General visual representations learned from web-scale datasets for robotics have achieved great success in recent years, enabling data-efficient robot learning on manipulation tasks; yet these pre-trained representations are mostly on 2D images, neglecting the inherent 3D nature of the world. However, due to the scarcity of large-scale 3D data, it is still hard to extract a universal 3D representation from web datasets. Instead, we are seeking a general visual pre-training framework that could improve all 3D representations as an alternative. Our framework, called FVP, is a novel 4D Visual Pre-training framework for real-world robot learning. FVP frames the visual pre-training objective as a next-point-cloud-prediction problem, models the prediction model as a diffusion model, and pre-trains the model on the larger public datasets directly. Across twelve real-world manipulation tasks, FVP boosts the average success rate of 3D Diffusion Policy (DP3) for these tasks by 28%. The FVP pre-trained DP3 achieves state-of-the-art performance across imitation learning methods. Moreover, the efficacy of \ours adapts across various point cloud encoders and datasets. Finally, we apply FVP to the RDT-1B, a larger Vision-Language-Action robotic model, enhancing its performance on various robot tasks. Our project page is available at: https://4d-visual-pretraining.github.io/.
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MoMa-Kitchen: A 100K+ Benchmark for Affordance-Grounded Last-Mile Navigation in Mobile Manipulation
PDF ↗In mobile manipulation, navigation and manipulation are often treated as separate problems, resulting in a significant gap between merely approaching an object and engaging with it effectively. Many navigation approaches primarily define success by proximity to the target, often overlooking the necessity for optimal positioning that facilitates subsequent manipulation. To address this, we introduce \ours, a benchmark dataset comprising over 100k samples that provide training data for models to learn optimal final navigation positions for seamless transition to manipulation. Our dataset includes affordance-grounded floor labels collected from diverse kitchen environments, in which robotic mobile manipulators of different models attempt to grasp target objects amidst clutter. Using a fully automated pipeline, we simulate diverse real-world scenarios and generate affordance labels for optimal manipulation positions. Visual data are collected from RGB-D inputs captured by a first-person view camera mounted on the robotic arm, ensuring consistency in viewpoint during data collection. We also develop a lightweight baseline model, \ourmodel, for navigation affordance grounding that demonstrates promising performance on the \ours benchmark. Our approach enables models to learn affordance-based final positioning that accommodates different arm types and platform heights, thereby paving the way for more robust and generalizable integration of navigation and manipulation in embodied AI.
Recently, robotics has advanced significantly through the integration of larger models and large-scale datasets. However, challenges remain in applying these models to 3D spatial interactions and managing data collection costs. To address these issues, we propose the multimodal robotic manipulation model RoboTron-Mani and the comprehensive dataset RoboData. RoboTron-Mani, on one hand, enhances 3D perception through camera parameters and occupancy supervision. On the other hand, it further incorporates Modality-Isolation-Mask and multimodal decoder blocks based on OpenFlamingo, improving modality fusion and fine-grained perception. RoboData integrats several publicly-available datasets, achieving the first fusion of multi-view images, camera parameters, depth maps, actions, and space alignment, which facilitates comprehensive learning from diverse robotic datasets and offers one complete evaluation system. Trained on RoboData, RoboTron-Mani is the first generalist policy that surpasses expert models, enabling simultaneous evaluation of all tasks across multiple datasets, rather than being limited to specific data or task selections. Specifically, RoboTron-Mani boosts manipulation performance by increasing the average sequence length on CALVIN from 1.7 to 3.5, enabling cross-embodiment generalization, and achieving state-of-the-art results on both simulated and real-world datasets.
Establishing dense correspondences across image pairs is essential for tasks such as shape reconstruction and robot manipulation. In the challenging setting of matching across different categories, the function of an object, i.e., the effect that an object can cause on other objects, can guide how correspondences should be established. This is because object parts that enable specific functions often share similarities in shape and appearance. We derive the definition of dense functional correspondence based on this observation and propose a weakly-supervised learning paradigm to tackle the prediction task. The main insight behind our approach is that we can leverage vision-language models to pseudo-label multi-view images to obtain functional parts. We then integrate this with dense contrastive learning from pixel correspondences to distill both functional and spatial knowledge into a new model that can establish dense functional correspondence. Further, we curate synthetic and real evaluation datasets as task benchmarks. Our results demonstrate the advantages of our approach over baseline solutions consisting of off-the-shelf self-supervised image representations and grounded vision language models.
Spatial intelligence (SI) represents a cognitive ability encompassing the visualization, manipulation, and reasoning about spatial relationships, underpinning disciplines from neuroscience to robotics. We introduce SITE, a benchmark dataset towards SI Thorough Evaluation in a standardized format of multi-choice visual question-answering, designed to assess large vision-language models' spatial intelligence across diverse visual modalities (single-image, multi-image, and video) and SI factors (figural to environmental scales, spatial visualization and orientation, intrinsic and extrinsic, static and dynamic). Our approach to curating the benchmark combines a bottom-up survey of existing datasets and a top-down strategy drawing upon three classification systems in cognitive science, which prompt us to design two novel types of tasks about view-taking and dynamic scenes. Extensive experiments reveal that leading models fall behind human experts, especially in spatial orientation, a fundamental SI factor. Moreover, we demonstrate a positive correlation between a model's spatial reasoning proficiency and its performance on an embodied AI task.
Dexterous robotic hands often struggle to generalize effectively in complex environments due to models trained on low-diversity data. However, the real world presents an inherently unbounded range of scenarios. A natural solution is to enable robots learning from experience in complex environments--an approach akin to evolution, where systems improve through learning from both failures and successes. Motivated by this, we propose EvolvingGrasp, an evolutionary grasp generation method that continuously enhances grasping performance through efficient preference alignment. Specifically, we introduce Handpose-wise Preference Optimization (HPO), which allows the model to continuously align with preferences from both positive and negative feedback while progressively refining its grasping strategies. To further enhance efficiency and reliability during online adjustments, we incorporate a Physics-aware Consistency Model within HPO, which accelerates inference, reduces the number of timesteps needed for preference fine-tuning, and ensures physical plausibility throughout the process. Our results validate that EvolvingGrasp enables evolutionary grasp generation, ensuring robust, physically feasible, and preference-aligned grasping in both simulation and real scenarios.
Stereo images are fundamental to numerous applications, including extended reality (XR) devices, autonomous driving, and robotics. Unfortunately, acquiring high-quality stereo images remains challenging due to the precise calibration requirements of dual-camera setups and the complexity of obtaining accurate, dense disparity maps. Existing stereo image generation methods typically focus on either visual quality for viewing or geometric accuracy for matching, but not both. We introduce GenStereo, a diffusion-based approach, to bridge this gap. The method includes two primary innovations (1) conditioning the diffusion process on a disparity-aware coordinate embedding and a warped input image, allowing for more precise stereo alignment than previous methods, and (2) an adaptive fusion mechanism that intelligently combines the diffusion-generated image with a warped image, improving both realism and disparity consistency. Through extensive training on 11 diverse stereo datasets, GenStereo demonstrates strong generalization ability. GenStereo achieves state-of-the-art performance in both stereo image generation and unsupervised stereo matching tasks. Project page is available at https://qjizhi.github.io/genstereo.
Multi-camera systems are increasingly vital in the environmental perception of autonomous vehicles and robotics. Their physical configuration offers inherent fixed relative pose constraints that benefit Structure-from-Motion (SfM). However, traditional global SfM systems struggle with robustness due to their optimization framework.We propose a novel global motion averaging framework for multi-camera systems, featuring two core components: a decoupled rotation averaging module and a hybrid translation averaging module.Our rotation averaging employs a hierarchical strategy by first estimating relative rotations within rigid camera units and then computing global rigid unit rotations.To enhance the robustness of translation averaging, we incorporate both camera-to-camera and camera-to-point constraints to initialize camera positions and 3D points with a convex distance-based objective function and refine them with an unbiased non-bilinear angle-based objective function.Experiments on large-scale datasets show that our system matches or exceeds incremental SfM accuracy while significantly improving efficiency.Our framework outperforms existing global SfM methods, establishing itself as a robust solution for real-world multi-camera SfM applications. We will share our system as an open-source implementation.
We address the challenge of constructing a consistent and photorealistic Neural Radiance Field in inhomogeneously illuminated, scattering environments with unknown, co-moving light sources. While most existing works on underwater scene representation focus on a static homogeneous illumination, limited attention has been paid to scenarios such as when a robot explores water deeper than a few tens of meters, where sunlight becomes insufficient. To address this, we propose a novel illumination field locally attached to the camera, enabling the capture of uneven lighting effects within the viewing frustum. We combine this with a volumetric medium representation to an overall method that effectively handles interaction between dynamic illumination field and static scattering medium. Evaluation results demonstrate the effectiveness and flexibility of our approach.
The development of generalist robot manipulation policies has seen significant progress, driven by large-scale demonstration data across diverse environments. However, the high cost and inefficiency of collecting real-world demonstrations hinder the scalability of data acquisition. While existing simulation platforms enable controlled environments for robotic learning, the challenge of bridging the sim-to-real gap remains. To address these challenges, we propose RoboPearls, an editable video simulation framework for robotic manipulation. Built on 3D Gaussian Splatting (3DGS), RoboPearls enables the construction of photo-realistic, view-consistent simulations from demonstration videos, and supports a wide range of simulation operators, including various object manipulations, powered by advanced modules like Incremental Semantic Distillation (ISD) and 3D regularized NNFM Loss (3D-NNFM). Moreover, by incorporating large language models (LLMs), RoboPearls automates the simulation production process in a user-friendly manner through flexible command interpretation and execution. Furthermore, RoboPearls employs a vision-language model (VLM) to analyze robotic learning issues to close the simulation loop for performance enhancement. To demonstrate the effectiveness of RoboPearls, we conduct extensive experiments on multiple datasets and scenes, including RLBench, COLOSSEUM, Ego4D, Open X-Embodiment, and a real-world robot, which demonstrate our satisfactory simulation performance.
RobAVA: A Large-scale Dataset and Baseline Towards Video based Robotic Arm Action Understanding
PDF ↗Understanding the behaviors of robotic arms is essential for various robotic applications such as logistics management, precision agriculture, and automated manufacturing. However, the lack of large-scale and diverse datasets significantly hinders progress in video-based robotic arm action understanding, highlighting the need for collecting a new large-scale dataset. In particular, our RobAVA contains 40k video sequences with video-level fine-grained annotations, covering basic actions such as picking, pushing, and placing, as well as their combinations in different orders and interactions with various objects. Distinguished to existing action recognition benchmarks, RobAVA includes instances of both normal and anomalous executions for each action category. Our further analysis reveals that the primary challenge in robotic arm action recognition lies in the fact that a complete action consists of a sequence of fundamental, atomic behaviors, requiring models to learn the inter-relationships among them. To this end, we propose a novel baseline approach, AGPT-Net, which re-defines the problem of understanding robotic arm actions as a task of aligning video sequences with atomic attributes.To enhance AGPT-Net's ability to distinguish normal and anomalous action instances, we introduce a joint semantic space constraint between category and attribute semantics, thereby amplifying the separation between normal and anomalous attribute representations for each action. We conduct extensive experiments to demonstrate AGPT-Net's superiority over other mainstream recognition models.
RoBridge: A Hierarchical Architecture Bridging Cognition and Execution for General Robotic Manipulation
PDF ↗Operating robots in open-ended scenarios with diverse tasks is a crucial research and application direction in robotics. While recent progress in natural language processing and large multimodal models has enhanced robots' ability to understand complex instructions, robot manipulation still faces the procedural skill dilemma and the declarative skill dilemma in open environments. Existing methods often compromise cognitive and executive capabilities. To address these challenges, in this paper, we propose RoBridge, a hierarchical intelligent architecture for general robotic manipulation. It consists of a high-level cognitive planner (HCP) based on a large-scale pre-trained vision-language model (VLM), an invariant operable representation (IOR) serving as a symbolic bridge, and a generalist embodied agent (GEA). RoBridge maintains the declarative skill of VLM and unleashes the procedural skill of reinforcement learning, effectively bridging the gap between cognition and execution. RoBridge demonstrates significant performance improvements over existing baselines, achieving a 75% success rate on new tasks and an 83% average success rate in sim-to-real generalization using only five real-world data samples per task. This work represents a significant step towards integrating cognitive reasoning with physical execution in robotic systems, offering a new paradigm for general robotic manipulation.
Quadratic Gaussian Splatting: High Quality Surface Reconstruction with Second-order Geometric Primitives
PDF ↗We propose Quadratic Gaussian Splatting (QGS), a novel representation that replaces static primitives with deformable quadric surfaces (e.g., ellipse, paraboloids) to capture intricate geometry. Unlike prior works that rely on Euclidean distance for primitive density modeling--a metric misaligned with surface geometry under deformation--QGS introduces geodesic distance-based density distributions. This innovation ensures that density weights adapt intrinsically to the primitive curvature, preserving consistency during shape changes (e.g., from planar disks to curved paraboloids). By solving geodesic distances in closed form on quadric surfaces, QGS enables surface-aware splatting, where a single primitive can represent complex curvature that previously required dozens of planar surfels, potentially reducing memory usage while maintaining efficient rendering via fast ray-quadric intersection. Experiments on DTU, Tanks and Temples, and MipNeRF360 datasets demonstrate state-of-the-art surface reconstruction, with QGS reducing geometric error (chamfer distance) by 33% over 2DGS and 27% over GOF on the DTU dataset. Crucially, QGS retains competitive appearance quality, bridging the gap between geometric precision and visual fidelity for applications like robotics and immersive reality.
VQ-VLA: Improving Vision-Language-Action Models via Scaling Vector-Quantized Action Tokenizers
PDF ↗In this paper, we introduce an innovative vector quantization based action tokenizer built upon the largest-scale action trajectory dataset to date, leveraging over 100 times more data than previous approaches. This extensive dataset enables our tokenizer to capture rich spatiotemporal dynamics, resulting in a model that not only accelerates inference but also generates smoother and more coherent action outputs. Once trained, the tokenizer can be seamlessly adapted to a wide range of downstream tasks in a zero-shot manner, from short-horizon reactive behaviors to long-horizon planning. A key finding of our work is that the domain gap between synthetic and real action trajectories is marginal, allowing us to effectively utilize a vast amount of synthetic data during training without compromising real-world performance. To validate our approach, we conducted extensive experiments in both simulated environments and on real robotic platforms. The results demonstrate that as the volume of synthetic trajectory data increases, the performance of our tokenizer on downstream tasks improves significantly-most notably, achieving up to a 30% higher success rate on two real-world tasks in long-horizon scenarios. These findings highlight the potential of our action tokenizer as a robust and scalable solution for real-time embodied intelligence systems, paving the way for more efficient and reliable robotic control in diverse application domains.
Embodied VideoAgent: Persistent Memory from Egocentric Videos and Embodied Sensors Enables Dynamic Scene Understanding
PDF ↗This paper investigates the problem of understanding dynamic 3D scenes from egocentric observations, a key challenge in robotics and embodied AI. Unlike prior studies that explored this as long-form video understanding and utilized egocentric video only, we instead propose an LLM-based agent, Embodied VideoAgent, which constructs scene memory from both egocentric video and embodied sensory inputs (e.g. depth and pose sensing). We further introduce a VLM-based approach to automatically update the memory when actions or activities over objects are perceived. Embodied VideoAgent attains significant advantages over counterparts in challenging reasoning and planning tasks in 3D scenes, achieving gains of 6.5% on Ego4D-VQ3D, 2.6% on OpenEQA, and 15.3% on EnvQA. We have also demonstrated its potential in various embodied AI tasks including generating embodied interactions and perception for robot manipulation. The code and demo will be made public.
LiDARs provide accurate geometric measurements, making them valuable for ego-motion estimation and reconstruction tasks.Although its success, managing an accurate and lightweight representation of the environment still poses challenges.Both classic and NeRF-based solutions have to trade off accuracy over memory and processing times.In this work, we build on recent advancements in Gaussian Splatting methods to develop a novel \lidar odometry and mapping pipeline that exclusively relies on Gaussian primitives for its scene representation.Leveraging spherical projection, we drive the refinement of the primitives uniquely from LiDAR measurements.Experiments show that our approach matches the current registration performance, while achieving SOTA results for mapping tasks with minimal GPU requirements. This efficiency makes it a strong candidate for further exploration and potential adoption in real-time robotics estimation tasks.
Understanding and structuring outdoor environments in 3D is critical for numerous applications, including robotics, urban planning, and autonomous navigation. In this work, we propose a pipeline to construct hierarchical 3D scene graphs from outdoor data, consisting of posed images and 3D reconstructions. Our approach systematically extracts and organizes objects and their subcomponents, enabling representations that span from entire buildings to their facades and individual windows. By leveraging geometric and semantic relationships, our method efficiently groups objects into meaningful hierarchies while ensuring robust spatial consistency. We integrate efficient feature extraction, hierarchical object merging, and relationship inference to generate structured scene graphs that capture both global and local dependencies. Our approach scales to large outdoor environments while maintaining efficiency, and we demonstrate its effectiveness on real-world datasets. We also demonstrate that these constructed outdoor scene graphs are beneficial for downstream applications, such as 3D scene alignment. The code is available on GitHub.
The development of a generalist agent with adaptive multiple manipulation skills has been a long-standing goal in the robotics community.In this paper, we explore a crucial task, skill-incremental learning, in robotic manipulation, which is to endow the robots with the ability to learn new manipulation skills based on the previous learned knowledge without re-training. First, we build a skill-incremental environment based on the RLBench benchmark, and explore how traditional incremental methods perform in this setting. We find that they suffer from severe catastrophic forgetting due to the previous methods on classification overlooking the characteristics of temporality and action complexity in robotic manipulation tasks. Towards this end, we propose an incremental Manipulation framework, termed iManip, to mitigate the above issues. We firstly design a temporal replay strategy to maintain the integrity of old skills when learning new skill. Moreover, we propose the Extendable PerceiverIO, consisting of an action prompt with extendable weight to adapt to new action primitives in new skill. Extensive experiments show that our framework performs well in Skill-Incremental Learning.
We present Human Motions with Objects (HUMOTO), a high-fidelity dataset of human-object interactions for motion generation, computer vision, and robotics applications. Featuring 735 sequences (7,875 seconds at 30 fps), HUMOTO captures interactions with 63 precisely modeled objects and 72 articulated parts. Our innovations include a scene-driven LLM scripting pipeline creating complete, purposeful tasks with natural progression, and a mocap-and-camera recording setup to effectively handle occlusions. Spanning diverse activities from cooking to outdoor picnics, HUMOTO preserves both physical accuracy and logical task flow. Professional artists rigorously clean and verify each sequence, minimizing foot sliding and object penetrations. We also provide benchmarks compared to other datasets. HUMOTO's comprehensive full-body motion and simultaneous multi-object interactions address key data-capturing challenges and provide opportunities to advance realistic human-object interaction modeling across research domains with practical applications in animation, robotics, and embodied AI systems. Project Page: https://jiaxin-lu.github.io/humoto/.
Understanding scene contexts is crucial for machines to perform tasks and adapt prior knowledge in unseen or noisy 3D environments. As data-driven learning is intractable to comprehensively encapsulate diverse ranges of layouts and open spaces, we propose teaching machines to identify relational commonalities in 3D spaces. Instead of focusing on point-wise or object-wise representations, we introduce 3D scene analogies, which are smooth maps between 3D scene regions that align spatial relationships. Unlike well-studied single instance-level maps, these scene-level maps smoothly link large scene regions, potentially enabling unique applications in trajectory transfer in AR/VR, long demonstration transfer for imitation learning, and context-aware object rearrangement. To find 3D scene analogies, we propose neural contextual scene maps, which extract descriptor fields summarizing semantic and geometric contexts, and holistically align them in a coarse-to-fine manner for map estimation. This approach reduces reliance on individual feature points, making it robust to input noise or shape variations. Experiments demonstrate the effectiveness of our approach in identifying scene analogies and transferring trajectories or object placements in diverse indoor scenes, indicating its potential for robotics and AR/VR applications. Project page including the code is available through this link: https://82magnolia.github.io/3d_scene_analogies/.