Abstract:Bimanual manipulation is a challenging yet crucial robotic capability, demanding precise spatial localization and versatile motion trajectories, which pose significant challenges to existing approaches. Existing approaches fall into two categories: keyframe-based strategies, which predict gripper poses in keyframes and execute them via motion planners, and continuous control methods, which estimate actions sequentially at each timestep. The keyframe-based method lacks inter-frame supervision, struggling to perform consistently or execute curved motions, while the continuous method suffers from weaker spatial perception. To address these issues, this paper introduces an end-to-end framework PPI (keyPose and Pointflow Interface), which integrates the prediction of target gripper poses and object pointflow with the continuous actions estimation. These interfaces enable the model to effectively attend to the target manipulation area, while the overall framework guides diverse and collision-free trajectories. By combining interface predictions with continuous actions estimation, PPI demonstrates superior performance in diverse bimanual manipulation tasks, providing enhanced spatial localization and satisfying flexibility in handling movement restrictions. In extensive evaluations, PPI significantly outperforms prior methods in both simulated and real-world experiments, achieving state-of-the-art performance with a +16.1% improvement on the RLBench2 simulation benchmark and an average of +27.5% gain across four challenging real-world tasks. Notably, PPI exhibits strong stability, high precision, and remarkable generalization capabilities in real-world scenarios. Project page: https://yuyinyang3y.github.io/PPI/
Abstract:Visuomotor policies learned from teleoperated demonstrations face challenges such as lengthy data collection, high costs, and limited data diversity. Existing approaches address these issues by augmenting image observations in RGB space or employing Real-to-Sim-to-Real pipelines based on physical simulators. However, the former is constrained to 2D data augmentation, while the latter suffers from imprecise physical simulation caused by inaccurate geometric reconstruction. This paper introduces RoboSplat, a novel method that generates diverse, visually realistic demonstrations by directly manipulating 3D Gaussians. Specifically, we reconstruct the scene through 3D Gaussian Splatting (3DGS), directly edit the reconstructed scene, and augment data across six types of generalization with five techniques: 3D Gaussian replacement for varying object types, scene appearance, and robot embodiments; equivariant transformations for different object poses; visual attribute editing for various lighting conditions; novel view synthesis for new camera perspectives; and 3D content generation for diverse object types. Comprehensive real-world experiments demonstrate that RoboSplat significantly enhances the generalization of visuomotor policies under diverse disturbances. Notably, while policies trained on hundreds of real-world demonstrations with additional 2D data augmentation achieve an average success rate of 57.2%, RoboSplat attains 87.8% in one-shot settings across six types of generalization in the real world.
Abstract:The integration of geometric reconstruction and generative modeling remains a critical challenge in developing AI systems capable of human-like spatial reasoning. This paper proposes Aether, a unified framework that enables geometry-aware reasoning in world models by jointly optimizing three core capabilities: (1) 4D dynamic reconstruction, (2) action-conditioned video prediction, and (3) goal-conditioned visual planning. Through task-interleaved feature learning, Aether achieves synergistic knowledge sharing across reconstruction, prediction, and planning objectives. Building upon video generation models, our framework demonstrates unprecedented synthetic-to-real generalization despite never observing real-world data during training. Furthermore, our approach achieves zero-shot generalization in both action following and reconstruction tasks, thanks to its intrinsic geometric modeling. Remarkably, even without real-world data, its reconstruction performance is comparable with or even better than that of domain-specific models. Additionally, Aether employs camera trajectories as geometry-informed action spaces, enabling effective action-conditioned prediction and visual planning. We hope our work inspires the community to explore new frontiers in physically-reasonable world modeling and its applications.
Abstract:Large-scale articulated objects with high quality are desperately needed for multiple tasks related to embodied AI. Most existing methods for creating articulated objects are either data-driven or simulation based, which are limited by the scale and quality of the training data or the fidelity and heavy labour of the simulation. In this paper, we propose Infinite Mobility, a novel method for synthesizing high-fidelity articulated objects through procedural generation. User study and quantitative evaluation demonstrate that our method can produce results that excel current state-of-the-art methods and are comparable to human-annotated datasets in both physics property and mesh quality. Furthermore, we show that our synthetic data can be used as training data for generative models, enabling next-step scaling up. Code is available at https://github.com/Intern-Nexus/Infinite-Mobility
Abstract:Pre-trained vision models (PVMs) are fundamental to modern robotics, yet their optimal configuration remains unclear. Through systematic evaluation, we find that while DINO and iBOT outperform MAE across visuomotor control and perception tasks, they struggle when trained on non-(single-)object-centric (NOC) data--a limitation strongly correlated with their diminished ability to learn object-centric representations. This investigation indicates that the ability to form object-centric representations from the non-object-centric robotics dataset is the key to success for PVMs. Motivated by this discovery, we designed SlotMIM, a method that induces object-centric representations by introducing a semantic bottleneck to reduce the number of prototypes to encourage the emergence of objectness as well as cross-view consistency regularization for encouraging multiview invariance. Our experiments encompass pre-training on object-centric, scene-centric, web-crawled, and ego-centric data. Across all settings, our approach learns transferrable representations and achieves significant improvements over prior work in image recognition, scene understanding, and robot learning evaluations. When scaled up with million-scale datasets, our method also demonstrates superior data efficiency and scalability. Our code and models are publicly available at https://github.com/CVMI-Lab/SlotMIM.
Abstract:We explore how scalable robot data can address real-world challenges for generalized robotic manipulation. Introducing AgiBot World, a large-scale platform comprising over 1 million trajectories across 217 tasks in five deployment scenarios, we achieve an order-of-magnitude increase in data scale compared to existing datasets. Accelerated by a standardized collection pipeline with human-in-the-loop verification, AgiBot World guarantees high-quality and diverse data distribution. It is extensible from grippers to dexterous hands and visuo-tactile sensors for fine-grained skill acquisition. Building on top of data, we introduce Genie Operator-1 (GO-1), a novel generalist policy that leverages latent action representations to maximize data utilization, demonstrating predictable performance scaling with increased data volume. Policies pre-trained on our dataset achieve an average performance improvement of 30% over those trained on Open X-Embodiment, both in in-domain and out-of-distribution scenarios. GO-1 exhibits exceptional capability in real-world dexterous and long-horizon tasks, achieving over 60% success rate on complex tasks and outperforming prior RDT approach by 32%. By open-sourcing the dataset, tools, and models, we aim to democratize access to large-scale, high-quality robot data, advancing the pursuit of scalable and general-purpose intelligence.
Abstract:The performance of legged locomotion is closely tied to the accuracy and comprehensiveness of state observations. Blind policies, which rely solely on proprioception, are considered highly robust due to the reliability of proprioceptive observations. However, these policies significantly limit locomotion speed and often require collisions with the terrain to adapt. In contrast, Vision policies allows the robot to plan motions in advance and respond proactively to unstructured terrains with an online perception module. However, perception is often compromised by noisy real-world environments, potential sensor failures, and the limitations of current simulations in presenting dynamic or deformable terrains. Humanoid robots, with high degrees of freedom and inherently unstable morphology, are particularly susceptible to misguidance from deficient perception, which can result in falls or termination on challenging dynamic terrains. To leverage the advantages of both vision and blind policies, we propose VB-Com, a composite framework that enables humanoid robots to determine when to rely on the vision policy and when to switch to the blind policy under perceptual deficiency. We demonstrate that VB-Com effectively enables humanoid robots to traverse challenging terrains and obstacles despite perception deficiencies caused by dynamic terrains or perceptual noise.
Abstract:Current humanoid teleoperation systems either lack reliable low-level control policies, or struggle to acquire accurate whole-body control commands, making it difficult to teleoperate humanoids for loco-manipulation tasks. To solve these issues, we propose HOMIE, a novel humanoid teleoperation cockpit integrates a humanoid loco-manipulation policy and a low-cost exoskeleton-based hardware system. The policy enables humanoid robots to walk and squat to specific heights while accommodating arbitrary upper-body poses. This is achieved through our novel reinforcement learning-based training framework that incorporates upper-body pose curriculum, height-tracking reward, and symmetry utilization, without relying on any motion priors. Complementing the policy, the hardware system integrates isomorphic exoskeleton arms, a pair of motion-sensing gloves, and a pedal, allowing a single operator to achieve full control of the humanoid robot. Our experiments show our cockpit facilitates more stable, rapid, and precise humanoid loco-manipulation teleoperation, accelerating task completion and eliminating retargeting errors compared to inverse kinematics-based methods. We also validate the effectiveness of the data collected by our cockpit for imitation learning. Our project is fully open-sourced, demos and code can be found in https://homietele.github.io/.
Abstract:Real-world data collection for robotics is costly and resource-intensive, requiring skilled operators and expensive hardware. Simulations offer a scalable alternative but often fail to achieve sim-to-real generalization due to geometric and visual gaps. To address these challenges, we propose a 3D-photorealistic real-to-sim system, namely, RE$^3$SIM, addressing geometric and visual sim-to-real gaps. RE$^3$SIM employs advanced 3D reconstruction and neural rendering techniques to faithfully recreate real-world scenarios, enabling real-time rendering of simulated cross-view cameras within a physics-based simulator. By utilizing privileged information to collect expert demonstrations efficiently in simulation, and train robot policies with imitation learning, we validate the effectiveness of the real-to-sim-to-real pipeline across various manipulation task scenarios. Notably, with only simulated data, we can achieve zero-shot sim-to-real transfer with an average success rate exceeding 58%. To push the limit of real-to-sim, we further generate a large-scale simulation dataset, demonstrating how a robust policy can be built from simulation data that generalizes across various objects. Codes and demos are available at: http://xshenhan.github.io/Re3Sim/.
Abstract:Standing-up control is crucial for humanoid robots, with the potential for integration into current locomotion and loco-manipulation systems, such as fall recovery. Existing approaches are either limited to simulations that overlook hardware constraints or rely on predefined ground-specific motion trajectories, failing to enable standing up across postures in real-world scenes. To bridge this gap, we present HoST (Humanoid Standing-up Control), a reinforcement learning framework that learns standing-up control from scratch, enabling robust sim-to-real transfer across diverse postures. HoST effectively learns posture-adaptive motions by leveraging a multi-critic architecture and curriculum-based training on diverse simulated terrains. To ensure successful real-world deployment, we constrain the motion with smoothness regularization and implicit motion speed bound to alleviate oscillatory and violent motions on physical hardware, respectively. After simulation-based training, the learned control policies are directly deployed on the Unitree G1 humanoid robot. Our experimental results demonstrate that the controllers achieve smooth, stable, and robust standing-up motions across a wide range of laboratory and outdoor environments. Videos are available at https://taohuang13.github.io/humanoid-standingup.github.io/.