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4,294篇论文匹配“Physics”
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Soomin Park, Eunseong Lee, Kwang Bin Lee, Sung-Hee Lee

We present MaskAdapt, a framework for flexible motion adaptation in physics-based humanoid control. The framework follows a two-stage residual learning paradigm. In the first stage, we train a mask-invariant base policy using stochastic body-part masking and a regularization term that enforces consistent action distributions across masking conditions. This yields a robust motion prior that remains stable under missing observations, anticipating later adaptation in those regions. In the second stage, a residual policy is trained atop the frozen base controller to modify only the targeted body parts while preserving the original behaviors elsewhere. We demonstrate the versatility of this design through two applications: (i) motion composition, where varying masks enable multi-part adaptation within a single sequence, and (ii) text-driven partial goal tracking, where designated body parts follow kinematic targets provided by a pre-trained text-conditioned autoregressive motion generator. Through experiments, MaskAdapt demonstrates strong robustness and adaptability, producing diverse behaviors under masked observations and delivering superior targeted motion adaptation compared to prior work.

Xinyi Chen, Hang Dong, Baowei Jiang, Shenkun Xu, Youqi Guan, Kanle Shi, Kun Gai, Haichuan Song

High-resolution human video matting aims to predict accurate alpha mattes for semi-transparent regions while ensuring temporal consistency across frames. Despite notable progress, current methods still fail to achieve a satisfactory trade-off between quality and efficiency, with limitations in subject stability, temporal modeling, and computational cost. In this paper, we introduce \muMatting, an innovative resolution-agnostic two-stage framework for video matting: (1) coarse matte localization using a portrait-aware masked autoencoder; (2) refinement of critical regions via sparse 3D convolution, augmented by a temporal modulator that injects global spatio-temporal cues for enhanced consistency and contextual awareness. From data perspective, existing research remains limited by the insufficient quality of datasets, including (1) inaccurate alpha fractional values resulting from imperfect annotation, and (2) visual inconsistencies arising from arbitrary foreground-background compositions that lack natural coherence. To address this, we introduce \alphaMatte4K, a large-scale 4K-resolution human video matting dataset, which achieves accurate annotations and physical consistency through physically based rendering (PBR). Extensive experiments show that \muMatting surpasses state-of-the-art methods in accuracy and spatio-temporal consistency, while \alphaMatte4K boosts baseline performance, driving applications in real-world scenarios. The project is open-sourced at https://github.com/kadatec/mu-Matting.

Yujie Zhao, Hongwei Fan, Di Chen, Shengcong Chen, Liliang Chen, Xiaoqi Li, Guanghui Ren, Hao Dong

Recent progress in robot learning has been driven by large-scale datasets and powerful visuomotor policy architectures, yet policy robustness remains limited by the substantial cost of collecting diverse demonstrations, particularly for spatial generalization in manipulation tasks. To reduce repetitive data collection, we present Real2Edit2Real, a framework that generates new demonstrations by bridging 3D editability with 2D visual data through a 3D control interface. Our approach first reconstructs scene geometry from multi-view RGB observations with a metric-scale 3D reconstruction model. Based on the reconstructed geometry, we perform depth-reliable 3D editing on point clouds to generate new manipulation trajectories while geometrically correcting the robot poses to recover physically consistent depth, which serves as a reliable condition for synthesizing new demonstrations. Finally, we propose a multi-conditional video generation model guided by depth as the primary control signal, together with action, edge, and ray maps, to synthesize spatially augmented multi-view manipulation videos. Experiments on four real-world manipulation tasks demonstrate that policies trained on data generated from only 1-5 source demonstrations can match or outperform those trained on 50 real-world demonstrations, improving data efficiency by up to 10-50x. Moreover, experimental results on height and texture editing demonstrate the framework's flexibility and extensibility, indicating its potential to serve as a unified data generation framework.

Jiude Wei, Yuxuan Li, Cewu Lu, Jianhua Sun

We humans rely on a wide range of commonsense knowledge to interact with an extensive number and categories of objects in the physical world. Likewise, such commonsense knowledge is also crucial for robots to successfully develop generalized object manipulation skills. While recent advancements in Multi-modal Large Language Models (MLLMs) have showcased their impressive capabilities in acquiring commonsense knowledge and conducting commonsense reasoning, effectively grounding this semantic-level knowledge produced by MLLMs to the physical world to thoroughly guide robots in generalized articulated object manipulation remains a challenge that has not been sufficiently addressed. To this end, we introduce analytic concepts, procedurally defined upon mathematical symbolism that can be directly computed and simulated by machines. By leveraging the analytic concepts as a bridge between the semantic-level knowledge inferred by MLLMs and the physical world where real robots operate, we can identify the knowledge of object structure and functionality with physics-informed representations, and then use the physically grounded knowledge to instruct robot control policies for generalized and accurate articulated object manipulation. Extensive experiments in both real world and simulation demonstrate the superiority of our approach.

Mengmeng Ge, Takashi Isobe, Xu Jia, Yanan Sun, Zetong Yang, Weinong Wang, Dong Zhou, Dong Li, Huchuan Lu, Emad Barsoum

Understanding physical transformation processes is crucial for both human cognition and artificial intelligence systems, particularly from an egocentric perspective, which serves as a key bridge between humans and machines in action modeling. We define this modeling process as Egocentric Instructed Visual State Transition (EIVST), which involves generating intermediate frames that depict object transformations between initial and target states under a brief action instruction. EIVST poses two challenges for current generative models: (1) understanding the visual scenes of the initial and target states and reasoning about transformation steps from an egocentric view, and (2) generating a consistent intermediate transition that follows the given instruction while preserving object appearance across the two visual states. To address these challenges, we propose the EgoIn framework. It first infers the multi-step transition process between two given states using TransitionVLM, fine-tuned on our curated dataset to better adapt to this task and reduce hallucinated information. It then generates a sequence of frames based on transition conditions produced by the proposed Transition Conditioning module. Additionally, we introduce Object-aware Auxiliary Supervision to preserve consistent object appearance throughout the transition. Extensive experiments on human-object and robot-object interaction datasets demonstrate EgoIn's superior performance in generating semantically meaningful and visually coherent transformation sequences.

Ryosuke Hori, Jyun-Ting Song, Zhengyi Luo, Jinkun Cao, Soyong Shin, Hideo Saito, Kris Kitani

We propose Ground Reaction Inertial Poser (GRIP), a method that reconstructs physically plausible human motion using four wearable devices. Unlike conventional IMU-only approaches, GRIP combines IMU signals with foot pressure data to capture both body dynamics and ground interactions. Furthermore, rather than relying solely on kinematic estimation, GRIP uses a digital twin of a person, in the form of a synthetic humanoid in a physics simulator, to reconstruct realistic and physically plausible motion. At its core, GRIP consists of two modules: KinematicsNet, which estimates body poses and velocities from sensor data, and DynamicsNet, which controls the humanoid in the simulator using the residual between the KinematicsNet prediction and the simulated humanoid state. To enable robust training and fair evaluation, we introduce a large-scale dataset, Pressure and Inertial Sensing for Human Motion and Interaction (PRISM), that captures diverse human motions with synchronized IMUs and insole pressure sensors. Experimental results show that GRIP outperforms existing IMU-only and IMU-pressure fusion methods across all evaluated datasets, achieving higher global pose accuracy and improved physical consistency.

Gal Fiebelman, Hadar Averbuch-Elor, Sagie Benaim

3D Gaussian Splatting has recently enabled fast and photorealistic reconstruction of static 3D scenes. However, dynamic editing of such scenes remains a significant challenge. We introduce a novel framework, Physics-Guided Score Distillation, to address a fundamental conflict: physics simulation provides a strong motion prior that is insufficient for photorealism , while video-based Score Distillation Sampling (SDS) alone cannot generate coherent motion for complex, multi-particle scenarios. We resolve this through a unified optimization framework where physics simulation guides Score Distillation to jointly refine the motion prior for photorealism while simultaneously optimizing appearance. Specifically, we learn a neural dynamics model that predicts particle motion and appearance, optimized end-to-end via a combined loss integrating Video-SDS for photorealism with our physics-guidance prior. This allows for photorealistic refinements while ensuring the dynamics remain plausible. Our framework enables scene-wide dynamic weather effects, including snowfall, rainfall, fog, and sandstorms, with physically plausible motion. Experiments demonstrate our physics-guided approach significantly outperforms baselines, with ablations confirming this joint refinement is essential for generating coherent, high-fidelity dynamics.

Heng Li, Xiaotong Lin, Ling-An Zeng, Yulei Kang, Shuai Li, Jian-Fang Hu

Text-to-motion generation aims to generate 3D human motions that are tightly aligned with the input text while remaining physically plausible and rich in fine-grained detail. Although recent approaches can produce complex and natural movements, they usually operate at only one temporal scale, which limits both semantic alignment and temporal coherence. Inspired by the fact that complex motions are conceptualized hierarchically rather than at a single temporal scale in the human cognitive system, we propose MotionHiFlow, a hierarchical flow matching framework to generate motion progressively by constructing flow path from low to high temporal scales. The flows at lower scales capture high-level semantics and coarse motion structures, while flows at higher scales refine temporal details. To link the flows across scales, we introduce a novel cross-scale transition process, ensuring continuity and preserving noise consistency. Furthermore, by integrating a Text-Motion Diffusion Transformer and a topology-aware Motion VAE, MotionHiFlow explicitly models structural dependencies among joints via joint-aware positional encoding and skeletal topology, enabling precise semantic alignment alongside fine-grained motion details. Extensive experiments on HumanML3D and KIT-ML benchmarks demonstrate state-of-the-art performance, with ablation studies confirming the effectiveness of the hierarchical design and key components.

Zhenya Yang, Zhe Liu, Yuxiang Lu, Liping Hou, Chenxuan Miao, Siyi Peng, Bailan Feng, Xiang Bai, Hengshuang Zhao

Physics-aware driving world model is essential for drive planning, out-of-distribution data synthesis, and closed-loop evaluation. However, existing methods often rely on a single diffusion model to directly map driving actions to videos, which makes learning difficult and leads to physically inconsistent outputs. To overcome these challenges, we propose GenieDrive, a novel framework designed for physics-aware driving video generation. Our approach starts by generating 4D occupancy, which serves as a physics-informed foundation for subsequent video generation. 4D occupancy contains rich physical information, including high-resolution 3D structures and dynamics. To facilitate effective compression of such high-resolution occupancy, we propose a VAE that encodes occupancy into a latent tri-plane representation, reducing the latent size to only 58% of that used in previous methods. We further introduce Mutual Control Attention (MCA) to accurately model the influence of control on occupancy evolution, and we jointly train the VAE and the subsequent prediction module in an end-to-end manner to maximize forecasting accuracy. Together, these designs yield a 7.2% improvement in forecasting mIoU at an inference speed of 41 FPS, while using only 3.47 M parameters. Additionally, a Normalized Multi-View Attention is introduced in the video generation model to generate multi-view driving videos with guidance from our 4D occupancy, significantly improving video quality with a 20.7% reduction in FVD. Experiments demonstrate that GenieDrive enables highly controllable, multi-view consistent, and physics-aware driving video generation.

Seongrae Noh, SeungWon Seo, Gyeong-Moon Park, HyeongYeop Kang

Editing a 3D indoor scene from natural language is conceptually straightforward but technically challenging. Existing open-vocabulary systems often regenerate large portions of a scene or rely on image-space edits that disrupt spatial structure, resulting in unintended global changes or physically inconsistent layouts. These limitations stem from treating editing primarily as a generative task.We take a different view. A user instruction defines a desired world state, and editing should be the minimal sequence of actions that makes this state true while preserving everything else. This perspective motivates Edit-As-Act, a framework that performs open-vocabulary scene editing as goal-regressive planning in 3D space.Given a source scene and free-form instruction, Edit-As-Act predicts symbolic goal predicates and plans in EditLang, a PDDL-inspired action language that we design with explicit preconditions and effects encoding support, contact, collision, and other geometric relations. A language-driven planner proposes actions, and a validator enforces goal-directedness, monotonicity, and physical feasibility, producing interpretable and physically coherent transformations.By separating reasoning from low-level generation, Edit-As-Act achieves instruction fidelity, semantic consistency, and physical plausibility--three criteria that existing paradigms cannot satisfy together. On E2A-Bench, our benchmark of 63 editing tasks across 9 indoor environments, Edit-As-Act significantly outperforms prior approaches across all edit types and scene categories.

Yi Feng, Junwu E, Zizhan Guo, Yu Ma, Hanli Wang, Rui Fan

Panoptic occupancy prediction aims to jointly infer voxel-wise semantics and instance identities within a unified 3D scene representation. Nevertheless, progress in this field remains constrained by the absence of high-quality 3D mesh resources, instance-level annotations, and physically consistent occupancy datasets. Existing benchmarks typically provide incomplete and low-resolution geometry without instance-level annotations, limiting the development of models capable of achieving precise geometric reconstruction, reliable occlusion reasoning, and holistic 3D understanding. To address these challenges, this paper presents an instance-centric benchmark for the 3D panoptic occupancy prediction task. Specifically, we introduce ADMesh, the first unified 3D mesh library tailored for autonomous driving, which integrates over 15K high-quality 3D models with diverse textures and rich semantic annotations. Building upon ADMesh, we further construct CarlaOcc, a large-scale, physically consistent panoptic occupancy dataset generated using the CARLA simulator. This dataset contains over 100K frames with fine-grained, instance-level occupancy ground truth at voxel resolutions as fine as 0.05 m. Furthermore, standardized evaluation metrics are introduced to quantify the quality of existing occupancy datasets. Finally, a systematic benchmark of representative models is established on the proposed dataset, which provides a unified platform for fair comparison and reproducible research in the field of 3D panoptic perception. Code and dataset are available at https://mias.group/CarlaOcc.

Ping Chen, Zezhou Chen, Xingpeng Zhang, Yanlin Qian, Huan Hu, Xiang Liu, Zipeng Wang, Xin Wang, Zhaoxiang Liu, Kai Wang 等

Current 2D-to-3D conversion methods achieve geometric accuracy but are artistically deficient, failing to replicate the immersive and emotionally resonant experience of professional 3D cinema. This is because "geometric reconstruction" paradigms mistake deliberate artistic intent--such as strategic zero-plane shifts for "pop-out" effects and local depth sculpting--for data "noise" or ambiguity. This paper argues for a new paradigm: Artistic Disparity Synthesis, shifting the goal from physically accurate disparity estimation to artistically coherent disparity synthesis. We propose Art3D, a preliminary framework exploring this paradigm. Art3D uses a dual-path architecture to decouple global depth parameters (macro-intent) from local artistic effects (visual brushstrokes) and learns from professional 3D film data via indirect supervision. We also introduce a preliminary evaluation method to quantify cinematic alignment. Experiments show our approach demonstrates potential in replicating key local out-of-screen effects and aligning with the global depth styles of cinematic 3D content, laying the groundwork for a new class of artistically-driven conversion tools.

Haoming Wang, Qiyao Xue, Wei Gao

Modern vision-language models (VLMs) are expected to have abilities of spatial reasoning with diverse scene complexities, but evaluating such abilities is difficult due to the lack of benchmarks that are not only diverse and scalable but also fully customizable. Existing benchmarks offer limited customizability over the scene complexity and are incapable of isolating and analyzing specific VLM failure modes under distinct spatial conditions. To address this gap, instead of individually presenting benchmarks for different scene complexities, in this paper we present InfiniBench, a fully automated, customizable and user-friendly benchmark generator that can synthesize a theoretically infinite variety of 3D scenes with parameterized control on scene complexity. InfiniBench uniquely translates scene descriptions in natural language into photo-realistic videos with complex and physically plausible 3D layouts. This is achieved through three key innovations: 1) a LLM-based agentic framework that iteratively refines procedural scene constraints from scene descriptions; 2) a flexible cluster-based layout optimizer that generates dense and cluttered scenes previously intractable for procedural methods; and 3) a task-aware camera trajectory optimization method that renders scenes into videos with full object coverage as VLM input. Experiments demonstrate that InfiniBench outperforms state-of-the-art procedural and LLM-based 3D generation methods in prompt fidelity and physical plausibility, especially in high-complexity scenarios. We further showcased the usefulness of InfiniBench, by generating benchmarks for representative spatial reasoning tasks including measurement, perspective-taking and spatiotemporal tracking. The source codes of InfiniBench are available at https://github.com/pittisl/infinibench, and some sample benchmarks being generated by InfiniBench are available at https://huggingface.co/datasets/Haoming645/infinibench.

Xinyu Zhang, Ziyi Kou, Chuan Qin, Mia Huang, Ergys Ristani, Ankit Kumar, Lele Chen, Kun He, Abdeslam Boularias, Li Guan

Understanding hand-object interaction (HOI) is fundamental to computer vision, robotics, and AR/VR. However, conventional hand videos often lack essential physical information, such as contact forces and motion dynamics, and are prone to frequent occlusions. To address these challenges, we present Glove2Hand, a framework that translates multi-modal sensing glove data in HOI videos into photorealistic bare-hand representations, while faithfully preserving the underlying physical interaction dynamics. We introduce a novel 3D Gaussian hand model that ensures both temporal and multi-view rendering consistency. The rendered hand is seamlessly integrated into the scene using a diffusion-based hand restorer, which effectively handles complex hand-object interactions and non-rigid deformations. Leveraging Glove2Hand, we introduce HandSense, the first multi-modal HOI dataset featuring multi-view bare-hand videos with synchronized tactile and IMU signals. We demonstrate that HandSense significantly enhances downstream bare-hand applications, including video-based contact estimation and hand tracking under severe occlusion.

Peter Kulits, Cordelia Schmid

We train a language model to generate LEGO(r)-brick build sequences. While prior work has been restricted to discrete, voxel-like towers, we consider a much broader set of pieces, encompassing thousands of part types with diverse connection semantics. To enable this, we first collect a large-scale dataset of over 100,000 human-designed LDraw brick objects and scenes. The complexity of our setting makes it challenging to autoregressively assemble structures that satisfy physical constraints. When predicting block pose directly, build sequences quickly become invalid after a small number of steps. Although pieces are placed in 3D space, it is the spatial relationships of the parts which define the whole. With this in mind, we design a graph-based program representation that parametrizes structure through connectivity, improving the physical grounding of generated sequences. To enable future applications, we make our dataset and models available for research purposes. https://kulits.github.io/BrickNet

Junwei Zeng, Dong Liang, Sheng-Jun Huang, Kun Zhan, Songcan Chen

Atmospheric turbulence significantly degrades long-range imaging by introducing geometric warping and exposure-time-dependent blur, which adversely affects both visual quality and the performance of high-level vision tasks. Existing methods for synthesizing turbulence effects often oversimplify the relationship between blur and exposure-time, typically assuming fixed or binary exposure settings. This leads to unrealistic synthetic data and limited generalization capability of trained models. To address this gap, we revisit the modulation transfer function (MTF) formulation and propose a novel Exposure-Time-dependent MTF (ET-MTF) that models blur as a continuous function of exposure-time. For blur synthesis, we derive a tilt-invariant point spread function (PSF) from the ET-MTF, which, when integrated with a spatially varying blur-width field, provides a comprehensive and physically accurate characterization of turbulence-induced blur. Building on this synthesis pipeline, we construct ET-Turb, a large-scale synthetic turbulence dataset that explicitly incorporates continuous exposure-time modeling across diverse optical and atmospheric conditions. The dataset comprises 5,083 videos (2,005,835 frames), partitioned into 3,988 training and 1,095 test videos. Extensive experiments demonstrate that models trained on ET-Turb produce more realistic restorations and achieve superior generalization on real-world turbulence data compared to those trained on other datasets. The dataset is publicly available at: github.com/Jun-Wei-Zeng/ET-Turb.

Alara Dirik, Tuanfeng Yang Wang, Duygu Ceylan, Stefanos Zafeiriou, Anna Frühstück

Intrinsic image decomposition aims to separate images into physical components such as albedo, depth, normals, and illumination. While recent diffusion- and transformer-based models benefit from paired supervision from synthetic datasets, their generalization to diverse, real-world scenarios remains challenging. We propose ReasonX, a novel framework that leverages a multimodal large language model (MLLM) as a perceptual judge providing relative intrinsic comparisons, and uses these comparisons as GRPO rewards for fine-tuning intrinsic decomposition models on unlabeled, in-the-wild images. Unlike RL methods for generative models, our framework aligns conditional intrinsic predictors by rewarding agreement between the judge's relational assessments and analytically derived relations from the model's outputs. ReasonX is model-agnostic and can be applied to different intrinsic predictors. Across multiple base architectures and modalities, ReasonX yields significant improvements, including 9-25% WHDR reduction on IIW albedo and up to 46% depth accuracy gains on ETH3D, highlighting the promise of MLLM-guided comparative supervision to bridge low- and high-level vision reasoning.

Bing Han, Weiyuan Liu, Changlong Zhang, Chenxi Wang, Zhibin Zhao, Zhi Zhai

Achieving dexterous grasping remains a key challenge in robotics. Recent generative approaches enable diverse grasps through large-scale data-driven training, yet they often neglect geometric priors of objects, which leads to low data efficiency and poor physical plausibility. We propose GeoDexGrasp, a geometry-aware generation framework for dexterous grasping built upon object-centric geometric representations. We introduce a SIM(3)-equivariant network equipped with a self-supervised disentanglement strategy to extract interpretable and transferable geometric features, including shape, size, pose, and interaction direction. The overall generation process is then decomposed into two stages: first, root rotation generation conditioned on pose and interaction direction; second, hand grasp generation guided by shape and size. By leveraging geometric representations, GeoDexGrasp achieves SOTA physical plausibility (reducing 40% penetration depth) across five datasets, and exhibits improved data efficiency. Additionally, GeoDexGrasp is also lightweight (using less than 20% of the parameters of the previous SOTA method) and attains a comparable grasp success rate.

Jinze Chen, Wei Zhai, Yang Cao, Bin Li, Zheng-Jun Zha

Event cameras asynchronously capture brightness changes with microsecond latency, offering exceptional temporal precision but suffering from severe noise and signal inconsistencies. Unlike conventional signals, events carry state information through polarities and process information through inter-event time intervals. However, existing event filters often ignore the latter, producing outputs that are sparser than the raw input and limiting the reconstruction of continuous irradiance dynamics. We propose the Event Density Flow Filter (EDFilter), a framework that models event generation as threshold-crossing probability fluxes arising from the stochastic diffusion of irradiance trajectories. EDFilter performs nonparametric, kernel-based estimation of probability flux and reconstructs the continuous event density flow using an O(1) recursive solver, enabling real-time processing. The Rotary Event Dataset (RED), featuring microsecond-resolution ground-truth irradiance flow under controlled illumination is also presented for event quality evaluation. Experiments demonstrate that EDFilter achieves high-fidelity, physically interpretable event denoising and motion reconstruction.

Lin Liu, Caiyan Jia, Guanyi Yu, Ziying Song, Junqiao Li, Feiyang Jia, Peiliang Wu, Xiaoshuai Hao, Yadan Luo

Driving planning is a critical component of end-to-end (E2E) autonomous driving. However, prevailing Imitative E2E Planners often suffer from multimodal trajectory mode collapse, failing to produce diverse trajectory proposals. Meanwhile, Generative E2E Planners struggle to incorporate crucial safety and physical constraints directly into the generative process, necessitating an additional optimization stage to refine their outputs. In this paper, we propose GuideFlow, a novel planning framework that leverages Constrained Flow Matching. Concretely, GuideFlow explicitly models the flow matching process, which inherently mitigates mode collapse and allows for flexible guidance from various conditioning signals. Our core contribution lies in directly enforcing explicit constraints within the flow matching generation process, rather than relying on implicit constraint encoding. Crucially, GuideFlow unifies the training of the flow matching with the Energy-Based Model (EBM) to enhance the model's autonomous optimization capability to robustly satisfy physical constraints. Secondly, GuideFlow parameterizes driving aggressiveness as a control signal during generation, enabling precise manipulation of trajectory style. Extensive evaluations on major driving benchmarks (Bench2Drive, NuScenes, NavSim and ADV-NuScenes) validate the effectiveness of GuideFlow. Notably, on the NavSim test hard split (Navhard), GuideFlow achieved SOTA with an EPDMS score of 43.0. The code will be released in https://github.com/adept-thu/GuideFlow.