University of Hong Kong
Abstract:Vision-Language-Action (VLA) models have shown strong potential for general robot manipulation, but most existing models rely on 2D visual-language backbones and lack fine-grained 3D understanding of target objects, especially under occlusion, pose variation, scale changes, and precise spatial interaction. We propose an object-centric 3D representation alignment framework built upon $π_0$, using SAM3D as a frozen 3D teacher to provide target-object 3D priors during training. Specifically, we localize task-relevant objects with object recognition models, generate corresponding object masks, and use SAM3D to extract dense object-level 3D representations, which are aligned with intermediate visual features of $π_0$. This enables the policy to internalize target-object 3D information while preserving the original RGB-language-to-action inference pipeline without requiring depth, point clouds, masks, SAM3D, or additional 3D modules at test time. Simulation experiments show consistent improvements, achieving 99.1\% on LIBERO and an average length of 4.11 on CALVIN. Real-world experiments further demonstrate that our method is particularly effective in long-horizon manipulation scenarios where the robot must focus on different target objects across multiple subtasks.
Abstract:Creating photorealistic, animatable 3D human avatars from monocular images still largely depends on Linear Blend Skinning (LBS) and parametric body models, which constrain expressivity and often introduce artifacts due to imperfect fitting. We propose LUNA, an LBS-free universal neural animation model that directly maps multiple 2D controls like images, keypoints, sketches, and unseen characters into 3D Gaussian deformations, bypassing explicit body fitting. At its core, a transformer-based motion regressor disentangles global rigid motion from fine-grained local dynamics to capture both coherent movement and subtle non-rigid effects. To resolve the inherent ambiguity of 2D-to-3D lifting while scaling beyond fitted datasets, we introduce hybrid supervision that distills soft structural priors from an LBS teacher and a loss that supports training on both limited fitted data and large in-the-wild unlabeled videos. Extensive experiments show LUNA achieves competitive visual fidelity compared to LBS-based approaches, while delivering realistic human motion and zero-shot cross-identity generalization across diverse driving modalities. To the best of our knowledge, LUNA is the first end-to-end 3D animatable model that supports implicit 2D driving.
Abstract:We introduce FiCA, a Feed-forward, instant Gaussian Codec Avatar generation pipeline that creates lifelike avatars from a single portrait image. Generating a photorealistic and drivable avatar from just a single image is significantly challenging due to the limited visual information available to accurately infer the 3D appearance and geometry of human heads. To address this, we develop a novel system that combines human-centric vision foundation models with a diffusion model. This system is designed to fully exploit partial visual observations to generate lifelike human avatars. Our proposed diffusion model learns a generative mapping from these partial observations to complete and authentic 3D mesh reconstruction. Additionally, we introduce a feed-forward mesh refinement network that enhances the fidelity and identity preservation of the generated avatars, eliminating the need for person-specific test-time optimization. By leveraging a universal prior model that decodes a generated mesh into a set of 3D Gaussians, we generate a photorealistic 3D Gaussian avatar, capable of being driven with novel expressions in real-time. Our experiments demonstrate that the avatars generated by our feed-forward approach faithfully represent diverse identities and surpass the visual quality of avatars produced by recent competing methods.
Abstract:World Action Models (WAMs) have emerged as a new powerful paradigm for embodied intelligence, learning action-relevant visual dynamics that significantly enhance generalization and robustness. However, existing WAMs still struggle with task-relevant memory in long-horizon robotic manipulation. To address this, we present HiMem-WAM, a Hierarchical Memory-Gated WAM that integrates motion-centric latent actions, high-level skill latents, and boundary-triggered memory updates. Specifically, we develop a hierarchical latent action framework that jointly learns low-level motion and high-level skill latents, providing structured temporal abstraction. Meanwhile, a boundary-aware memory gate writes compact task states at predicted skill transitions, enabling causal inference without test-time generation of future video or optical flow estimation. Evaluated on LIBERO, LIBERO-PLUS, RMBench and real-world tasks, HiMem-WAM shows that hierarchical latents improve robustness under deployment perturbations, and the memory module substantially benefits memory-dependent long-horizon manipulation.
Abstract:Relighting a person from a single photo is an attractive but ill-posed task, as a 2D image ambiguously entangles 3D geometry, intrinsic appearance, and illumination. Current methods either use sequential pipelines that suffer from error accumulation, or they do not explicitly leverage 3D geometry during relighting, which limits physical consistency. Since relighting and estimation of 3D geometry are mutually beneficial tasks, we propose a unified Multi-Modal Diffusion Transformer (DiT) that jointly solves for both: GeoRelight. We make this possible through two key technical contributions: isotropic NDC-Orthographic Depth (iNOD), a distortion-free 3D representation compatible with latent diffusion models; and a strategic mixed-data training method that combines synthetic and auto-labeled real data. By solving geometry and relighting jointly, GeoRelight achieves better performance than both sequential models and previous systems that ignored geometry.
Abstract:Pretrained video generation models provide strong priors for robot control, but existing unified world action models still struggle to decode reliable actions without substantial robot-specific training. We attribute this limitation to a structural mismatch: while video models capture how scenes evolve, action generation requires explicit reasoning about where to interact and the underlying manipulation intent. We introduce AIM, an intent-aware unified world action model that bridges this gap via an explicit spatial interface. Instead of decoding actions directly from future visual representations, AIM predicts an aligned spatial value map that encodes task-relevant interaction structure, enabling a control-oriented abstraction of future dynamics. Built on a pretrained video generation model, AIM jointly models future observations and value maps within a shared mixture-of-transformers architecture. It employs intent-causal attention to route future information to the action branch exclusively through the value representation. We further propose a self-distillation reinforcement learning stage that freezes the video and value branches and optimizes only the action head using dense rewards derived from projected value-map responses together with sparse task-level signals. To support training and evaluation, we construct a simulation dataset of 30K manipulation trajectories with synchronized multi-view observations, actions, and value-map annotations. Experiments on RoboTwin 2.0 benchmark show that AIM achieves a 94.0% average success rate, significantly outperforming prior unified world action baselines. Notably, the improvement is more pronounced in long-horizon and contact-sensitive manipulation tasks, demonstrating the effectiveness of explicit spatial-intent modeling as a bridge between visual world modeling and robot control.
Abstract:High-quality 3D avatar modeling faces a critical trade-off between fidelity and generalization. On the one hand, multi-view studio data enables high-fidelity modeling of humans with precise control over expressions and poses, but it struggles to generalize to real-world data due to limited scale and the domain gap between the studio environment and the real world. On the other hand, recent large-scale avatar models trained on millions of in-the-wild samples show promise for generalization across a wide range of identities, yet the resulting avatars are often of low-quality due to inherent 3D ambiguities. To address this, we present Large-Scale Codec Avatars (LCA), a high-fidelity, full-body 3D avatar model that generalizes to world-scale populations in a feedforward manner, enabling efficient inference. Inspired by the success of large language models and vision foundation models, we present, for the first time, a pre/post-training paradigm for 3D avatar modeling at scale: we pretrain on 1M in-the-wild videos to learn broad priors over appearance and geometry, then post-train on high-quality curated data to enhance expressivity and fidelity. LCA generalizes across hair styles, clothing, and demographics while providing precise, fine-grained facial expressions and finger-level articulation control, with strong identity preservation. Notably, we observe emergent generalization to relightability and loose garment support to unconstrained inputs, and zero-shot robustness to stylized imagery, despite the absence of direct supervision.
Abstract:Vision-Language-Action (VLA) models demonstrate remarkable potential for generalizable robotic manipulation. The execution of complex multi-step behaviors in VLA models can be improved by robust instruction grounding, a critical component for effective control. However, current paradigms predominantly rely on coarse, high-level task instructions during supervised fine-tuning. This instruction grounding gap leaves models without explicit intermediate guidance, leading to severe compounding errors in long-horizon tasks. Therefore, bridging this instruction gap and providing scalable post-training for VLA models is urgent. To tackle this problem, we propose \method, the first subtask-aware VLA framework integrated with a scalable offline post-training pipeline. Our framework leverages a large language model to decompose high-level demonstrations into fine-grained atomic subtasks. This approach utilizes a pretrained predictive world model to score candidate action chunks against subtask goals in the latent space, mitigating error accumulation while significantly improving long-horizon robustness. Furthermore, this approach enables highly efficient Group Relative Policy Optimization without the prohibitive expenses associated with online rollouts on physical robots. Extensive simulations validate that our AtomVLA maintains strong robustness under perturbations. When evaluated against fundamental baseline models, it achieves an average success rate of 97.0\% on the LIBERO benchmark and 48.0\% on the LIBERO-PRO benchmark. Finally, experiments conducted in the real world using the Galaxea R1 Lite platform confirm its broad applicability across diverse tasks, especially long-horizon tasks. All datasets, checkpoints, and code will be released to the public domain following the acceptance of this work for future research.
Abstract:We present 3DGH, an unconditional generative model for 3D human heads with composable hair and face components. Unlike previous work that entangles the modeling of hair and face, we propose to separate them using a novel data representation with template-based 3D Gaussian Splatting, in which deformable hair geometry is introduced to capture the geometric variations across different hairstyles. Based on this data representation, we design a 3D GAN-based architecture with dual generators and employ a cross-attention mechanism to model the inherent correlation between hair and face. The model is trained on synthetic renderings using carefully designed objectives to stabilize training and facilitate hair-face separation. We conduct extensive experiments to validate the design choice of 3DGH, and evaluate it both qualitatively and quantitatively by comparing with several state-of-the-art 3D GAN methods, demonstrating its effectiveness in unconditional full-head image synthesis and composable 3D hairstyle editing. More details will be available on our project page: https://c-he.github.io/projects/3dgh/.
Abstract:We present Vid2Avatar-Pro, a method to create photorealistic and animatable 3D human avatars from monocular in-the-wild videos. Building a high-quality avatar that supports animation with diverse poses from a monocular video is challenging because the observation of pose diversity and view points is inherently limited. The lack of pose variations typically leads to poor generalization to novel poses, and avatars can easily overfit to limited input view points, producing artifacts and distortions from other views. In this work, we address these limitations by leveraging a universal prior model (UPM) learned from a large corpus of multi-view clothed human performance capture data. We build our representation on top of expressive 3D Gaussians with canonical front and back maps shared across identities. Once the UPM is learned to accurately reproduce the large-scale multi-view human images, we fine-tune the model with an in-the-wild video via inverse rendering to obtain a personalized photorealistic human avatar that can be faithfully animated to novel human motions and rendered from novel views. The experiments show that our approach based on the learned universal prior sets a new state-of-the-art in monocular avatar reconstruction by substantially outperforming existing approaches relying only on heuristic regularization or a shape prior of minimally clothed bodies (e.g., SMPL) on publicly available datasets.