Abstract:Recent advances in action-conditioned world models show promising progress in modeling complex interactions and forecasting future states under diverse action sequences. While these models are often driven by stronger visual representations and model capacity, action conditioning itself remains underexplored. Most existing approaches compress the entire action sequence into a single representation, which works well for low-DoF control but becomes less reliable in high-DoF scenarios. We observe that high-DoF dexterous actions are inherently heterogeneous, spanning multiple orders of magnitude, where large-scale motions coexist with subtle but important signals. When uniformly aggregated, optimization exhibits an imbalance across action components, which hinders the modeling of fine-grained effects and affects action fidelity. We therefore propose DexAC-WM, which treats action conditioning as a structured process rather than global compression. DexAC preserves dimension-level semantics via action tokenization and aligns action signals with visual dynamics through local refinement and global modulation. To address the limited high-level semantic grounding in existing world models, we further introduce a semantic branch that provides rich object-scene priors, which enables world model to capture dynamic visual details while supporting high-DoF action-conditioned video prediction. Experiments on EgoDex and EgoVerse show that combining the semantic branch with DexAC significantly improves FID, FVD, and PCK, demonstrating gains in visual-temporal realism and action-following consistency. We further verify that DexAC extends to other backbones, showing the scalability of our structured action-conditioning design. These results suggest that scaling world models to high-DoF control requires both structured action modeling and semantic grounding.
Abstract:Few-shot anomaly detection remains challenging due to limited training data. Multi-modal anomaly detection (MAD) offers a viable solution, leveraging 3D geometric cues to enrich 2D RGB representations and compensate for this scarcity. However, existing MAD methods apply spatially uniform feature processing, conflating stable macroscopic structures with high-frequency localized defect signals, exacerbating cross-modal misalignment and inflating false-positive rates. To overcome this, we present CMDS-AD, a Cross-Modal Dual-Stream Anomaly Detection framework. A LoRA-guided diffusion model generates diverse RGB samples to mitigate extreme data scarcity. For 3D normal augmentation, we employ a pre-trained diffusion model as a normal estimator. Crucially, this estimator inherently acts as a non-linear low-pass filter, directly extracting low-frequency normal representations from RGB inputs. This establishes an auxiliary estimated stream of purely low-frequency information, anchoring robust structural templates and assisting the uncompressed real stream, containing coupled high- and low-frequency components, to precisely isolate micro-defects. A Coordinate-Aware Hierarchical Feature Mapper adaptively aligns cross-modal semantics, while a multiplicative scoring mechanism filters modality-specific noise. Under the extreme 1-shot setting, CMDS-AD achieves absolute performance gains of 5.7% (I-AUROC) and 2.0% (AUPRO) on MVTec 3D-AD, alongside 7.7% and 5.6% improvements on EyeCandies, establishing a new state-of-the-art.
Abstract:We present AEM, an Action-Effect Memory pretraining framework for robot manipulation that learns compact temporal representations from vision-action history. Unlike prior robot representation pretraining methods that mainly focus on single-frame visual encoding, AEM targets the temporal nature of manipulation, where the current observation alone is often insufficient under partial observability. AEM models manipulation as an action-driven interaction process by interleaving visual and action features and applying masked modeling to recover missing content from incomplete histories, thereby learning action-conditioned state evolution. The Mamba-encoded output of the final vision token is used as a compact history representation, serving as the global context for decoding and downstream control. This design preserves a single-vector temporal bottleneck while keeping inference efficient. We evaluate AEM with Diffusion Policy and Flow Policy. AEM consistently improves manipulation performance in both simulation and real-world settings, outperforming baselines across clean scenes, cluttered and random scenes, and non-Markovian tasks. Ablation studies further show that history-aware pretraining surpasses single-frame pretraining and direct frame stacking, while reducing inference latency and computational cost.
Abstract:Open-vocabulary object detection (OVOD) aims to detect known and unknown objects in the open world by leveraging text prompts. Benefiting from the emergence of large-scale vision--language pre-trained models, OVOD has demonstrated strong zero-shot generalization capabilities. However, when dealing with camouflaged objects, the detector often fails to distinguish and localize objects because the visual features of the objects and the background are highly similar. To bridge this gap, we construct a benchmark named OVCOD-D by augmenting carefully selected camouflaged object images with fine-grained textual descriptions. Due to the limited scale of available camouflaged object datasets, we adopt detectors pre-trained on large-scale object detection datasets as our baseline methods, as they possess stronger zero-shot generalization ability. In the specificity-aware sub-descriptions generated by multimodal large models, there still exist confusing and overly decorative modifiers. To mitigate such interference, we design a sub-description principal component contrastive fusion strategy that reduces noisy textual components. Furthermore, to address the challenge that the visual features of camouflaged objects are highly similar to those of their surrounding environment, we propose a specificity-guided regional weak alignment and dynamic focusing method, which aims to strengthen the detector's ability to discriminate camouflaged objects from background. Under the open-set evaluation setting, the proposed method achieves an AP of 56.4 on the OVCOD-D benchmark.
Abstract:Equipping humanoid robots with versatile interaction skills typically requires either extensive policy training or explicit human-to-robot motion retargeting. However, learning-based policies face prohibitive data collection costs. Meanwhile, retargeting relies on human-centric pose estimation (e.g., SMPL), introducing a morphology gap. Skeletal scale mismatches result in severe spatial misalignments when mapped to robots, compromising interaction success. In this work, we propose Dream2Act, a robot-centric framework enabling zero-shot interaction through generative video synthesis. Given a third-person image of the robot and target object, our framework leverages video generation models to envision the robot completing the task with morphology-consistent motion. We employ a high-fidelity pose extraction system to recover physically feasible, robot-native joint trajectories from these synthesized dreams, subsequently executed via a general-purpose whole-body controller. Operating strictly within the robot-native coordinate space, Dream2Act avoids retargeting errors and eliminates task-specific policy training. We evaluate Dream2Act on the Unitree G1 across four whole-body mobile interaction tasks: ball kicking, sofa sitting, bag punching, and box hugging. Dream2Act achieves a 37.5% overall success rate, compared to 0% for conventional retargeting. While retargeting fails to establish correct physical contacts due to the morphology gap (with errors compounded during locomotion), Dream2Act maintains robot-consistent spatial alignment, enabling reliable contact formation and substantially higher task completion.
Abstract:World models aim to understand, remember, and predict dynamic visual environments, yet a unified benchmark for evaluating their fundamental abilities remains lacking. To address this gap, we introduce MIND, the first open-domain closed-loop revisited benchmark for evaluating Memory consIstency and action coNtrol in worlD models. MIND contains 250 high-quality videos at 1080p and 24 FPS, including 100 (first-person) + 100 (third-person) video clips under a shared action space and 25 + 25 clips across varied action spaces covering eight diverse scenes. We design an efficient evaluation framework to measure two core abilities: memory consistency and action control, capturing temporal stability and contextual coherence across viewpoints. Furthermore, we design various action spaces, including different character movement speeds and camera rotation angles, to evaluate the action generalization capability across different action spaces under shared scenes. To facilitate future performance benchmarking on MIND, we introduce MIND-World, a novel interactive Video-to-World baseline. Extensive experiments demonstrate the completeness of MIND and reveal key challenges in current world models, including the difficulty of maintaining long-term memory consistency and generalizing across action spaces. Project page: https://csu-jpg.github.io/MIND.github.io/
Abstract:Quadrupedal robots with manipulators offer strong mobility and adaptability for grasping in unstructured, dynamic environments through coordinated whole-body control. However, existing research has predominantly focused on static-object grasping, neglecting the challenges posed by dynamic targets and thus limiting applicability in dynamic scenarios such as logistics sorting and human-robot collaboration. To address this, we introduce DQ-Bench, a new benchmark that systematically evaluates dynamic grasping across varying object motions, velocities, heights, object types, and terrain complexities, along with comprehensive evaluation metrics. Building upon this benchmark, we propose DQ-Net, a compact teacher-student framework designed to infer grasp configurations from limited perceptual cues. During training, the teacher network leverages privileged information to holistically model both the static geometric properties and dynamic motion characteristics of the target, and integrates a grasp fusion module to deliver robust guidance for motion planning. Concurrently, we design a lightweight student network that performs dual-viewpoint temporal modeling using only the target mask, depth map, and proprioceptive state, enabling closed-loop action outputs without reliance on privileged data. Extensive experiments on DQ-Bench demonstrate that DQ-Net achieves robust dynamic objects grasping across multiple task settings, substantially outperforming baseline methods in both success rate and responsiveness.
Abstract:Shadow removal is challenging due to the complex interaction of geometry, lighting, and environmental factors. Existing unsupervised methods often overlook shadow-specific priors, leading to incomplete shadow recovery. To address this issue, we propose a novel unsupervised Frequency Aware Shadow Removal Network (FASR-Net), which leverages the inherent frequency characteristics of shadow regions. Specifically, the proposed Wavelet Attention Downsampling Module (WADM) integrates wavelet-based image decomposition and deformable attention, effectively breaking down the image into frequency components to enhance shadow details within specific frequency bands. We also introduce several new loss functions for precise shadow-free image reproduction: a frequency loss to capture image component details, a brightness-chromaticity loss that references the chromaticity of shadow-free regions, and an alignment loss to ensure smooth transitions between shadowed and shadow-free regions. Experimental results on the AISTD and SRD datasets demonstrate that our method achieves superior shadow removal performance.
Abstract:Learning behavior in legged robots presents a significant challenge due to its inherent instability and complex constraints. Recent research has proposed the use of a large language model (LLM) to generate reward functions in reinforcement learning, thereby replacing the need for manually designed rewards by experts. However, this approach, which relies on textual descriptions to define learning objectives, fails to achieve controllable and precise behavior learning with clear directionality. In this paper, we introduce a new video2reward method, which directly generates reward functions from videos depicting the behaviors to be mimicked and learned. Specifically, we first process videos containing the target behaviors, converting the motion information of individuals in the videos into keypoint trajectories represented as coordinates through a video2text transforming module. These trajectories are then fed into an LLM to generate the reward function, which in turn is used to train the policy. To enhance the quality of the reward function, we develop a video-assisted iterative reward refinement scheme that visually assesses the learned behaviors and provides textual feedback to the LLM. This feedback guides the LLM to continually refine the reward function, ultimately facilitating more efficient behavior learning. Experimental results on tasks involving bipedal and quadrupedal robot motion control demonstrate that our method surpasses the performance of state-of-the-art LLM-based reward generation methods by over 37.6% in terms of human normalized score. More importantly, by switching video inputs, we find our method can rapidly learn diverse motion behaviors such as walking and running.