Abstract:Explicit 3D representations are attractive for manipulation because they expose object shape, workspace geometry, and robot-object relations in metric coordinates. However, sparse 3D encoders are often learned through downstream task objectives, tying the representation to a particular data distribution, policy architecture, and action parameterization. We introduce Sparse2Act, an observation-action alignment framework for pretraining sparse point-cloud encoders. The key idea is to use task-space end-effector actions as geometric supervision: masked sparse 3D tokens are trained to organize scene features around the workspace motion paired with the observation. After pretraining, only the encoder initialization is reused by downstream policies, allowing them to retain their own architectures and action spaces, including joint-space commands. On the LIBERO-10 benchmark, our method achieves 86.9% average success after 500 fine-tuning steps. The same pretrained encoder supports LIBERO-to-Meta-World cross-domain transfer, achieving 73.4% average success on the Meta-World-5 benchmark. Ablations on the objective and decoder capacity show that the gains come from the masked action-alignment signal and remain useful across downstream action decoders. In real-world experiments, simulation pretraining followed by limited real-data fine-tuning achieves an average success rate of 72.5% across four tasks, demonstrating effective sim-to-real transfer. These results suggest that robot actions can provide compact geometric supervision for reusable sparse 3D representations.
Abstract:Vision-language-action (VLA) models provide strong visual, language, and action priors for robot manipulation, but visual observations alone often miss the local contact state required for contact-rich tasks. We present TacCoRL, a scalable framework that injects Tactile feedback into VLA policies and improves them through sim-real Co-training and simulation-based reinforcement learning (RL), without requiring large-scale tactile pretraining or extensive real-world contact exploration. The key idea is not only adding touch as an input, but learning how contact readings should modulate action responses in near-failure states that are rare in demonstrations and risky to collect on hardware. We use a real-aligned simulator as a closed-loop training environment for contact interaction. Mixed simulated and real trajectories first warm-start tactile-conditioned actions in the pretrained policy. Reinforcement learning with verifiable task rewards then optimizes the policy using simulated contact rollouts. It reinforces tactile-conditioned actions that lead to task completion, while a supervised objective on real trajectories keeps the refined policy anchored to deployment visual, tactile, and action distributions. The resulting policy transfers directly to the real robot without privileged simulation state or online real-world RL. Across four bimanual contact-rich tasks, the final visuo-tactile policy achieves an average success rate of 72.5%, compared to baseline of 50.0%. Result videos and more details are available at https://tac-corl.github.io/
Abstract:Scaling humanoid loco-manipulation requires robot-compatible demonstrations across diverse objects, whole-body motions, and scene geometries, but teleoperation and motion capture are difficult to scale because each collection depends on physical setups, instrumented actors, and robot operation. We present GRAIL, a digital generation pipeline that remains fully virtual until deployment: it composes 3D assets, simulator-ready scenes, and priors from video foundation models (VFMs) to synthesize interactions without rebuilding physical environments or teleoperating the robot. Rather than reconstructing unconstrained in-the-wild videos, GRAIL starts from fully specified 3D configurations in which object geometry, camera parameters, metric scale, environment depth, and a robot-proportioned character are known before video generation and reused during reconstruction. This privileged setup better conditions 4D recovery, allowing model-based object tracking, human motion estimation, and interaction-aware optimization to reconstruct metric 4D human-object interaction (HOI) trajectories with reduced depth ambiguity and morphology mismatch. We retarget the recovered motions to a humanoid robot and train complementary task-general trackers: an object-aware latent adaptor for manipulation and a scene-aware tracker for terrain traversal. GRAIL produces over 20,000 sequences spanning pick-up, object manipulation, sitting, and terrain traversal. Using only GRAIL-generated data, we train egocentric visual policies through a sim-to-real pipeline and deploy them on a Unitree G1 humanoid, achieving 84\% real-world success on diverse object pick-up and 90\% success on stair-climbing.
Abstract:Large-scale controllable 3D assets are critical for computer graphics, embodied AI, robotics, and interactive content creation, yet creating diverse 3D assets remains challenging due to the high cost of manual modeling and rigging. Shape deformation offers a natural way to generate variations from existing meshes, but existing data-driven methods often rely on sparse user inputs, while parametric editing frameworks require manually designed control structures and category-specific configurations. Inspired by natural creatures, where a central spine governs global shape and cross-sectional ribs control local variation, we introduce Fishbone, a unified rib-spine representation for general shapes that supports controllable parametric mesh deformation, reduced-space dynamics, and animation. Given an input mesh, Fishbone computes a geodesic scalar field with an adaptive heat method, extracts iso-contours as cross-sectional ribs, constructs a smooth geometry-aware spine through rib centers, and associates surface vertices with nearby rib and spine structures using Gaussian-weighted skinning. The resulting representation enables real-time and predictable deformation: ribs control local profiles such as thickness, orientation, and cross-sectional variation, while the spine controls global bending, twisting, and stretching. The same structure also supports reduced-space simulation and keyframe animation. We further construct Fishbone-136K by augmenting Hunyuan3D with rib-spine structures, and demonstrate applications in controllable 3D generation, deformation-based data augmentation for robot learning, interactive mesh editing, and agentic generation. Experiments demonstrate the effectiveness, efficiency, and versatility of the proposed framework.
Abstract:Monocular depth estimation remains challenging for transparent objects, where refraction and transmission are difficult to model and break the appearance assumptions used by depth networks. As a result, state-of-the-art estimators often produce unstable or incorrect depth predictions for transparent materials. We propose SeeClear, a novel framework that converts transparent objects into generative opaque images, enabling stable monocular depth estimation for transparent objects. Given an input image, we first localize transparent regions and transform their refractive appearance into geometrically consistent opaque shapes using a diffusion-based generative opacification module. The processed image is then fed into an off-the-shelf monocular depth estimator without retraining or architectural changes. To train the opacification model, we construct SeeClear-396k, a synthetic dataset containing 396k paired transparent-opaque renderings. Experiments on both synthetic and real-world datasets show that SeeClear significantly improves depth estimation for transparent objects. Project page: https://heyumeng.com/SeeClear-web/
Abstract:Recent advances in garment pattern generation have shown promising progress. However, existing feed-forward methods struggle with diverse poses and viewpoints, while optimization-based approaches are computationally expensive and difficult to scale. This paper focuses on sewing pattern generation for garment modeling and fabrication applications that demand editable, separable, and simulation-ready garments. We propose DressWild, a novel feed-forward pipeline that reconstructs physics-consistent 2D sewing patterns and the corresponding 3D garments from a single in-the-wild image. Given an input image, our method leverages vision-language models (VLMs) to normalize pose variations at the image level, then extract pose-aware, 3D-informed garment features. These features are fused through a transformer-based encoder and subsequently used to predict sewing pattern parameters, which can be directly applied to physical simulation, texture synthesis, and multi-layer virtual try-on. Extensive experiments demonstrate that our approach robustly recovers diverse sewing patterns and the corresponding 3D garments from in-the-wild images without requiring multi-view inputs or iterative optimization, offering an efficient and scalable solution for realistic garment simulation and animation.
Abstract:Modeling deformable objects - especially continuum materials - in a way that is physically plausible, generalizable, and data-efficient remains challenging across 3D vision, graphics, and robotic manipulation. Many existing methods oversimplify the rich dynamics of deformable objects or require large training sets, which often limits generalization. We introduce embodied MPM (EMPM), a deformable object modeling and simulation framework built on a differentiable Material Point Method (MPM) simulator that captures the dynamics of challenging materials. From multi-view RGB-D videos, our approach reconstructs geometry and appearance, then uses an MPM physics engine to simulate object behavior by minimizing the mismatch between predicted and observed visual data. We further optimize MPM parameters online using sensory feedback, enabling adaptive, robust, and physics-aware object representations that open new possibilities for robotic manipulation of complex deformables. Experiments show that EMPM outperforms spring-mass baseline models. Project website: https://embodied-mpm.github.io.
Abstract:We present VoroLight, a differentiable framework for 3D shape reconstruction based on Voronoi meshing. Our approach generates smooth, watertight surfaces and topologically consistent volumetric meshes directly from diverse inputs, including images, implicit shape level-set fields, point clouds and meshes. VoroLight operates in three stages: it first initializes a surface using a differentiable Voronoi formulation, then refines surface quality through a polygon-face sphere training stage, and finally reuses the differentiable Voronoi formulation for volumetric optimization with additional interior generator points. Project page: https://jiayinlu19960224.github.io/vorolight/
Abstract:Painting embodies a unique form of visual storytelling, where the creation process is as significant as the final artwork. Although recent advances in generative models have enabled visually compelling painting synthesis, most existing methods focus solely on final image generation or patch-based process simulation, lacking explicit stroke structure and failing to produce smooth, realistic shading. In this work, we present a differentiable stroke reconstruction framework that unifies painting, stylized texturing, and smudging to faithfully reproduce the human painting-smudging loop. Given an input image, our framework first optimizes single- and dual-color Bezier strokes through a parallel differentiable paint renderer, followed by a style generation module that synthesizes geometry-conditioned textures across diverse painting styles. We further introduce a differentiable smudge operator to enable natural color blending and shading. Coupled with a coarse-to-fine optimization strategy, our method jointly optimizes stroke geometry, color, and texture under geometric and semantic guidance. Extensive experiments on oil, watercolor, ink, and digital paintings demonstrate that our approach produces realistic and expressive stroke reconstructions, smooth tonal transitions, and richly stylized appearances, offering a unified model for expressive digital painting creation. See our project page for more demos: https://yingjiang96.github.io/DiffPaintWebsite/.
Abstract:Turning garments right-side out is a challenging manipulation task: it is highly dynamic, entails rapid contact changes, and is subject to severe visual occlusion. We introduce Right-Side-Out, a zero-shot sim-to-real framework that effectively solves this challenge by exploiting task structures. We decompose the task into Drag/Fling to create and stabilize an access opening, followed by Insert&Pull to invert the garment. Each step uses a depth-inferred, keypoint-parameterized bimanual primitive that sharply reduces the action space while preserving robustness. Efficient data generation is enabled by our custom-built, high-fidelity, GPU-parallel Material Point Method (MPM) simulator that models thin-shell deformation and provides robust and efficient contact handling for batched rollouts. Built on the simulator, our fully automated pipeline scales data generation by randomizing garment geometry, material parameters, and viewpoints, producing depth, masks, and per-primitive keypoint labels without any human annotations. With a single depth camera, policies trained entirely in simulation deploy zero-shot on real hardware, achieving up to 81.3% success rate. By employing task decomposition and high fidelity simulation, our framework enables tackling highly dynamic, severely occluded tasks without laborious human demonstrations.