Abstract:Depth super-resolution (DSR) aims to recover a high-resolution (HR) depth map from its low-resolution (LR) counterpart. With color image guidance, this task is typically formulated as learning the residual between HR and LR in a low-dimensional feature space. However, this additive formulation is insufficient to accurately capture the complex relationship between HR and LR, especially under spatially varying degradations. In this paper, we introduce DegBins, a novel DSR framework that leverages degradation-driven binning to adaptively enhance residual modeling. Specifically, DegBins reformulates the regression-based DSR as a hybrid classification-regression problem, where the residual depth is represented as a linear combination of discrete depth bins weighted by their learned probability distribution, yielding more flexible and expressive representations. Furthermore, DegBins models the degradation relationship between HR and LR in a high-dimensional feature space, enabling adaptive bin range adjustment and probability optimization conditioned on local degradation characteristics. To progressively improve reconstruction quality, DegBins adopts a multi-stage refinement scheme, where each stage performs finer-grained bin partitioning and probability updating based on the former estimation. This coarse-to-fine design facilitates more accurate depth recovery, particularly in regions with severe degradations or complex structural variations. Extensive experiments across five benchmarks demonstrate that DegBins consistently outperforms existing state-of-the-art methods in terms of accuracy, robustness, and generalization.
Abstract:Vision-language-action (VLA) models perform well on training-seen robotic tasks but struggle to generalize to unseen scenes and objects. A key limitation lies in their implicit visual representations, which entangle object appearance, background, and scene layout. This makes policies sensitive to visual variations. Prior work improves transferability through structured intermediate representations that objectify visual content. However, these representations mainly capture scene semantics instead of action-relevant relations. As a result, action prediction remains tied to appearance statistics. We observe that manipulation actions depend on the object-hand-task relational structure, which governs interactions among task requirements, robot states, and object properties. Based on this observation, we propose TriRelVLA, a triadic relational VLA framework for generalizable embodied manipulation. Our approach consists of three components: 1) We construct explicit object-hand-task triadic representations from multimodal inputs as relational primitives. 2) We build a task-grounded relational graph. Task-guided cross-attention forms nodes, and a relation-aware graph transformer models interactions among them. 3) We perform relation-conditioned action generation. The relational structure is compressed into a bottleneck space and projected into the LLM for action prediction. This triadic relational bottleneck reduces reliance on appearance statistics and enables transfer across scenes, objects, and task compositions. We further introduce a real-world robotic dataset for fine-tuning. Experiments show strong performance on fine-tuned tasks and clear gains in cross-scene, cross-object, and cross-task generalization.
Abstract:Handling the dynamic environments is a significant research challenge in Visual Simultaneous Localization and Mapping (SLAM). Recent research combines 3D Gaussian Splatting (3DGS) with SLAM to achieve both robust camera pose estimation and photorealistic renderings. However, using SLAM to efficiently reconstruct both static and dynamic regions remains challenging. In this work, we propose an efficient framework for dynamic 3DGS SLAM guided by optical flow. Using the input depth and prior optical flow, we first propose a category-agnostic motion mask generation strategy by fitting a camera ego-motion model to decompose the optical flow. This module separates dynamic and static Gaussians and simultaneously provides flow-guided camera pose initialization. We boost the training speed of dynamic 3DGS by explicitly modeling their temporal centers at keyframes. These centers are propagated using 3D scene flow priors and are dynamically initialized with an adaptive insertion strategy. Alongside this, we model the temporal opacity and rotation using a Gaussian Mixture Model (GMM) to adaptively learn the complex dynamics. The empirical results demonstrate our state-of-the-art performance in tracking, dynamic reconstruction, and training efficiency.
Abstract:Realistic reconstruction of dynamic 4D scenes from monocular videos is essential for understanding the physical world. Despite recent progress in neural rendering, existing methods often struggle to recover accurate 3D geometry and temporally consistent motion in complex environments. To address these challenges, we propose MotionScale, a 4D Gaussian Splatting framework that scales efficiently to large scenes and extended sequences while maintaining high-fidelity structural and motion coherence. At the core of our approach is a scalable motion field parameterized by cluster-centric basis transformations that adaptively expand to capture diverse and evolving motion patterns. To ensure robust reconstruction over long durations, we introduce a progressive optimization strategy comprising two decoupled propagation stages: 1) A background extension stage that adapts to newly visible regions, refines camera poses, and explicitly models transient shadows; 2) A foreground propagation stage that enforces motion consistency through a specialized three-stage refinement process. Extensive experiments on challenging real-world benchmarks demonstrate that MotionScale significantly outperforms state-of-the-art methods in both reconstruction quality and temporal stability. Project page: https://hrzhou2.github.io/motion-scale-web/.
Abstract:Generalized 3D hand-object pose estimation from a single RGB image remains challenging due to the large variations in object appearances and interaction patterns, especially under heavy occlusion. We propose GenHOI, a framework for generalized hand-object pose estimation with occlusion awareness. GenHOI integrates hierarchical semantic knowledge with hand priors to enhance model generalization under challenging occlusion conditions. Specifically, we introduce a hierarchical semantic prompt that encodes object states, hand configurations, and interaction patterns via textual descriptions. This enables the model to learn abstract high-level representations of hand-object interactions for generalization to unseen objects and novel interactions while compensating for missing or ambiguous visual cues. To enable robust occlusion reasoning, we adopt a multi-modal masked modeling strategy over RGB images, predicted point clouds, and textual descriptions. Moreover, we leverage hand priors as stable spatial references to extract implicit interaction constraints. This allows reliable pose inference even under significant variations in object shapes and interaction patterns. Extensive experiments on the challenging DexYCB and HO3Dv2 benchmarks demonstrate that our method achieves state-of-the-art performance in hand-object pose estimation.
Abstract:We introduce SPIRAL, a self-improving planning and iterative reflective action world modeling closed-loop framework that enables controllable long-horizon video generation conditioned on high-level semantic actions. Existing one-shot video generation models operate in open-loop, often resulting in incomplete action execution, weak semantic grounding, and temporal drift. SPIRAL formulates ActWM as a closed-loop think-act-reflect process, where generation proceeds step by step under explicit planning and feedback. A PlanAgent decomposes abstract actions into object-centric sub-actions, while a CriticAgent evaluates intermediate results and guides iterative refinement with long-horizon memory. This closed-loop design naturally supports RL evolving optimization, improving semantic alignment and temporal consistency over extended horizons. We further introduce the ActWM-Dataset and ActWM-Bench for training and evaluation. Experiments across multiple TI2V backbones demonstrate consistent gains on ActWM-Bench and mainstream video generation benchmarks, validating SPIRAL's effectiveness.
Abstract:Physics-based humanoid control has achieved remarkable progress in enabling realistic and high-performing single-agent behaviors, yet extending these capabilities to cooperative human-object interaction (HOI) remains challenging. We present TeamHOI, a framework that enables a single decentralized policy to handle cooperative HOIs across any number of cooperating agents. Each agent operates using local observations while attending to other teammates through a Transformer-based policy network with teammate tokens, allowing scalable coordination across variable team sizes. To enforce motion realism while addressing the scarcity of cooperative HOI data, we further introduce a masked Adversarial Motion Prior (AMP) strategy that uses single-human reference motions while masking object-interacting body parts during training. The masked regions are then guided through task rewards to produce diverse and physically plausible cooperative behaviors. We evaluate TeamHOI on a challenging cooperative carrying task involving two to eight humanoid agents and varied object geometries. Finally, to promote stable carrying, we design a team-size- and shape-agnostic formation reward. TeamHOI achieves high success rates and demonstrates coherent cooperation across diverse configurations with a single policy.
Abstract:Understanding a 3D scene immediately with its exploration is essential for embodied tasks, where an agent must construct and comprehend the 3D scene in an online and nearly real-time manner. In this study, we propose EmbodiedSplat, an online feed-forward 3DGS for open-vocabulary scene understanding that enables simultaneous online 3D reconstruction and 3D semantic understanding from the streaming images. Unlike existing open-vocabulary 3DGS methods which are typically restricted to either offline or per-scene optimization setting, our objectives are two-fold: 1) Reconstructs the semantic-embedded 3DGS of the entire scene from over 300 streaming images in an online manner. 2) Highly generalizable to novel scenes with feed-forward design and supports nearly real-time 3D semantic reconstruction when combined with real-time 2D models. To achieve these objectives, we propose an Online Sparse Coefficients Field with a CLIP Global Codebook where it binds the 2D CLIP embeddings to each 3D Gaussian while minimizing memory consumption and preserving the full semantic generalizability of CLIP. Furthermore, we generate 3D geometric-aware CLIP features by aggregating the partial point cloud of 3DGS through 3D U-Net to compensate the 3D geometric prior to 2D-oriented language embeddings. Extensive experiments on diverse indoor datasets, including ScanNet, ScanNet++, and Replica, demonstrate both the effectiveness and efficiency of our method. Check out our project page in https://0nandon.github.io/EmbodiedSplat/.
Abstract:Navigating socially in human environments requires more than satisfying geometric constraints, as collision-free paths may still interfere with ongoing activities or conflict with social norms. Addressing this challenge calls for analyzing interactions between agents and incorporating common-sense reasoning into planning. This paper presents a social robot navigation framework that integrates geometric planning with contextual social reasoning. The system first extracts obstacles and human dynamics to generate geometrically feasible candidate paths, then leverages a fine-tuned vision-language model (VLM) to evaluate these paths, informed by contextually grounded social expectations, selecting a socially optimized path for the controller. This task-specific VLM distills social reasoning from large foundation models into a smaller and efficient model, allowing the framework to perform real-time adaptation in diverse human-robot interaction contexts. Experiments in four social navigation contexts demonstrate that our method achieves the best overall performance with the lowest personal space violation duration, the minimal pedestrian-facing time, and no social zone intrusions. Project page: https://path-etiquette.github.io
Abstract:3D hand pose estimation that involves accurate estimation of 3D human hand keypoint locations is crucial for many human-computer interaction applications such as augmented reality. However, this task poses significant challenges due to self-occlusion of the hands and occlusions caused by interactions with objects. In this paper, we propose HandMCM to address these challenges. Our HandMCM is a novel method based on the powerful state space model (Mamba). By incorporating modules for local information injection/filtering and correspondence modeling, the proposed correspondence Mamba effectively learns the highly dynamic kinematic topology of keypoints across various occlusion scenarios. Moreover, by integrating multi-modal image features, we enhance the robustness and representational capacity of the input, leading to more accurate hand pose estimation. Empirical evaluations on three benchmark datasets demonstrate that our model significantly outperforms current state-of-the-art methods, particularly in challenging scenarios involving severe occlusions. These results highlight the potential of our approach to advance the accuracy and reliability of 3D hand pose estimation in practical applications.