Abstract:Tactile sensing is crucial for achieving human-level robotic capabilities in manipulation tasks. VBTSs have emerged as a promising solution, offering high spatial resolution and cost-effectiveness by sensing contact through camera-captured deformation patterns of elastic gel pads. However, these sensors' complex physical characteristics and visual signal processing requirements present unique challenges for robotic applications. The lack of efficient and accurate simulation tools for VBTS has significantly limited the scale and scope of tactile robotics research. Here we present Taccel, a high-performance simulation platform that integrates IPC and ABD to model robots, tactile sensors, and objects with both accuracy and unprecedented speed, achieving an 18-fold acceleration over real-time across thousands of parallel environments. Unlike previous simulators that operate at sub-real-time speeds with limited parallelization, Taccel provides precise physics simulation and realistic tactile signals while supporting flexible robot-sensor configurations through user-friendly APIs. Through extensive validation in object recognition, robotic grasping, and articulated object manipulation, we demonstrate precise simulation and successful sim-to-real transfer. These capabilities position Taccel as a powerful tool for scaling up tactile robotics research and development. By enabling large-scale simulation and experimentation with tactile sensing, Taccel accelerates the development of more capable robotic systems, potentially transforming how robots interact with and understand their physical environment.
Abstract:Implicit neural representation (INR) has emerged as a powerful paradigm for visual data representation. However, classical INR methods represent data in the original space mixed with different frequency components, and several feature encoding parameters (e.g., the frequency parameter $\omega$ or the rank $R$) need manual configurations. In this work, we propose a self-evolving cross-frequency INR using the Haar wavelet transform (termed CF-INR), which decouples data into four frequency components and employs INRs in the wavelet space. CF-INR allows the characterization of different frequency components separately, thus enabling higher accuracy for data representation. To more precisely characterize cross-frequency components, we propose a cross-frequency tensor decomposition paradigm for CF-INR with self-evolving parameters, which automatically updates the rank parameter $R$ and the frequency parameter $\omega$ for each frequency component through self-evolving optimization. This self-evolution paradigm eliminates the laborious manual tuning of these parameters, and learns a customized cross-frequency feature encoding configuration for each dataset. We evaluate CF-INR on a variety of visual data representation and recovery tasks, including image regression, inpainting, denoising, and cloud removal. Extensive experiments demonstrate that CF-INR outperforms state-of-the-art methods in each case.
Abstract:Masked Image Modeling (MIM) with Vector Quantization (VQ) has achieved great success in both self-supervised pre-training and image generation. However, most existing methods struggle to address the trade-off in shared latent space for generation quality vs. representation learning and efficiency. To push the limits of this paradigm, we propose MergeVQ, which incorporates token merging techniques into VQ-based generative models to bridge the gap between image generation and visual representation learning in a unified architecture. During pre-training, MergeVQ decouples top-k semantics from latent space with the token merge module after self-attention blocks in the encoder for subsequent Look-up Free Quantization (LFQ) and global alignment and recovers their fine-grained details through cross-attention in the decoder for reconstruction. As for the second-stage generation, we introduce MergeAR, which performs KV Cache compression for efficient raster-order prediction. Extensive experiments on ImageNet verify that MergeVQ as an AR generative model achieves competitive performance in both visual representation learning and image generation tasks while maintaining favorable token efficiency and inference speed. The code and model will be available at https://apexgen-x.github.io/MergeVQ.
Abstract:Grasping is fundamental to robotic manipulation, and recent advances in large-scale grasping datasets have provided essential training data and evaluation benchmarks, accelerating the development of learning-based methods for robust object grasping. However, most existing datasets exclude deformable bodies due to the lack of scalable, robust simulation pipelines, limiting the development of generalizable models for compliant grippers and soft manipulands. To address these challenges, we present GRIP, a General Robotic Incremental Potential contact simulation dataset for universal grasping. GRIP leverages an optimized Incremental Potential Contact (IPC)-based simulator for multi-environment data generation, achieving up to 48x speedup while ensuring efficient, intersection- and inversion-free simulations for compliant grippers and deformable objects. Our fully automated pipeline generates and evaluates diverse grasp interactions across 1,200 objects and 100,000 grasp poses, incorporating both soft and rigid grippers. The GRIP dataset enables applications such as neural grasp generation and stress field prediction.
Abstract:We present a novel convex formulation that weakly couples the Material Point Method (MPM) with rigid body dynamics through frictional contact, optimized for efficient GPU parallelization. Our approach features an asynchronous time-splitting scheme to integrate MPM and rigid body dynamics under different time step sizes. We develop a globally convergent quasi-Newton solver tailored for massive parallelization, achieving up to 500x speedup over previous convex formulations without sacrificing stability. Our method enables interactive-rate simulations of robotic manipulation tasks with diverse deformable objects including granular materials and cloth, with strong convergence guarantees. We detail key implementation strategies to maximize performance and validate our approach through rigorous experiments, demonstrating superior speed, accuracy, and stability compared to state-of-the-art MPM simulators for robotics. We make our method available in the open-source robotics toolkit, Drake.
Abstract:The interactions between DNA, RNA, and proteins are fundamental to biological processes, as illustrated by the central dogma of molecular biology. While modern biological pre-trained models have achieved great success in analyzing these macromolecules individually, their interconnected nature remains under-explored. In this paper, we follow the guidance of the central dogma to redesign both the data and model pipeline and offer a comprehensive framework, Life-Code, that spans different biological functions. As for data flow, we propose a unified pipeline to integrate multi-omics data by reverse-transcribing RNA and reverse-translating amino acids into nucleotide-based sequences. As for the model, we design a codon tokenizer and a hybrid long-sequence architecture to encode the interactions of both coding and non-coding regions with masked modeling pre-training. To model the translation and folding process with coding sequences, Life-Code learns protein structures of the corresponding amino acids by knowledge distillation from off-the-shelf protein language models. Such designs enable Life-Code to capture complex interactions within genetic sequences, providing a more comprehensive understanding of multi-omics with the central dogma. Extensive Experiments show that Life-Code achieves state-of-the-art performance on various tasks across three omics, highlighting its potential for advancing multi-omics analysis and interpretation.
Abstract:Recent advances in large models have significantly advanced image-to-3D reconstruction. However, the generated models are often fused into a single piece, limiting their applicability in downstream tasks. This paper focuses on 3D garment generation, a key area for applications like virtual try-on with dynamic garment animations, which require garments to be separable and simulation-ready. We introduce Dress-1-to-3, a novel pipeline that reconstructs physics-plausible, simulation-ready separated garments with sewing patterns and humans from an in-the-wild image. Starting with the image, our approach combines a pre-trained image-to-sewing pattern generation model for creating coarse sewing patterns with a pre-trained multi-view diffusion model to produce multi-view images. The sewing pattern is further refined using a differentiable garment simulator based on the generated multi-view images. Versatile experiments demonstrate that our optimization approach substantially enhances the geometric alignment of the reconstructed 3D garments and humans with the input image. Furthermore, by integrating a texture generation module and a human motion generation module, we produce customized physics-plausible and realistic dynamic garment demonstrations. Project page: https://dress-1-to-3.github.io/
Abstract:Hyperspectral images (HSIs) are frequently noisy and of low resolution due to the constraints of imaging devices. Recently launched satellites can concurrently acquire HSIs and panchromatic (PAN) images, enabling the restoration of HSIs to generate clean and high-resolution imagery through fusing PAN images for denoising and super-resolution. However, previous studies treated these two tasks as independent processes, resulting in accumulated errors. This paper introduces \textbf{H}yperspectral \textbf{I}mage Joint \textbf{Pand}enoising \textbf{a}nd Pan\textbf{s}harpening (Hipandas), a novel learning paradigm that reconstructs HRHS images from noisy low-resolution HSIs (LRHS) and high-resolution PAN images. The proposed zero-shot Hipandas framework consists of a guided denoising network, a guided super-resolution network, and a PAN reconstruction network, utilizing an HSI low-rank prior and a newly introduced detail-oriented low-rank prior. The interconnection of these networks complicates the training process, necessitating a two-stage training strategy to ensure effective training. Experimental results on both simulated and real-world datasets indicate that the proposed method surpasses state-of-the-art algorithms, yielding more accurate and visually pleasing HRHS images.
Abstract:David Marr's seminal theory of vision proposes that the human visual system operates through a sequence of three stages, known as the 2D sketch, the 2.5D sketch, and the 3D model. In recent years, Deep Neural Networks (DNN) have been widely thought to have reached a level comparable to human vision. However, the mechanisms by which DNNs accomplish this and whether they adhere to Marr's 2D--2.5D--3D construction theory remain unexplored. In this paper, we delve into the perception task to explore these questions and find evidence supporting Marr's theory. We introduce a graphics probe, a sub-network crafted to reconstruct the original image from the network's intermediate layers. The key to the graphics probe is its flexible architecture that supports image in both 2D and 3D formats, as well as in a transitional state between them. By injecting graphics probes into neural networks, and analyzing their behavior in reconstructing images, we find that DNNs initially encode images as 2D representations in low-level layers, and finally construct 3D representations in high-level layers. Intriguingly, in mid-level layers, DNNs exhibit a hybrid state, building a geometric representation that s sur normals within a narrow depth range, akin to the appearance of a low-relief sculpture. This stage resembles the 2.5D representations, providing a view of how DNNs evolve from 2D to 3D in the perception process. The graphics probe therefore serves as a tool for peering into the mechanisms of DNN, providing empirical support for Marr's theory.
Abstract:Recent image-to-3D reconstruction models have greatly advanced geometry generation, but they still struggle to faithfully generate realistic appearance. To address this, we introduce ARM, a novel method that reconstructs high-quality 3D meshes and realistic appearance from sparse-view images. The core of ARM lies in decoupling geometry from appearance, processing appearance within the UV texture space. Unlike previous methods, ARM improves texture quality by explicitly back-projecting measurements onto the texture map and processing them in a UV space module with a global receptive field. To resolve ambiguities between material and illumination in input images, ARM introduces a material prior that encodes semantic appearance information, enhancing the robustness of appearance decomposition. Trained on just 8 H100 GPUs, ARM outperforms existing methods both quantitatively and qualitatively.