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2,942篇论文匹配“Robotics”
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Shengjie Lin, Jiading Fang, Muhammad Zubair Irshad, Vitor Campagnolo Guizilini, Rares Andrei Ambrus, Greg Shakhnarovich, Matthew R. Walter

Reconstructing articulated objects prevalent in daily environments is crucial for applications in augmented/virtual reality and robotics. However, existing methods face scalability limitations (requiring 3D supervision or costly annotations), robustness issues (being susceptible to local optima), and rendering shortcomings (lacking speed or photorealism). We introduce SplArt, a self-supervised, category-agnostic framework that uses 3D Gaussian Splatting (3DGS) to reconstruct and infer the kinematics of articulated objects from two sets of posed RGB images captured at different articulation states, enabling real-time photorealistic rendering for novel viewpoints and articulations. SplArt augments 3DGS with a differentiable mobility parameter per Gaussian, achieving refined part segmentation. A multi-stage optimization strategy is employed to progressively handle reconstruction, part segmentation, and articulation estimation, significantly enhancing robustness and accuracy. SplArt exploits geometric self-supervision, effectively addressing challenging scenarios without requiring 3D annotations or category-specific priors. Evaluations on established and newly proposed benchmarks, along with applications to real-world scenarios using a handheld RGB camera, demonstrate SplArt's state-of-the-art performance and real-world practicality. Code is publicly available at https://github.com/ripl/splart.

Philipp Wulff, Felix Wimbauer, Dominik Muhle, Daniel Cremers

Volumetric scene reconstruction from a single image is crucial for a broad range of applications like autonomous driving and robotics. Recent volumetric reconstruction methods achieve impressive results, but generally require expensive 3D ground truth or multi-view supervision. We propose to leverage pre-trained 2D diffusion models and depth prediction models to generate synthetic scene geometry from a single image. This can then be used to distill a feed-forward scene reconstruction model. Our experiments on the challenging KITTI-360 and Waymo datasets demonstrate that our method matches or outperforms state-of-the-art baselines that use multi-view supervision, and offers unique advantages, for example regarding dynamic scenes.

Fabian Perez, Sara Rojas, Carlos Hinojosa, Hoover Rueda-Chacón, Bernard Ghanem

Neural Radiance Field (NeRF)-based segmentation methods focus on object semantics and rely solely on RGB data, lacking intrinsic material properties. This limitation restricts accurate material perception, which is crucial for robotics, augmented reality, simulation, and other applications. We introduce UnMix-NeRF, a framework that integrates spectral unmixing into NeRF, enabling joint hyperspectral novel view synthesis and unsupervised material segmentation. Our method models spectral reflectance via diffuse and specular components, where a learned dictionary of global endmembers represents pure material signatures, and per-point abundances capture their distribution. For material segmentation, we use spectral signature predictions along learned endmembers, allowing unsupervised material clustering. Additionally, UnMix-NeRF enables scene editing by modifying learned endmember dictionaries for flexible material-based appearance manipulation. Extensive experiments validate our approach, demonstrating superior spectral reconstruction and material segmentation to existing methods.

Youzhuo Wang, Jiayi Ye, Chuyang Xiao, Yiming Zhong, Heng Tao, Hang Yu, Yumeng Liu, Jingyi Yu, Yuexin Ma

Handover between a human and a dexterous robotic hand is a fundamental yet challenging task in human-robot collaboration. It requires handling dynamic environments and a wide variety of objects and demands robust and adaptive grasping strategies. However, progress in developing effective dynamic dexterous grasping methods is limited by the absence of high-quality, real-world human-to-robot handover datasets. Existing datasets primarily focus on grasping static objects or rely on synthesized handover motions, which differ significantly from real-world robot motion patterns, creating a substantial gap in applicability. In this paper, we introduce DexH2R, a comprehensive real-world dataset for human-to-robot handovers, built on a dexterous robotic hand. Our dataset captures a diverse range of interactive objects, dynamic motion patterns, rich visual sensor data, and detailed annotations. Additionally, to ensure natural and human-like dexterous motions, we utilize teleoperation for data collection, enabling the robot's movements to align with human behaviors and habits, which is a crucial characteristic for intelligent humanoid robots. Furthermore, we propose an effective solution, DynamicGrasp, for human-to-robot handover and evaluate various state-of-the-art approaches, including auto-regressive models and diffusion policy methods, providing a thorough comparison and analysis. We believe our benchmark will drive advancements in human-to-robot handover research by offering a high-quality dataset, effective solutions, and comprehensive evaluation metrics. Project is at https://dexh2r.github.io.

Ziyi Wang, Peiming Li, Hong Liu, Zhichao Deng, Can Wang, Jun Liu, Junsong Yuan, Mengyuan Liu

Natural Human-Robot Interaction (N-HRI) requires robots to recognize human actions at varying distances and states, regardless of whether the robot itself is in motion or stationary. This setup is more flexible and practical than conventional human action recognition tasks. However, existing benchmarks designed for traditional action recognition fail to address the unique complexities in N-HRI due to limited data, modalities, task categories, and diversity of subjects and environments. To address these challenges, we introduce ACTIVE (Action from Robotic View), a large-scale dataset tailored specifically for perception-centric robotic views prevalent in mobile service robots. ACTIVE comprises 30 composite action categories, 80 participants, and 46,868 annotated video instances, covering both RGB and point cloud modalities. Participants performed various human actions in diverse environments at distances ranging from 3m to 50m, while the camera platform was also mobile, simulating real-world scenarios of robot perception with varying camera heights due to uneven ground. This comprehensive and challenging benchmark aims to advance action and attribute recognition research in N-HRI. Furthermore, we propose ACTIVE-PC, a method that accurately perceives human actions at long distances using Multilevel Neighborhood Sampling, Layered Recognizers, Elastic Ellipse Query, and precise decoupling of kinematic interference from human actions. Experimental results demonstrate the effectiveness of ACTIVE-PC. Our code is available at: https://github.com/wangzy01/ACTIVE-Action-from-Robotic-View.

Giuseppe Cartella, Vittorio Cuculo, Alessandro D'Amelio, Marcella Cornia, Giuseppe Boccignone, Rita Cucchiara

Predicting human gaze scanpaths is crucial for understanding visual attention, with applications in human-computer interaction, autonomous systems, and cognitive robotics. While deep learning models have advanced scanpath prediction, most existing approaches generate averaged behaviors, failing to capture the variability of human visual exploration. In this work, we present ScanDiff, a novel architecture that combines diffusion models with Vision Transformers to generate diverse and realistic scanpaths. Our method explicitly models scanpath variability by leveraging the stochastic nature of diffusion models, producing a wide range of plausible gaze trajectories. Additionally, we introduce textual conditioning to enable task-driven scanpath generation, allowing the model to adapt to different visual search objectives. Experiments on benchmark datasets show that ScanDiff surpasses state-of-the-art methods in both free-viewing and task-driven scenarios, producing more diverse and accurate scanpaths. These results highlight its ability to better capture the complexity of human visual behavior, pushing forward gaze prediction research. Source code and models are publicly available at https://aimagelab.github.io/ScanDiff.

Yung-Hsu Yang, Luigi Piccinelli, Mattia Segu, Siyuan Li, Rui Huang, Yuqian Fu, Marc Pollefeys, Hermann Blum, Zuria Bauer

Monocular 3D object detection is valuable for various applications such as robotics and AR/VR. Existing methods are confined to closed-set settings, where the training and testing sets consist of the same scenes and/or object categories. However, real-world applications often introduce new environments and novel object categories, posing a challenge to these methods. In this paper, we address monocular 3D object detection in an open-set setting and introduce the first end-to-end 3D Monocular Open-set Object Detector (3D-MOOD). We propose to lift the open-set 2D detection into 3D space through our designed 3D bounding box head, enabling end-to-end joint training for both 2D and 3D tasks to yield better overall performance. We condition the object queries with geometry prior and overcome the generalization for 3D estimation across diverse scenes. To further improve performance, we design the canonical image space for more efficient cross-dataset training. We evaluate 3D-MOOD on both closed-set settings (Omni3D) and open-set settings (Omni3D - Argoverse 2, ScanNet), and achieve new state-of-the-art results. Code and models are available at royyang0714.github.io/3D-MOOD.

Fengrui Tian, Tianjiao Ding, Jinqi Luo, Hancheng Min, Rene Vidal

The problem of generating a perpetual dynamic scene from a single view is an important problem with widespread applications in augmented and virtual reality, and robotics. However, since dynamic scenes regularly change over time, a key challenge is to ensure that different generated views be consistent with the underlying 3D motions. Prior work learns such consistency by training on multiple views, but the generated scene regions often interpolate between training views and fail to generate perpetual views. To address this issue, we propose DynamicVoyager, which reformulates dynamic scene generation as a scene outpainting problem with new dynamic content. As 2D outpainting models struggle at generating 3D consistent motions from a single 2D view, we enrich 2D pixels with information from their 3D rays that facilitates learning of 3D motion consistency. More specifically, we first map the single-view video input to a dynamic point cloud using the estimated video depths. We then render a partial video of the point cloud from a novel view and outpaint the missing regions using ray information (e.g., the distance from a ray to the point cloud) to generate 3D consistent motions. Next, we use the outpainted video to update the point cloud, which is used for outpainting the scene from future novel views. Moreover, we can control the generated content with the input text prompt. Experiments show that our model can generate perpetual scenes with consistent motions along fly-through cameras. Project page: https://tianfr.github.io/DynamicVoyager

Yi-Lin Wei, Mu Lin, Yuhao Lin, Jian-Jian Jiang, Xiao-Ming Wu, Ling-An Zeng, Wei-Shi Zheng

Language-guided robot dexterous generation enables robots to grasp and manipulate objects based on human commands. However, previous data-driven methods are hard to understand intention and execute grasping with unseen categories in the open set. In this work, we explore a new task, Open-set Language-guided Dexterous Grasp, and find that the main challenge is the huge gap between high-level human language semantics and low-level robot action. To solve this problem, we propose an Affordance Dexterous Grasp (AffordDexGrasp) framework, with the insight that bridging the gap with a new generalizable-instructive affordance representation. This affordance can generalize to unseen categories by leveraging the object's local structure and category-agnostic semantic attributes, thereby effectively guiding dexterous grasp generation. Built upon the affordance, our framework introduces Affordance Flow Matching (AFM) for affordance generation with language as input, and Grasp Flow Matching (GFM) for generating dexterous grasp with affordance as input. To evaluate our framework, we build an open-set table-top language-guided dexterous grasp dataset. Extensive experiments in the simulation and real worlds show that our framework surpasses all previous methods in both seen category and unseen category generalization.

Ke Fan, Shunlin Lu, Minyue Dai, Runyi Yu, Lixing Xiao, Zhiyang Dou, Junting Dong, Lizhuang Ma, Jingbo Wang

Generating diverse and natural human motion sequences based on textual descriptions constitutes a fundamental and challenging research area within the domains of computer vision, graphics, and robotics. Despite significant advancements in this field, current methodologies often face challenges regarding zero-shot generalization capabilities, largely attributable to the limited size of training datasets. Moreover, the lack of a comprehensive evaluation framework impedes the advancement of this task by failing to identify directions for improvement. In this work, we aim to push text-to-motion into a new era, that is, to achieve the generalization ability of zero-shot. To this end, firstly, we develop an efficient annotation pipeline and introduce MotionMillion--the largest human motion dataset to date, featuring over 2,000 hours and 2 million high-quality motion sequences. Additionally, we propose MotionMillion-Eval, the most comprehensive benchmark for evaluating zero-shot motion generation. Leveraging a scalable architecture, we scale our model to 7B parameters and validate its performance on MotionMillion-Eval. Our results demonstrate strong generalization to out-of-domain and complex compositional motions, marking a significant step toward zero-shot human motion generation.

Jiangran Lyu, Ziming Li, Xuesong Shi, Chaoyi Xu, Yizhou Wang, He Wang

Non-prehensile manipulation is crucial for handling objects that are too thin, large, or otherwise ungraspable in unstructured environments. While conventional planning-based approaches struggle with complex contact modeling, learning-based methods have recently emerged as a promising alternative. However, existing learning-based approaches face two major limitations: they heavily rely on multi-view cameras and precise pose tracking, and they fail to generalize across varying physical conditions, such as changes in object mass and table friction. To address these challenges, we propose the Dynamics-Adaptive World Action Model (DyWA), a novel framework that enhances action learning by jointly predicting future states while adapting to dynamics variations based on historical trajectories. By unifying the modeling of geometry, state, physics, and robot actions, DyWA enables more robust policy learning under partial observability. Compared to baselines, our method improves the success rate by 31.5% using only single-view point cloud observations in the simulation. Furthermore, DyWA achieves an average success rate of 68% in real-world experiments, demonstrating its ability to generalize across diverse object geometries, adapt to varying table friction, and robustness in challenging scenarios such as half-filled water bottles and slippery surfaces.

Guanxing Lu, Baoxiong Jia, Puhao Li, Yixin Chen, Ziwei Wang, Yansong Tang, Siyuan Huang

Training robot policies within a learned world model is trending due to the inefficiency of real-world interactions. The established image-based world models and policies have shown prior success, but lack robust geometric information that requires consistent spatial and physical understanding of the three-dimensional world, even pre-trained on internet-scale video sources. To this end, we propose a novel branch of world model named Gaussian World Model (GWM) for robotic manipulation, which reconstructs the future state by inferring the propagation of Gaussian primitives under the effect of robot actions. At its core is a latent Diffusion Transformer (DiT) combined with a 3D variational autoencoder, enabling fine-grained scene-level future state reconstruction with Gaussian Splatting. GWM can not only enhance the visual representation for imitation learning agent by self-supervised future prediction training, but can serve as a neural simulator that supports model-based reinforcement learning. Both simulated and real-world experiments depict that GWM can precisely predict future scenes conditioned on diverse robot actions, and can be further utilized to train policies that outperform the state-of-the-art by impressive margins, showcasing the initial data scaling potential of 3D world model.

Liang Qin, Min Wang, Peiwei Li, Wengang Zhou, Houqiang Li

Object Goal Navigation (ObjectNav) in unknown environments presents significant challenges, particularly in Open-Vocabulary Mobile Manipulation (OVMM), where robots must efficiently explore large spaces, locate small objects, and accurately position themselves for subsequent manipulation. Existing approaches struggle to meet these demands: rule-based methods offer structured exploration but lack adaptability, while reinforcement learning (RL)-based methods enhance adaptability but fail to ensure effective long-term navigation. Moreover, both approaches often overlook precise stopping positions, which are critical for successful manipulation.To address these challenges, we propose APRR (Active Perception Meets Rule-Guided RL), a two-phase framework that designs a new rule-guided RL policy for the exploration phase and a novel active target perception policy for the last-mile navigation phase. Inspired by human search behavior, our rule-guided RL policy enables efficient and adaptive exploration by combining structured heuristics with learning-based decision-making. In the last-mile navigation phase, we introduce an RL-based policy enhanced with active target perception, allowing the robot to refine its position dynamically based on real-time detection feedback. Experimental results demonstrate that APRR improves the success rate by 13%, significantly outperforming existing methods. Furthermore, real-world experiments validate the practicality and effectiveness of APRR in real-world mobile manipulation scenarios, offering a robust and adaptable solution for precise object navigation. The code is available at https://github.com/qinliangql/APRR.

Wufei Ma, Haoyu Chen, Guofeng Zhang, Yu-Cheng Chou, Jieneng Chen, Celso de Melo, Alan Yuille

3D spatial reasoning is the ability to analyze and interpret the positions, orientations, and spatial relationships of objects within the 3D space. This allows models to develop a comprehensive understanding of the 3D scene, enabling their applicability to a broader range of applications, such as autonomous navigation, robotics, and AR/VR. Despite the remarkable improvements achieved by large multi-modal models (LMMs) in a wide range of image and video understanding tasks, their abilities to perform 3D spatial reasoning are less studied. In this work we present the first comprehensive 3D spatial reasoning benchmark, 3DSRBench, with 3,000 annotated image question answering triplets from 12 question types. We balance the data distribution by collecting complimentary images that lead to opposite answers given the same question. We also adopt a novel FlipEval for robust evaluation of 3D spatial reasoning capabilities. Moreover, to study the robustness of 3D spatial reasoning w.r.t. camera 3D viewpoints, our 3DSRBench involves two subsets with 3D spatial reasoning questions on images from the same scene with common and uncommon viewpoints. We benchmark a wide range of open-sourced and proprietary LMMs, revealing their limitations in different types of 3D awareness, i.e., height, orientation, location, and multi-object reasoning. Our 3DSRBench also allows us to study the design choices of developing LMMs with strong 3D reasoning capabilities, such as the vision encoders, connectors, and training recipes.

Mingtao Feng, Longlong Mei, Zijie Wu, Jianqiao Luo, Fenghao Tian, Jie Feng, Weisheng Dong, Yaonan Wang

Text to point cloud cross-modal localization is a crucial vision-language task for future human-robot collaboration. Existing coarse-to-fine frameworks assume that each query text precisely corresponds to the center area of a submap, limiting their applicability in real-world scenarios. This work redefines the task under a more realistic assumption, relaxing the one-to-one retrieval constraint by allowing partially matching query text and submap pairs. To address this challenge, we augment datasets with partially matching submaps and introduce an uncertainty-aware framework. Specifically, we model cross-modal ambiguity in fine-grained location regression by integrating uncertainty scores, represented as 2D Gaussian distributions, to mitigate the impact of challenging samples. Additionally, we propose an uncertainty-aware similarity metric that enhances similarity assessment between query text and submaps by propagating uncertainty into coarse place recognition, enabling the model to learn discriminative features, effectively handle partially matching samples and improve task synergy. Extensive experiments on KITTI360Pose and CityRefer demonstrate that our method achieves state-of-the-art performance across both stages. Our code is available at https://github.com/Afoolbird/PMSH

Xiaomeng Chu, Jiajun Deng, Guoliang You, Wei Liu, Xingchen Li, Jianmin Ji, Yanyong Zhang

Flexible instruction-guided 6-DoF grasping is a significant yet challenging task for real-world robotic systems. Existing methods utilize the contextual understanding capabilities of the large language models (LLMs) to establish mappings between expressions and targets, allowing robots to comprehend users' intentions in the instructions. However, the LLM's knowledge about objects' physical properties remains underexplored despite its tight relevance to grasping. In this work, we propose GraspCoT, a 6-DoF grasp detection framework that integrates a Chain-of-Thought (CoT) reasoning mechanism oriented to physical properties, guided by auxiliary question-answering (QA) tasks. Particularly, we design a set of QA templates to enable hierarchical reasoning that includes three stages: target parsing, physical property analysis, and grasp action selection. Moreover, GraspCoT presents a unified multimodal LLM architecture, which encodes multi-view observations of 3D scenes into 3D-aware visual tokens, and then jointly embeds these visual tokens with CoT-derived textual tokens within LLMs to generate grasp pose predictions. Furthermore, we present IntentGrasp, a large-scale benchmark that fills the gap in public datasets for multi-object grasp detection under diverse and indirect verbal commands. Extensive experiments on IntentGrasp demonstrate the superiority of our method, with additional validation in real-world robotic applications confirming its practicality. The code is available at https://github.com/cxmomo/GraspCoT.

Fangwei Zhong, Kui Wu, Churan Wang, Hao Chen, Hai Ci, Zhoujun Li, Yizhou Wang

We introduce UnrealZoo, a collection of over 100 photo-realistic 3D virtual worlds built on Unreal Engine, designed to reflect the complexity and variability of open-world environments. We also provide a rich variety of playable entities, including humans, animals, robots, and vehicles for embodied AI research. We extend UnrealCV with optimized APIs and tools for data collection, environment augmentation, distributed training, and benchmarking. These improvements achieve significant improvements in the efficiency of rendering and communication, enabling advanced applications such as multi-agent interactions. Our experimental evaluation across visual navigation and tracking tasks reveals two key insights: 1) environmental diversity provides substantial benefits for developing generalizable reinforcement learning (RL) agents, and 2) current embodied agents face persistent challenges in open-world scenarios, including navigation in unstructured terrain, adaptation to unseen morphologies, and managing latency in the close-loop control systems for interacting in highly dynamic objects.UnrealZoo thus serves as both a comprehensive testing ground and a pathway toward developing more capable embodied AI systems for real-world deployment.

Huilin Xu, Jian Ding, Jiakun Xu, Ruixiang Wang, Jun Chen, Jinjie Mai, Yanwei Fu, Bernard Ghanem, Feng Xu, Mohamed Elhoseiny

Bimanual manipulation is crucial in robotics, enabling complex tasks in industrial automation and household services. However, it poses significant challenges due to the high-dimensional action space and intricate coordination requirements. While video prediction has been recently studied for representation learning and control, leveraging its ability to capture rich dynamic and behavioral information, its potential for enhancing bimanual coordination remains underexplored. To bridge this gap, we propose a unified diffusion-based framework for the joint optimization of video and action prediction. Specifically, we propose a multi-frame latent prediction strategy that encodes future states in a compressed latent space, preserving task-relevant features. Furthermore, we introduce a unidirectional attention mechanism where video prediction is conditioned on the action, but action prediction remains independent of video prediction. This design allows us to omit video prediction during inference, significantly enhancing efficiency. Experiments on two simulated benchmarks and a real-world setting demonstrate a significant improvement in the success rate over the strong baseline ACT using our method, achieving a 24.9% increase on ALOHA, an 11.1% increase on RoboTwin, and a 32.5% increase in real-world experiments. Our models and code are publicly available at https://github.com/return-sleep/Diffusion_based_imaginative_Coordination.

Fangqi Zhu, Hongtao Wu, Song Guo, Yuxiao Liu, Chilam Cheang, Tao Kong

World models allow autonomous agents to plan and explore by predicting the visual outcomes of different actions. However, for robot manipulation, it is challenging to accurately model the fine-grained robot-object interaction within the visual space using existing methods which overlook precise alignment between each action and the corresponding frame. In this paper, we present IRASim, a novel world model capable of generating videos with fine-grained robot-object interaction details, conditioned on historical observations and robot action trajectories. We train a diffusion transformer and introduce a novel frame-level action-conditioning module within each transformer block to explicitly model and strengthen the action-frame alignment. Extensive experiments show that: (1) the quality of the videos generated by our method surpasses all the baseline methods and scales effectively with increased model size and computation; (2) policy evaluations using IRASim exhibit a strong correlation with those using the ground-truth simulator, highlighting its potential to accelerate real-world policy evaluation; (3) testing-time scaling through model-based planning with IRASim significantly enhances policy performance, as evidenced by an improvement in the IoU metric on the Push-T benchmark from 0.637 to 0.961; (4) IRASim provides flexible action controllability, allowing virtual robotic arms in datasets to be controlled via a keyboard or VR controller. Video and code are available at https://gen-irasim.github.io/.

Runqi Wang, Caoyuan Ma, Guopeng Li, Hanrui Xu, Yuke Li, Zheng Wang

Text to Motion aims to generate human motions from texts. Existing settings rely on limited Action Texts that include action labels (e.g., "walk, bend"), which limits flexibility and practicability in scenarios difficult to describe directly. This paper extends limited Action Texts to arbitrary ones. Scene texts without explicit action labels can enhance the practicality of models in complex and diverse industries such as virtual human interaction, robot behavior generation, and film production, while also supporting the exploration of potential implicit behavior patterns. However, newly introduced Scene Texts may yield multiple reasonable output results, causing significant challenges in existing data, framework, and evaluation.To address this practical issue, we first create a new dataset, HumanML3D++, by extending texts of the largest existing dataset, HumanML3D. Secondly, we propose a simple yet effective framework that extracts action instructions from arbitrary texts and subsequently generates motions. Furthermore, we also benchmark this new setting with multi-solution metrics to address the inadequacies of existing single-solution metrics. Extensive experiments indicate that Text to Motion in this realistic setting is challenging, fostering new research in this practical direction. More details are available in https://github.com/RunqiWang77/TAAT.github.io.