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2,942篇论文匹配“Robotics”
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Xiangkai Ma, Lekai Xing, Han Zhang, Wenzhong Li, Sanglu Lu

Vision-Language-Action (VLA) models built upon Chain-of-Thought (CoT) have achieved remarkable success in advancing general-purpose robotic agents, owing to its significant perceptual comprehension. Recently, since text-only CoT struggles to adequately capture scene details in complex spatial environments, a highly promising strategy involves leveraging visual priors to guide robotic action generation. Nevertheless, these strategies face two inherent challenges: (i) a modality gap between visual observations and low-level actions, and (ii) unstable training due to competing objectives between visual prediction and action generation. To address these challenges, we propose a Vision-Integrated Trajectory Alignment (VITA) framework that learns a shared discrete latent space for vision and action, enabling joint modeling of perception and motor control. VITA introduces a implicit visual CoT: autoregressively generated tokens is simultaneously decoded into future frames predictions and robot actions, thereby internalizing visual dynamics as an inductive bias for motion planning. Extensive experiments on simulated and real-world environments demonstrate state-of-the-art performance. VITA improves 14.5%, 9.6% and 12.1% over existing baselines on CALVIN, LIBERO and SimplerEnv. Furthermore, VITA attains an average success rate of 80.5% across six real-world tasks, demonstrating its potential as a generalist robotic manipulation model.

Hwanhee Jung, Seunggwan Lee, Jeongyoon Yoon, SeungHyeon Kim, Giljoo Nam, Qixing Huang, Sangpil Kim

Synthesizing realistic human-object interaction (HOI) is essential for 3D computer vision and robotics, underpinning animation and embodied control. Existing approaches often require manually specified intermediate waypoints and place all optimization objectives on a single network, which increases complexity, reduces flexibility, and leads to errors such as unsynchronized human and object motion or penetration. To address these issues, we propose Decoupled Generative Modeling for Human-Object Interaction Synthesis (DecHOI), which separates path planning and action synthesis. A trajectory generator first produces human and object trajectories without prescribed waypoints, and an action generator conditions on these paths to synthesize detailed motions. To further improve contact realism, we employ adversarial training with a discriminator that focuses on the dynamics of distal joints. The framework also models a moving counterpart and supports responsive, long-sequence planning in dynamic scenes, while preserving plan consistency. Across two benchmarks, FullBodyManipulation and 3D-FUTURE, DecHOI surpasses prior methods on most quantitative metrics and qualitative evaluations, and perceptual studies likewise prefer our results.

Nikhil Behari, Aaron Young, Tzofi Klinghoffer, Akshat Dave, Ramesh Raskar

Imaging system design is a complex, time-consuming, and largely manual process; LiDAR design, ubiquitous in mobile devices, autonomous vehicles, and aerial imaging platforms, adds further complexity through unique spatial and temporal sampling requirements. In this work, we propose a framework for automated, task-driven LiDAR system design under arbitrary constraints. To achieve this, we represent LiDAR configurations in a continuous six-dimensional design space and learn task-specific implicit densities in this space via flow-based generative modeling. We then synthesize new LiDAR systems by modeling sensors as parametric distributions in 6D space and fitting these distributions to our learned implicit density using expectation-maximization, enabling efficient, constraint-aware LiDAR system design. We validate our method on diverse tasks in 3D vision, enabling automated LiDAR system design across real-world-inspired applications in face scanning, robotic tracking, and object detection.

Alexandros Delitzas, Chenyangguang Zhang, Alexey Gavryushin, Tommaso Di Mario, Boyang Sun, Rishabh Dabral, Leonidas Guibas, Christian Theobalt, Marc Pollefeys, Francis Engelmann 等

We present FunREC, a method for reconstructing functional 3D digital twins of indoor scenes directly from egocentric RGB-D interaction videos. Unlike existing methods on articulated reconstruction, which rely on controlled setups, multi-state captures, or CAD priors, FunREC operates directly on in-the-wild human interaction sequences to recover interactable 3D scenes. It automatically discovers articulated parts, estimates their kinematic parameters, tracks their 3D motion, and reconstructs static and moving geometry in canonical space, yielding simulation-compatible meshes. Across new real and simulated benchmarks, FunREC surpasses prior work by a large margin, achieving up to +50 mIoU improvement in part segmentation, 5-10x lower articulation and pose errors, and significantly higher reconstruction accuracy. We further demonstrate applications on URDF/USD export for simulation, hand-guided affordance mapping and robot-scene interaction. Our project page is: functionalscenes.github.io.

Weiliang Tang, Jialin Gao, Jia-Hui Pan, Gang Wang, Li Erran Li, Yun-Hui Liu, Mingyu Ding, Pheng-Ann Heng, Chi-Wing Fu

Vision-Language Model (VLM) is now an important component to enable robust robot manipulation. Yet, using it to translate human instructions into an action-resolvable intermediate representation often needs a tradeoff between VLM-comprehensibility and generalizability. Inspired by context-free grammar structure, we design the Semantic Assembly representation named SEAM, by decomposing the intermediate representation into vocabulary and grammar. Doing so leads us to a concise vocabulary of semantically-rich operations and a VLM-friendly grammar for handling diverse unseen tasks. Also, we design a novel open-vocabulary segmentation paradigm with an in-context learning strategy to precisely localize fine-grained object parts for manipulation (e.g., cup handle, teapot opening) effectively with the shortest inference time over all state-of-the-art parallel works. We then formulate new metrics for action-generalizability and VLM-comprehensibility to evaluate mainstream representations, demonstrating the strong performance of SEAM on both aspects. Extensive real-world experiments further manifest the SOTA performance of SEAM under varying settings and tasks.

Mert Albaba, Chenhao Li, Markos Diomataris, Omid Taheri, Andreas Krause, Michael J. Black

Acquiring physically plausible motor skills across diverse and unconventional embodiments, including humanoids and quadrupeds, is essential for advancing character simulation and robotics. Traditional methods, such as reinforcement learning (RL), require extensive reward function engineering. Imitation learning (IL) offers an alternative but relies heavily on curated 3D expert demonstrations, which are scarce and difficult to obtain for non-human morphologies. Video diffusion models, on the other hand, are capable of generating realistic-looking videos of various morphologies, from humans to ants. However, these videos are often not physically plausible, which limits their direct use for skill acquisition. We introduce "No-data Imitation Learning" (NIL): an imitation learning framework that replaces curated expert demonstrations with videos generated by a pretrained video diffusion model. Our key insight is that the physics simulator enforces physical constraints, while the video provides visual guidance. NIL learns 3D motor skills in a physics simulator from 2D-generated videos, with generalization capability to unconventional forms. Specifically, NIL computes a discriminator-free imitation reward that combines (i) a video-embedding similarity between generated and simulated videos using a pretrained video vision transformer, and (ii) an image-based similarity term derived from video segmentation masks. We evaluate NIL on locomotion and whole-body control tasks across unique body configurations. Our experiments show that in humanoid locomotion, NIL matches the performance of state-of-the-art IL baselines trained on motion capture data; and in whole-body manipulation, it exceeds the performance of RL baselines without requiring any curated data. Our project page, including videos and code, is available at https://nil.is.tue.mpg.de.

Aadarsh Sahoo, Vansh Tibrewal, Georgia Gkioxari

Creating machines capable of understanding the world in 3D is essential in assisting designers that build and edit 3D environments and robots navigating and interacting within a three-dimensional space. Inspired by advances in language and image modeling, we investigate the potential of autoregressive models for a new modality: structured 3D scenes. To this end, we propose a unified LLM framework that aligns language, images, and 3D scenes and provide a detailed "cookbook" outlining critical design choices for achieving optimal training and performance addressing key questions related to data representation, modality-specific objectives, and more. We show how to tokenize complex 3D objects to incorporate into our structured 3D scene modality. We evaluate performance across four core 3D tasks - rendering, recognition, instruction-following, and question-answering - and four 3D datasets, synthetic and real-world. We show our model's effectiveness on reconstructing complete 3D scenes consisting of complex objects from a single image and on real-world 3D object recognition tasks. Project webpage: https://glab-caltech.github.io/kyvo/

Xiang Li, Ya-Li Li, Yuan Wang, Shengjin Wang

Vision-Language-Action (VLA) models have emerged as a powerful paradigm for general robotic manipulation. However, existing approaches typically omit intermediate reasoning steps and directly regress actions, limiting reasoning interpretability and performance in long-horizon or compositional tasks. Although recent studies introduce Chain-of-Thought (CoT) reasoning into VLA models, their effectiveness remains suboptimal due to two key issues: (1) generating a full reasoning trajectory at every timestep introduces substantial redundancy, thereby hinders real-time deployment and (2) reasoning is performed independently, neglecting temporal consistency, which leads to planning conflicts.We propose TRM-VLA, a temporal-aware reasoning and memorization framework that integrates explicit temporal modeling into the VLA reasoning process. TRM-VLA consists of two core components: (1) Keyframe-Triggered Reasoning (KTR), which identifies task progress and performs hierarchical CoT reasoning only at key decision points to reduce redundant inference; and (2) Granularity-adaptable Context Memory (GCM), which dynamically stores and retrieves historical reasoning trajectories to maintain inter-frame coherence and global context. Built upon a dual-system architecture--combining a multimodal foundation model for slow reasoning (System 2) with a diffusion-based policy for fast execution (System 1)--TRM-VLA learns to plan and act efficiently in a unified manner. Extensive experiments on LIBERO-90, SIMPLER, and four real-world robotic tasks demonstrate that TRM-VLA achieves state-of-the-art performance while improving reasoning efficiency.

Gaspard Beaudouin, Minghan Li, Jaeyeon Kim, Sung-Hoon Yoon, Mengyu Wang

We propose Delta Rectified Flow Sampling (DRFS), a novel inversion-free, path-aware editing framework within rectified flow models for text-to-image editing. DRFS is a distillation-based method that explicitly models the discrepancy between the source and target velocity fields in order to mitigate over-smoothing artifacts rampant in prior distillation sampling approaches. We further introduce a time-dependent shift term to push noisy latents closer to the target trajectory, enhancing the alignment with the target distribution. We theoretically demonstrate that disabling this shift recovers Delta Denoising Score (DDS), bridging score-based diffusion optimization and velocity-based rectified-flow optimization. Moreover, under rectified-flow dynamics, a linear shift schedule recovers the inversion-free method FlowEdit as a strict special case, yielding a unifying view of optimization and ODE editing. We conduct an analysis to guide the design of our shift term, and experimental results on the widely used PIE Benchmark indicate that DRFS achieves superior editing quality, fidelity, and controllability while requiring no architectural modifications. Code is available at https://github.com/Harvard-AI-and-Robotics-Lab/DeltaRectifiedFlowSampling.

Yuxuan Wang, Haobin Jiang, Shiqing Yao, Ziluo Ding, Zongqing Lu

Existing humanoid control systems often rely on teleoperation or modular generation pipelines that separate language understanding from physical execution. However, the former is entirely human-driven, and the latter lacks tight alignment between language commands and physical behaviors. In this paper, we present SENTINEL, a fully end-to-end language-action framework for humanoid whole-body control. We construct a large-scale dataset by tracking human motions in simulation using a pretrained whole body controller, combined with their text annotations. The model directly maps language commands and proprioceptive inputs to low-level actions without any intermediate representation. The model generates action chunks using flow matching, which can be subsequently refined by a residual action head for real-world deployment. Our method exhibits strong semantic understanding and stable execution on humanoid robots in both simulation and real-world deployment, and also supports multi-modal extensions by converting inputs into texts.

Yifan Liu, Fangneng Zhan, Kaichen Zhou, Yilun Du, Paul Pu Liang, Hanspeter Pfister

Vision-language models (VLMs) struggle with 3D-related tasks such as spatial cognition and physical understanding, which are crucial for real-world applications like robotics and embodied agents. We attribute this to a modality gap between the 3D tasks and the 2D training of VLM, which led to inefficient retrieval of 3D information from 2D input. To bridge this gap, we introduce SandboxVLM, a simple yet effective framework that leverages abstract bounding boxes to encode geometric structure for VLMs. Specifically, we design a 3D Sandbox reconstruction and perception pipeline comprising four stages: generating multi-view priors with abstract control, proxy elevation, multi-view voting and clustering, and 3D-aware reasoning. Evaluated in zero-shot settings across multiple benchmarks and VLM backbones, our approach consistently improves spatial intelligence, achieving an 8.3% gain on SAT Real compared with baseline methods for instance. These results demonstrate that presenting VLMs with 3D abstractions substantially enhances their 3D reasoning ability without additional training, suggesting new possibilities for general-purpose embodied intelligence.

Penghao Wang, Siyuan Xie, Hongyu Yan, Xianghui Yang, Jingwei Huang, Chunchao Guo, Jiayuan Gu

Creating interactive digital environments for gaming, robotics, and simulation relies on articulated 3D objects whose functionality emerges from their part geometry and kinematic structure. However, existing approaches remain fundamentally limited: optimization-based reconstruction methods require slow, per-object joint fitting and typically handle only simple, single-joint objects, while retrieval-based methods assemble parts from a fixed library, leading to repetitive geometry and poor generalization. To address these challenges, we introduce ArtLLM, a novel framework for generating high-quality articulated assets directly from complete 3D meshes. At its core is a 3D multimodal large language model trained on a large-scale articulation dataset curated from both existing articulation datasets and procedurally generated objects. Unlike prior work, ArtLLM autoregressively predicts a variable number of parts and joints, inferring their kinematic structure in a unified manner from the object's point cloud. This articulation-aware layout then conditions a 3D generative model to synthesize high-fidelity part geometries. Experiments on the PartNet-Mobility dataset show that ArtLLM significantly outperforms state-of-the-art methods in both part layout accuracy and joint prediction, while generalizing robustly to real-world objects. Finally, we demonstrate its utility in constructing digital twins, highlighting its potential for scalable robot learning.

Mingzhe Li, Mengyin Liu, Zekai Wu, Xincheng Lin, Junsheng Zhang, Ming Yan, Zengye Xie, Changwang Zhang, Chenglu Wen, Lan Xu 等

Humanoid robots have achieved significant progress in motion generation and control, exhibiting movements that appear increasingly natural and human-like. Inspired by the Turing Test, we propose the Motion Turing Test, a framework that evaluates whether human observers can discriminate between humanoid robot and human poses using only kinematic information. To facilitate this evaluation, we present the Human-Humanoid Motion (HHMotion) dataset, which consists of 1,000 motion sequences spanning 15 action categories, performed by 11 humanoid models and 10 human subjects. All motion sequences are converted into SMPL-X representations to eliminate the influence of visual appearance. We recruited 30 annotators to rate the human-likeness of each pose on a 0-5 scale, resulting in over 500 hours of annotation. Analysis of the collected data reveals that humanoid motions still exhibit noticeable deviations from human movements, particularly in dynamic actions such as jumping, boxing, and running. Building on HHMotion, we formulate a human-likeness evaluation task that aims to automatically predict human-likeness scores from motion data. Despite recent progress in multimodal large language models, we find that they remain inadequate for assessing motion human-likeness. To address this, we propose a simple baseline model and demonstrate that it outperforms several contemporary LLM-based methods. The dataset, code, and benchmark release publicly at http://www.lidarhumanmotion.net/mtt/

Hang Dai, Hongwei Fan, Han Zhang, Duojin Wu, Jiyao Zhang, Hao Dong

The increasing demand for augmented reality and robotics is driving the need for articulated object reconstruction with high scalability. However, existing settings for reconstructing from discrete articulation states or casual monocular videos require non-trivial axis alignment or suffer from insufficient coverage, limiting their applicability. In this paper, we introduce FreeArtGS, a novel method for reconstructing articulated objects under free-moving scenario, a new setting with a simple setup and high scalability. FreeArtGS combines free-moving part segmentation with joint estimation and end-to-end optimization, taking only a monocular RGB-D video as input. By optimizing with the priors from off-the-shelf point-tracking and feature models, the free-moving part segmentation module identifies rigid parts from relative motion under unconstrained capture. The joint estimation module calibrates the unified object-to-camera poses and recovers joint type and axis robustly from part segmentation. Finally, 3DGS-based end-to-end optimization is implemented to jointly reconstruct visual textures, geometry, and joint angles of the articulated object. We conduct experiments on two benchmarks and real-world free-moving articulated objects. Experimental results demonstrate that FreeArtGS consistently excels in reconstructing free-moving articulated objects and remains highly competitive in previous reconstruction settings, proving itself a practical and effective solution for realistic asset generation. The project page is available at: https://freeartgs.github.io/.

Hongjia Zhai, Qi Zhang, Xiaokun Pan, Xiyu Zhang, Yitong Dong, Huaqi Zhang, Dan Xu, Guofeng Zhang

Open-vocabulary scene understanding with online panoptic mapping is essential for embodied applications to perceive and interact with environments. However, existing methods are predominantly offline or lack instance-level understanding, limiting their applicability to real-world robotic tasks. In this paper, we propose OnlinePG, a novel and effective system that integrates geometric reconstruction and open-vocabulary perception using 3D Gaussian Splatting in an online setting. Technically, to achieve online panoptic mapping, we employ an efficient local-to-global paradigm with a sliding window. To build local consistency map, we construct a 3D segment clustering graph that jointly leverages geometric and semantic cues, fusing inconsistent segments within sliding window into complete instances. Subsequently, to update the global map, we construct explicit spatial attribute grids for the local 3D Gaussian map and fuse them into the global map via robust bidirectional bipartite 3D Gaussian instance matching. Finally, we utilize the fused VLM features inside the 3D spatial attribute grids to achieve open-vocabulary scene understanding. Extensive experiments on widely used datasets demonstrate that our method achieves better performance among online approaches, while maintaining real-time efficiency.

Senyu Fei, Siyin Wang, Junhao Shi, Zihao Dai, Jikun Cai, Pengfang Qian, Li Ji, Xinzhe He, Shiduo Zhang, Zhaoye Fei 等

Visual-Language-Action (VLA) models report impressive success rates exceeding 95% on robotic manipulation benchmarks, yet these results may mask fundamental weaknesses in robustness. Current simulation-based robustness evaluations suffer from narrow perturbation coverage, manual design constraints, and coarse-grained analysis that fails to reveal when and how models fail. To address this gap, we propose LIBERO-Plus, a comprehensive, automatic, and fine-grained evaluation framework with controlled perturbations across seven dimensions: object layouts, camera viewpoints, robot initial states, language instructions, lighting conditions, background textures, and sensor noise. Our systematic analysis of ten state-of-the-art models reveals consistent brittleness beneath apparent competence, with performance dropping from 95% to below 30% under modest perturbations. Our findings challenge the assumption that high benchmark scores equate to true competency and highlight the need for evaluation practices that assess reliability under realistic variation.

Liming Kuang, Yordanka Velikova, Mahdi Saleh, Jan-Nico Zaech, Danda Pani Paudel, Benjamin Busam

Object pose estimation is a fundamental task in computer vision and robotics, yet most methods require extensive, dataset-specific training. Concurrently, large-scale vision language models show remarkable zero-shot capabilities. In this work, we bridge these two worlds by introducing ConceptPose, a framework for object pose estimation that is both training-free and model-free. ConceptPose leverages a vision-language-model (VLM) to create open-vocabulary 3D concept maps, where each point is tagged with a concept vector derived from saliency maps. By establishing robust 3D-3D correspondences across concept maps, our approach allows precise estimation of 6DoF relative pose. Without any object or dataset-specific training, our approach achieves state-of-the-art results on common zero shot relative pose estimation benchmarks, outperforming the strongest baseline by a relative 62% in average ADD(-S) score, including methods that utilize extensive dataset-specific training.

Wei-Jin Huang, Yue-Yi Zhang, Yi-Lin Wei, Zhi-Wei Xia, Juantao Tan, Yuan-Ming Li, Zhilin Zhao, Wei-Shi Zheng

Enabling humanoid robots to physically interact with humans is a critical frontier, but progress is hindered by the scarcity of high-quality Human-Humanoid Interaction (HHoI) data. While leveraging abundant Human-Human Interaction (HHI) data presents a scalable alternative, we first demonstrate that standard retargeting fails by breaking the essential contacts. We address this with PAIR (Physics-Aware Interaction Retargeting), a contact-centric, two-stage pipeline that preserves contact semantics across morphology differences to generate physically consistent HHoI data.This high-quality data, however, exposes a second failure: conventional imitation learning policies merely mimic trajectories and lack interactive understanding. We therefore introduce D-STAR (Decoupled Spatio-Temporal Action Reasoner), a hierarchical policy that disentangles when to act from where to act. In D-STAR, Phase Attention (when) and a Multi-Scale Spatial module (where) are fused by the diffusion head to produce synchronized whole-body behaviors beyond mimicry.By decoupling these reasoning streams, our model learns robust temporal phases without being distracted by spatial noise, leading to responsive, synchronized collaboration. We validate our framework through extensive and rigorous simulations, demonstrating significant performance gains over baseline approaches and a complete, effective pipeline for learning complex whole-body interactions from HHI data.

Artur Xarles, Sergio Escalera, Thomas B. Moeslund, Albert Clapés

Precise Event Spotting aims to localize fast-paced actions or events in videos with high temporal precision, a key task for applications in sports analytics, robotics, and autonomous systems. Existing methods typically process all frames uniformly, overlooking the inherent spatio-temporal redundancy in video data. This leads to redundant computation on non-informative regions while limiting overall efficiency. To remain tractable, they often spatially downsample inputs, losing fine-grained details crucial for precise localization. To address these limitations, we propose AdaSpot, a simple yet effective framework that processes low-resolution videos to extract global task-relevant features while adaptively selecting the most informative region-of-interest in each frame for high-resolution processing. The selection is performed via an unsupervised, task-aware strategy that maintains spatio-temporal consistency across frames and avoids the training instability of learnable alternatives. This design preserves essential fine-grained visual cues with a marginal computational overhead compared to low-resolution-only baselines, while remaining far more efficient than uniform high-resolution processing. Experiments on standard PES benchmarks demonstrate that AdaSpot achieves state-of-the-art performance under strict evaluation metrics (e.g., +3.96 and +2.26 mAP@0 frames on Tennis and FineDiving), while also maintaining strong results under looser metrics. Code is available at: https://github.com/arturxe2/AdaSpot

Zekai Lin, Xu Zheng

360deg panoramic images are increasingly used in VR, autonomous driving, and robotics for holistic scene understanding. However, current Vision-Language Models (VLMs) struggle with 3D spatial reasoning on Equirectangular Projection (ERP) images due to geometric distortion and limited 3D supervision. We introduce PanoEnv, a large-scale VQA benchmark built from synthetic 3D environments, containing 14.8K questions across five categories (e.g., relative position, attribute comparison) grounded in accurate 3D annotations--depth, segmentation, and bounding boxes. Benchmarking 14 state-of-the-art VLMs reveals limited 3D understanding, achieving only 49.34% overall and 8.36% on open-ended (OE) questions. To enhance 3D reasoning, we propose a reinforcement learning post-training framework based on Group Relative Policy Optimization (GRPO) with a ground-truth-guided reward combining five geometry-aware strategies (e.g., distance tolerance, spatial consistency). A two-stage curriculum further mitigates catastrophic forgetting: Stage 1 trains on structured tasks (T/F, MCQ), and Stage 2 fine-tunes on mixed OE data for generalization. Our 7B model sets a new SoTA performance, improving total accuracy to 52.93% (+3.59%) and OE accuracy to 14.83% while maintaining structured-task performance. It also achieves top semantic scores (Q-Score 6.24, P-Score 5.95), surpassing 32B models. These results demonstrate that PanoEnv-QA and our curriculum-based RL framework effectively instill 3D spatial intelligence in VLMs for omnidirectional perception.