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Oct 21

Cracking Mobile Manipulation: From Failure Diagnosis to Agentic Robot System

Recent vision-language-action (VLA) models have shown strong performance on local robot manipulation, yet their success does not readily translate to long-horizon mobile manipulation. In our experiments, a pretrained subtask VLA achieves 80% success rate on atomic manipulation tasks but only 19% when these skills are composed into mobile manipulation. We argue that this gap stems from failures across the execution process rather than from local manipulation capability alone. To uncover these bottlenecks, we systematically diagnose failures in long-horizon mobile manipulation and identify three dominant regimes: task planning, navigation and base positioning, and local manipulation. Based on this diagnosis, we develop failure-guided agentic intervention that augments a fixed subtask VLA with demonstration-based planning guidance, adaptive visual memory, accessibility-aware base adjustment, and local end-effector adjustment. On RoboCasa365, these interventions progressively improve task success from 19% to 47%, with the finalized system reaching 49% on held-out episode seeds, compared with 18% for the baseline. The same design improves performance from 14% to 37% on BEHAVIOR-1K and from 5/20 to 13/20 on real-robot tasks. These results suggest that reliable mobile manipulation can be advanced by diagnosing and intervening on the current bottleneck, rather than uniformly scaling the underlying policy. Our code will be released at https://github.com/PKU-VaLuE-Lab/Cracking-Mobile-Manipulation.git.

  • 8 authors
·
Oct 13

Screen2AX: Vision-Based Approach for Automatic macOS Accessibility Generation

Desktop accessibility metadata enables AI agents to interpret screens and supports users who depend on tools like screen readers. Yet, many applications remain largely inaccessible due to incomplete or missing metadata provided by developers - our investigation shows that only 33% of applications on macOS offer full accessibility support. While recent work on structured screen representation has primarily addressed specific challenges, such as UI element detection or captioning, none has attempted to capture the full complexity of desktop interfaces by replicating their entire hierarchical structure. To bridge this gap, we introduce Screen2AX, the first framework to automatically create real-time, tree-structured accessibility metadata from a single screenshot. Our method uses vision-language and object detection models to detect, describe, and organize UI elements hierarchically, mirroring macOS's system-level accessibility structure. To tackle the limited availability of data for macOS desktop applications, we compiled and publicly released three datasets encompassing 112 macOS applications, each annotated for UI element detection, grouping, and hierarchical accessibility metadata alongside corresponding screenshots. Screen2AX accurately infers hierarchy trees, achieving a 77% F1 score in reconstructing a complete accessibility tree. Crucially, these hierarchy trees improve the ability of autonomous agents to interpret and interact with complex desktop interfaces. We introduce Screen2AX-Task, a benchmark specifically designed for evaluating autonomous agent task execution in macOS desktop environments. Using this benchmark, we demonstrate that Screen2AX delivers a 2.2x performance improvement over native accessibility representations and surpasses the state-of-the-art OmniParser V2 system on the ScreenSpot benchmark.

  • 5 authors
·
Jul 22, 2025

AC-DiT: Adaptive Coordination Diffusion Transformer for Mobile Manipulation

Recently, mobile manipulation has attracted increasing attention for enabling language-conditioned robotic control in household tasks. However, existing methods still face challenges in coordinating mobile base and manipulator, primarily due to two limitations. On the one hand, they fail to explicitly model the influence of the mobile base on manipulator control, which easily leads to error accumulation under high degrees of freedom. On the other hand, they treat the entire mobile manipulation process with the same visual observation modality (e.g., either all 2D or all 3D), overlooking the distinct multimodal perception requirements at different stages during mobile manipulation. To address this, we propose the Adaptive Coordination Diffusion Transformer (AC-DiT), which enhances mobile base and manipulator coordination for end-to-end mobile manipulation. First, since the motion of the mobile base directly influences the manipulator's actions, we introduce a mobility-to-body conditioning mechanism that guides the model to first extract base motion representations, which are then used as context prior for predicting whole-body actions. This enables whole-body control that accounts for the potential impact of the mobile base's motion. Second, to meet the perception requirements at different stages of mobile manipulation, we design a perception-aware multimodal conditioning strategy that dynamically adjusts the fusion weights between various 2D visual images and 3D point clouds, yielding visual features tailored to the current perceptual needs. This allows the model to, for example, adaptively rely more on 2D inputs when semantic information is crucial for action prediction, while placing greater emphasis on 3D geometric information when precise spatial understanding is required. We validate AC-DiT through extensive experiments on both simulated and real-world mobile manipulation tasks.

  • 12 authors
·
Jul 4, 2025

TactileNet: Bridging the Accessibility Gap with AI-Generated Tactile Graphics for Individuals with Vision Impairment

Tactile graphics are essential for providing access to visual information for the 43 million people globally living with vision loss. Traditional methods for creating these graphics are labor-intensive and cannot meet growing demand. We introduce TactileNet, the first comprehensive dataset and AI-driven framework for generating embossing-ready 2D tactile templates using text-to-image Stable Diffusion (SD) models. By integrating Low-Rank Adaptation (LoRA) and DreamBooth, our method fine-tunes SD models to produce high-fidelity, guideline-compliant graphics while reducing computational costs. Quantitative evaluations with tactile experts show 92.86% adherence to accessibility standards. Structural fidelity analysis revealed near-human design similarity, with an SSIM of 0.538 between generated graphics and expert-designed tactile images. Notably, our method preserves object silhouettes better than human designs (SSIM = 0.259 vs. 0.215 for binary masks), addressing a key limitation of manual tactile abstraction. The framework scales to 32,000 images (7,050 high-quality) across 66 classes, with prompt editing enabling customizable outputs (e.g., adding or removing details). By automating the 2D template generation step-compatible with standard embossing workflows-TactileNet accelerates production while preserving design flexibility. This work demonstrates how AI can augment (not replace) human expertise to bridge the accessibility gap in education and beyond. Code, data, and models will be publicly released to foster further research.

  • 5 authors
·
Apr 7, 2025

GuideDog: A Real-World Egocentric Multimodal Dataset for Blind and Low-Vision Accessibility-Aware Guidance

Mobility remains a significant challenge for the 2.2 billion people worldwide affected by blindness and low vision (BLV), with 7% of visually impaired individuals experiencing falls at least once a month. While recent advances in Multimodal Large Language Models (MLLMs) offer promising opportunities for BLV assistance, their development has been hindered by limited datasets. This limitation stems from the fact that BLV-aware annotation requires specialized domain knowledge and intensive labor. To address this gap, we introduce GuideDog, a novel accessibility-aware guide dataset containing 22K image-description pairs (including 2K human-annotated pairs) that capture diverse real-world scenes from a pedestrian's viewpoint. Our approach shifts the annotation burden from generation to verification through a collaborative human-AI framework grounded in established accessibility standards, significantly improving efficiency while maintaining high-quality annotations. We also develop GuideDogQA, a subset of 818 samples featuring multiple-choice questions designed to evaluate fine-grained visual perception capabilities, specifically object recognition and relative depth perception. Our experimental results highlight the importance of accurate spatial understanding for effective BLV guidance. GuideDog and GuideDogQA will advance research in MLLM-based assistive technologies for BLV individuals while contributing to broader applications in understanding egocentric scenes for robotics and augmented reality. The code and dataset will be publicly available.

  • 8 authors
·
Mar 17, 2025

MATE: LLM-Powered Multi-Agent Translation Environment for Accessibility Applications

Accessibility remains a critical concern in today's society, as many technologies are not developed to support the full range of user needs. Existing multi-agent systems (MAS) often cannot provide comprehensive assistance for users in need due to the lack of customization stemming from closed-source designs. Consequently, individuals with disabilities frequently encounter significant barriers when attempting to interact with digital environments. We introduce MATE, a multimodal accessibility MAS, which performs the modality conversions based on the user's needs. The system is useful for assisting people with disabilities by ensuring that data will be converted to an understandable format. For instance, if the user cannot see well and receives an image, the system converts this image to its audio description. MATE can be applied to a wide range of domains, industries, and areas, such as healthcare, and can become a useful assistant for various groups of users. The system supports multiple types of models, ranging from LLM API calling to using custom machine learning (ML) classifiers. This flexibility ensures that the system can be adapted to various needs and is compatible with a wide variety of hardware. Since the system is expected to run locally, it ensures the privacy and security of sensitive information. In addition, the framework can be effectively integrated with institutional technologies (e.g., digital healthcare service) for real-time user assistance. Furthermore, we introduce ModCon-Task-Identifier, a model that is capable of extracting the precise modality conversion task from the user input. Numerous experiments show that ModCon-Task-Identifier consistently outperforms other LLMs and statistical models on our custom data. Our code and data are publicly available at https://github.com/AlgazinovAleksandr/Multi-Agent-MATE.

  • 3 authors
·
Jun 24, 2025 1

MoMa-Kitchen: A 100K+ Benchmark for Affordance-Grounded Last-Mile Navigation in Mobile Manipulation

In mobile manipulation, navigation and manipulation are often treated as separate problems, resulting in a significant gap between merely approaching an object and engaging with it effectively. Many navigation approaches primarily define success by proximity to the target, often overlooking the necessity for optimal positioning that facilitates subsequent manipulation. To address this, we introduce MoMa-Kitchen, a benchmark dataset comprising over 100k samples that provide training data for models to learn optimal final navigation positions for seamless transition to manipulation. Our dataset includes affordance-grounded floor labels collected from diverse kitchen environments, in which robotic mobile manipulators of different models attempt to grasp target objects amidst clutter. Using a fully automated pipeline, we simulate diverse real-world scenarios and generate affordance labels for optimal manipulation positions. Visual data are collected from RGB-D inputs captured by a first-person view camera mounted on the robotic arm, ensuring consistency in viewpoint during data collection. We also develop a lightweight baseline model, NavAff, for navigation affordance grounding that demonstrates promising performance on the MoMa-Kitchen benchmark. Our approach enables models to learn affordance-based final positioning that accommodates different arm types and platform heights, thereby paving the way for more robust and generalizable integration of navigation and manipulation in embodied AI. Project page: https://momakitchen.github.io/{https://momakitchen.github.io/}.

  • 9 authors
·
Mar 14, 2025

FloAff-Kitchen: Bridging Navigation and Manipulation via Canonical and Progressive Floor Affordance Learning

Mobile manipulation requires robots to identify Floor Affordance (FloAff) that maximizes downstream manipulation success rather than merely ensuring navigation feasibility. FloAff prediction is a target-conditioned local spatial reasoning problem, yet existing methods suffer from representation ambiguity caused by irrelevant spatial context and arbitrary object orientations, while entangling shared and task-specific knowledge across heterogeneous manipulation skills. To address these challenges, we propose a unified framework for FloAff prediction from egocentric multimodal perception, consisting of canonical representation learning and progressive affordance prior learning. Specifically, we introduce a Canonical Floor Affordance Representation (CFAR), which learns canonical interaction geometry by preserving affordance-relevant local structure while eliminating nuisance spatial variations unrelated to robot base placement. We further propose Progressive Floor Affordance Learning (PFAL), which learns transferable FloAff priors from a foundation manipulation task and progressively adapts them to heterogeneous downstream manipulation skills. To facilitate systematic evaluation, we establish the first cross-scene, multi-view FloAff-Kitchen benchmark covering diverse manipulation skills, scene layouts, furniture styles, and viewpoints. Extensive experiments on three benchmark settings demonstrate that our method consistently outperforms strong baselines, while ablation studies validate the contribution of each proposed component. Project page: https://csu-hero-lab.github.io/FloAff-Kitchen_Web/

  • 6 authors
·
Jul 26

ParSEL: Parameterized Shape Editing with Language

The ability to edit 3D assets from natural language presents a compelling paradigm to aid in the democratization of 3D content creation. However, while natural language is often effective at communicating general intent, it is poorly suited for specifying precise manipulation. To address this gap, we introduce ParSEL, a system that enables controllable editing of high-quality 3D assets from natural language. Given a segmented 3D mesh and an editing request, ParSEL produces a parameterized editing program. Adjusting the program parameters allows users to explore shape variations with a precise control over the magnitudes of edits. To infer editing programs which align with an input edit request, we leverage the abilities of large-language models (LLMs). However, while we find that LLMs excel at identifying initial edit operations, they often fail to infer complete editing programs, and produce outputs that violate shape semantics. To overcome this issue, we introduce Analytical Edit Propagation (AEP), an algorithm which extends a seed edit with additional operations until a complete editing program has been formed. Unlike prior methods, AEP searches for analytical editing operations compatible with a range of possible user edits through the integration of computer algebra systems for geometric analysis. Experimentally we demonstrate ParSEL's effectiveness in enabling controllable editing of 3D objects through natural language requests over alternative system designs.

  • 5 authors
·
May 30, 2024

WalkGPT: Grounded Vision-Language Conversation with Depth-Aware Segmentation for Pedestrian Navigation

Ensuring accessible pedestrian navigation requires reasoning about both semantic and spatial aspects of complex urban scenes, a challenge that existing Large Vision-Language Models (LVLMs) struggle to meet. Although these models can describe visual content, their lack of explicit grounding leads to object hallucinations and unreliable depth reasoning, limiting their usefulness for accessibility guidance. We introduce WalkGPT, a pixel-grounded LVLM for the new task of Grounded Navigation Guide, unifying language reasoning and segmentation within a single architecture for depth-aware accessibility guidance. Given a pedestrian-view image and a navigation query, WalkGPT generates a conversational response with segmentation masks that delineate accessible and harmful features, along with relative depth estimation. The model incorporates a Multi-Scale Query Projector (MSQP) that shapes the final image tokens by aggregating them along text tokens across spatial hierarchies, and a Calibrated Text Projector (CTP), guided by a proposed Region Alignment Loss, that maps language embeddings into segmentation-aware representations. These components enable fine-grained grounding and depth inference without user-provided cues or anchor points, allowing the model to generate complete and realistic navigation guidance. We also introduce PAVE, a large-scale benchmark of 41k pedestrian-view images paired with accessibility-aware questions and depth-grounded answers. Experiments show that WalkGPT achieves strong grounded reasoning and segmentation performance. The source code and dataset are available on the https://sites.google.com/view/walkgpt-26/home{project website}.

  • 7 authors
·
Mar 11

Calibrating Panoramic Depth Estimation for Practical Localization and Mapping

The absolute depth values of surrounding environments provide crucial cues for various assistive technologies, such as localization, navigation, and 3D structure estimation. We propose that accurate depth estimated from panoramic images can serve as a powerful and light-weight input for a wide range of downstream tasks requiring 3D information. While panoramic images can easily capture the surrounding context from commodity devices, the estimated depth shares the limitations of conventional image-based depth estimation; the performance deteriorates under large domain shifts and the absolute values are still ambiguous to infer from 2D observations. By taking advantage of the holistic view, we mitigate such effects in a self-supervised way and fine-tune the network with geometric consistency during the test phase. Specifically, we construct a 3D point cloud from the current depth prediction and project the point cloud at various viewpoints or apply stretches on the current input image to generate synthetic panoramas. Then we minimize the discrepancy of the 3D structure estimated from synthetic images without collecting additional data. We empirically evaluate our method in robot navigation and map-free localization where our method shows large performance enhancements. Our calibration method can therefore widen the applicability under various external conditions, serving as a key component for practical panorama-based machine vision systems.

  • 3 authors
·
Aug 27, 2023

GUIrilla: A Scalable Framework for Automated Desktop UI Exploration

Autonomous agents capable of operating complex graphical user interfaces (GUIs) have the potential to transform desktop automation. While recent advances in large language models (LLMs) have significantly improved UI understanding, navigating full-window, multi-application desktop environments remains a major challenge. Data availability is limited by costly manual annotation, closed-source datasets and surface-level synthetic pipelines. We introduce GUIrilla, an automated scalable framework that systematically explores applications via native accessibility APIs to address the critical data collection challenge in GUI automation. Our framework focuses on macOS - an ecosystem with limited representation in current UI datasets - though many of its components are designed for broader cross-platform applicability. GUIrilla organizes discovered interface elements and crawler actions into hierarchical GUI graphs and employs specialized interaction handlers to achieve comprehensive application coverage. Using the application graphs from GUIrilla crawler, we construct and release GUIrilla-Task, a large-scale dataset of 27,171 functionally grounded tasks across 1,108 macOS applications, each annotated with full-desktop and window-level screenshots, accessibility metadata, and semantic action traces. Empirical results show that tuning LLM-based agents on GUIrilla-Task significantly improves performance on downstream UI tasks, outperforming synthetic baselines on the ScreenSpot Pro benchmark while using 97% less data. We also release macapptree, an open-source library for reproducible collection of structured accessibility metadata, along with the full GUIrilla-Task dataset, the manually verified GUIrilla-Gold benchmark, and the framework code to support open research in desktop autonomy.

  • 4 authors
·
Oct 16, 2025

UpDown-SC: Gravity-Canonicalized Dual-Envelope Scan Context for Indoor LiDAR Place Recognition

LiDAR place recognition is a key front end for loop closure and global relocalization, yet indoor retrieval remains difficult when attitude or sensor mounting height changes between mapping and query sessions. Scan Context stores the maximum height in each polar cell; indoors, broad ceilings can suppress the lower and mid-level geometry that distinguishes adjacent rooms and corridors. We present UpDown-SC, a training-free polar descriptor that first canonicalizes gravity and then represents two complementary surfaces: the upper envelope of lower/middle structures and the lower envelope of overhead structures. Their physical split is estimated once from a cell-balanced map height distribution and reused by every query. A mask-aware, non-uniform two-channel distance retains discriminative lower-level evidence while limiting sensitivity to its cross-session variation, without treating unobserved cells as zero-height measurements. Conventional Scan Context shortlisting and circular yaw alignment are retained, so retrieved hypotheses directly initialize geometric verification. Experiments across repeated indoor sessions, mounting-height changes, mixed outdoor-to-indoor trajectories, and an outdoor transfer sequence show more reliable first-choice retrieval on the indoor and mounting-height-varied sessions. A paired test finds a significant gain over Scan Context on the in-house sessions. UpDown-SC also gives the best or second-best F1max and AUPR under threshold-based acceptance while retaining a lightweight CPU front end. Continuous replay confirms that the retrieved hypotheses support metric prior-map localization. Code and evaluation artifacts: https://github.com/jiejie567/updown-sc.

  • 7 authors
·
Sep 23

OLIVE: Online Low-Rank Incremental Learning for Efficient Adaptive Exoskeletons

Wearable exoskeleton systems hold promise for restoring mobility in individuals with physical impairments, yet most existing controllers rely on static gait policies that cannot adapt to dynamic real-world environments or individual user characteristics. We present OLIVE (Online Low-rank Incremental Learning for Efficient Adaptive Exoskeletons), a parameter-efficient online adaptation framework that continuously personalizes exoskeleton control during deployment. OLIVE decomposes the adaptive component of the control policy into a low-rank residual form ΔW = A_t B_t^top with rank r ll min(d,k), reducing the online update cost from O(dk) to O(r(d+k)) while preserving the stability of a pretrained base controller W_0. Parameters are updated through a reward-shaped policy gradient driven purely by on-body sensor feedback, including EMG, IMU, and vibration signals, eliminating dependence on offline reference trajectories. A gating mechanism modulates the strength of personalization based on the contextual state, while a dynamic rank scheduler adapts the update dimensionality to terrain complexity. It allocates minimal capacity on simple flat terrain and expands to higher-rank updates on demanding uneven surfaces, enabling robust performance across flat walking, stair navigation, slopes, and uneven terrain. Experiments on the wearable platform demonstrate that OLIVE achieves improvements of 13, 22, and 15 percentage points in gait smoothness, effort reduction, and motion stability over the strongest baseline, respectively. It converges within approximately 1,800 walking steps with an end-to-end latency of 7.4 ms. Our code implementation is available at https://github.com/FastLM/OLIVE.

  • 5 authors
·
Aug 8

SK-Adapter: Skeleton-Based Structural Control for Native 3D Generation

Native 3D generative models have achieved remarkable fidelity and speed, yet they suffer from a critical limitation: inability to prescribe precise structural articulations, where precise structural control within the native 3D space remains underexplored. This paper proposes SK-Adapter, a simple and yet highly efficient and effective framework that unlocks precise skeletal manipulation for native 3D generation. Moving beyond text or image prompts, which can be ambiguous for precise structure, we treat the 3D skeleton as a first-class control signal. SK-Adapter is a lightweight structural adapter network that encodes joint coordinates and topology into learnable tokens, which are injected into the frozen 3D generation backbone via cross-attention. This smart design allows the model to not only effectively "attend" to specific 3D structural constraints but also preserve its original generative priors. To bridge the data gap, we contribute Objaverse-TMS dataset, a large-scale dataset of 24k text-mesh-skeleton pairs. Extensive experiments confirm that our method achieves robust structural control while preserving the geometry and texture quality of the foundation model, significantly outperforming existing baselines. Furthermore, we extend this capability to local 3D editing, enabling the region specific editing of existing assets with skeletal guidance, which is unattainable by previous methods. Project Page: https://sk-adapter.github.io/

  • 4 authors
·
Mar 14 2

MaMi-HOI: Harmonizing Global Kinematics and Local Geometry for Human-Object Interaction Generation

Generating realistic 3D Human-Object Interactions (HOI) is a fundamental task for applications ranging from embodied AI to virtual content creation, which requires harmonizing high-level semantic intent with strict low-level physical constraints. Existing methods excel at semantic alignment, however, they struggle to maintain precise object contact. We reveal a key finding termed Geometric Forgetting: as diffusion model depth increases, semantic feature tend to overshadow object geometry feature, causing the model to lose its perception to object geometry. To address this, we propose MaMi-HOI, a hierarchical framework reconciling Macro-level kinematic fluidity with Micro-level spatial precision. First, to counteract geometric forgetting, we introduce the Geometry-Aware Proximity Adapter (GAPA), which explicitly re-injects dense object details to perform residual snapping corrections for precise contact. Nevertheless, such aggressive local enforcement can disrupt global dynamics, leading to robotic stiffness. In response, we introduce the Kinematic Harmony Adapter (KHA), which proactively aligns whole-body posture with spatial objectives, ensuring the skeleton actively accommodates constraints without compromising naturalness. Extensive experiments validate that MaMi-HOI simultaneously achieves natural motion and precise contact. Crucially, it extends generation capabilities to long-term tasks with complex trajectories, effectively bridging the gap between global navigation and high-fidelity manipulation in 3D scenes. Code is available at https://github.com/DON738110198/MaMi-HOI.git

  • 3 authors
·
May 6

Point-PEFT: Parameter-Efficient Fine-Tuning for 3D Pre-trained Models

The popularity of pre-trained large models has revolutionized downstream tasks across diverse fields, such as language, vision, and multi-modality. To minimize the adaption cost for downstream tasks, many Parameter-Efficient Fine-Tuning (PEFT) techniques are proposed for language and 2D image pre-trained models. However, the specialized PEFT method for 3D pre-trained models is still under-explored. To this end, we introduce Point-PEFT, a novel framework for adapting point cloud pre-trained models with minimal learnable parameters. Specifically, for a pre-trained 3D model, we freeze most of its parameters, and only tune the newly added PEFT modules on downstream tasks, which consist of a Point-prior Prompt and a Geometry-aware Adapter. The Point-prior Prompt adopts a set of learnable prompt tokens, for which we propose to construct a memory bank with domain-specific knowledge, and utilize a parameter-free attention to enhance the prompt tokens. The Geometry-aware Adapter aims to aggregate point cloud features within spatial neighborhoods to capture fine-grained geometric information through local interactions. Extensive experiments indicate that our Point-PEFT can achieve better performance than the full fine-tuning on various downstream tasks, while using only 5% of the trainable parameters, demonstrating the efficiency and effectiveness of our approach. Code is released at https://github.com/Ivan-Tang-3D/Point-PEFT.

  • 7 authors
·
Oct 4, 2023

FlexiAct: Towards Flexible Action Control in Heterogeneous Scenarios

Action customization involves generating videos where the subject performs actions dictated by input control signals. Current methods use pose-guided or global motion customization but are limited by strict constraints on spatial structure, such as layout, skeleton, and viewpoint consistency, reducing adaptability across diverse subjects and scenarios. To overcome these limitations, we propose FlexiAct, which transfers actions from a reference video to an arbitrary target image. Unlike existing methods, FlexiAct allows for variations in layout, viewpoint, and skeletal structure between the subject of the reference video and the target image, while maintaining identity consistency. Achieving this requires precise action control, spatial structure adaptation, and consistency preservation. To this end, we introduce RefAdapter, a lightweight image-conditioned adapter that excels in spatial adaptation and consistency preservation, surpassing existing methods in balancing appearance consistency and structural flexibility. Additionally, based on our observations, the denoising process exhibits varying levels of attention to motion (low frequency) and appearance details (high frequency) at different timesteps. So we propose FAE (Frequency-aware Action Extraction), which, unlike existing methods that rely on separate spatial-temporal architectures, directly achieves action extraction during the denoising process. Experiments demonstrate that our method effectively transfers actions to subjects with diverse layouts, skeletons, and viewpoints. We release our code and model weights to support further research at https://shiyi-zh0408.github.io/projectpages/FlexiAct/

  • 5 authors
·
May 6, 2025 1

Arbor: Explicit Geometric Conditioning for Controllable 3D Asset Generation

Text and image conditioned 3D models now generate convincing assets, but they still offer little direct control over the space an object should occupy or avoid. In authoring, this spatial intent is often known before generation starts. A chair should fit a seating envelope, a prop should leave clearance for motion, or a part should expose a contact surface. Prompts and image views are poor carriers for such constraints, requiring the need for an explicit control interface. We present Arbor, a trainable attachment for text conditioned latent 3D generation. Arbor introduces constraint meshes as a native 3D control interface. The interface uses hull regions where geometry should exist, avoidance regions that should remain empty, and touch regions the object should contact. Unlike completion or whole object scaffold control, these meshes are not target evidence. They are local typed requirements and can include regions where no surface should appear. Arbor keeps this signal as geometry by converting constraint meshes into tokens and learning a routed attachment inside a frozen denoiser. Each latent region can therefore receive the part of the constraint that matters for its spatial location. We evaluate Arbor on automatic and artist curated control benchmarks with hull, avoidance, and touch constraints, and compare the metric trends to a user preference study. Even without dedicated compliance losses, Arbor improves constraint obedience while preserving object quality and variation under fixed constraints.

ArtHOI: Taming Foundation Models for Monocular 4D Reconstruction of Hand-Articulated-Object Interactions

Existing hand-object interactions (HOI) methods are largely limited to rigid objects, while 4D reconstruction methods of articulated objects generally require pre-scanning the object or even multi-view videos. It remains an unexplored but significant challenge to reconstruct 4D human-articulated-object interactions from a single monocular RGB video. Fortunately, recent advancements in foundation models present a new opportunity to address this highly ill-posed problem. To this end, we introduce ArtHOI, an optimization-based framework that integrates and refines priors from multiple foundation models. Our key contribution is a suite of novel methodologies designed to resolve the inherent inaccuracies and physical unreality of these priors. In particular, we introduce an Adaptive Sampling Refinement (ASR) method to optimize object's metric scale and pose for grounding its normalized mesh in world space. Furthermore, we propose a Multimodal Large Language Model (MLLM) guided hand-object alignment method, utilizing contact reasoning information as constraints of hand-object mesh composition optimization. To facilitate a comprehensive evaluation, we also contribute two new datasets, ArtHOI-RGBD and ArtHOI-Wild. Extensive experiments validate the robustness and effectiveness of our ArtHOI across diverse objects and interactions. Project: https://arthoi-reconstruction.github.io.

  • 5 authors
·
Mar 26 2

Re-HOLD: Video Hand Object Interaction Reenactment via adaptive Layout-instructed Diffusion Model

Current digital human studies focusing on lip-syncing and body movement are no longer sufficient to meet the growing industrial demand, while human video generation techniques that support interacting with real-world environments (e.g., objects) have not been well investigated. Despite human hand synthesis already being an intricate problem, generating objects in contact with hands and their interactions presents an even more challenging task, especially when the objects exhibit obvious variations in size and shape. To tackle these issues, we present a novel video Reenactment framework focusing on Human-Object Interaction (HOI) via an adaptive Layout-instructed Diffusion model (Re-HOLD). Our key insight is to employ specialized layout representation for hands and objects, respectively. Such representations enable effective disentanglement of hand modeling and object adaptation to diverse motion sequences. To further improve the generation quality of HOI, we design an interactive textural enhancement module for both hands and objects by introducing two independent memory banks. We also propose a layout adjustment strategy for the cross-object reenactment scenario to adaptively adjust unreasonable layouts caused by diverse object sizes during inference. Comprehensive qualitative and quantitative evaluations demonstrate that our proposed framework significantly outperforms existing methods. Project page: https://fyycs.github.io/Re-HOLD.

  • 9 authors
·
Mar 21, 2025

AnchorGUI: Asymmetric Memory for Dual-Scale Learning in GUI Navigation

Vision-Language Models (VLMs) enable autonomous GUI navigation, but agents still struggle to process and learn from dense, continuous visual histories. This bottleneck hinders both immediate error correction within a single episode (intra-trial) and experience distillation across multiple attempts (cross-trial). We trace these challenges to an empirical informational asymmetry in GUI navigation: while expected transitions can often be compressed into lightweight textual summaries, unexpected outcomes benefit from preserved screenshots as causal evidence for accurate diagnosis. Building on this insight, we propose AnchorGUI, a unified framework driven by the Cognitive State Anchor (CSA). The CSA acts as a per-step primitive that actively compares expected and observed transitions, converting passive multimodal trajectories into explicit prediction-error signals. These signals orchestrate a dual-scale learning mechanism via an asymmetric memory. For intra-trial correction, a sliding window selectively retains visual evidence for detected mismatches, providing immediate, visually-grounded feedback. For cross-trial distillation, this asymmetric memory focuses the computationally expensive credit assignment search space on likely failure steps. Experiments across four benchmarks validate the effectiveness of our approach. On AndroidWorld, AnchorGUI achieves a 57.3% success rate with a 2.4times token reduction per step. Furthermore, cross-trial distillation reaches 69.2% success (+11.9% gain), significantly outperforming standard reflection methods while maintaining sub-linear context scaling.

  • 5 authors
·
Sep 13

Beyond Physical Reach: Comparing Head- and Cane-Mounted Cameras for Last-Mile Navigation by Blind Users

Blind individuals face persistent challenges in last-mile navigation, including locating entrances, identifying obstacles, and navigating complex or cluttered spaces. Although wearable cameras are increasingly used in assistive systems, there has been no systematic, vantage-focused comparison to guide their design. This paper addresses that gap through a two-part investigation. First, we surveyed ten experienced blind cane users, uncovering navigation strategies, pain points, and technology preferences. Participants stressed the importance of multi-sensory integration, destination-focused travel, and assistive tools that complement (rather than replace) the cane's tactile utility. Second, we conducted controlled data collection with a blind participant navigating five real-world environments using synchronized head- and cane-mounted cameras, isolating vantage placement as the primary variable. To assess how each vantage supports spatial perception, we evaluated SLAM performance (for localization and mapping) and NeRF-based 3D reconstruction (for downstream scene understanding). Head-mounted sensors delivered superior localization accuracy, while cane-mounted views offered broader ground-level coverage and richer environmental reconstructions. A combined (head+cane) configuration consistently outperformed both. These results highlight the complementary strengths of different sensor placements and offer actionable guidance for developing hybrid navigation aids that are perceptive, robust, and user-aligned.

  • 4 authors
·
Apr 26, 2025

CoDA: Coordinated Diffusion Noise Optimization for Whole-Body Manipulation of Articulated Objects

Synthesizing whole-body manipulation of articulated objects, including body motion, hand motion, and object motion, is a critical yet challenging task with broad applications in virtual humans and robotics. The core challenges are twofold. First, achieving realistic whole-body motion requires tight coordination between the hands and the rest of the body, as their movements are interdependent during manipulation. Second, articulated object manipulation typically involves high degrees of freedom and demands higher precision, often requiring the fingers to be placed at specific regions to actuate movable parts. To address these challenges, we propose a novel coordinated diffusion noise optimization framework. Specifically, we perform noise-space optimization over three specialized diffusion models for the body, left hand, and right hand, each trained on its own motion dataset to improve generalization. Coordination naturally emerges through gradient flow along the human kinematic chain, allowing the global body posture to adapt in response to hand motion objectives with high fidelity. To further enhance precision in hand-object interaction, we adopt a unified representation based on basis point sets (BPS), where end-effector positions are encoded as distances to the same BPS used for object geometry. This unified representation captures fine-grained spatial relationships between the hand and articulated object parts, and the resulting trajectories serve as targets to guide the optimization of diffusion noise, producing highly accurate interaction motion. We conduct extensive experiments demonstrating that our method outperforms existing approaches in motion quality and physical plausibility, and enables various capabilities such as object pose control, simultaneous walking and manipulation, and whole-body generation from hand-only data.

  • 4 authors
·
May 27, 2025 2

Parameter-free Online Test-time Adaptation

Training state-of-the-art vision models has become prohibitively expensive for researchers and practitioners. For the sake of accessibility and resource reuse, it is important to focus on adapting these models to a variety of downstream scenarios. An interesting and practical paradigm is online test-time adaptation, according to which training data is inaccessible, no labelled data from the test distribution is available, and adaptation can only happen at test time and on a handful of samples. In this paper, we investigate how test-time adaptation methods fare for a number of pre-trained models on a variety of real-world scenarios, significantly extending the way they have been originally evaluated. We show that they perform well only in narrowly-defined experimental setups and sometimes fail catastrophically when their hyperparameters are not selected for the same scenario in which they are being tested. Motivated by the inherent uncertainty around the conditions that will ultimately be encountered at test time, we propose a particularly "conservative" approach, which addresses the problem with a Laplacian Adjusted Maximum-likelihood Estimation (LAME) objective. By adapting the model's output (not its parameters), and solving our objective with an efficient concave-convex procedure, our approach exhibits a much higher average accuracy across scenarios than existing methods, while being notably faster and have a much lower memory footprint. The code is available at https://github.com/fiveai/LAME.

  • 4 authors
·
Jan 14, 2022

LUMOS: A Semantic Operating-System Layer for Accessibility-Grounded AI Agents

Current operating systems expose interfaces optimized for human users but not for AI agents. Humans benefit from pixels, icons, windows, visual grouping, mouse movement, and keyboard shortcuts; AI agents instead need compact semantic state, grounded actions, and reliable feedback. As a result, many computer-use agents are forced to interpret screenshots, OCR output, and visual crops, introducing high token costs, visual ambiguity, latency, and coordinate uncertainty. This paper introduces LUMOS (Language Model Unified Machine-Readable Operating-System Semantics), a semantic interaction layer between AI agents and operating systems. LUMOS converts native accessibility metadata and browser UI structures into machine readable semantic blueprints with stable identifiers, roles, names, values, bounds, and action affordances. It also supports live semantic pointer grounding by querying the UI element under or near the cursor through operating-system automation APIs. An LLM then acts through an accessibility grounded observe act loop using constrained visible-UI primitives rather than application-specific scripts. LUMOS does not claim to replace visual agents; instead, it reduces dependence on screenshots when operating systems already provide semantic structure. These results suggest a path toward AI-native operating systems and machine-readable interaction layers.

Shoe Style-Invariant and Ground-Aware Learning for Dense Foot Contact Estimation

Foot contact plays a critical role in human interaction with the world, and thus exploring foot contact can advance our understanding of human movement and physical interaction. Despite its importance, existing methods often approximate foot contact using a zero-velocity constraint and focus on joint-level contact, failing to capture the detailed interaction between the foot and the world. Dense estimation of foot contact is crucial for accurately modeling this interaction, yet predicting dense foot contact from a single RGB image remains largely underexplored. There are two main challenges for learning dense foot contact estimation. First, shoes exhibit highly diverse appearances, making it difficult for models to generalize across different styles. Second, ground often has a monotonous appearance, making it difficult to extract informative features. To tackle these issues, we present a FEet COntact estimation (FECO) framework that learns dense foot contact with shoe style-invariant and ground-aware learning. To overcome the challenge of shoe appearance diversity, our approach incorporates shoe style adversarial training that enforces shoe style-invariant features for contact estimation. To effectively utilize ground information, we introduce a ground feature extractor that captures ground properties based on spatial context. As a result, our proposed method achieves robust foot contact estimation regardless of shoe appearance and effectively leverages ground information. Code will be released.

Test-Time Adaptation for Height Completion via Self-Supervised ViT Features and Monocular Foundation Models

Accurate digital surface models (DSMs) are essential for many geospatial applications, including urban monitoring, environmental analyses, infrastructure management, and change detection. However, large-scale DSMs frequently contain incomplete or outdated regions due to acquisition limitations, reconstruction artifacts, or changes in the built environment. Traditional height completion approaches primarily rely on spatial interpolation or which assume spatial continuity and therefore fail when objects are missing. Recent learning-based approaches improve reconstruction quality but typically require supervised training on sensor-specific datasets, limiting their generalization across domains and sensing conditions. We propose Prior2DSM, a training-free framework for metric DSM completion that operates entirely at test time by leveraging foundation models. Unlike previous height completion approaches that require task-specific training, the proposed method combines self-supervised Vision Transformer (ViT) features from DINOv3 with monocular depth foundation models to propagate metric information from incomplete height priors through semantic feature-space correspondence. Test-time adaptation (TTA) is performed using parameter-efficient low-rank adaptation (LoRA) together with a lightweight multilayer perceptron (MLP), which predicts spatially varying scale and shift parameters to convert relative depth estimates into metric heights. Experiments demonstrate consistent improvements over interpolation based methods, prior-based rescaling height approaches, and state-of-the-art monocular depth estimation models. Prior2DSM reduces reconstruction error while preserving structural fidelity, achieving up to a 46% reduction in RMSE compared to linear fitting of MDE, and further enables DSM updating and coupled RGB-DSM generation.

  • 3 authors
·
Apr 1

HiDream-I1: A High-Efficient Image Generative Foundation Model with Sparse Diffusion Transformer

Recent advancements in image generative foundation models have prioritized quality improvements but often at the cost of increased computational complexity and inference latency. To address this critical trade-off, we introduce HiDream-I1, a new open-source image generative foundation model with 17B parameters that achieves state-of-the-art image generation quality within seconds. HiDream-I1 is constructed with a new sparse Diffusion Transformer (DiT) structure. Specifically, it starts with a dual-stream decoupled design of sparse DiT with dynamic Mixture-of-Experts (MoE) architecture, in which two separate encoders are first involved to independently process image and text tokens. Then, a single-stream sparse DiT structure with dynamic MoE architecture is adopted to trigger multi-model interaction for image generation in a cost-efficient manner. To support flexiable accessibility with varied model capabilities, we provide HiDream-I1 in three variants: HiDream-I1-Full, HiDream-I1-Dev, and HiDream-I1-Fast. Furthermore, we go beyond the typical text-to-image generation and remould HiDream-I1 with additional image conditions to perform precise, instruction-based editing on given images, yielding a new instruction-based image editing model namely HiDream-E1. Ultimately, by integrating text-to-image generation and instruction-based image editing, HiDream-I1 evolves to form a comprehensive image agent (HiDream-A1) capable of fully interactive image creation and refinement. To accelerate multi-modal AIGC research, we have open-sourced all the codes and model weights of HiDream-I1-Full, HiDream-I1-Dev, HiDream-I1-Fast, HiDream-E1 through our project websites: https://github.com/HiDream-ai/HiDream-I1 and https://github.com/HiDream-ai/HiDream-E1. All features can be directly experienced via https://vivago.ai/studio.

  • 22 authors
·
May 28, 2025

Human-Centered Editable Speech-to-Sign-Language Generation via Streaming Conformer-Transformer and Resampling Hook

Existing end-to-end sign-language animation systems suffer from low naturalness, limited facial/body expressivity, and no user control. We propose a human-centered, real-time speech-to-sign animation framework that integrates (1) a streaming Conformer encoder with an autoregressive Transformer-MDN decoder for synchronized upper-body and facial motion generation, (2) a transparent, editable JSON intermediate representation empowering deaf users and experts to inspect and modify each sign segment, and (3) a human-in-the-loop optimization loop that refines the model based on user edits and ratings. Deployed on Unity3D, our system achieves a 13 ms average frame-inference time and a 103 ms end-to-end latency on an RTX 4070. Our key contributions include the design of a JSON-centric editing mechanism for fine-grained sign-level personalization and the first application of an MDN-based feedback loop for continuous model adaptation. This combination establishes a generalizable, explainable AI paradigm for user-adaptive, low-latency multimodal systems. In studies with 20 deaf signers and 5 professional interpreters, we observe a +13 point SUS improvement, 6.7 point reduction in cognitive load, and significant gains in naturalness and trust (p < .001) over baselines. This work establishes a scalable, explainable AI paradigm for accessible sign-language technologies.

  • 1 authors
·
Jun 17, 2025

TaF-VLA: Tactile-Force Alignment in Vision-Language-Action Models for Force-aware Manipulation

Vision-Language-Action (VLA) models have recently emerged as powerful generalists for robotic manipulation. However, due to their predominant reliance on visual modalities, they fundamentally lack the physical intuition required for contact-rich tasks that require precise force regulation and physical reasoning. Existing attempts to incorporate vision-based tactile sensing into VLA models typically treat tactile inputs as auxiliary visual textures, thereby overlooking the underlying correlation between surface deformation and interaction dynamics. To bridge this gap, we propose a paradigm shift from tactile-vision alignment to tactile-force alignment. Here, we introduce TaF-VLA, a framework that explicitly grounds high-dimensional tactile observations in physical interaction forces. To facilitate this, we develop an automated tactile-force data acquisition device and curate the TaF-Dataset, comprising over 10 million synchronized tactile observations, 6-axis force/torque, and matrix force map. To align sequential tactile observations with interaction forces, the central component of our approach is the Tactile-Force Adapter (TaF-Adapter), a tactile sensor encoder that extracts discretized latent information for encoding tactile observations. This mechanism ensures that the learned representations capture history-dependent, noise-insensitive physical dynamics rather than static visual textures. Finally, we integrate this force-aligned encoder into a VLA backbone. Extensive real-world experiments demonstrate that TaF-VLA policy significantly outperforms state-of-the-art tactile-vision-aligned and vision-only baselines on contact-rich tasks, verifying its ability to achieve robust, force-aware manipulation through cross-modal physical reasoning.

  • 8 authors
·
Jan 29

VGGT-Edit: Feed-forward Native 3D Scene Editing with Residual Field Prediction

High-quality 3D scene reconstruction has recently advanced toward generalizable feed-forward architectures, enabling the generation of complex environments in a single forward pass. However, despite their strong performance in static scene perception, these models remain limited in responding to dynamic human instructions, which restricts their use in interactive applications. Existing editing methods typically rely on a 2D-lifting strategy, where individual views are edited independently and then lifted back into 3D space. This indirect pipeline often leads to blurry textures and inconsistent geometry, as 2D editors lack the spatial awareness required to preserve structure across viewpoints. To address these limitations, we propose VGGT-Edit, a feed-forward framework for text-conditioned native 3D scene editing. VGGT-Edit introduces depth-synchronized text injection to align semantic guidance with the backbone's spatial poses, ensuring stable instruction grounding. This semantic signal is then processed by a residual transformation head, which directly predicts 3D geometric displacements to deform the scene while preserving background stability. To ensure high-fidelity results, we supervise the framework with a multi-term objective function that enforces geometric accuracy and cross-view consistency. We also construct the DeltaScene Dataset, a large-scale dataset generated through an automated pipeline with 3D agreement filtering to ensure ground-truth quality. Experiments show that VGGT-Edit substantially outperforms 2D-lifting baselines, producing sharper object details, stronger multi-view consistency, and near-instant inference speed.

InstantSfM: Fully Sparse and Parallel Structure-from-Motion

Structure-from-Motion (SfM), a method that recovers camera poses and scene geometry from uncalibrated images, is a central component in robotic reconstruction and simulation. Despite the state-of-the-art performance of traditional SfM methods such as COLMAP and its follow-up work, GLOMAP, naive CPU-specialized implementations of bundle adjustment (BA) or global positioning (GP) introduce significant computational overhead when handling large-scale scenarios, leading to a trade-off between accuracy and speed in SfM. Moreover, the blessing of efficient C++-based implementations in COLMAP and GLOMAP comes with the curse of limited flexibility, as they lack support for various external optimization options. On the other hand, while deep learning based SfM pipelines like VGGSfM and VGGT enable feed-forward 3D reconstruction, they are unable to scale to thousands of input views at once as GPU memory consumption increases sharply as the number of input views grows. In this paper, we unleash the full potential of GPU parallel computation to accelerate each critical stage of the standard SfM pipeline. Building upon recent advances in sparse-aware bundle adjustment optimization, our design extends these techniques to accelerate both BA and GP within a unified global SfM framework. Through extensive experiments on datasets of varying scales (e.g. 5000 images where VGGSfM and VGGT run out of memory), our method demonstrates up to about 40 times speedup over COLMAP while achieving consistently comparable or even improved reconstruction accuracy. Our project page can be found at https://cre185.github.io/InstantSfM/.

  • 8 authors
·
Oct 15, 2025

VIABench: A Comprehensive Video Benchmark Collected from Blind Individuals for Visual Impairment Assistance

Visually impaired individuals (VIIs) encounter significant daily challenges due to limited access to visual information. Although Multimodal Large Language Models (MLLMs) have achieved impressive results on general vision and language tasks, their practical utility in real-world blind assistance still remains largely underexplored. To fill this gap, we introduce VIABench, a comprehensive video benchmark specifically designed to evaluate MLLMs in Visually Impaired Assistance scenarios using first-person videos recorded or shared by VIIs themselves. VIABench defines three core tasks, each targeting a distinct requirement in visual assistance. Proactive Reminder: Assesses the model's ability to interpret ongoing video content while proactively anticipating and verbally describing upcoming navigation-critical events; Visual Question Answering (VQA): Evaluates the model's capacity to answer user-posed questions about the environment or objects within the video; Vision-Guided Interaction: Tests context-aware reasoning to accomplish intentional interactions between user and environment. To ensure a robust and fair evaluation, we propose a rigorous benchmarking pipeline that supports both online (real-time) and offline settings. Our experiments demonstrate that current MLLMs still struggle to deliver comprehensive support for VIIs, especially in the Proactive Reminder task, which demands accurate anticipation and real-time responsiveness. We hope VIABench will drive future research toward developing customized MLLMs for real-world assistance, ultimately improving navigation and interaction experiences for visually impaired individuals. Code and data will be released at https://github.com/MCG-NJU/VIABench.

Pro^2Assist: Continuous Step-Aware Proactive Assistance with Multimodal Egocentric Perception for Long-Horizon Procedural Tasks

Procedural tasks with multiple ordered steps are ubiquitous in daily life. Recent advances in multimodal large language models (MLLMs) have enabled personal assistants that support daily activities. However, existing systems primarily provide reactive guidance triggered by user queries, or limited proactive assistance for isolated short-term events rather than long-horizon procedural tasks. In this work, we introduce Pro^2Assist, a step-aware proactive assistant that continuously tracks fine-grained task progress and reasons over the user's evolving state to provide timely assistance throughout tasks. Pro^2Assist leverages multimodal data from augmented reality (AR) glasses to achieve motion-based perception. It then extracts step-oriented procedural context from multi-scale temporal dynamics and task-specific expert knowledge. Based on both sensory input and procedural context, Pro^2Assist performs continuous reasoning to infer user needs and display timely assistance on AR glasses. We evaluate Pro^2Assist using a dataset curated from public sources and a real-world dataset collected on our testbed with AR glasses. Extensive evaluations show that Pro^2Assist outperforms the best-performing baselines by over 21% in procedural action understanding accuracy, and it achieves up to 2.29x the proactive timing accuracy of baselines. A user study with 20 participants further shows that 90% find Pro^2Assist useful, indicating its effectiveness for real-world procedural assistance.

  • 9 authors
·
May 4

eFlesh: Highly customizable Magnetic Touch Sensing using Cut-Cell Microstructures

If human experience is any guide, operating effectively in unstructured environments -- like homes and offices -- requires robots to sense the forces during physical interaction. Yet, the lack of a versatile, accessible, and easily customizable tactile sensor has led to fragmented, sensor-specific solutions in robotic manipulation -- and in many cases, to force-unaware, sensorless approaches. With eFlesh, we bridge this gap by introducing a magnetic tactile sensor that is low-cost, easy to fabricate, and highly customizable. Building an eFlesh sensor requires only four components: a hobbyist 3D printer, off-the-shelf magnets (<$5), a CAD model of the desired shape, and a magnetometer circuit board. The sensor is constructed from tiled, parameterized microstructures, which allow for tuning the sensor's geometry and its mechanical response. We provide an open-source design tool that converts convex OBJ/STL files into 3D-printable STLs for fabrication. This modular design framework enables users to create application-specific sensors, and to adjust sensitivity depending on the task. Our sensor characterization experiments demonstrate the capabilities of eFlesh: contact localization RMSE of 0.5 mm, and force prediction RMSE of 0.27 N for normal force and 0.12 N for shear force. We also present a learned slip detection model that generalizes to unseen objects with 95% accuracy, and visuotactile control policies that improve manipulation performance by 40% over vision-only baselines -- achieving 91% average success rate for four precise tasks that require sub-mm accuracy for successful completion. All design files, code and the CAD-to-eFlesh STL conversion tool are open-sourced and available on https://e-flesh.com.

  • 6 authors
·
Jun 11, 2025

UniT: Unified Geometry Learning with Group Autoregressive Transformer

Recent feed-forward models have significantly advanced geometry perception for inferring dense 3D structure from sensor observations. However, its essential capabilities remain fragmented across multiple incompatible paradigms, including online perception, offline reconstruction, multi-modal integration, long-horizon scalability, and metric-scale estimation. We present UniT, a unified model built upon a novel Group Autoregressive Transformer, which reformulates these seemingly disparate capabilities within a single framework. The key idea is to treat groups of sensor observations as the basic autoregressive units and predict the corresponding point maps in an anchor-free and scale-adaptive manner. More specifically, diverse view configurations in both online and offline settings are naturally unified within a single group autoregression process. By varying the group size, online mode operates over multiple autoregressive steps with single-frame groups, whereas offline mode aggregates a multi-frame group in a single forward pass. Meanwhile, a queue-style KV caching mechanism ensures bounded autoregressive memory over long horizons. This is enabled by reducing long-range dependencies on early frames through anchor-free relational modeling, thereby allowing outdated memory to be discarded on the fly. To improve metric-scale generalization across scenes, a scale-adaptive geometry loss is further introduced within this framework. It couples relative geometric constraints with a partial absolute scale term, implicitly regularizing global scale and inducing a progressive transition from scale-invariant geometry to metric-scale solutions. Together with a dedicated modal attention module for integrating auxiliary modalities, UniT achieves state-of-the-art performance in unified geometry perception, as validated on ten benchmarks spanning seven representative tasks.

HKUSTGZ HKUSTGZ
·
May 19 1

Any2Point: Empowering Any-modality Large Models for Efficient 3D Understanding

Large foundation models have recently emerged as a prominent focus of interest, attaining superior performance in widespread scenarios. Due to the scarcity of 3D data, many efforts have been made to adapt pre-trained transformers from vision to 3D domains. However, such 2D-to-3D approaches are still limited, due to the potential loss of spatial geometries and high computation cost. More importantly, their frameworks are mainly designed for 2D models, lacking a general any-to-3D paradigm. In this paper, we introduce Any2Point, a parameter-efficient method to empower any-modality large models (vision, language, audio) for 3D understanding. Given a frozen transformer from any source modality, we propose a 3D-to-any (1D or 2D) virtual projection strategy that correlates the input 3D points to the original 1D or 2D positions within the source modality. This mechanism enables us to assign each 3D token with a positional encoding paired with the pre-trained model, which avoids 3D geometry loss caused by the true projection and better motivates the transformer for 3D learning with 1D/2D positional priors. Then, within each transformer block, we insert an any-to-3D guided adapter module for parameter-efficient fine-tuning. The adapter incorporates prior spatial knowledge from the source modality to guide the local feature aggregation of 3D tokens, compelling the semantic adaption of any-modality transformers. We conduct extensive experiments to showcase the effectiveness and efficiency of our method. Code and models are released at https://github.com/Ivan-Tang-3D/Any2Point.

  • 11 authors
·
Apr 11, 2024

Expressive Gaussian Human Avatars from Monocular RGB Video

Nuanced expressiveness, particularly through fine-grained hand and facial expressions, is pivotal for enhancing the realism and vitality of digital human representations. In this work, we focus on investigating the expressiveness of human avatars when learned from monocular RGB video; a setting that introduces new challenges in capturing and animating fine-grained details. To this end, we introduce EVA, a drivable human model that meticulously sculpts fine details based on 3D Gaussians and SMPL-X, an expressive parametric human model. Focused on enhancing expressiveness, our work makes three key contributions. First, we highlight the critical importance of aligning the SMPL-X model with RGB frames for effective avatar learning. Recognizing the limitations of current SMPL-X prediction methods for in-the-wild videos, we introduce a plug-and-play module that significantly ameliorates misalignment issues. Second, we propose a context-aware adaptive density control strategy, which is adaptively adjusting the gradient thresholds to accommodate the varied granularity across body parts. Last but not least, we develop a feedback mechanism that predicts per-pixel confidence to better guide the learning of 3D Gaussians. Extensive experiments on two benchmarks demonstrate the superiority of our framework both quantitatively and qualitatively, especially on the fine-grained hand and facial details. See the project website at https://evahuman.github.io

  • 7 authors
·
Jul 3, 2024

Sample-adaptive Augmentation for Point Cloud Recognition Against Real-world Corruptions

Robust 3D perception under corruption has become an essential task for the realm of 3D vision. While current data augmentation techniques usually perform random transformations on all point cloud objects in an offline way and ignore the structure of the samples, resulting in over-or-under enhancement. In this work, we propose an alternative to make sample-adaptive transformations based on the structure of the sample to cope with potential corruption via an auto-augmentation framework, named as AdaptPoint. Specially, we leverage a imitator, consisting of a Deformation Controller and a Mask Controller, respectively in charge of predicting deformation parameters and producing a per-point mask, based on the intrinsic structural information of the input point cloud, and then conduct corruption simulations on top. Then a discriminator is utilized to prevent the generation of excessive corruption that deviates from the original data distribution. In addition, a perception-guidance feedback mechanism is incorporated to guide the generation of samples with appropriate difficulty level. Furthermore, to address the paucity of real-world corrupted point cloud, we also introduce a new dataset ScanObjectNN-C, that exhibits greater similarity to actual data in real-world environments, especially when contrasted with preceding CAD datasets. Experiments show that our method achieves state-of-the-art results on multiple corruption benchmarks, including ModelNet-C, our ScanObjectNN-C, and ShapeNet-C.

  • 7 authors
·
Sep 19, 2023

Initialization-Free Bundle Adjustment Revisited: A Controlled Experimental Study

Initialization-free bundle adjustment (InitFree BA) aims to recover camera poses and scene structure directly from image observations, avoiding the geometric initialization stages of conventional structure-from-motion pipelines. Recent methods based on Object-Space Error (OSE) formulations and Variable Projection (VarPro) show encouraging optimization behavior from random camera configurations. However, existing evaluations primarily measure optimization success, leaving unclear whether a low OSE objective yields a valid metric 3D reconstruction. We revisit InitFree BA experimentally through a unified evaluation framework combining a C++ implementation of existing OSE formulations with a Blender-based dataset generator providing exact ground truth and controlled camera configurations and observation densities. Our experiments reveal a previously overlooked optimization--reconstruction gap: projective solutions with similarly low OSE values can lead to substantially different Euclidean reconstructions after metric upgrade. We identify initialization priors, landmark observation density, and metric-upgrade stability as key factors governing reconstruction success. Overall, our results suggest that the main challenge of InitFree BA is not merely minimizing OSE objectives, but obtaining projective reconstructions that admit reliable metric upgrade. We believe that the proposed benchmark, implementation, and analysis establish stronger experimental foundations for future research on initialization-free bundle adjustment, a problem largely unexplored within the computer vision community. Project page is available at https://github.com/simonwebertum/InitFreeBA.git.

  • 6 authors
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Aug 17

Beyond Visual Enhancement: Adaptive Multi-Context Steering to Mitigate LVLM Hallucinations

Hallucination remains a significant challenge in Large Vision-Language Models (LVLMs). Existing training-free methods generally mitigate hallucinations through contrastive decoding or visual enhancement, often increasing the relative influence of visual evidence during generation. This raises a fundamental question: Can LVLMs dynamically regulate the contributions of different context sources to suppress hallucinations? In this work, we investigate and quantify how LVLMs coordinate multiple context sources during decoding and examine how this intrinsic behavior can guide hallucination mitigation. We find that LVLMs exhibit an intrinsic vision-attending tendency that can guide adaptive visual steering, while textual contexts can also contribute to hallucination mitigation. Motivated by these findings, we propose AIMS (Adaptive Information Multi-source Steering), a lightweight training-free framework that adaptively coordinates visual, prefilled textual, and generated contexts during decoding. Specifically, AIMS constructs compact prototypes for the three context domains and estimates their affinities with the current query to determine head-wise steering weights. The resulting multi-source steering direction is applied to the query representation, enabling adaptive context integration without additional model training or auxiliary forward passes. Extensive experiments across multiple LVLMs and decoding strategies demonstrate that AIMS effectively mitigates object hallucination while maintaining competitive general-purpose multimodal capabilities.

  • 12 authors
·
Oct 7

Trans4Trans: Efficient Transformer for Transparent Object and Semantic Scene Segmentation in Real-World Navigation Assistance

Transparent objects, such as glass walls and doors, constitute architectural obstacles hindering the mobility of people with low vision or blindness. For instance, the open space behind glass doors is inaccessible, unless it is correctly perceived and interacted with. However, traditional assistive technologies rarely cover the segmentation of these safety-critical transparent objects. In this paper, we build a wearable system with a novel dual-head Transformer for Transparency (Trans4Trans) perception model, which can segment general- and transparent objects. The two dense segmentation results are further combined with depth information in the system to help users navigate safely and assist them to negotiate transparent obstacles. We propose a lightweight Transformer Parsing Module (TPM) to perform multi-scale feature interpretation in the transformer-based decoder. Benefiting from TPM, the double decoders can perform joint learning from corresponding datasets to pursue robustness, meanwhile maintain efficiency on a portable GPU, with negligible calculation increase. The entire Trans4Trans model is constructed in a symmetrical encoder-decoder architecture, which outperforms state-of-the-art methods on the test sets of Stanford2D3D and Trans10K-v2 datasets, obtaining mIoU of 45.13% and 75.14%, respectively. Through a user study and various pre-tests conducted in indoor and outdoor scenes, the usability and reliability of our assistive system have been extensively verified. Meanwhile, the Tran4Trans model has outstanding performances on driving scene datasets. On Cityscapes, ACDC, and DADA-seg datasets corresponding to common environments, adverse weather, and traffic accident scenarios, mIoU scores of 81.5%, 76.3%, and 39.2% are obtained, demonstrating its high efficiency and robustness for real-world transportation applications.

  • 6 authors
·
Aug 19, 2021

Continuous Control of Editing Models via Adaptive-Origin Guidance

Diffusion-based editing models have emerged as a powerful tool for semantic image and video manipulation. However, existing models lack a mechanism for smoothly controlling the intensity of text-guided edits. In standard text-conditioned generation, Classifier-Free Guidance (CFG) impacts prompt adherence, suggesting it as a potential control for edit intensity in editing models. However, we show that scaling CFG in these models does not produce a smooth transition between the input and the edited result. We attribute this behavior to the unconditional prediction, which serves as the guidance origin and dominates the generation at low guidance scales, while representing an arbitrary manipulation of the input content. To enable continuous control, we introduce Adaptive-Origin Guidance (AdaOr), a method that adjusts this standard guidance origin with an identity-conditioned adaptive origin, using an identity instruction corresponding to the identity manipulation. By interpolating this identity prediction with the standard unconditional prediction according to the edit strength, we ensure a continuous transition from the input to the edited result. We evaluate our method on image and video editing tasks, demonstrating that it provides smoother and more consistent control compared to current slider-based editing approaches. Our method incorporates an identity instruction into the standard training framework, enabling fine-grained control at inference time without per-edit procedure or reliance on specialized datasets.

  • 4 authors
·
Feb 3

SelaVPR++: Towards Seamless Adaptation of Foundation Models for Efficient Place Recognition

Recent studies show that the visual place recognition (VPR) method using pre-trained visual foundation models can achieve promising performance. In our previous work, we propose a novel method to realize seamless adaptation of foundation models to VPR (SelaVPR). This method can produce both global and local features that focus on discriminative landmarks to recognize places for two-stage VPR by a parameter-efficient adaptation approach. Although SelaVPR has achieved competitive results, we argue that the previous adaptation is inefficient in training time and GPU memory usage, and the re-ranking paradigm is also costly in retrieval latency and storage usage. In pursuit of higher efficiency and better performance, we propose an extension of the SelaVPR, called SelaVPR++. Concretely, we first design a parameter-, time-, and memory-efficient adaptation method that uses lightweight multi-scale convolution (MultiConv) adapters to refine intermediate features from the frozen foundation backbone. This adaptation method does not back-propagate gradients through the backbone during training, and the MultiConv adapter facilitates feature interactions along the spatial axes and introduces proper local priors, thus achieving higher efficiency and better performance. Moreover, we propose an innovative re-ranking paradigm for more efficient VPR. Instead of relying on local features for re-ranking, which incurs huge overhead in latency and storage, we employ compact binary features for initial retrieval and robust floating-point (global) features for re-ranking. To obtain such binary features, we propose a similarity-constrained deep hashing method, which can be easily integrated into the VPR pipeline. Finally, we improve our training strategy and unify the training protocol of several common training datasets to merge them for better training of VPR models. Extensive experiments show that ......

  • 7 authors
·
Feb 23, 2025 1

AI-Powered Assistive Technologies for Visual Impairment

Artificial Intelligence (AI) is revolutionizing assistive technologies. It offers innovative solutions to enhance the quality of life for individuals with visual impairments. This review examines the development, applications, and impact of AI-powered tools in key domains, such as computer vision, natural language processing (NLP), and wearable devices. Specific advancements include object recognition for identifying everyday items, scene description for understanding surroundings, and NLP-driven text-to-speech systems for accessing digital information. Assistive technologies like smart glasses, smartphone applications, and AI-enabled navigation aids are discussed, demonstrating their ability to support independent travel, facilitate social interaction, and increase access to education and employment opportunities. The integration of deep learning models, multimodal interfaces, and real-time data processing has transformed the functionality and usability of these tools, fostering inclusivity and empowerment. This article also addresses critical challenges, including ethical considerations, affordability, and adaptability in diverse environments. Future directions highlight the need for interdisciplinary collaboration to refine these technologies, ensuring equitable access and sustainable innovation. By providing a comprehensive overview, this review underscores AI's transformative potential in promoting independence, enhancing accessibility, and fostering social inclusion for visually impaired individuals.

  • 5 authors
·
Jan 13, 2025

AutoFocus: Uncertainty-Aware Active Visual Search for GUI Grounding

Vision-Language Models (VLMs) have enabled autonomous GUI agents that translate natural language instructions into executable screen coordinates. However, grounding performance degrades in high-resolution interfaces, where dense layouts and small interactive elements expose a resolution gap between modern displays and model input constraints. Existing zoom-in strategies rely on fixed anchors, heuristic grids, or reinforcement learning, lacking a principled mechanism to adaptively determine where refinement is needed and how much spatial uncertainty should be explored. We propose AutoFocus, a training-free, uncertainty-aware active visual search framework for GUI grounding. Our key insight is that token-level perplexity in coordinate generation naturally reflects spatial uncertainty. Rather than committing to a single prediction, AutoFocus samples multiple coordinate hypotheses and converts their axial perplexities into an anisotropic gaussian spatial probability field, explicitly modeling directional uncertainty. Based on this field, we generate global and local region proposals and introduce Shape-Aware Zooming to balance tight localization with contextual preservation. A visual prompt-based aggregation step then selects the most consistent prediction via structured comparison. Extensive experiments on ScreenSpot-Pro and ScreenSpot-V2 demonstrate consistent improvements across both general-purpose and GUI-specialized VLMs.

  • 5 authors
·
May 3

NSF: Neural Surface Fields for Human Modeling from Monocular Depth

Obtaining personalized 3D animatable avatars from a monocular camera has several real world applications in gaming, virtual try-on, animation, and VR/XR, etc. However, it is very challenging to model dynamic and fine-grained clothing deformations from such sparse data. Existing methods for modeling 3D humans from depth data have limitations in terms of computational efficiency, mesh coherency, and flexibility in resolution and topology. For instance, reconstructing shapes using implicit functions and extracting explicit meshes per frame is computationally expensive and cannot ensure coherent meshes across frames. Moreover, predicting per-vertex deformations on a pre-designed human template with a discrete surface lacks flexibility in resolution and topology. To overcome these limitations, we propose a novel method `\keyfeature: Neural Surface Fields' for modeling 3D clothed humans from monocular depth. NSF defines a neural field solely on the base surface which models a continuous and flexible displacement field. NSF can be adapted to the base surface with different resolution and topology without retraining at inference time. Compared to existing approaches, our method eliminates the expensive per-frame surface extraction while maintaining mesh coherency, and is capable of reconstructing meshes with arbitrary resolution without retraining. To foster research in this direction, we release our code in project page at: https://yuxuan-xue.com/nsf.

  • 7 authors
·
Aug 28, 2023

Lift3D Foundation Policy: Lifting 2D Large-Scale Pretrained Models for Robust 3D Robotic Manipulation

3D geometric information is essential for manipulation tasks, as robots need to perceive the 3D environment, reason about spatial relationships, and interact with intricate spatial configurations. Recent research has increasingly focused on the explicit extraction of 3D features, while still facing challenges such as the lack of large-scale robotic 3D data and the potential loss of spatial geometry. To address these limitations, we propose the Lift3D framework, which progressively enhances 2D foundation models with implicit and explicit 3D robotic representations to construct a robust 3D manipulation policy. Specifically, we first design a task-aware masked autoencoder that masks task-relevant affordance patches and reconstructs depth information, enhancing the 2D foundation model's implicit 3D robotic representation. After self-supervised fine-tuning, we introduce a 2D model-lifting strategy that establishes a positional mapping between the input 3D points and the positional embeddings of the 2D model. Based on the mapping, Lift3D utilizes the 2D foundation model to directly encode point cloud data, leveraging large-scale pretrained knowledge to construct explicit 3D robotic representations while minimizing spatial information loss. In experiments, Lift3D consistently outperforms previous state-of-the-art methods across several simulation benchmarks and real-world scenarios.

  • 11 authors
·
Nov 27, 2024

GIST: Multimodal Knowledge Extraction and Spatial Grounding via Intelligent Semantic Topology

Navigating complex, densely packed environments like retail stores, warehouses, and hospitals poses a significant spatial grounding challenge for humans and embodied AI. In these spaces, dense visual features quickly become stale given the quasi-static nature of items, and long-tail semantic distributions challenge traditional computer vision. While Vision-Language Models (VLMs) help assistive systems navigate semantically-rich spaces, they still struggle with spatial grounding in cluttered environments. We present GIST (Grounded Intelligent Semantic Topology), a multimodal knowledge extraction pipeline that transforms a consumer-grade mobile point cloud into a semantically annotated navigation topology. Our architecture distills the scene into a 2D occupancy map, extracts its topological layout, and overlays a lightweight semantic layer via intelligent keyframe and semantic selection. We demonstrate the versatility of this structured spatial knowledge through critical downstream Human-AI interaction tasks: (1) an intent-driven Semantic Search engine that actively infers categorical alternatives and zones when exact matches fail; (2) a one-shot Semantic Localizer achieving a 1.04 m top-5 mean translation error; (3) a Zone Classification module that segments the walkable floor plan into high-level semantic regions; and (4) a Visually-Grounded Instruction Generator that synthesizes optimal paths into egocentric, landmark-rich natural language routing. In multi-criteria LLM evaluations, GIST outperforms sequence-based instruction generation baselines. Finally, an in-situ formative evaluation (N=5) yields an 80% navigation success rate relying solely on verbal cues, validating the system's capacity for universal design.

  • 2 authors
·
Apr 15

AdaZoom-GUI: Adaptive Zoom-based GUI Grounding with Instruction Refinement

GUI grounding is a critical capability for vision-language models (VLMs) that enables automated interaction with graphical user interfaces by locating target elements from natural language instructions. However, grounding on GUI screenshots remains challenging due to high-resolution images, small UI elements, and ambiguous user instructions. In this work, we propose AdaZoom-GUI, an adaptive zoom-based GUI grounding framework that improves both localization accuracy and instruction understanding. Our approach introduces an instruction refinement module that rewrites natural language commands into explicit and detailed descriptions, allowing the grounding model to focus on precise element localization. In addition, we design a conditional zoom-in strategy that selectively performs a second-stage inference on predicted small elements, improving localization accuracy while avoiding unnecessary computation and context loss on simpler cases. To support this framework, we construct a high-quality GUI grounding dataset and train the grounding model using Group Relative Policy Optimization (GRPO), enabling the model to predict both click coordinates and element bounding boxes. Experiments on public benchmarks demonstrate that our method achieves state-of-the-art performance among models with comparable or even larger parameter sizes, highlighting its effectiveness for high-resolution GUI understanding and practical GUI agent deployment.

  • 12 authors
·
Mar 17