Li Fei-Fei

CV
h-index137
179papers
77,804citations
Novelty54%
AI Score56

179 Papers

34.6CVNov 7, 2023Code
Holistic Evaluation of Text-To-Image Models

Tony Lee, Michihiro Yasunaga, Chenlin Meng et al. · stanford

The stunning qualitative improvement of recent text-to-image models has led to their widespread attention and adoption. However, we lack a comprehensive quantitative understanding of their capabilities and risks. To fill this gap, we introduce a new benchmark, Holistic Evaluation of Text-to-Image Models (HEIM). Whereas previous evaluations focus mostly on text-image alignment and image quality, we identify 12 aspects, including text-image alignment, image quality, aesthetics, originality, reasoning, knowledge, bias, toxicity, fairness, robustness, multilinguality, and efficiency. We curate 62 scenarios encompassing these aspects and evaluate 26 state-of-the-art text-to-image models on this benchmark. Our results reveal that no single model excels in all aspects, with different models demonstrating different strengths. We release the generated images and human evaluation results for full transparency at https://crfm.stanford.edu/heim/v1.1.0 and the code at https://github.com/stanford-crfm/helm, which is integrated with the HELM codebase.

26.0CVApr 5, 2022Code
ObjectFolder 2.0: A Multisensory Object Dataset for Sim2Real Transfer

Ruohan Gao, Zilin Si, Yen-Yu Chang et al. · stanford

Objects play a crucial role in our everyday activities. Though multisensory object-centric learning has shown great potential lately, the modeling of objects in prior work is rather unrealistic. ObjectFolder 1.0 is a recent dataset that introduces 100 virtualized objects with visual, acoustic, and tactile sensory data. However, the dataset is small in scale and the multisensory data is of limited quality, hampering generalization to real-world scenarios. We present ObjectFolder 2.0, a large-scale, multisensory dataset of common household objects in the form of implicit neural representations that significantly enhances ObjectFolder 1.0 in three aspects. First, our dataset is 10 times larger in the amount of objects and orders of magnitude faster in rendering time. Second, we significantly improve the multisensory rendering quality for all three modalities. Third, we show that models learned from virtual objects in our dataset successfully transfer to their real-world counterparts in three challenging tasks: object scale estimation, contact localization, and shape reconstruction. ObjectFolder 2.0 offers a new path and testbed for multisensory learning in computer vision and robotics. The dataset is available at https://github.com/rhgao/ObjectFolder.

11.8ROJun 1, 2023Code
Sonicverse: A Multisensory Simulation Platform for Embodied Household Agents that See and Hear

Ruohan Gao, Hao Li, Gokul Dharan et al. · stanford

Developing embodied agents in simulation has been a key research topic in recent years. Exciting new tasks, algorithms, and benchmarks have been developed in various simulators. However, most of them assume deaf agents in silent environments, while we humans perceive the world with multiple senses. We introduce Sonicverse, a multisensory simulation platform with integrated audio-visual simulation for training household agents that can both see and hear. Sonicverse models realistic continuous audio rendering in 3D environments in real-time. Together with a new audio-visual VR interface that allows humans to interact with agents with audio, Sonicverse enables a series of embodied AI tasks that need audio-visual perception. For semantic audio-visual navigation in particular, we also propose a new multi-task learning model that achieves state-of-the-art performance. In addition, we demonstrate Sonicverse's realism via sim-to-real transfer, which has not been achieved by other simulators: an agent trained in Sonicverse can successfully perform audio-visual navigation in real-world environments. Sonicverse is available at: https://github.com/StanfordVL/Sonicverse.

52.1ROJul 12, 2023Code
VoxPoser: Composable 3D Value Maps for Robotic Manipulation with Language Models

Wenlong Huang, Chen Wang, Ruohan Zhang et al. · mit, stanford

Large language models (LLMs) are shown to possess a wealth of actionable knowledge that can be extracted for robot manipulation in the form of reasoning and planning. Despite the progress, most still rely on pre-defined motion primitives to carry out the physical interactions with the environment, which remains a major bottleneck. In this work, we aim to synthesize robot trajectories, i.e., a dense sequence of 6-DoF end-effector waypoints, for a large variety of manipulation tasks given an open-set of instructions and an open-set of objects. We achieve this by first observing that LLMs excel at inferring affordances and constraints given a free-form language instruction. More importantly, by leveraging their code-writing capabilities, they can interact with a vision-language model (VLM) to compose 3D value maps to ground the knowledge into the observation space of the agent. The composed value maps are then used in a model-based planning framework to zero-shot synthesize closed-loop robot trajectories with robustness to dynamic perturbations. We further demonstrate how the proposed framework can benefit from online experiences by efficiently learning a dynamics model for scenes that involve contact-rich interactions. We present a large-scale study of the proposed method in both simulated and real-robot environments, showcasing the ability to perform a large variety of everyday manipulation tasks specified in free-form natural language. Videos and code at https://voxposer.github.io

48.3ROOct 6, 2022Code
VIMA: General Robot Manipulation with Multimodal Prompts

Yunfan Jiang, Agrim Gupta, Zichen Zhang et al. · stanford

Prompt-based learning has emerged as a successful paradigm in natural language processing, where a single general-purpose language model can be instructed to perform any task specified by input prompts. Yet task specification in robotics comes in various forms, such as imitating one-shot demonstrations, following language instructions, and reaching visual goals. They are often considered different tasks and tackled by specialized models. We show that a wide spectrum of robot manipulation tasks can be expressed with multimodal prompts, interleaving textual and visual tokens. Accordingly, we develop a new simulation benchmark that consists of thousands of procedurally-generated tabletop tasks with multimodal prompts, 600K+ expert trajectories for imitation learning, and a four-level evaluation protocol for systematic generalization. We design a transformer-based robot agent, VIMA, that processes these prompts and outputs motor actions autoregressively. VIMA features a recipe that achieves strong model scalability and data efficiency. It outperforms alternative designs in the hardest zero-shot generalization setting by up to $2.9\times$ task success rate given the same training data. With $10\times$ less training data, VIMA still performs $2.7\times$ better than the best competing variant. Code and video demos are available at https://vimalabs.github.io/

3.9CVJun 2, 2023Code
HomE: Homography-Equivariant Video Representation Learning

Anirudh Sriram, Adrien Gaidon, Jiajun Wu et al. · salesforce, stanford

Recent advances in self-supervised representation learning have enabled more efficient and robust model performance without relying on extensive labeled data. However, most works are still focused on images, with few working on videos and even fewer on multi-view videos, where more powerful inductive biases can be leveraged for self-supervision. In this work, we propose a novel method for representation learning of multi-view videos, where we explicitly model the representation space to maintain Homography Equivariance (HomE). Our method learns an implicit mapping between different views, culminating in a representation space that maintains the homography relationship between neighboring views. We evaluate our HomE representation via action recognition and pedestrian intent prediction as downstream tasks. On action classification, our method obtains 96.4% 3-fold accuracy on the UCF101 dataset, better than most state-of-the-art self-supervised learning methods. Similarly, on the STIP dataset, we outperform the state-of-the-art by 6% for pedestrian intent prediction one second into the future while also obtaining an accuracy of 91.2% for pedestrian action (cross vs. not-cross) classification. Code is available at https://github.com/anirudhs123/HomE.

31.0CVJun 23, 2022
MaskViT: Masked Visual Pre-Training for Video Prediction

Agrim Gupta, Stephen Tian, Yunzhi Zhang et al. · stanford

The ability to predict future visual observations conditioned on past observations and motor commands can enable embodied agents to plan solutions to a variety of tasks in complex environments. This work shows that we can create good video prediction models by pre-training transformers via masked visual modeling. Our approach, named MaskViT, is based on two simple design decisions. First, for memory and training efficiency, we use two types of window attention: spatial and spatiotemporal. Second, during training, we mask a variable percentage of tokens instead of a fixed mask ratio. For inference, MaskViT generates all tokens via iterative refinement where we incrementally decrease the masking ratio following a mask scheduling function. On several datasets we demonstrate that MaskViT outperforms prior works in video prediction, is parameter efficient, and can generate high-resolution videos (256x256). Further, we demonstrate the benefits of inference speedup (up to 512x) due to iterative decoding by using MaskViT for planning on a real robot. Our work suggests that we can endow embodied agents with powerful predictive models by leveraging the general framework of masked visual modeling with minimal domain knowledge.

29.5LGMar 22, 2022Code
MetaMorph: Learning Universal Controllers with Transformers

Agrim Gupta, Linxi Fan, Surya Ganguli et al. · stanford

Multiple domains like vision, natural language, and audio are witnessing tremendous progress by leveraging Transformers for large scale pre-training followed by task specific fine tuning. In contrast, in robotics we primarily train a single robot for a single task. However, modular robot systems now allow for the flexible combination of general-purpose building blocks into task optimized morphologies. However, given the exponentially large number of possible robot morphologies, training a controller for each new design is impractical. In this work, we propose MetaMorph, a Transformer based approach to learn a universal controller over a modular robot design space. MetaMorph is based on the insight that robot morphology is just another modality on which we can condition the output of a Transformer. Through extensive experiments we demonstrate that large scale pre-training on a variety of robot morphologies results in policies with combinatorial generalization capabilities, including zero shot generalization to unseen robot morphologies. We further demonstrate that our pre-trained policy can be used for sample-efficient transfer to completely new robot morphologies and tasks.

34.9CVJun 3, 2022
Revisiting the "Video" in Video-Language Understanding

Shyamal Buch, Cristóbal Eyzaguirre, Adrien Gaidon et al. · salesforce, stanford

What makes a video task uniquely suited for videos, beyond what can be understood from a single image? Building on recent progress in self-supervised image-language models, we revisit this question in the context of video and language tasks. We propose the atemporal probe (ATP), a new model for video-language analysis which provides a stronger bound on the baseline accuracy of multimodal models constrained by image-level understanding. By applying this model to standard discriminative video and language tasks, such as video question answering and text-to-video retrieval, we characterize the limitations and potential of current video-language benchmarks. We find that understanding of event temporality is often not necessary to achieve strong or state-of-the-art performance, even compared with recent large-scale video-language models and in contexts intended to benchmark deeper video-level understanding. We also demonstrate how ATP can improve both video-language dataset and model design. We describe a technique for leveraging ATP to better disentangle dataset subsets with a higher concentration of temporally challenging data, improving benchmarking efficacy for causal and temporal understanding. Further, we show that effectively integrating ATP into full video-level temporal models can improve efficiency and state-of-the-art accuracy.

23.2CVOct 13, 2022
Retrospectives on the Embodied AI Workshop

Matt Deitke, Dhruv Batra, Yonatan Bisk et al. · allen-ai, cmu

We present a retrospective on the state of Embodied AI research. Our analysis focuses on 13 challenges presented at the Embodied AI Workshop at CVPR. These challenges are grouped into three themes: (1) visual navigation, (2) rearrangement, and (3) embodied vision-and-language. We discuss the dominant datasets within each theme, evaluation metrics for the challenges, and the performance of state-of-the-art models. We highlight commonalities between top approaches to the challenges and identify potential future directions for Embodied AI research.

31.5CVOct 27, 2023Code
ZeroNVS: Zero-Shot 360-Degree View Synthesis from a Single Image

Kyle Sargent, Zizhang Li, Tanmay Shah et al. · stanford

We introduce a 3D-aware diffusion model, ZeroNVS, for single-image novel view synthesis for in-the-wild scenes. While existing methods are designed for single objects with masked backgrounds, we propose new techniques to address challenges introduced by in-the-wild multi-object scenes with complex backgrounds. Specifically, we train a generative prior on a mixture of data sources that capture object-centric, indoor, and outdoor scenes. To address issues from data mixture such as depth-scale ambiguity, we propose a novel camera conditioning parameterization and normalization scheme. Further, we observe that Score Distillation Sampling (SDS) tends to truncate the distribution of complex backgrounds during distillation of 360-degree scenes, and propose "SDS anchoring" to improve the diversity of synthesized novel views. Our model sets a new state-of-the-art result in LPIPS on the DTU dataset in the zero-shot setting, even outperforming methods specifically trained on DTU. We further adapt the challenging Mip-NeRF 360 dataset as a new benchmark for single-image novel view synthesis, and demonstrate strong performance in this setting. Our code and data are at http://kylesargent.github.io/zeronvs/

10.6CVJun 30, 2022Code
GaitForeMer: Self-Supervised Pre-Training of Transformers via Human Motion Forecasting for Few-Shot Gait Impairment Severity Estimation

Mark Endo, Kathleen L. Poston, Edith V. Sullivan et al.

Parkinson's disease (PD) is a neurological disorder that has a variety of observable motor-related symptoms such as slow movement, tremor, muscular rigidity, and impaired posture. PD is typically diagnosed by evaluating the severity of motor impairments according to scoring systems such as the Movement Disorder Society Unified Parkinson's Disease Rating Scale (MDS-UPDRS). Automated severity prediction using video recordings of individuals provides a promising route for non-intrusive monitoring of motor impairments. However, the limited size of PD gait data hinders model ability and clinical potential. Because of this clinical data scarcity and inspired by the recent advances in self-supervised large-scale language models like GPT-3, we use human motion forecasting as an effective self-supervised pre-training task for the estimation of motor impairment severity. We introduce GaitForeMer, Gait Forecasting and impairment estimation transforMer, which is first pre-trained on public datasets to forecast gait movements and then applied to clinical data to predict MDS-UPDRS gait impairment severity. Our method outperforms previous approaches that rely solely on clinical data by a large margin, achieving an F1 score of 0.76, precision of 0.79, and recall of 0.75. Using GaitForeMer, we show how public human movement data repositories can assist clinical use cases through learning universal motion representations. The code is available at https://github.com/markendo/GaitForeMer .

12.1CVAug 8, 2023
Rendering Humans from Object-Occluded Monocular Videos

Tiange Xiang, Adam Sun, Jiajun Wu et al. · stanford

3D understanding and rendering of moving humans from monocular videos is a challenging task. Despite recent progress, the task remains difficult in real-world scenarios, where obstacles may block the camera view and cause partial occlusions in the captured videos. Existing methods cannot handle such defects due to two reasons. First, the standard rendering strategy relies on point-point mapping, which could lead to dramatic disparities between the visible and occluded areas of the body. Second, the naive direct regression approach does not consider any feasibility criteria (ie, prior information) for rendering under occlusions. To tackle the above drawbacks, we present OccNeRF, a neural rendering method that achieves better rendering of humans in severely occluded scenes. As direct solutions to the two drawbacks, we propose surface-based rendering by integrating geometry and visibility priors. We validate our method on both simulated and real-world occlusions and demonstrate our method's superiority.

13.8ROJul 28, 2023
Primitive Skill-based Robot Learning from Human Evaluative Feedback

Ayano Hiranaka, Minjune Hwang, Sharon Lee et al. · stanford

Reinforcement learning (RL) algorithms face significant challenges when dealing with long-horizon robot manipulation tasks in real-world environments due to sample inefficiency and safety issues. To overcome these challenges, we propose a novel framework, SEED, which leverages two approaches: reinforcement learning from human feedback (RLHF) and primitive skill-based reinforcement learning. Both approaches are particularly effective in addressing sparse reward issues and the complexities involved in long-horizon tasks. By combining them, SEED reduces the human effort required in RLHF and increases safety in training robot manipulation with RL in real-world settings. Additionally, parameterized skills provide a clear view of the agent's high-level intentions, allowing humans to evaluate skill choices before they are executed. This feature makes the training process even safer and more efficient. To evaluate the performance of SEED, we conducted extensive experiments on five manipulation tasks with varying levels of complexity. Our results show that SEED significantly outperforms state-of-the-art RL algorithms in sample efficiency and safety. In addition, SEED also exhibits a substantial reduction of human effort compared to other RLHF methods. Further details and video results can be found at https://seediros23.github.io/.

7.9AIJun 23, 2023
Task-Driven Graph Attention for Hierarchical Relational Object Navigation

Michael Lingelbach, Chengshu Li, Minjune Hwang et al. · stanford

Embodied AI agents in large scenes often need to navigate to find objects. In this work, we study a naturally emerging variant of the object navigation task, hierarchical relational object navigation (HRON), where the goal is to find objects specified by logical predicates organized in a hierarchical structure - objects related to furniture and then to rooms - such as finding an apple on top of a table in the kitchen. Solving such a task requires an efficient representation to reason about object relations and correlate the relations in the environment and in the task goal. HRON in large scenes (e.g. homes) is particularly challenging due to its partial observability and long horizon, which invites solutions that can compactly store the past information while effectively exploring the scene. We demonstrate experimentally that scene graphs are the best-suited representation compared to conventional representations such as images or 2D maps. We propose a solution that uses scene graphs as part of its input and integrates graph neural networks as its backbone, with an integrated task-driven attention mechanism, and demonstrate its better scalability and learning efficiency than state-of-the-art baselines.

12.7CVJun 8, 2022
PrivHAR: Recognizing Human Actions From Privacy-preserving Lens

Carlos Hinojosa, Miguel Marquez, Henry Arguello et al. · salesforce, stanford

The accelerated use of digital cameras prompts an increasing concern about privacy and security, particularly in applications such as action recognition. In this paper, we propose an optimizing framework to provide robust visual privacy protection along the human action recognition pipeline. Our framework parameterizes the camera lens to successfully degrade the quality of the videos to inhibit privacy attributes and protect against adversarial attacks while maintaining relevant features for activity recognition. We validate our approach with extensive simulations and hardware experiments.

9.2RONov 11, 2022
Active Task Randomization: Learning Robust Skills via Unsupervised Generation of Diverse and Feasible Tasks

Kuan Fang, Toki Migimatsu, Ajay Mandlekar et al. · stanford

Solving real-world manipulation tasks requires robots to have a repertoire of skills applicable to a wide range of circumstances. When using learning-based methods to acquire such skills, the key challenge is to obtain training data that covers diverse and feasible variations of the task, which often requires non-trivial manual labor and domain knowledge. In this work, we introduce Active Task Randomization (ATR), an approach that learns robust skills through the unsupervised generation of training tasks. ATR selects suitable tasks, which consist of an initial environment state and manipulation goal, for learning robust skills by balancing the diversity and feasibility of the tasks. We propose to predict task diversity and feasibility by jointly learning a compact task representation. The selected tasks are then procedurally generated in simulation using graph-based parameterization. The active selection of these training tasks enables skill policies trained with our framework to robustly handle a diverse range of objects and arrangements at test time. We demonstrate that the learned skills can be composed by a task planner to solve unseen sequential manipulation problems based on visual inputs. Compared to baseline methods, ATR can achieve superior success rates in single-step and sequential manipulation tasks.

4.5AIJun 13, 2022
BEHAVIOR in Habitat 2.0: Simulator-Independent Logical Task Description for Benchmarking Embodied AI Agents

Ziang Liu, Roberto Martín-Martín, Fei Xia et al. · stanford

Robots excel in performing repetitive and precision-sensitive tasks in controlled environments such as warehouses and factories, but have not been yet extended to embodied AI agents providing assistance in household tasks. Inspired by the catalyzing effect that benchmarks have played in the AI fields such as computer vision and natural language processing, the community is looking for new benchmarks for embodied AI. Prior work in embodied AI benchmark defines tasks using a different formalism, often specific to one environment, simulator or domain, making it hard to develop general and comparable solutions. In this work, we bring a subset of BEHAVIOR activities into Habitat 2.0 to benefit from its fast simulation speed, as a first step towards demonstrating the ease of adapting activities defined in the logic space into different simulators.

35.7AISep 18, 2023
MindAgent: Emergent Gaming Interaction

Ran Gong, Qiuyuan Huang, Xiaojian Ma et al.

Large Language Models (LLMs) have the capacity of performing complex scheduling in a multi-agent system and can coordinate these agents into completing sophisticated tasks that require extensive collaboration. However, despite the introduction of numerous gaming frameworks, the community has insufficient benchmarks towards building general multi-agents collaboration infrastructure that encompass both LLM and human-NPCs collaborations. In this work, we propose a novel infrastructure - MindAgent - to evaluate planning and coordination emergent capabilities for gaming interaction. In particular, our infrastructure leverages existing gaming framework, to i) require understanding of the coordinator for a multi-agent system, ii) collaborate with human players via un-finetuned proper instructions, and iii) establish an in-context learning on few-shot prompt with feedback. Furthermore, we introduce CUISINEWORLD, a new gaming scenario and related benchmark that dispatch a multi-agent collaboration efficiency and supervise multiple agents playing the game simultaneously. We conduct comprehensive evaluations with new auto-metric CoS for calculating the collaboration efficiency. Finally, our infrastructure can be deployed into real-world gaming scenarios in a customized VR version of CUISINEWORLD and adapted in existing broader Minecraft gaming domain. We hope our findings on LLMs and the new infrastructure for general-purpose scheduling and coordination can help shed light on how such skills can be obtained by learning from large language corpora.

5.9DBMar 10, 2023
A Unified and Efficient Coordinating Framework for Autonomous DBMS Tuning

Xinyi Zhang, Zhuo Chang, Hong Wu et al. · pku, tencent-ai

Recently using machine learning (ML) based techniques to optimize modern database management systems has attracted intensive interest from both industry and academia. With an objective to tune a specific component of a DBMS (e.g., index selection, knobs tuning), the ML-based tuning agents have shown to be able to find better configurations than experienced database administrators. However, one critical yet challenging question remains unexplored -- how to make those ML-based tuning agents work collaboratively. Existing methods do not consider the dependencies among the multiple agents, and the model used by each agent only studies the effect of changing the configurations in a single component. To tune different components for DBMS, a coordinating mechanism is needed to make the multiple agents cognizant of each other. Also, we need to decide how to allocate the limited tuning budget among the agents to maximize the performance. Such a decision is difficult to make since the distribution of the reward for each agent is unknown and non-stationary. In this paper, we study the above question and present a unified coordinating framework to efficiently utilize existing ML-based agents. First, we propose a message propagation protocol that specifies the collaboration behaviors for agents and encapsulates the global tuning messages in each agent's model. Second, we combine Thompson Sampling, a well-studied reinforcement learning algorithm with a memory buffer so that our framework can allocate budget judiciously in a non-stationary environment. Our framework defines the interfaces adapted to a broad class of ML-based tuning agents, yet simple enough for integration with existing implementations and future extensions. We show that it can effectively utilize different ML-based agents and find better configurations with 1.4~14.1X speedups on the workload execution time compared with baselines.

22.1CLDec 13, 2022Code
TencentPretrain: A Scalable and Flexible Toolkit for Pre-training Models of Different Modalities

Zhe Zhao, Yudong Li, Cheng Hou et al.

Recently, the success of pre-training in text domain has been fully extended to vision, audio, and cross-modal scenarios. The proposed pre-training models of different modalities are showing a rising trend of homogeneity in their model structures, which brings the opportunity to implement different pre-training models within a uniform framework. In this paper, we present TencentPretrain, a toolkit supporting pre-training models of different modalities. The core feature of TencentPretrain is the modular design. The toolkit uniformly divides pre-training models into 5 components: embedding, encoder, target embedding, decoder, and target. As almost all of common modules are provided in each component, users can choose the desired modules from different components to build a complete pre-training model. The modular design enables users to efficiently reproduce existing pre-training models or build brand-new one. We test the toolkit on text, vision, and audio benchmarks and show that it can match the performance of the original implementations.

9.1CVJun 27, 2023
Differentially Private Video Activity Recognition

Zelun Luo, Yuliang Zou, Yijin Yang et al.

In recent years, differential privacy has seen significant advancements in image classification; however, its application to video activity recognition remains under-explored. This paper addresses the challenges of applying differential privacy to video activity recognition, which primarily stem from: (1) a discrepancy between the desired privacy level for entire videos and the nature of input data processed by contemporary video architectures, which are typically short, segmented clips; and (2) the complexity and sheer size of video datasets relative to those in image classification, which render traditional differential privacy methods inadequate. To tackle these issues, we propose Multi-Clip DP-SGD, a novel framework for enforcing video-level differential privacy through clip-based classification models. This method samples multiple clips from each video, averages their gradients, and applies gradient clipping in DP-SGD without incurring additional privacy loss. Moreover, we incorporate a parameter-efficient transfer learning strategy to make the model scalable for large-scale video datasets. Through extensive evaluations on the UCF-101 and HMDB-51 datasets, our approach exhibits impressive performance, achieving 81% accuracy with a privacy budget of epsilon=5 on UCF-101, marking a 76% improvement compared to a direct application of DP-SGD. Furthermore, we demonstrate that our transfer learning strategy is versatile and can enhance differentially private image classification across an array of datasets including CheXpert, ImageNet, CIFAR-10, and CIFAR-100.

44.3ROSep 3, 2024
ReKep: Spatio-Temporal Reasoning of Relational Keypoint Constraints for Robotic Manipulation

Wenlong Huang, Chen Wang, Yunzhu Li et al.

Representing robotic manipulation tasks as constraints that associate the robot and the environment is a promising way to encode desired robot behaviors. However, it remains unclear how to formulate the constraints such that they are 1) versatile to diverse tasks, 2) free of manual labeling, and 3) optimizable by off-the-shelf solvers to produce robot actions in real-time. In this work, we introduce Relational Keypoint Constraints (ReKep), a visually-grounded representation for constraints in robotic manipulation. Specifically, ReKep is expressed as Python functions mapping a set of 3D keypoints in the environment to a numerical cost. We demonstrate that by representing a manipulation task as a sequence of Relational Keypoint Constraints, we can employ a hierarchical optimization procedure to solve for robot actions (represented by a sequence of end-effector poses in SE(3)) with a perception-action loop at a real-time frequency. Furthermore, in order to circumvent the need for manual specification of ReKep for each new task, we devise an automated procedure that leverages large vision models and vision-language models to produce ReKep from free-form language instructions and RGB-D observations. We present system implementations on a wheeled single-arm platform and a stationary dual-arm platform that can perform a large variety of manipulation tasks, featuring multi-stage, in-the-wild, bimanual, and reactive behaviors, all without task-specific data or environment models. Website at https://rekep-robot.github.io/.

2.0LGJul 7, 2023Code
CSCLog: A Component Subsequence Correlation-Aware Log Anomaly Detection Method

Ling Chen, Chaodu Song, Xu Wang et al.

Anomaly detection based on system logs plays an important role in intelligent operations, which is a challenging task due to the extremely complex log patterns. Existing methods detect anomalies by capturing the sequential dependencies in log sequences, which ignore the interactions of subsequences. To this end, we propose CSCLog, a Component Subsequence Correlation-Aware Log anomaly detection method, which not only captures the sequential dependencies in subsequences, but also models the implicit correlations of subsequences. Specifically, subsequences are extracted from log sequences based on components and the sequential dependencies in subsequences are captured by Long Short-Term Memory Networks (LSTMs). An implicit correlation encoder is introduced to model the implicit correlations of subsequences adaptively. In addition, Graph Convolution Networks (GCNs) are employed to accomplish the information interactions of subsequences. Finally, attention mechanisms are exploited to fuse the embeddings of all subsequences. Extensive experiments on four publicly available log datasets demonstrate the effectiveness of CSCLog, outperforming the best baseline by an average of 7.41% in Macro F1-Measure.

29.5CVMar 14, 2025Code
Flow to the Mode: Mode-Seeking Diffusion Autoencoders for State-of-the-Art Image Tokenization

Kyle Sargent, Kyle Hsu, Justin Johnson et al.

Since the advent of popular visual generation frameworks like VQGAN and latent diffusion models, state-of-the-art image generation systems have generally been two-stage systems that first tokenize or compress visual data into a lower-dimensional latent space before learning a generative model. Tokenizer training typically follows a standard recipe in which images are compressed and reconstructed subject to a combination of MSE, perceptual, and adversarial losses. Diffusion autoencoders have been proposed in prior work as a way to learn end-to-end perceptually-oriented image compression, but have not yet shown state-of-the-art performance on the competitive task of ImageNet-1K reconstruction. We propose FlowMo, a transformer-based diffusion autoencoder that achieves a new state-of-the-art for image tokenization at multiple compression rates without using convolutions, adversarial losses, spatially-aligned two-dimensional latent codes, or distilling from other tokenizers. Our key insight is that FlowMo training should be broken into a mode-matching pre-training stage and a mode-seeking post-training stage. In addition, we conduct extensive analyses and explore the training of generative models atop the FlowMo tokenizer. Our code and models will be available at http://kylesargent.github.io/flowmo .

4.9LGFeb 24
Learning from Trials and Errors: Reflective Test-Time Planning for Embodied LLMs

Yining Hong, Huang Huang, Manling Li et al.

Embodied LLMs endow robots with high-level task reasoning, but they cannot reflect on what went wrong or why, turning deployment into a sequence of independent trials where mistakes repeat rather than accumulate into experience. Drawing upon human reflective practitioners, we introduce Reflective Test-Time Planning, which integrates two modes of reflection: \textit{reflection-in-action}, where the agent uses test-time scaling to generate and score multiple candidate actions using internal reflections before execution; and \textit{reflection-on-action}, which uses test-time training to update both its internal reflection model and its action policy based on external reflections after execution. We also include retrospective reflection, allowing the agent to re-evaluate earlier decisions and perform model updates with hindsight for proper long-horizon credit assignment. Experiments on our newly-designed Long-Horizon Household benchmark and MuJoCo Cupboard Fitting benchmark show significant gains over baseline models, with ablative studies validating the complementary roles of reflection-in-action and reflection-on-action. Qualitative analyses, including real-robot trials, highlight behavioral correction through reflection.

55.2IVJan 9, 2024
U-Mamba: Enhancing Long-range Dependency for Biomedical Image Segmentation

Jun Ma, Feifei Li, Bo Wang

Convolutional Neural Networks (CNNs) and Transformers have been the most popular architectures for biomedical image segmentation, but both of them have limited ability to handle long-range dependencies because of inherent locality or computational complexity. To address this challenge, we introduce U-Mamba, a general-purpose network for biomedical image segmentation. Inspired by the State Space Sequence Models (SSMs), a new family of deep sequence models known for their strong capability in handling long sequences, we design a hybrid CNN-SSM block that integrates the local feature extraction power of convolutional layers with the abilities of SSMs for capturing the long-range dependency. Moreover, U-Mamba enjoys a self-configuring mechanism, allowing it to automatically adapt to various datasets without manual intervention. We conduct extensive experiments on four diverse tasks, including the 3D abdominal organ segmentation in CT and MR images, instrument segmentation in endoscopy images, and cell segmentation in microscopy images. The results reveal that U-Mamba outperforms state-of-the-art CNN-based and Transformer-based segmentation networks across all tasks. This opens new avenues for efficient long-range dependency modeling in biomedical image analysis. The code, models, and data are publicly available at https://wanglab.ai/u-mamba.html.

2.0LGFeb 21, 2023
Interval Type-2 Fuzzy Neural Networks for Multi-Label Classification

Dayong Tian, Feifei Li, Yiwen Wei

Prediction of multi-dimensional labels plays an important role in machine learning problems. We found that the classical binary labels could not reflect the contents and their relationships in an instance. Hence, we propose a multi-label classification model based on interval type-2 fuzzy logic. In the proposed model, we use a deep neural network to predict the type-1 fuzzy membership of an instance and another one to predict the fuzzifiers of the membership to generate interval type-2 fuzzy memberships. We also propose a loss function to measure the similarities between binary labels in datasets and interval type-2 fuzzy memberships generated by our model. The experiments validate that our approach outperforms baselines on multi-label classification benchmarks.

51.9CVDec 18, 2024Code
Thinking in Space: How Multimodal Large Language Models See, Remember, and Recall Spaces

Jihan Yang, Shusheng Yang, Anjali W. Gupta et al.

Humans possess the visual-spatial intelligence to remember spaces from sequential visual observations. However, can Multimodal Large Language Models (MLLMs) trained on million-scale video datasets also ``think in space'' from videos? We present a novel video-based visual-spatial intelligence benchmark (VSI-Bench) of over 5,000 question-answer pairs, and find that MLLMs exhibit competitive - though subhuman - visual-spatial intelligence. We probe models to express how they think in space both linguistically and visually and find that while spatial reasoning capabilities remain the primary bottleneck for MLLMs to reach higher benchmark performance, local world models and spatial awareness do emerge within these models. Notably, prevailing linguistic reasoning techniques (e.g., chain-of-thought, self-consistency, tree-of-thoughts) fail to improve performance, whereas explicitly generating cognitive maps during question-answering enhances MLLMs' spatial distance ability.

41.6CVDec 11, 2023
Photorealistic Video Generation with Diffusion Models

Agrim Gupta, Lijun Yu, Kihyuk Sohn et al. · cmu, deepmind

We present W.A.L.T, a transformer-based approach for photorealistic video generation via diffusion modeling. Our approach has two key design decisions. First, we use a causal encoder to jointly compress images and videos within a unified latent space, enabling training and generation across modalities. Second, for memory and training efficiency, we use a window attention architecture tailored for joint spatial and spatiotemporal generative modeling. Taken together these design decisions enable us to achieve state-of-the-art performance on established video (UCF-101 and Kinetics-600) and image (ImageNet) generation benchmarks without using classifier free guidance. Finally, we also train a cascade of three models for the task of text-to-video generation consisting of a base latent video diffusion model, and two video super-resolution diffusion models to generate videos of $512 \times 896$ resolution at $8$ frames per second.

39.3AIJan 7, 2024Code
Agent AI: Surveying the Horizons of Multimodal Interaction

Zane Durante, Qiuyuan Huang, Naoki Wake et al. · stanford

Multi-modal AI systems will likely become a ubiquitous presence in our everyday lives. A promising approach to making these systems more interactive is to embody them as agents within physical and virtual environments. At present, systems leverage existing foundation models as the basic building blocks for the creation of embodied agents. Embedding agents within such environments facilitates the ability of models to process and interpret visual and contextual data, which is critical for the creation of more sophisticated and context-aware AI systems. For example, a system that can perceive user actions, human behavior, environmental objects, audio expressions, and the collective sentiment of a scene can be used to inform and direct agent responses within the given environment. To accelerate research on agent-based multimodal intelligence, we define "Agent AI" as a class of interactive systems that can perceive visual stimuli, language inputs, and other environmentally-grounded data, and can produce meaningful embodied actions. In particular, we explore systems that aim to improve agents based on next-embodied action prediction by incorporating external knowledge, multi-sensory inputs, and human feedback. We argue that by developing agentic AI systems in grounded environments, one can also mitigate the hallucinations of large foundation models and their tendency to generate environmentally incorrect outputs. The emerging field of Agent AI subsumes the broader embodied and agentic aspects of multimodal interactions. Beyond agents acting and interacting in the physical world, we envision a future where people can easily create any virtual reality or simulated scene and interact with agents embodied within the virtual environment.

38.1ROMar 12, 2024
DexCap: Scalable and Portable Mocap Data Collection System for Dexterous Manipulation

Chen Wang, Haochen Shi, Weizhuo Wang et al.

Imitation learning from human hand motion data presents a promising avenue for imbuing robots with human-like dexterity in real-world manipulation tasks. Despite this potential, substantial challenges persist, particularly with the portability of existing hand motion capture (mocap) systems and the complexity of translating mocap data into effective robotic policies. To tackle these issues, we introduce DexCap, a portable hand motion capture system, alongside DexIL, a novel imitation algorithm for training dexterous robot skills directly from human hand mocap data. DexCap offers precise, occlusion-resistant tracking of wrist and finger motions based on SLAM and electromagnetic field together with 3D observations of the environment. Utilizing this rich dataset, DexIL employs inverse kinematics and point cloud-based imitation learning to seamlessly replicate human actions with robot hands. Beyond direct learning from human motion, DexCap also offers an optional human-in-the-loop correction mechanism during policy rollouts to refine and further improve task performance. Through extensive evaluation across six challenging dexterous manipulation tasks, our approach not only demonstrates superior performance but also showcases the system's capability to effectively learn from in-the-wild mocap data, paving the way for future data collection methods in the pursuit of human-level robot dexterity. More details can be found at https://dex-cap.github.io

2.0CVJun 3, 2024Code
Few-Shot Classification of Interactive Activities of Daily Living (InteractADL)

Zane Durante, Robathan Harries, Edward Vendrow et al.

Understanding Activities of Daily Living (ADLs) is a crucial step for different applications including assistive robots, smart homes, and healthcare. However, to date, few benchmarks and methods have focused on complex ADLs, especially those involving multi-person interactions in home environments. In this paper, we propose a new dataset and benchmark, InteractADL, for understanding complex ADLs that involve interaction between humans (and objects). Furthermore, complex ADLs occurring in home environments comprise a challenging long-tailed distribution due to the rarity of multi-person interactions, and pose fine-grained visual recognition tasks due to the presence of semantically and visually similar classes. To address these issues, we propose a novel method for fine-grained few-shot video classification called Name Tuning that enables greater semantic separability by learning optimal class name vectors. We show that Name Tuning can be combined with existing prompt tuning strategies to learn the entire input text (rather than only learning the prompt or class names) and demonstrate improved performance for few-shot classification on InteractADL and 4 other fine-grained visual classification benchmarks. For transparency and reproducibility, we release our code at https://github.com/zanedurante/vlm_benchmark.

54.0ROAug 6, 2021Code
What Matters in Learning from Offline Human Demonstrations for Robot Manipulation

Ajay Mandlekar, Danfei Xu, Josiah Wong et al.

Imitating human demonstrations is a promising approach to endow robots with various manipulation capabilities. While recent advances have been made in imitation learning and batch (offline) reinforcement learning, a lack of open-source human datasets and reproducible learning methods make assessing the state of the field difficult. In this paper, we conduct an extensive study of six offline learning algorithms for robot manipulation on five simulated and three real-world multi-stage manipulation tasks of varying complexity, and with datasets of varying quality. Our study analyzes the most critical challenges when learning from offline human data for manipulation. Based on the study, we derive a series of lessons including the sensitivity to different algorithmic design choices, the dependence on the quality of the demonstrations, and the variability based on the stopping criteria due to the different objectives in training and evaluation. We also highlight opportunities for learning from human datasets, such as the ability to learn proficient policies on challenging, multi-stage tasks beyond the scope of current reinforcement learning methods, and the ability to easily scale to natural, real-world manipulation scenarios where only raw sensory signals are available. We have open-sourced our datasets and all algorithm implementations to facilitate future research and fair comparisons in learning from human demonstration data. Codebase, datasets, trained models, and more available at https://arise-initiative.github.io/robomimic-web/

42.1ROAug 6, 2021Code
iGibson 2.0: Object-Centric Simulation for Robot Learning of Everyday Household Tasks

Chengshu Li, Fei Xia, Roberto Martín-Martín et al.

Recent research in embodied AI has been boosted by the use of simulation environments to develop and train robot learning approaches. However, the use of simulation has skewed the attention to tasks that only require what robotics simulators can simulate: motion and physical contact. We present iGibson 2.0, an open-source simulation environment that supports the simulation of a more diverse set of household tasks through three key innovations. First, iGibson 2.0 supports object states, including temperature, wetness level, cleanliness level, and toggled and sliced states, necessary to cover a wider range of tasks. Second, iGibson 2.0 implements a set of predicate logic functions that map the simulator states to logic states like Cooked or Soaked. Additionally, given a logic state, iGibson 2.0 can sample valid physical states that satisfy it. This functionality can generate potentially infinite instances of tasks with minimal effort from the users. The sampling mechanism allows our scenes to be more densely populated with small objects in semantically meaningful locations. Third, iGibson 2.0 includes a virtual reality (VR) interface to immerse humans in its scenes to collect demonstrations. As a result, we can collect demonstrations from humans on these new types of tasks, and use them for imitation learning. We evaluate the new capabilities of iGibson 2.0 to enable robot learning of novel tasks, in the hope of demonstrating the potential of this new simulator to support new research in embodied AI. iGibson 2.0 and its new dataset are publicly available at http://svl.stanford.edu/igibson/.

28.4LGJun 10, 2021Code
Rethinking Architecture Design for Tackling Data Heterogeneity in Federated Learning

Liangqiong Qu, Yuyin Zhou, Paul Pu Liang et al.

Federated learning is an emerging research paradigm enabling collaborative training of machine learning models among different organizations while keeping data private at each institution. Despite recent progress, there remain fundamental challenges such as the lack of convergence and the potential for catastrophic forgetting across real-world heterogeneous devices. In this paper, we demonstrate that self-attention-based architectures (e.g., Transformers) are more robust to distribution shifts and hence improve federated learning over heterogeneous data. Concretely, we conduct the first rigorous empirical investigation of different neural architectures across a range of federated algorithms, real-world benchmarks, and heterogeneous data splits. Our experiments show that simply replacing convolutional networks with Transformers can greatly reduce catastrophic forgetting of previous devices, accelerate convergence, and reach a better global model, especially when dealing with heterogeneous data. We release our code and pretrained models at https://github.com/Liangqiong/ViT-FL-main to encourage future exploration in robust architectures as an alternative to current research efforts on the optimization front.

28.2CVMar 10, 2021Code
A Study of Face Obfuscation in ImageNet

Kaiyu Yang, Jacqueline Yau, Li Fei-Fei et al.

Face obfuscation (blurring, mosaicing, etc.) has been shown to be effective for privacy protection; nevertheless, object recognition research typically assumes access to complete, unobfuscated images. In this paper, we explore the effects of face obfuscation on the popular ImageNet challenge visual recognition benchmark. Most categories in the ImageNet challenge are not people categories; however, many incidental people appear in the images, and their privacy is a concern. We first annotate faces in the dataset. Then we demonstrate that face obfuscation has minimal impact on the accuracy of recognition models. Concretely, we benchmark multiple deep neural networks on obfuscated images and observe that the overall recognition accuracy drops only slightly (<= 1.0%). Further, we experiment with transfer learning to 4 downstream tasks (object recognition, scene recognition, face attribute classification, and object detection) and show that features learned on obfuscated images are equally transferable. Our work demonstrates the feasibility of privacy-aware visual recognition, improves the highly-used ImageNet challenge benchmark, and suggests an important path for future visual datasets. Data and code are available at https://github.com/princetonvisualai/imagenet-face-obfuscation.

37.0AIDec 5, 2020Code
iGibson 1.0: a Simulation Environment for Interactive Tasks in Large Realistic Scenes

Bokui Shen, Fei Xia, Chengshu Li et al.

We present iGibson 1.0, a novel simulation environment to develop robotic solutions for interactive tasks in large-scale realistic scenes. Our environment contains 15 fully interactive home-sized scenes with 108 rooms populated with rigid and articulated objects. The scenes are replicas of real-world homes, with distribution and the layout of objects aligned to those of the real world. iGibson 1.0 integrates several key features to facilitate the study of interactive tasks: i) generation of high-quality virtual sensor signals (RGB, depth, segmentation, LiDAR, flow and so on), ii) domain randomization to change the materials of the objects (both visual and physical) and/or their shapes, iii) integrated sampling-based motion planners to generate collision-free trajectories for robot bases and arms, and iv) intuitive human-iGibson interface that enables efficient collection of human demonstrations. Through experiments, we show that the full interactivity of the scenes enables agents to learn useful visual representations that accelerate the training of downstream manipulation tasks. We also show that iGibson 1.0 features enable the generalization of navigation agents, and that the human-iGibson interface and integrated motion planners facilitate efficient imitation learning of human demonstrated (mobile) manipulation behaviors. iGibson 1.0 is open-source, equipped with comprehensive examples and documentation. For more information, visit our project website: http://svl.stanford.edu/igibson/

9.6CVJul 17, 2020Code
Vision-based Estimation of MDS-UPDRS Gait Scores for Assessing Parkinson's Disease Motor Severity

Mandy Lu, Kathleen Poston, Adolf Pfefferbaum et al.

Parkinson's disease (PD) is a progressive neurological disorder primarily affecting motor function resulting in tremor at rest, rigidity, bradykinesia, and postural instability. The physical severity of PD impairments can be quantified through the Movement Disorder Society Unified Parkinson's Disease Rating Scale (MDS-UPDRS), a widely used clinical rating scale. Accurate and quantitative assessment of disease progression is critical to developing a treatment that slows or stops further advancement of the disease. Prior work has mainly focused on dopamine transport neuroimaging for diagnosis or costly and intrusive wearables evaluating motor impairments. For the first time, we propose a computer vision-based model that observes non-intrusive video recordings of individuals, extracts their 3D body skeletons, tracks them through time, and classifies the movements according to the MDS-UPDRS gait scores. Experimental results show that our proposed method performs significantly better than chance and competing methods with an F1-score of 0.83 and a balanced accuracy of 81%. This is the first benchmark for classifying PD patients based on MDS-UPDRS gait severity and could be an objective biomarker for disease severity. Our work demonstrates how computer-assisted technologies can be used to non-intrusively monitor patients and their motor impairments. The code is available at https://github.com/mlu355/PD-Motor-Severity-Estimation.

18.6CVOct 8, 2019Code
Representation Learning with Statistical Independence to Mitigate Bias

Ehsan Adeli, Qingyu Zhao, Adolf Pfefferbaum et al.

Presence of bias (in datasets or tasks) is inarguably one of the most critical challenges in machine learning applications that has alluded to pivotal debates in recent years. Such challenges range from spurious associations between variables in medical studies to the bias of race in gender or face recognition systems. Controlling for all types of biases in the dataset curation stage is cumbersome and sometimes impossible. The alternative is to use the available data and build models incorporating fair representation learning. In this paper, we propose such a model based on adversarial training with two competing objectives to learn features that have (1) maximum discriminative power with respect to the task and (2) minimal statistical mean dependence with the protected (bias) variable(s). Our approach does so by incorporating a new adversarial loss function that encourages a vanished correlation between the bias and the learned features. We apply our method to synthetic data, medical images (containing task bias), and a dataset for gender classification (containing dataset bias). Our results show that the learned features by our method not only result in superior prediction performance but also are unbiased. The code is available at https://github.com/QingyuZhao/BR-Net/.

47.6CVDec 14, 2017Code
MentorNet: Learning Data-Driven Curriculum for Very Deep Neural Networks on Corrupted Labels

Lu Jiang, Zhengyuan Zhou, Thomas Leung et al.

Recent deep networks are capable of memorizing the entire data even when the labels are completely random. To overcome the overfitting on corrupted labels, we propose a novel technique of learning another neural network, called MentorNet, to supervise the training of the base deep networks, namely, StudentNet. During training, MentorNet provides a curriculum (sample weighting scheme) for StudentNet to focus on the sample the label of which is probably correct. Unlike the existing curriculum that is usually predefined by human experts, MentorNet learns a data-driven curriculum dynamically with StudentNet. Experimental results demonstrate that our approach can significantly improve the generalization performance of deep networks trained on corrupted training data. Notably, to the best of our knowledge, we achieve the best-published result on WebVision, a large benchmark containing 2.2 million images of real-world noisy labels. The code are at https://github.com/google/mentornet

33.7CVNov 7, 2024Code
HourVideo: 1-Hour Video-Language Understanding

Keshigeyan Chandrasegaran, Agrim Gupta, Lea M. Hadzic et al.

We present HourVideo, a benchmark dataset for hour-long video-language understanding. Our dataset consists of a novel task suite comprising summarization, perception (recall, tracking), visual reasoning (spatial, temporal, predictive, causal, counterfactual), and navigation (room-to-room, object retrieval) tasks. HourVideo includes 500 manually curated egocentric videos from the Ego4D dataset, spanning durations of 20 to 120 minutes, and features 12,976 high-quality, five-way multiple-choice questions. Benchmarking results reveal that multimodal models, including GPT-4 and LLaVA-NeXT, achieve marginal improvements over random chance. In stark contrast, human experts significantly outperform the state-of-the-art long-context multimodal model, Gemini Pro 1.5 (85.0% vs. 37.3%), highlighting a substantial gap in multimodal capabilities. Our benchmark, evaluation toolkit, prompts, and documentation are available at https://hourvideo.stanford.edu

22.0AIFeb 8, 2024
An Interactive Agent Foundation Model

Zane Durante, Bidipta Sarkar, Ran Gong et al. · stanford

The development of artificial intelligence systems is transitioning from creating static, task-specific models to dynamic, agent-based systems capable of performing well in a wide range of applications. We propose an Interactive Agent Foundation Model that uses a novel multi-task agent training paradigm for training AI agents across a wide range of domains, datasets, and tasks. Our training paradigm unifies diverse pre-training strategies, including visual masked auto-encoders, language modeling, and next-action prediction, enabling a versatile and adaptable AI framework. We demonstrate the performance of our framework across three separate domains -- Robotics, Gaming AI, and Healthcare. Our model demonstrates its ability to generate meaningful and contextually relevant outputs in each area. The strength of our approach lies in its generality, leveraging a variety of data sources such as robotics sequences, gameplay data, large-scale video datasets, and textual information for effective multimodal and multi-task learning. Our approach provides a promising avenue for developing generalist, action-taking, multimodal systems.

14.4RODec 20, 2023
Model-Based Control with Sparse Neural Dynamics

Ziang Liu, Genggeng Zhou, Jeff He et al.

Learning predictive models from observations using deep neural networks (DNNs) is a promising new approach to many real-world planning and control problems. However, common DNNs are too unstructured for effective planning, and current control methods typically rely on extensive sampling or local gradient descent. In this paper, we propose a new framework for integrated model learning and predictive control that is amenable to efficient optimization algorithms. Specifically, we start with a ReLU neural model of the system dynamics and, with minimal losses in prediction accuracy, we gradually sparsify it by removing redundant neurons. This discrete sparsification process is approximated as a continuous problem, enabling an end-to-end optimization of both the model architecture and the weight parameters. The sparsified model is subsequently used by a mixed-integer predictive controller, which represents the neuron activations as binary variables and employs efficient branch-and-bound algorithms. Our framework is applicable to a wide variety of DNNs, from simple multilayer perceptrons to complex graph neural dynamics. It can efficiently handle tasks involving complicated contact dynamics, such as object pushing, compositional object sorting, and manipulation of deformable objects. Numerical and hardware experiments show that, despite the aggressive sparsification, our framework can deliver better closed-loop performance than existing state-of-the-art methods.

24.3CVDec 13, 2024
The Language of Motion: Unifying Verbal and Non-verbal Language of 3D Human Motion

Changan Chen, Juze Zhang, Shrinidhi K. Lakshmikanth et al.

Human communication is inherently multimodal, involving a combination of verbal and non-verbal cues such as speech, facial expressions, and body gestures. Modeling these behaviors is essential for understanding human interaction and for creating virtual characters that can communicate naturally in applications like games, films, and virtual reality. However, existing motion generation models are typically limited to specific input modalities -- either speech, text, or motion data -- and cannot fully leverage the diversity of available data. In this paper, we propose a novel framework that unifies verbal and non-verbal language using multimodal language models for human motion understanding and generation. This model is flexible in taking text, speech, and motion or any combination of them as input. Coupled with our novel pre-training strategy, our model not only achieves state-of-the-art performance on co-speech gesture generation but also requires much less data for training. Our model also unlocks an array of novel tasks such as editable gesture generation and emotion prediction from motion. We believe unifying the verbal and non-verbal language of human motion is essential for real-world applications, and language models offer a powerful approach to achieving this goal. Project page: languageofmotion.github.io.

23.2ROJun 10, 2025
UAD: Unsupervised Affordance Distillation for Generalization in Robotic Manipulation

Yihe Tang, Wenlong Huang, Yingke Wang et al.

Understanding fine-grained object affordances is imperative for robots to manipulate objects in unstructured environments given open-ended task instructions. However, existing methods of visual affordance predictions often rely on manually annotated data or conditions only on a predefined set of tasks. We introduce UAD (Unsupervised Affordance Distillation), a method for distilling affordance knowledge from foundation models into a task-conditioned affordance model without any manual annotations. By leveraging the complementary strengths of large vision models and vision-language models, UAD automatically annotates a large-scale dataset with detailed $<$instruction, visual affordance$>$ pairs. Training only a lightweight task-conditioned decoder atop frozen features, UAD exhibits notable generalization to in-the-wild robotic scenes and to various human activities, despite only being trained on rendered objects in simulation. Using affordance provided by UAD as the observation space, we show an imitation learning policy that demonstrates promising generalization to unseen object instances, object categories, and even variations in task instructions after training on as few as 10 demonstrations. Project website: https://unsup-affordance.github.io/

14.7CVMay 15, 2024
BEHAVIOR Vision Suite: Customizable Dataset Generation via Simulation

Yunhao Ge, Yihe Tang, Jiashu Xu et al. · stanford

The systematic evaluation and understanding of computer vision models under varying conditions require large amounts of data with comprehensive and customized labels, which real-world vision datasets rarely satisfy. While current synthetic data generators offer a promising alternative, particularly for embodied AI tasks, they often fall short for computer vision tasks due to low asset and rendering quality, limited diversity, and unrealistic physical properties. We introduce the BEHAVIOR Vision Suite (BVS), a set of tools and assets to generate fully customized synthetic data for systematic evaluation of computer vision models, based on the newly developed embodied AI benchmark, BEHAVIOR-1K. BVS supports a large number of adjustable parameters at the scene level (e.g., lighting, object placement), the object level (e.g., joint configuration, attributes such as "filled" and "folded"), and the camera level (e.g., field of view, focal length). Researchers can arbitrarily vary these parameters during data generation to perform controlled experiments. We showcase three example application scenarios: systematically evaluating the robustness of models across different continuous axes of domain shift, evaluating scene understanding models on the same set of images, and training and evaluating simulation-to-real transfer for a novel vision task: unary and binary state prediction. Project website: https://behavior-vision-suite.github.io/

7.6CVApr 17, 2024
Improving Hierarchical Representations of Vectorized HD Maps with Perspective Clues

Chi Zhang, Qi Song, Feifei Li et al.

The construction of vectorized High-Definition (HD) maps from onboard surround-view cameras has become a significant focus in autonomous driving. However, current map vector estimation pipelines face two key limitations: input-agnostic queries struggle to capture complex map structures, and the view transformation leads to information loss. These issues often result in inaccurate shape restoration or missing instances in map predictions. To address this concern, we propose a novel approach, namely \textbf{PerCMap}, which explicitly exploits clues from perspective-view features at both instance and point level. Specifically, at instance level, we propose Cross-view Instance Activation (CIA) to activate instance queries across surround-view images, thereby helping the model recover the instance attributes of map vectors. At point level, we design Dual-view Point Embedding (DPE), which fuses features from both views to generate input-aware positional embeddings and improve the accuracy of point coordinate estimation. Extensive experiments on \textit{nuScenes} and \textit{Argoverse 2} demonstrate that PerCMap achieves strong and consistent performance across benchmarks, reaching 67.1 and 70.5 mAP, respectively.

9.6CVDec 31, 2023
Wild2Avatar: Rendering Humans Behind Occlusions

Tiange Xiang, Adam Sun, Scott Delp et al.

Rendering the visual appearance of moving humans from occluded monocular videos is a challenging task. Most existing research renders 3D humans under ideal conditions, requiring a clear and unobstructed scene. Those methods cannot be used to render humans in real-world scenes where obstacles may block the camera's view and lead to partial occlusions. In this work, we present Wild2Avatar, a neural rendering approach catered for occluded in-the-wild monocular videos. We propose occlusion-aware scene parameterization for decoupling the scene into three parts - occlusion, human, and background. Additionally, extensive objective functions are designed to help enforce the decoupling of the human from both the occlusion and the background and to ensure the completeness of the human model. We verify the effectiveness of our approach with experiments on in-the-wild videos.

16.4CVMar 20, 2025
Repurposing 2D Diffusion Models with Gaussian Atlas for 3D Generation

Tiange Xiang, Kai Li, Chengjiang Long et al.

Recent advances in text-to-image diffusion models have been driven by the increasing availability of paired 2D data. However, the development of 3D diffusion models has been hindered by the scarcity of high-quality 3D data, resulting in less competitive performance compared to their 2D counterparts. To address this challenge, we propose repurposing pre-trained 2D diffusion models for 3D object generation. We introduce Gaussian Atlas, a novel representation that utilizes dense 2D grids, enabling the fine-tuning of 2D diffusion models to generate 3D Gaussians. Our approach demonstrates successful transfer learning from a pre-trained 2D diffusion model to a 2D manifold flattened from 3D structures. To support model training, we compile GaussianVerse, a large-scale dataset comprising 205K high-quality 3D Gaussian fittings of various 3D objects. Our experimental results show that text-to-image diffusion models can be effectively adapted for 3D content generation, bridging the gap between 2D and 3D modeling.