Generating interaction-centric videos, such as those depicting humans or robots interacting with objects, is crucial for embodied intelligence, as they provide rich and diverse visual priors for robot learning, manipulation policy training, and affordance reasoning. However, existing methods often struggle to model such complex and dynamic interactions. While recent studies show that masks can serve as effective control signals and enhance generation quality, obtaining dense and precise mask annotations remains a major challenge for real-world use. To overcome this limitation, we introduce Mask2IV, a novel framework specifically designed for interaction-centric video generation. It adopts a decoupled two-stage pipeline that first predicts plausible motion trajectories for both actor and object, then generates a video conditioned on these trajectories. This design eliminates the need for dense mask inputs from users while preserving the flexibility to manipulate the interaction process. Furthermore, Mask2IV supports versatile and intuitive control, allowing users to specify the target object of interaction and guide the motion trajectory through action descriptions or spatial position cues. To support systematic training and evaluation, we curate two benchmarks covering diverse action and object categories across both human-object interaction and robotic manipulation scenarios. Extensive experiments demonstrate that our method achieves superior visual realism and controllability compared to existing baselines.
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Monocular 3D object detection is a cost-effective solution for applications like autonomous driving and robotics, but remains fundamentally ill-posed due to inherently ambiguous depth cues. Recent DETR-based methods attempt to mitigate this through global attention and auxiliary depth prediction, yet they still struggle with inaccurate depth estimates. Moreover, these methods often overlook instance-level detection difficulty, such as occlusion, distance, and truncation, leading to suboptimal detection performance. We propose MonoDLGD, a novel Difficulty-Aware Label-Guided Denoising framework that adaptively perturbs and reconstructs ground-truth labels based on detection uncertainty. Specifically, MonoDLGD applies stronger perturbations to easier instances and weaker ones into harder cases, and then reconstructs them to effectively provide explicit geometric supervision. By jointly optimizing label reconstruction and 3D object detection, MonoDLGD encourages geometry-aware representation learning and improves robustness to varying levels of object complexity. Extensive experiments on the KITTI benchmark demonstrate that MonoDLGD achieves state-of-the-art performance across all difficulty levels.
Recent advances in Vision-Language Models (VLMs) and large language models (LLMs) have greatly enhanced visual reasoning, a key capability for embodied AI agents like robots. However, existing visual reasoning benchmarks often suffer from several limitations: they lack a clear definition of reasoning complexity, offer have no control to generate questions over varying difficulty and task customization, and fail to provide structured, step-by-step reasoning annotations (workflows). To bridge these gaps, we formalize reasoning complexity, introduce an adaptive query engine that generates customizable questions of varying complexity with detailed intermediate annotations, and extend the JRDB dataset with human-object interaction and geometric relationship annotations to create JRDB-Reasoning, a benchmark tailored for visual reasoning in human-crowded environments. Our engine and benchmark enable fine-grained evaluation of visual reasoning frameworks and dynamic assessment of visual-language models across reasoning levels.
Reconstructing complete and interactive 3D scenes remains a fundamental challenge in computer vision and robotics, particularly due to persistent object occlusions and limited sensor coverage. Even multi-view observations from a single scene scan often fail to capture the full structural details. Existing approaches typically rely on multi-stage pipelines—such as segmentation, background completion, and inpainting—or require per-object dense scanning, both of which are error-prone, and not easily scalable. We propose IGFuse, a novel framework that reconstructs interactive Gaussian scene by fusing observations from multiple scans, where natural object rearrangement between captures reveal previously occluded regions. Our method constructs segmentation-aware Gaussian fields and enforces bi-directional photometric and semantic consistency across scans. To handle spatial misalignments, we introduce a pseudo-intermediate scene state for symmetric alignment, alongside collaborative co-pruning strategies to refine geometry. IGFuse enables high-fidelity rendering and object-level scene manipulation without dense observations or complex pipelines. Extensive experiments validate the framework’s strong generalization to novel scene configurations, demonstrating its effectiveness for real-world 3D reconstruction and real-to-simulation transfer.
Video generative models pre-trained on large-scale internet datasets have achieved remarkable success, excelling at producing realistic synthetic videos. However, they often generate clips based on static prompts (e.g., text or images), limiting their ability to model interactive and dynamic scenarios. In this paper, we propose Dynamic World Simulation (DWS), a novel approach to transform pre-trained video generative models into controllable world simulators capable of executing specified action trajectories. To achieve precise alignment between conditioned actions and generated visual changes, we introduce a lightweight, universal action-conditioned module that seamlessly integrates into any existing model. Instead of focusing on complex visual details, we demonstrate that consistent dynamic transition modeling is the key to building powerful world simulators. Building upon this insight, we further introduce a motion-reinforced loss that enhances action controllability by compelling the model to capture dynamic changes more effectively. Experiments demonstrate that DWS can be versatilely applied to both diffusion and autoregressive transformer models, achieving significant improvements in generating action-controllable, dynamically consistent videos across games and robotics domains. Moreover, to facilitate the applications of the learned world simulator in downstream tasks such as model-based reinforcement learning, we propose prioritized imagination to improve sample efficiency, demonstrating competitive performance compared with state-of-the-art methods.
Semantic segmentation is a fundamental task in computer vision with wide-ranging applications, including autonomous driving and robotics. While RGB-based methods have achieved strong performance with CNNs and Transformers, their effectiveness degrades under fast motion, low-light, or high dynamic range conditions due to limitations of frame cameras. Event cameras offer complementary advantages such as high temporal resolution and low latency, yet lack color and texture, making them insufficient on their own. To address this, recent research has explored multimodal fusion of RGB and event data; however, many existing approaches are computationally expensive and focus primarily on spatial fusion, neglecting the temporal dynamics inherent in event streams. In this work, we propose MambaSeg, a novel dual-branch semantic segmentation framework that employs parallel Mamba encoders to efficiently model RGB images and event streams. To reduce cross-modal ambiguity, we introduce the Dual-Dimensional Interaction Module (DDIM), comprising a Cross-Spatial Interaction Module (CSIM) and a Cross-Temporal Interaction Module (CTIM), which jointly perform fine-grained fusion along both spatial and temporal dimensions. This design improves cross-modal alignment, reduces ambiguity, and leverages the complementary properties of each modality. Extensive experiments on the DDD17 and DSEC datasets demonstrate that MambaSeg achieves state-of-the-art segmentation performance while significantly reducing computational cost, showcasing its promise for efficient, scalable, and robust multimodal perception.
Open-world 3D scene understanding is fundamentally challenging for vision and robotics, due to the constraints of closed-vocabulary supervision and static annotations. To address this, we propose a unified framework for Open-World 3D Scene Graph Generation with Retrieval-Augmented Reasoning, which enables generalizable and interactive 3D scene understanding. Our method integrates vision-language models with retrieval-based reasoning to support multimodal exploration and language-guided interaction. The framework comprises two key components: (1) a dynamic scene graph generation module that detects objects and infers semantic relationships without fixed label sets, and (2) a retrieval-augmented reasoning pipeline that encodes scene graphs into a vector database to support text/image-conditioned queries. We evaluate our method on 3DSSG and Replica benchmarks across four tasks—scene question answering, visual grounding, instance retrieval, and task planning—demonstrating robust generalization and superior performance in diverse environments. Our results highlight the effectiveness of combining open-vocabulary perception with retrieval-based reasoning for scalable 3D scene understanding.
Multi-view 3D detection with bird’s eye view (BEV) is crucial for autonomous driving and robotics, but its robustness in real-world is limited as it struggles to predict accurate depth values. A mainstream solution, cross-modal distillation, transfers depth information from LiDAR to camera models but also unintentionally transfers depth-irrelevant information (e.g. LiDAR density). To mitigate this issue, we propose RayD3D, which transfers crucial depth knowledge along the ray: a line projecting from the camera to true location of an object. It is based on the fundamental imaging principle that predicted location of this object can only vary along this ray, which is finally determined by predicted depth value. Therefore, distilling along the ray enables more effective depth information transfer. More specifically, we design two ray-based distillation modules. Ray-based Contrastive Distillation (RCD) incorporates contrastive learning into distillation by sampling along the ray to learn how LiDAR accurately locates objects. Ray-based Weighted Distillation (RWD) adaptively adjusts distillation weight based on the ray to minimize the interference of depth-irrelevant information in LiDAR. For validation, we widely apply RayD3D into three representative types of BEV-based models, including BEVDet, BEVDepth4D, and BEVFormer. Our method is trained on clean NuScenes, and tested on both clean NuScenes and RoboBEV with a variety types of data corruptions. Our method significantly improves the robustness of all the three base models in all scenarios without increasing inference costs, and achieves the best when compared to recently released multi-view and distillation models.
Despite significant advancements in point cloud analysis, reducing energy consumption and improving robustness remain understudied, largely due to the inherent limitations of Convolutional Neural Networks (CNNs). To address this, we take the cue from the primary visual cortex and propose a Dendritic-Connected Continuous-Coupled Neural Network (DC-CCNN), a novel Brain-Inspired Neural Network (BINN) architecture tailored for point cloud analysis. By leveraging the unique characteristics of point clouds, our design combines discrete and continuous encoding, replacing traditional Multilayer Perceptrons (MLPs) with more efficient and robust BINNs. Our approach substantially improves the performance of Brain-Inspired Neural Networks on point analysis tasks and maintaining performance comparable to state-of-the-art methods. Furthermore, DC-CCNN exhibits enhanced robustness against various point cloud deformations and corruptions. Our experimental results demonstrate that DC-CCNN achieves competitive performance on benchmark datasets, making it a promising alternative to traditional deep learning methods for point cloud analysis. With its high efficiency and robustness, DC-CCNN has the potential for widespread adoption in 3D computer vision, robotics, and autonomous systems.
As embodied agents operate in increasingly complex environments, the ability to perceive, track, and reason about individual object instances over time becomes essential, especially in tasks requiring sequenced interactions with visually similar objects. In non-Markovian settings, critical decision cues lie in object histories rather than the current scene. Without persistent memory of prior interactions (what was used, where it was placed, or how it changed), visuomotor policies may fail, repeat past actions, or overlook completed ones. To surface this challenge, we introduce LIBERO-Mem, a non-Markovian task suite for stress-testing robotic manipulation under object-level partial observability. It combines short- and long-horizon object tracking with temporally sequenced subgoals, requiring reasoning beyond the current frame. However, vision-language-action (VLA) models often struggle in such settings, with token scaling quickly becoming intractable even for tasks spanning just a few hundred frames. We propose Embodied-SlotSSM, a slot-centric VLA framework built for temporal scalability. It maintains spatio-temporally consistent slot identities and leverages them through two mechanisms: (1) slot-state-space modeling for reconstructing short-term history, and (2) a relational encoder to align the input tokens with action decoding. Together, these components enable temporally grounded, context-aware action prediction. Experiments show Embodied-SlotSSM's baseline performance on LIBERO-Mem and general tasks, offering a scalable solution for non-Markovian reasoning in object-centric policies.
Camera-based 3D semantic scene completion (SSC) provides dense geometric and semantic perception for autonomous driving and robotic navigation. However, existing methods rely on a coupled encoder to deliver both semantic and geometric priors, which forces the model to make a trade-off between conflicting demands and limits its overall performance. To tackle these challenges, we propose FoundationSSC, a novel framework that performs dual decoupling at both the source and pathway levels. At the source level, we introduce a foundation encoder that provides rich semantic feature priors for the semantic branch and high-fidelity stereo cost volumes for the geometric branch. At the pathway level, these priors are refined through specialised, decoupled pathways, yielding superior semantic context and depth distributions. Our dual-decoupling design produces disentangled and refined inputs, which are then utilised by a hybrid view transformation to generate complementary 3D features. Additionally, we introduce a novel Axis-Aware Fusion (AAF) module that addresses the often-overlooked challenge of fusing these features by anisotropically merging them into a unified representation. Extensive experiments demonstrate the advantages of FoundationSSC, achieving simultaneous improvements in both semantic and geometric metrics, surpassing prior bests by +0.23 mIoU and +2.03 IoU on SemanticKITTI. Additionally, we achieve state-of-the-art performance on SSCBench-KITTI-360, with 21.78 mIoU and 48.61 IoU.
Referring Multi-Object Tracking (RMOT) aims to achieve precise object detection and tracking through natural language instructions, representing a fundamental capability for intelligent robotic systems. However, current RMOT research remains mostly confined to ground-level scenarios, which constrains their ability to capture broad-scale scene contexts and perform comprehensive tracking and path planning. In contrast, Unmanned Aerial Vehicles (UAVs) leverage their expansive aerial perspectives and superior maneuverability to enable wide-area surveillance. Moreover, UAVs have emerged as critical platforms for Embodied Intelligence, which has given rise to an unprecedented demand for intelligent aerial systems capable of natural language interaction. To this end, we introduce AerialMind, the first large-scale RMOT benchmark in UAV scenarios, which aims to bridge this research gap. To facilitate its construction, we develop an innovative semi-automated collaborative agent-based labeling assistant (COALA) framework that significantly reduces labor costs while maintaining annotation quality. Furthermore, we propose HawkEyeTrack (HETrack), a novel method that collaboratively enhances vision-language representation learning and improves the perception of UAV scenarios. Comprehensive experiments validated the challenging nature of our dataset and the effectiveness of our method.
Self-supervised depth estimation has gained significant attention in autonomous driving and robotics. However, existing methods exhibit substantial performance degradation under adverse weather conditions such as rain and fog, where reduced visibility critically impairs depth prediction. To address this issue, we propose a novel self-evolution contrastive learning framework called SEC-Depth for self-supervised robust depth estimation tasks. Our approach leverages intermediate parameters generated during training to construct temporally evolving latency models. Using these, we design a self-evolution contrastive scheme to mitigate performance loss under challenging conditions. Concretely, we first design a dynamic update strategy of latency models for the depth estimation task to capture optimization states across training stages. To effectively leverage latency models, we introduce a self-evolution contrastive Loss (SECL) that treats outputs from historical latency models as negative samples. This mechanism adaptively adjusts learning objectives while implicitly sensing weather degradation severity, reducing the needs for manual intervention. Experiments show that our method integrates seamlessly into diverse baseline models and significantly enhances robustness in zero-shot evaluations.
InterMoE: Individual-Specific 3D Human Interaction Generation via Dynamic Temporal-Selective MoE
PDF ↗Generating high-quality human interactions holds significant value for applications like virtual reality and robotics. However, existing methods often fail to preserve unique individual characteristics or fully adhere to textual descriptions. To address these challenges, we introduce InterMoE, a novel framework built on a Dynamic Temporal-Selective Mixture of Experts. The core of InterMoE is a routing mechanism that synergistically uses both high-level text semantics and low-level motion context to dispatch temporal motion features to specialized experts. This allows experts to dynamically determine the selection capacity and focus on critical temporal features, thereby preserving specific individual characteristic identities while ensuring high semantic fidelity. Extensive experiments show that InterMoE achieves state-of-the-art performance in individual-specific high-fidelity 3D human interaction generation, reducing FID scores by 9% on the InterHuman dataset and 22% on InterX.
Recent advancements in multi-robot navigation have explored methods that combine Large Language Models (LLMs) for tasks like scene understanding or high-level decision-making. However, these approaches face challenges with high inference latency and potential hallucinations. To address these challenges, we propose a knowledge-driven Reinforcement Learning (RL) framework, GUIDER, that utilizes an LLM in two different offline roles. First, we leverage the LLM as an offline knowledge source. Its expertise is distilled into a compact model, which is applied only when the RL agent is uncertain about its own value estimates and the model itself is confident in its prediction. Additionally, we utilize the LLM as an offline semantic engine. This process translates the LLM's high-level understanding of situational risk into a dynamic adjustment of the RL agent's behavioral style, evolving a function that optimally balances conservative and aggressive actions. We conduct extensive experiments in both terrestrial and maritime settings. Across all maritime scenarios (3–12 robots), GUIDER improves the task success rate and reduces the collision rate significantly compared to the state-of-the-art RL-based multi-robot navigation methods.
When Robots Obey the Patch: Universal Transferable Patch Attacks on Vision-Language-Action Models
PDF ↗Vision-Language-Action (VLA) models are vulnerable to adversarial attacks, yet universal and transferable attacks remain underexplored, as most existing patches overfit to a single model and fail in black-box settings. To address this gap, we present a systematic study of universal, transferable adversarial patches against VLA-driven robots under unknown architectures, finetuned variants, and sim-to-real shifts. We introduce UPA-RFAS (Universal Patch Attack via Robust Feature, Attention, and Semantics), a unified framework that learns a single physical patch in a shared feature space while promoting cross-model transfer. UPA-RFAS combines (i) a feature-space objective with an l_1 deviation prior and repulsive InfoNCE loss to induce transferable representation shifts, (ii) a robustness-augmented two-phase min-max procedure where an inner loop learns invisible sample-wise perturbations and an outer loop optimizes the universal patch against this hardened neighborhood, and (iii) two VLA-specific losses: Patch Attention Dominance to hijack text to vision attention and Patch Semantic Misalignment to induce image-text mismatch without labels. Experiments across diverse VLA models, manipulation suites, and physical executions show that UPA-RFAS consistently transfers across models, tasks, and viewpoints, exposing a practical patch-based attack surface and establishing a strong baseline for future defenses.
General 3D foundation models have started to lead the trend of unifying diverse vision tasks, yet most assume RGB-only inputs and ignore readily available geometric cues (e.g., camera intrinsics, poses, and depth maps). To address this issue, we introduce OmniVGGT, a novel framework that can effectively benefit from an arbitrary number of auxiliary geometric modalities during both training and inference. In our framework, a GeoAdapter is proposed to encode depth and camera intrinsics/extrinsics into a spatial foundation model. It employs zero-initialized convolutions to progressively inject geometric information without disrupting the foundation model's representation space. This design ensures stable optimization with negligible overhead, maintaining inference speed comparable to VGGT even with multiple additional inputs. Additionally, a stochastic multimodal fusion regimen is proposed, which randomly samples modality subsets per instance during training. This enables an arbitrary number of modality inputs during testing and promotes learning robust spatial representations instead of overfitting to auxiliary cues. Extensive experiments on monocular/multi-view depth estimation, multi-view stereo, and camera pose estimation demonstrate that OmniVGGT outperforms prior methods with auxiliary inputs and achieves state-of-the-art results even with RGB-only input. To further highlight its practical utility, we integrated OmniVGGT into vision-language-action (VLA) models. The enhanced VLA model by OmniVGGT not only outperforms the vanilla point-cloud-based baseline on mainstream benchmarks, but also effectively leverages accessible auxiliary inputs to achieve consistent gains on robotic tasks. Project Page: https://livioni.github.io/OmniVGGT-official/
Vision-language models (VLMs) have achieved impressive results on single-view vision tasks, but lack the multi-view spatial reasoning capabilities essential for embodied AI systems to understand 3D environments and manipulate objects across different viewpoints. In this work, we introduce Cross-View Relations (XVR), a large-scale dataset designed to teach VLMs spatial reasoning across multiple views. XVR comprises 100K vision-question-answer samples derived from 18K diverse 3D scenes and 70K robotic manipulation trajectories, spanning three fundamental spatial reasoning tasks: Correspondence (matching objects across views), Verification (validating spatial relationships), and Localization (identifying object positions). VLMs fine-tuned on XVR achieve substantial improvements on established multi-view and robotic spatial reasoning benchmarks (MindCube and RoboSpatial). When integrated as backbones in Vision-Language-Action models, XVR-trained representations improve success rates on RoboCasa. Our results demonstrate that explicit training on cross-view spatial relations significantly enhances multi-view reasoning and transfers effectively to real-world robotic manipulation.
LiDAR has become an essential sensing modality in autonomous driving, robotics, and smart-city applications. However, ghost points (or ghost), which are false reflections caused by multi-path laser returns from glass and reflective surfaces, severely degrade 3D mapping and localization accuracy. Prior ghost removal rely on geometric consistency in dense point clouds, failing on mobile LiDAR's sparse, dynamic data. We address this by exploiting full-waveform LiDAR (FWL), which captures complete temporal intensity profiles rather than just peak distances, providing crucial cues for distinguishing ghosts from genuine reflections in mobile scenarios. As this is a new task, we present Ghost-FWL, the first and largest annotated mobile FWL dataset for ghost detection and removal. Ghost-FWL comprises 24K frames across 10 diverse scenes with 7.5 billion peak-level annotations, which is 100x larger than existing annotated FWL datasets. Experiments show that our baseline outperforms existing methods in ghost removal accuracy, and our ghost removal further enhance downstream tasks such as LiDAR-based SLAM (66% trajectory error reduction) and 3D object detection (50x false positive reduction).
High-quality 3D garment reconstruction plays a crucial role in mitigating the sim-to-real gap in applications such as digital avatars, virtual try-on and robotic manipulation. However, existing garment reconstruction methods typically rely on unstructured representations, such as 3D Gaussian Splats, struggling to provide accurate reconstructions of garment topology and sewing structures. As a result, the reconstructed outputs are often unsuitable for high-fidelity physical simulation. We propose ReWeaver, a novel framework for topology-accurate 3D garment and sewing pattern reconstruction from sparse multi-view RGB images. Given as few as four input views, ReWeaver predicts seams and panels as well as their connectivities in both the 2D UV space and the 3D space. The predicted seams and panels align precisely with the multi-view images, yielding structured 2D-3D garment representations suitable for 3D perception, high-fidelity physical simulation, and robotic manipulation.To enable effective training, we construct a large-scale dataset GCD-TS, comprising multi-view RGB images, 3D garment geometries, textured human body meshes and annotated sewing patterns. The dataset contains over 100,000 synthetic samples covering a wide range of complex geometries and topologies. Extensive experiments show that ReWeaver consistently outperforms existing methods in terms of topology accuracy, geometry alignment and seam-panel consistency. Code and data will be available at the project sii-liming.github.io/ReWeaver.