policy acquisition. However, existing STS designs lack simultaneous multimodal perception and suffer from unreliable tactile tracking. Furthermore, integrating these rich multimodal signals into learning-based manipulation pipelines remains an open challenge. We introduce TacThru, an STS sensor enabling simultaneous visual perception and robust tactile signal extraction, and TacThru-UMI, an imitation learning framework that leverages these multimodal signals for manipulation. Our sensor features a fully transparent elastomer, persistent illumination, novel keyline markers, and efficient tracking, while our learning system integrates these signals through a Transformer-based Diffusion Policy. Experiments on five challenging real-world tasks show that TacThru-UMI achieves an average success rate of 85.5%, significantly outperforming the baselines of alternating tactile-visual (66.3%) and vision-only (55.4%). The system excels in critical scenarios, including contact detection with thin and soft objects and precision manipulation requiring multimodal coordination. This work demonstrates that combining simultaneous multimodal perception with modern learning frameworks enables more precise, adaptable robotic manipulation.

36.7CVJan 17, 2024
SceneVerse: Scaling 3D Vision-Language Learning for Grounded Scene Understanding

Baoxiong Jia, Yixin Chen, Huangyue Yu et al.

3D vision-language grounding, which focuses on aligning language with the 3D physical environment, stands as a cornerstone in the development of embodied agents. In comparison to recent advancements in the 2D domain, grounding language in 3D scenes faces several significant challenges: (i) the inherent complexity of 3D scenes due to the diverse object configurations, their rich attributes, and intricate relationships; (ii) the scarcity of paired 3D vision-language data to support grounded learning; and (iii) the absence of a unified learning framework to distill knowledge from grounded 3D data. In this work, we aim to address these three major challenges in 3D vision-language by examining the potential of systematically upscaling 3D vision-language learning in indoor environments. We introduce the first million-scale 3D vision-language dataset, SceneVerse, encompassing about 68K 3D indoor scenes and comprising 2.5M vision-language pairs derived from both human annotations and our scalable scene-graph-based generation approach. We demonstrate that this scaling allows for a unified pre-training framework, Grounded Pre-training for Scenes (GPS), for 3D vision-language learning. Through extensive experiments, we showcase the effectiveness of GPS by achieving state-of-the-art performance on all existing 3D visual grounding benchmarks. The vast potential of SceneVerse and GPS is unveiled through zero-shot transfer experiments in the challenging 3D vision-language tasks. Project website: https://scene-verse.github.io.

24.8CVOct 10, 2025Code
Spotlight on Token Perception for Multimodal Reinforcement Learning

Siyuan Huang, Xiaoye Qu, Yafu Li et al.

While Reinforcement Learning with Verifiable Rewards (RLVR) has advanced the reasoning capabilities of Large Vision-Language Models (LVLMs), most existing methods in multimodal reasoning neglect the critical role of visual perception within the RLVR optimization process. In this paper, we undertake a pioneering exploration of multimodal RLVR through the novel perspective of token perception, which measures the visual dependency of each generated token. With a granular analysis of Chain-of-Thought (CoT) processes, we uncover two key insights: first, token perception in a rollout trajectory is sparsely distributed, where only a small fraction of tokens have high visual dependency for visually-grounded reasoning; second, different trajectories exhibit significant divergence in their overall visual dependency. Based on these observations, we propose Visually-Perceptive Policy Optimization (VPPO), a novel policy gradient algorithm that explicitly leverages token perception to refine the learning signal. Specifically, VPPO achieves this through a dual mechanism: it reweights a trajectory's advantage by its overall visual dependency, and focuses policy updates exclusively on perceptually pivotal tokens. On a comprehensive suite of eight perception and reasoning benchmarks, VPPO demonstrates substantial gains over leading open-source RL-tuned models, with its effectiveness consistently validated across 7B and 32B model scales. Our findings not only establish a new token-level perceptual perspective for analyzing multimodal RLVR but also present a novel and effective optimization strategy to significantly enhance the multimodal reasoning capabilities of LVLMs.

33.6ROMay 18, 2023Code
Instruct2Act: Mapping Multi-modality Instructions to Robotic Actions with Large Language Model

Siyuan Huang, Zhengkai Jiang, Hao Dong et al.

Foundation models have made significant strides in various applications, including text-to-image generation, panoptic segmentation, and natural language processing. This paper presents Instruct2Act, a framework that utilizes Large Language Models to map multi-modal instructions to sequential actions for robotic manipulation tasks. Specifically, Instruct2Act employs the LLM model to generate Python programs that constitute a comprehensive perception, planning, and action loop for robotic tasks. In the perception section, pre-defined APIs are used to access multiple foundation models where the Segment Anything Model (SAM) accurately locates candidate objects, and CLIP classifies them. In this way, the framework leverages the expertise of foundation models and robotic abilities to convert complex high-level instructions into precise policy codes. Our approach is adjustable and flexible in accommodating various instruction modalities and input types and catering to specific task demands. We validated the practicality and efficiency of our approach by assessing it on robotic tasks in different scenarios within tabletop manipulation domains. Furthermore, our zero-shot method outperformed many state-of-the-art learning-based policies in several tasks. The code for our proposed approach is available at https://github.com/OpenGVLab/Instruct2Act, serving as a robust benchmark for high-level robotic instruction tasks with assorted modality inputs.

26.0CVAug 25, 2018Code
Human-centric Indoor Scene Synthesis Using Stochastic Grammar

Siyuan Qi, Yixin Zhu, Siyuan Huang et al.

We present a human-centric method to sample and synthesize 3D room layouts and 2D images thereof, to obtain large-scale 2D/3D image data with perfect per-pixel ground truth. An attributed spatial And-Or graph (S-AOG) is proposed to represent indoor scenes. The S-AOG is a probabilistic grammar model, in which the terminal nodes are object entities. Human contexts as contextual relations are encoded by Markov Random Fields (MRF) on the terminal nodes. We learn the distributions from an indoor scene dataset and sample new layouts using Monte Carlo Markov Chain. Experiments demonstrate that our method can robustly sample a large variety of realistic room layouts based on three criteria: (i) visual realism comparing to a state-of-the-art room arrangement method, (ii) accuracy of the affordance maps with respect to groundtruth, and (ii) the functionality and naturalness of synthesized rooms evaluated by human subjects. The code is available at https://github.com/SiyuanQi/human-centric-scene-synthesis.

36.1CVMar 13, 2024
Scaling Up Dynamic Human-Scene Interaction Modeling

Nan Jiang, Zhiyuan Zhang, Hongjie Li et al. · pku

Confronting the challenges of data scarcity and advanced motion synthesis in human-scene interaction modeling, we introduce the TRUMANS dataset alongside a novel HSI motion synthesis method. TRUMANS stands as the most comprehensive motion-captured HSI dataset currently available, encompassing over 15 hours of human interactions across 100 indoor scenes. It intricately captures whole-body human motions and part-level object dynamics, focusing on the realism of contact. This dataset is further scaled up by transforming physical environments into exact virtual models and applying extensive augmentations to appearance and motion for both humans and objects while maintaining interaction fidelity. Utilizing TRUMANS, we devise a diffusion-based autoregressive model that efficiently generates HSI sequences of any length, taking into account both scene context and intended actions. In experiments, our approach shows remarkable zero-shot generalizability on a range of 3D scene datasets (e.g., PROX, Replica, ScanNet, ScanNet++), producing motions that closely mimic original motion-captured sequences, as confirmed by quantitative experiments and human studies.

31.0CVMar 26, 2024Code
Move as You Say, Interact as You Can: Language-guided Human Motion Generation with Scene Affordance

Zan Wang, Yixin Chen, Baoxiong Jia et al.

Despite significant advancements in text-to-motion synthesis, generating language-guided human motion within 3D environments poses substantial challenges. These challenges stem primarily from (i) the absence of powerful generative models capable of jointly modeling natural language, 3D scenes, and human motion, and (ii) the generative models' intensive data requirements contrasted with the scarcity of comprehensive, high-quality, language-scene-motion datasets. To tackle these issues, we introduce a novel two-stage framework that employs scene affordance as an intermediate representation, effectively linking 3D scene grounding and conditional motion generation. Our framework comprises an Affordance Diffusion Model (ADM) for predicting explicit affordance map and an Affordance-to-Motion Diffusion Model (AMDM) for generating plausible human motions. By leveraging scene affordance maps, our method overcomes the difficulty in generating human motion under multimodal condition signals, especially when training with limited data lacking extensive language-scene-motion pairs. Our extensive experiments demonstrate that our approach consistently outperforms all baselines on established benchmarks, including HumanML3D and HUMANISE. Additionally, we validate our model's exceptional generalization capabilities on a specially curated evaluation set featuring previously unseen descriptions and scenes.

24.2ROApr 16, 2024
Closed-Loop Open-Vocabulary Mobile Manipulation with GPT-4V

Peiyuan Zhi, Zhiyuan Zhang, Yu Zhao et al.

Autonomous robot navigation and manipulation in open environments require reasoning and replanning with closed-loop feedback. In this work, we present COME-robot, the first closed-loop robotic system utilizing the GPT-4V vision-language foundation model for open-ended reasoning and adaptive planning in real-world scenarios.COME-robot incorporates two key innovative modules: (i) a multi-level open-vocabulary perception and situated reasoning module that enables effective exploration of the 3D environment and target object identification using commonsense knowledge and situated information, and (ii) an iterative closed-loop feedback and restoration mechanism that verifies task feasibility, monitors execution success, and traces failure causes across different modules for robust failure recovery. Through comprehensive experiments involving 8 challenging real-world mobile and tabletop manipulation tasks, COME-robot demonstrates a significant improvement in task success rate (~35%) compared to state-of-the-art methods. We further conduct comprehensive analyses to elucidate how COME-robot's design facilitates failure recovery, free-form instruction following, and long-horizon task planning.

31.4ROJan 3, 2025
EnerVerse: Envisioning Embodied Future Space for Robotics Manipulation

Siyuan Huang, Liliang Chen, Pengfei Zhou et al.

We introduce EnerVerse, a generative robotics foundation model that constructs and interprets embodied spaces. EnerVerse employs a chunk-wise autoregressive video diffusion framework to predict future embodied spaces from instructions, enhanced by a sparse context memory for long-term reasoning. To model the 3D robotics world, we adopt a multi-view video representation, providing rich perspectives to address challenges like motion ambiguity and 3D grounding. Additionally, EnerVerse-D, a data engine pipeline combining generative modeling with 4D Gaussian Splatting, forms a self-reinforcing data loop to reduce the sim-to-real gap. Leveraging these innovations, EnerVerse translates 4D world representations into physical actions via a policy head (EnerVerse-A), achieving state-of-the-art performance in both simulation and real-world tasks. For efficiency, EnerVerse-A reuses features from the first denoising step and predicts action chunks, achieving about 280 ms per 8-step action chunk on a single RTX 4090. Further video demos, dataset samples could be found in our project page.

20.6ROApr 26, 2024Code
Ag2Manip: Learning Novel Manipulation Skills with Agent-Agnostic Visual and Action Representations

Puhao Li, Tengyu Liu, Yuyang Li et al. · berkeley

Autonomous robotic systems capable of learning novel manipulation tasks are poised to transform industries from manufacturing to service automation. However, modern methods (e.g., VIP and R3M) still face significant hurdles, notably the domain gap among robotic embodiments and the sparsity of successful task executions within specific action spaces, resulting in misaligned and ambiguous task representations. We introduce Ag2Manip (Agent-Agnostic representations for Manipulation), a framework aimed at surmounting these challenges through two key innovations: a novel agent-agnostic visual representation derived from human manipulation videos, with the specifics of embodiments obscured to enhance generalizability; and an agent-agnostic action representation abstracting a robot's kinematics to a universal agent proxy, emphasizing crucial interactions between end-effector and object. Ag2Manip's empirical validation across simulated benchmarks like FrankaKitchen, ManiSkill, and PartManip shows a 325% increase in performance, achieved without domain-specific demonstrations. Ablation studies underline the essential contributions of the visual and action representations to this success. Extending our evaluations to the real world, Ag2Manip significantly improves imitation learning success rates from 50% to 77.5%, demonstrating its effectiveness and generalizability across both simulated and physical environments.

30.0ROMar 27, 2025
ManipTrans: Efficient Dexterous Bimanual Manipulation Transfer via Residual Learning

Kailin Li, Puhao Li, Tengyu Liu et al.

Human hands play a central role in interacting, motivating increasing research in dexterous robotic manipulation. Data-driven embodied AI algorithms demand precise, large-scale, human-like manipulation sequences, which are challenging to obtain with conventional reinforcement learning or real-world teleoperation. To address this, we introduce ManipTrans, a novel two-stage method for efficiently transferring human bimanual skills to dexterous robotic hands in simulation. ManipTrans first pre-trains a generalist trajectory imitator to mimic hand motion, then fine-tunes a specific residual module under interaction constraints, enabling efficient learning and accurate execution of complex bimanual tasks. Experiments show that ManipTrans surpasses state-of-the-art methods in success rate, fidelity, and efficiency. Leveraging ManipTrans, we transfer multiple hand-object datasets to robotic hands, creating DexManipNet, a large-scale dataset featuring previously unexplored tasks like pen capping and bottle unscrewing. DexManipNet comprises 3.3K episodes of robotic manipulation and is easily extensible, facilitating further policy training for dexterous hands and enabling real-world deployments.

24.5CVApr 25, 2024
PhyRecon: Physically Plausible Neural Scene Reconstruction

Junfeng Ni, Yixin Chen, Bohan Jing et al.

We address the issue of physical implausibility in multi-view neural reconstruction. While implicit representations have gained popularity in multi-view 3D reconstruction, previous work struggles to yield physically plausible results, limiting their utility in domains requiring rigorous physical accuracy. This lack of plausibility stems from the absence of physics modeling in existing methods and their inability to recover intricate geometrical structures. In this paper, we introduce PHYRECON, the first approach to leverage both differentiable rendering and differentiable physics simulation to learn implicit surface representations. PHYRECON features a novel differentiable particle-based physical simulator built on neural implicit representations. Central to this design is an efficient transformation between SDF-based implicit representations and explicit surface points via our proposed Surface Points Marching Cubes (SP-MC), enabling differentiable learning with both rendering and physical losses. Additionally, PHYRECON models both rendering and physical uncertainty to identify and compensate for inconsistent and inaccurate monocular geometric priors. The physical uncertainty further facilitates physics-guided pixel sampling to enhance the learning of slender structures. By integrating these techniques, our model supports differentiable joint modeling of appearance, geometry, and physics. Extensive experiments demonstrate that PHYRECON significantly improves the reconstruction quality. Our results also exhibit superior physical stability in physical simulators, with at least a 40% improvement across all datasets, paving the way for future physics-based applications.

25.2CVMar 28, 2025Code
Unveiling the Mist over 3D Vision-Language Understanding: Object-centric Evaluation with Chain-of-Analysis

Jiangyong Huang, Baoxiong Jia, Yan Wang et al.

Existing 3D vision-language (3D-VL) benchmarks fall short in evaluating 3D-VL models, creating a "mist" that obscures rigorous insights into model capabilities and 3D-VL tasks. This mist persists due to three key limitations. First, flawed test data, like ambiguous referential text in the grounding task, can yield incorrect and unreliable test results. Second, oversimplified metrics such as simply averaging accuracy per question answering (QA) pair, cannot reveal true model capability due to their vulnerability to language variations. Third, existing benchmarks isolate the grounding and QA tasks, disregarding the underlying coherence that QA should be based on solid grounding capabilities. To unveil the "mist", we propose Beacon3D, a benchmark for 3D-VL grounding and QA tasks, delivering a perspective shift in the evaluation of 3D-VL understanding. Beacon3D features (i) high-quality test data with precise and natural language, (ii) object-centric evaluation with multiple tests per object to ensure robustness, and (iii) a novel chain-of-analysis paradigm to address language robustness and model performance coherence across grounding and QA. Our evaluation of state-of-the-art 3D-VL models on Beacon3D reveals that (i) object-centric evaluation elicits true model performance and particularly weak generalization in QA; (ii) grounding-QA coherence remains fragile in current 3D-VL models, and (iii) incorporating large language models (LLMs) to 3D-VL models, though as a prevalent practice, hinders grounding capabilities and has yet to elevate QA capabilities. We hope Beacon3D and our comprehensive analysis could benefit the 3D-VL community towards faithful developments.

26.5CVMay 5, 2025
MetaScenes: Towards Automated Replica Creation for Real-world 3D Scans

Huangyue Yu, Baoxiong Jia, Yixin Chen et al.

Embodied AI (EAI) research requires high-quality, diverse 3D scenes to effectively support skill acquisition, sim-to-real transfer, and generalization. Achieving these quality standards, however, necessitates the precise replication of real-world object diversity. Existing datasets demonstrate that this process heavily relies on artist-driven designs, which demand substantial human effort and present significant scalability challenges. To scalably produce realistic and interactive 3D scenes, we first present MetaScenes, a large-scale, simulatable 3D scene dataset constructed from real-world scans, which includes 15366 objects spanning 831 fine-grained categories. Then, we introduce Scan2Sim, a robust multi-modal alignment model, which enables the automated, high-quality replacement of assets, thereby eliminating the reliance on artist-driven designs for scaling 3D scenes. We further propose two benchmarks to evaluate MetaScenes: a detailed scene synthesis task focused on small item layouts for robotic manipulation and a domain transfer task in vision-and-language navigation (VLN) to validate cross-domain transfer. Results confirm MetaScene's potential to enhance EAI by supporting more generalizable agent learning and sim-to-real applications, introducing new possibilities for EAI research. Project website: https://meta-scenes.github.io/.

12.8CVDec 16, 2024
MOVIS: Enhancing Multi-Object Novel View Synthesis for Indoor Scenes

Ruijie Lu, Yixin Chen, Junfeng Ni et al.

Repurposing pre-trained diffusion models has been proven to be effective for NVS. However, these methods are mostly limited to a single object; directly applying such methods to compositional multi-object scenarios yields inferior results, especially incorrect object placement and inconsistent shape and appearance under novel views. How to enhance and systematically evaluate the cross-view consistency of such models remains under-explored. To address this issue, we propose MOVIS to enhance the structural awareness of the view-conditioned diffusion model for multi-object NVS in terms of model inputs, auxiliary tasks, and training strategy. First, we inject structure-aware features, including depth and object mask, into the denoising U-Net to enhance the model's comprehension of object instances and their spatial relationships. Second, we introduce an auxiliary task requiring the model to simultaneously predict novel view object masks, further improving the model's capability in differentiating and placing objects. Finally, we conduct an in-depth analysis of the diffusion sampling process and carefully devise a structure-guided timestep sampling scheduler during training, which balances the learning of global object placement and fine-grained detail recovery. To systematically evaluate the plausibility of synthesized images, we propose to assess cross-view consistency and novel view object placement alongside existing image-level NVS metrics. Extensive experiments on challenging synthetic and realistic datasets demonstrate that our method exhibits strong generalization capabilities and produces consistent novel view synthesis, highlighting its potential to guide future 3D-aware multi-object NVS tasks. Our project page is available at https://jason-aplp.github.io/MOVIS/.

25.2CVJul 8, 2025
DreamArt: Generating Interactable Articulated Objects from a Single Image

Ruijie Lu, Yu Liu, Jiaxiang Tang et al.

Generating articulated objects, such as laptops and microwaves, is a crucial yet challenging task with extensive applications in Embodied AI and AR/VR. Current image-to-3D methods primarily focus on surface geometry and texture, neglecting part decomposition and articulation modeling. Meanwhile, neural reconstruction approaches (e.g., NeRF or Gaussian Splatting) rely on dense multi-view or interaction data, limiting their scalability. In this paper, we introduce DreamArt, a novel framework for generating high-fidelity, interactable articulated assets from single-view images. DreamArt employs a three-stage pipeline: firstly, it reconstructs part-segmented and complete 3D object meshes through a combination of image-to-3D generation, mask-prompted 3D segmentation, and part amodal completion. Second, we fine-tune a video diffusion model to capture part-level articulation priors, leveraging movable part masks as prompt and amodal images to mitigate ambiguities caused by occlusion. Finally, DreamArt optimizes the articulation motion, represented by a dual quaternion, and conducts global texture refinement and repainting to ensure coherent, high-quality textures across all parts. Experimental results demonstrate that DreamArt effectively generates high-quality articulated objects, possessing accurate part shape, high appearance fidelity, and plausible articulation, thereby providing a scalable solution for articulated asset generation. Our project page is available at https://dream-art-0.github.io/DreamArt/.

3.2RONov 26, 2025
VacuumVLA: Boosting VLA Capabilities via a Unified Suction and Gripping Tool for Complex Robotic Manipulation

Hui Zhou, Siyuan Huang, Minxing Li et al.

Vision Language Action models have significantly advanced general purpose robotic manipulation by harnessing large scale pretrained vision and language representations. Among existing approaches, a majority of current VLA systems employ parallel two finger grippers as their default end effectors. However, such grippers face inherent limitations in handling certain real world tasks such as wiping glass surfaces or opening drawers without handles due to insufficient contact area or lack of adhesion. To overcome these challenges, we present a low cost, integrated hardware design that combines a mechanical two finger gripper with a vacuum suction unit, enabling dual mode manipulation within a single end effector. Our system supports flexible switching or synergistic use of both modalities, expanding the range of feasible tasks. We validate the efficiency and practicality of our design within two state of the art VLA frameworks: DexVLA and Pi0. Experimental results demonstrate that with the proposed hybrid end effector, robots can successfully perform multiple complex tasks that are infeasible for conventional two finger grippers alone. All hardware designs and controlling systems will be released.

18.2CVApr 28, 2025
Masked Point-Entity Contrast for Open-Vocabulary 3D Scene Understanding

Yan Wang, Baoxiong Jia, Ziyu Zhu et al.

Open-vocabulary 3D scene understanding is pivotal for enhancing physical intelligence, as it enables embodied agents to interpret and interact dynamically within real-world environments. This paper introduces MPEC, a novel Masked Point-Entity Contrastive learning method for open-vocabulary 3D semantic segmentation that leverages both 3D entity-language alignment and point-entity consistency across different point cloud views to foster entity-specific feature representations. Our method improves semantic discrimination and enhances the differentiation of unique instances, achieving state-of-the-art results on ScanNet for open-vocabulary 3D semantic segmentation and demonstrating superior zero-shot scene understanding capabilities. Extensive fine-tuning experiments on 8 datasets, spanning from low-level perception to high-level reasoning tasks, showcase the potential of learned 3D features, driving consistent performance gains across varied 3D scene understanding tasks. Project website: https://mpec-3d.github.io/

18.7ROApr 17, 2025Code
Taccel: Scaling Up Vision-based Tactile Robotics via High-performance GPU Simulation

Yuyang Li, Wenxin Du, Chang Yu et al.

Tactile sensing is crucial for achieving human-level robotic capabilities in manipulation tasks. As a promising solution, Vision-Based Tactile Sensors (VBTSs) offer high spatial resolution and cost-effectiveness, but present unique challenges in robotics for their complex physical characteristics and visual signal processing requirements. The lack of efficient and accurate simulation tools for VBTSs has significantly limited the scale and scope of tactile robotics research. We present Taccel, a high-performance simulation platform that integrates IPC and ABD to model robots, tactile sensors, and objects with both accuracy and unprecedented speed, achieving an 18-fold acceleration over real-time across thousands of parallel environments. Unlike previous simulators that operate at sub-real-time speeds with limited parallelization, Taccel provides precise physics simulation and realistic tactile signals while supporting flexible robot-sensor configurations through user-friendly APIs. Through extensive validation in object recognition, robotic grasping, and articulated object manipulation, we demonstrate precise simulation and successful sim-to-real transfer. These capabilities position Taccel as a powerful tool for scaling up tactile robotics research and development, potentially transforming how robots interact with and understand their physical environment.

7.9LGFeb 22, 2024Code
Graph Parsing Networks

Yunchong Song, Siyuan Huang, Xinbing Wang et al.

Graph pooling compresses graph information into a compact representation. State-of-the-art graph pooling methods follow a hierarchical approach, which reduces the graph size step-by-step. These methods must balance memory efficiency with preserving node information, depending on whether they use node dropping or node clustering. Additionally, fixed pooling ratios or numbers of pooling layers are predefined for all graphs, which prevents personalized pooling structures from being captured for each individual graph. In this work, inspired by bottom-up grammar induction, we propose an efficient graph parsing algorithm to infer the pooling structure, which then drives graph pooling. The resulting Graph Parsing Network (GPN) adaptively learns personalized pooling structure for each individual graph. GPN benefits from the discrete assignments generated by the graph parsing algorithm, allowing good memory efficiency while preserving node information intact. Experimental results on standard benchmarks demonstrate that GPN outperforms state-of-the-art graph pooling methods in graph classification tasks while being able to achieve competitive performance in node classification tasks. We also conduct a graph reconstruction task to show GPN's ability to preserve node information and measure both memory and time efficiency through relevant tests.

17.4CVMar 26, 2025
Dynamic Motion Blending for Versatile Motion Editing

Nan Jiang, Hongjie Li, Ziye Yuan et al. · pku

Text-guided motion editing enables high-level semantic control and iterative modifications beyond traditional keyframe animation. Existing methods rely on limited pre-collected training triplets, which severely hinders their versatility in diverse editing scenarios. We introduce MotionCutMix, an online data augmentation technique that dynamically generates training triplets by blending body part motions based on input text. While MotionCutMix effectively expands the training distribution, the compositional nature introduces increased randomness and potential body part incoordination. To model such a rich distribution, we present MotionReFit, an auto-regressive diffusion model with a motion coordinator. The auto-regressive architecture facilitates learning by decomposing long sequences, while the motion coordinator mitigates the artifacts of motion composition. Our method handles both spatial and temporal motion edits directly from high-level human instructions, without relying on additional specifications or Large Language Models. Through extensive experiments, we show that MotionReFit achieves state-of-the-art performance in text-guided motion editing.

8.3CLFeb 16, 2025
Gumbel Reranking: Differentiable End-to-End Reranker Optimization

Siyuan Huang, Zhiyuan Ma, Jintao Du et al.

RAG systems rely on rerankers to identify relevant documents. However, fine-tuning these models remains challenging due to the scarcity of annotated query-document pairs. Existing distillation-based approaches suffer from training-inference misalignment and fail to capture interdependencies among candidate documents. To overcome these limitations, we reframe the reranking process as an attention-mask problem and propose Gumbel Reranking, an end-to-end training framework for rerankers aimed at minimizing the training-inference gap. In our approach, reranker optimization is reformulated as learning a stochastic, document-wise Top-$k$ attention mask using the Gumbel Trick and Relaxed Top-$k$ Sampling. This formulation enables end-to-end optimization by minimizing the overall language loss. Experiments across various settings consistently demonstrate performance gains, including a 10.4\% improvement in recall on HotpotQA for distinguishing indirectly relevant documents.

14.4CVOct 19, 2025
SceneCOT: Eliciting Grounded Chain-of-Thought Reasoning in 3D Scenes

Xiongkun Linghu, Jiangyong Huang, Ziyu Zhu et al.

Existing research on 3D Large Language Models (LLMs) still struggles to achieve grounded question-answering, primarily due to the under-exploration of the mechanism of human-like scene-object grounded reasoning. This paper bridges the gap by presenting a novel framework. We first introduce a grounded Chain-of-Thought reasoning method in 3D scenes (SCENECOT), decoupling a complex reasoning task into simpler and manageable problems, and building corresponding visual clues based on multimodal expert modules. To enable such a method, we develop SCENECOT-185K, the first large-scale grounded CoT reasoning dataset, consisting of 185K high-quality instances. Extensive experiments across various complex 3D scene reasoning benchmarks demonstrate that our new framework achieves strong performance with high grounding-QA coherence. To the best of our knowledge, this is the first successful application of CoT reasoning to 3D scene understanding, enabling step-by-step human-like reasoning and showing potential for extension to broader 3D scene understanding scenarios.

13.0CLSep 3, 2025
Training LLMs to be Better Text Embedders through Bidirectional Reconstruction

Chang Su, Dengliang Shi, Siyuan Huang et al.

Large language models (LLMs) have increasingly been explored as powerful text embedders. Existing LLM-based text embedding approaches often leverage the embedding of the final token, typically a reserved special token such as [EOS]. However, these tokens have not been intentionally trained to capture the semantics of the whole context, limiting their capacity as text embeddings, especially for retrieval and re-ranking tasks. We propose to add a new training stage before contrastive learning to enrich the semantics of the final token embedding. This stage employs bidirectional generative reconstruction tasks, namely EBQ2D (Embedding-Based Query-to-Document) and EBD2Q (Embedding-Based Document-to-Query), which interleave to anchor the [EOS] embedding and reconstruct either side of Query-Document pairs. Experimental results demonstrate that our additional training stage significantly improves LLM performance on the Massive Text Embedding Benchmark (MTEB), achieving new state-of-the-art results across different LLM base models and scales.

38.0CVJun 12, 2024Code
GUIOdyssey: A Comprehensive Dataset for Cross-App GUI Navigation on Mobile Devices

Quanfeng Lu, Wenqi Shao, Zitao Liu et al.

Autonomous Graphical User Interface (GUI) navigation agents can enhance user experience in communication, entertainment, and productivity by streamlining workflows and reducing manual intervention. However, prior GUI agents often trained with datasets comprising tasks that can be completed within a single app, leading to poor performance in cross-app navigation. To address this problem, we present GUIOdyssey, a comprehensive dataset for cross-app mobile GUI navigation. GUIOdyssey comprises 8,334 episodes with an average of 15.3 steps per episode, covering 6 mobile devices, 212 distinct apps, and 1,357 app combinations. Each step is enriched with detailed semantic reasoning annotations, which aid the model in building cognitive processes and enhancing its reasoning abilities for complex cross-app tasks. Building on GUIOdyssey, we develop OdysseyAgent, an exploratory multimodal agent for long-step cross-app navigation equipped with a history resampler module that efficiently attends to historical screenshot tokens, balancing performance and inference speed. Extensive experiments conducted in both in-domain and out-of-domain scenarios validate the effectiveness of our approach. Moreover, we demonstrate that historial information involving actions, screenshots and context in our dataset can significantly enhances OdysseyAgent's performance on complex cross-app tasks.

14.9CVFeb 28, 2022
PartAfford: Part-level Affordance Discovery from 3D Objects

Chao Xu, Yixin Chen, He Wang et al.

Understanding what objects could furnish for humans-namely, learning object affordance-is the crux to bridge perception and action. In the vision community, prior work primarily focuses on learning object affordance with dense (e.g., at a per-pixel level) supervision. In stark contrast, we humans learn the object affordance without dense labels. As such, the fundamental question to devise a computational model is: What is the natural way to learn the object affordance from visual appearance and geometry with humanlike sparse supervision? In this work, we present a new task of part-level affordance discovery (PartAfford): Given only the affordance labels per object, the machine is tasked to (i) decompose 3D shapes into parts and (ii) discover how each part of the object corresponds to a certain affordance category. We propose a novel learning framework for PartAfford, which discovers part-level representations by leveraging only the affordance set supervision and geometric primitive regularization, without dense supervision. The proposed approach consists of two main components: (i) an abstraction encoder with slot attention for unsupervised clustering and abstraction, and (ii) an affordance decoder with branches for part reconstruction, affordance prediction, and cuboidal primitive regularization. To learn and evaluate PartAfford, we construct a part-level, cross-category 3D object affordance dataset, annotated with 24 affordance categories shared among >25, 000 objects. We demonstrate that our method enables both the abstraction of 3D objects and part-level affordance discovery, with generalizability to difficult and cross-category examples. Further ablations reveal the contribution of each component.