Abstract:Video spatial reasoning requires accumulating viewpoint-dependent evidence over time while retaining information useful to the question being asked. Existing spatial video-language models improve geometric perception and long-range context modeling, but often treat memory as a generic temporal cache, which can introduce redundant or irrelevant geometry and weaken long-horizon reasoning. We propose \textbf{\ours}, a question-guided geometric memory framework for video spatial reasoning. \ours injects camera-conditioned geometry into visual tokens and maintains two complementary memories: a Fine-Grained Context Bank for recent dense features and camera states, and a Semantic-Geometric Evidence Bank for compact long-range evidence. Each candidate frame is scored by the product of Q-Former-based question relevance and novelty with respect to the retained bank; this score is stored and reused during reading, while a capacity-based replacement rule keeps the bank compact. During reasoning, both memories are read before update and adaptively fused with the current frame representation. Experiments on VSI-Bench and VSTI-Bench show that \ours achieves state-of-the-art performance among evaluated spatial reasoning models, validating the effectiveness of question-guided geometric memory. Ablations further verify the contribution of the proposed evidence scoring mechanism.
Abstract:In this paper, we aim to jointly model the geometry, appearance, and physical information of 3D scenes solely from dynamic multi-view videos, without relying on any physical priors. Existing works typically employ physical losses merely as soft constraints or integrate physical simulations into neural networks; however, these approaches often fail to effectively learn complex motion physics. Although modeling velocity fields holds the potential to capture authentic physical information, due to the lack of appropriate physical constraints, current methods are unable to correctly learn the interaction mechanisms between rigid and non-rigid particles. To address this, we propose VeloGauss, designed to learn the physical properties of complex dynamic 3D scenes without physical priors. Our method learns the velocity field for each Gaussian particle by introducing a Physics Code and a Particle Dynamics System, and ultimately incorporates Global Physical Constraints to ensure the physical consistency of the scene. Extensive experiments on four public datasets demonstrate that our method outperforms achieves state-of-the-art performance in both Novel View Interpolation and Future Frame Extrapolation tasks.
Abstract:The integration of imitation and reinforcement learning has enabled remarkable advances in humanoid whole-body control, facilitating diverse human-like behaviors. However, research on environment-dependent motions remains limited. Existing methods typically enforce rigid trajectory tracking while neglecting physical interactions with the environment. We observe that humans naturally exploit a "weightless" state during non-self-stabilizing (NSS) motions--selectively relaxing specific joints to allow passive body--environment contact, thereby stabilizing the body and completing the motion. Inspired by this biological mechanism, we design a weightlessness-state auto-labeling strategy for dataset annotation; and we propose the Weightlessness Mechanism (WM), a method that dynamically determines which joints to relax and to what level, together enabling effective environmental interaction while executing target motions. We evaluate our approach on 3 representative NSS tasks: sitting on chairs of varying heights, lying down on beds with different inclinations, and leaning against walls via shoulder or elbow. Extensive experiments in simulation and on the Unitree G1 robot demonstrate that our WM method, trained on single-action demonstrations without any task-specific tuning, achieves strong generalization across diverse environmental configurations while maintaining motion stability. Our work bridges the gap between precise trajectory tracking and adaptive environmental interaction, offering a biologically-inspired solution for contact-rich humanoid control.
Abstract:Humanoid robots have demonstrated impressive motor skills in a wide range of tasks, yet whole-body control for humanlike long-time, dynamic fighting remains particularly challenging due to the stringent requirements on agility and stability. While imitation learning enables robots to execute human-like fighting skills, existing approaches often rely on switching among multiple single-skill policies or employing a general policy to imitate input reference motions. These strategies suffer from instability when transitioning between skills, as the mismatch of initial and terminal states across skills or reference motions introduces out-of-domain disturbances, resulting in unsmooth or unstable behaviors. In this work, we propose RPG, a hybrid expert policy framework, for smooth and stable humanoid multi-skills transition. Our approach incorporates motion transition randomization and temporal randomization to train a unified policy that generates agile fighting actions with stability and smoothness during skill transitions. Furthermore, we design a control pipeline that integrates walking/running locomotion with fighting skills, allowing humanlike long-time combat of arbitrary duration that can be seamlessly interrupted or transit action policies at any time. Extensive experiments in simulation demonstrate the effectiveness of the proposed framework, and real-world deployment on the Unitree G1 humanoid robot further validates its robustness and applicability.
Abstract:Achieving versatile and naturalistic whole-body control for humanoid robot scene-interaction remains a significant challenge. While some recent works have demonstrated autonomous humanoid interactive control, they are constrained to rigid locomotion patterns and expensive teleoperation data collection, lacking the versatility to execute more human-like natural behaviors such as sitting or kicking. Furthermore, acquiring the necessary real robot teleoperation data is prohibitively expensive and time-consuming. To address these limitations, we introduce ZeroWBC, a novel framework that learns a natural humanoid visuomotor control policy directly from human egocentric videos, eliminating the need for large-scale robot teleoperation data and enabling natural humanoid robot scene-interaction control. Specifically, our approach first fine-tunes a Vision-Language Model (VLM) to predict future whole-body human motions based on text instructions and egocentric visual context, then these generated motions are retargeted to real robot joints and executed via our robust general motion tracking policy for humanoid whole-body control. Extensive experiments on the Unitree G1 humanoid robot demonstrate that our method outperforms baseline approaches in motion naturalness and versatility, successfully establishing a pipeline that eliminates teleoperation data collection overhead for whole-body humanoid control, offering a scalable and efficient paradigm for general humanoid whole-body control.
Abstract:Recent advances in FlowMatching-based Vision-Language-Action (VLA) frameworks have demonstrated remarkable advantages in generating high-frequency action chunks, particularly for highly dexterous robotic manipulation tasks. Despite these notable achievements, their practical applications are constrained by prolonged generation latency, which stems from inherent iterative sampling requirements and architectural limitations. To address this critical bottleneck, we propose a Mean-Flow based One-Step VLA approach. Specifically, we resolve the noise-induced issues in the action generation process, thereby eliminating the consistency constraints inherent to conventional Flow-Matching methods. This significantly enhances generation efficiency and enables one-step action generation. Real-world robotic experiments show that the generation speed of the proposed Mean-Flow based One-Step VLA is 8.7 times and 83.9 times faster than that of SmolVLA and Diffusion Policy, respectively. These results elucidate its great potential as a high-efficiency backbone for VLA-based robotic manipulation.
Abstract:Diffusion-based policies have achieved remarkable results in robotic manipulation but often struggle to adapt rapidly in dynamic scenarios, leading to delayed responses or task failures. We present DCDP, a Dynamic Closed-Loop Diffusion Policy framework that integrates chunk-based action generation with real-time correction. DCDP integrates a self-supervised dynamic feature encoder, cross-attention fusion, and an asymmetric action encoder-decoder to inject environmental dynamics before action execution, achieving real-time closed-loop action correction and enhancing the system's adaptability in dynamic scenarios. In dynamic PushT simulations, DCDP improves adaptability by 19\% without retraining while requiring only 5\% additional computation. Its modular design enables plug-and-play integration, achieving both temporal coherence and real-time responsiveness in dynamic robotic scenarios, including real-world manipulation tasks. The project page is at: https://github.com/wupengyuan/dcdp
Abstract:Understanding visual degradations is a critical yet challenging problem in computer vision. While recent Vision-Language Models (VLMs) excel at qualitative description, they often fall short in understanding the parametric physics underlying image degradations. In this work, we redefine degradation understanding as a hierarchical structured prediction task, necessitating the concurrent estimation of degradation types, parameter keys, and their continuous physical values. Although these sub-tasks operate in disparate spaces, we prove that they can be unified under one autoregressive next-token prediction paradigm, whose error is bounded by the value-space quantization grid. Building on this insight, we introduce DU-VLM, a multimodal chain-of-thought model trained with supervised fine-tuning and reinforcement learning using structured rewards. Furthermore, we show that DU-VLM can serve as a zero-shot controller for pre-trained diffusion models, enabling high-fidelity image restoration without fine-tuning the generative backbone. We also introduce \textbf{DU-110k}, a large-scale dataset comprising 110,000 clean-degraded pairs with grounded physical annotations. Extensive experiments demonstrate that our approach significantly outperforms generalist baselines in both accuracy and robustness, exhibiting generalization to unseen distributions.
Abstract:Accurately reconstructing Gene Regulatory Networks (GRNs) is crucial for understanding gene functions and disease mechanisms. Single-cell RNA sequencing (scRNA-seq) technology provides vast data for computational GRN reconstruction. Since GRNs are ideally modeled as signed directed graphs to capture activation/inhibition relationships, the most intuitive and reasonable approach is to design feature extractors based on the topological structure of GRNs to extract structural features, then combine them with biological characteristics for research. However, traditional spectral graph convolution struggles with this representation. Thus, we propose MSGRNLink, a novel framework that explicitly models GRNs as signed directed graphs and employs magnetic signed Laplacian convolution. Experiments across simulated and real datasets demonstrate that MSGRNLink outperforms all baseline models in AUROC. Parameter sensitivity analysis and ablation studies confirmed its robustness and the importance of each module. In a bladder cancer case study, MSGRNLink predicted more known edges and edge signs than benchmark models, further validating its biological relevance.
Abstract:Reinforcement learning (RL), earlier proven to be effective in large language and multi-modal models, has been successfully extended to enhance 2D image generation recently. However, applying RL to 3D generation remains largely unexplored due to the higher spatial complexity of 3D objects, which require globally consistent geometry and fine-grained local textures. This makes 3D generation significantly sensitive to reward designs and RL algorithms. To address these challenges, we conduct the first systematic study of RL for text-to-3D autoregressive generation across several dimensions. (1) Reward designs: We evaluate reward dimensions and model choices, showing that alignment with human preference is crucial, and that general multi-modal models provide robust signal for 3D attributes. (2) RL algorithms: We study GRPO variants, highlighting the effectiveness of token-level optimization, and further investigate the scaling of training data and iterations. (3) Text-to-3D Benchmarks: Since existing benchmarks fail to measure implicit reasoning abilities in 3D generation models, we introduce MME-3DR. (4) Advanced RL paradigms: Motivated by the natural hierarchy of 3D generation, we propose Hi-GRPO, which optimizes the global-to-local hierarchical 3D generation through dedicated reward ensembles. Based on these insights, we develop AR3D-R1, the first RL-enhanced text-to-3D model, expert from coarse shape to texture refinement. We hope this study provides insights into RL-driven reasoning for 3D generation. Code is released at https://github.com/Ivan-Tang-3D/3DGen-R1.