Abstract:Single-image feed-forward 3D Gaussian Splatting (3DGS) aims to directly generate a renderable 3D scene representation from one input image, avoiding the cost of multi-view capture and per-scene optimization. However, existing methods are often constrained by a pixel-aligned representation, where Gaussians are predicted from fixed image-grid locations. Such pixel-aligned primitives can produce promising nearby-view renderings, but they remain weakly coupled to underlying scene surfaces and struggle to preserve coherent structures under large viewpoint shifts. We present InfiniSplat, a feed-forward single-image 3DGS framework that moves from a pixel-aligned representation toward a surface-aligned representation. InfiniSplat constructs this representation by first using geometry-guided sampling to place 2D supports according to depth-induced local surface structure, and then applying a query-conditioned implicit decoder to predict Gaussian attributes from the image features queried at these supports.By grounding support locations in geometry while decoupling Gaussian prediction from fixed pixel centers, InfiniSplat produces Gaussian layouts that better follow scene surfaces and reduce scattered primitives caused by grid discretization.Across multiple cross-dataset NVS evaluations, InfiniSplat achieves state-of-the-art performance compared with single-image feed-forward baselines, and demonstrates zero-shot generalization from Hypersim indoor synthetic training to complex open-world scenes.Project page: https://zju3dv.github.io/InfiniSplat.
Abstract:Real-time navigation in cluttered and dynamic environments requires collision-free and dynamically feasible motion under limited perception. However, feasible navigation behaviors are inherently multimodal because multiple paths may exist around obstacles. In this paper, we formulate navigation as learning a transferable goal-conditioned stochastic path prior that models a reusable distribution over goal-aligned geometry-consistent local paths conditioned on local observations. This formulation enables structured sampling of navigation candidates, allowing multiple feasible paths to be explored through sampling without relying on robot-specific motion constraints. To this end, we introduce a goal-aligned canonical state representation that removes in-plane rotational ambiguity and normalizes local geometry with respect to the goal, enabling rotation-invariant path distribution learning. We further develop a structured prior learning framework that parameterizes local paths using a geometry-aware polar action manifold and incorporates risk-sensitive utility shaping with multi-goal distributional rollouts for stable and safety-aware planning. Extensive experiments in dense static environments and dynamic pedestrian scenarios demonstrate that the proposed method achieves consistently high success rates with competitive efficiency while enabling cross-platform transfer of a single path prior learned on differential-drive robots to quadruped platforms without retraining.
Abstract:World foundation models (WFMs) are powerful simulators, yet they predominantly operate in a single-view setting and lack the multi-view 3D consistency required for robotic manipulation. While robotic systems rely on multiple cameras (egocentric, eye-to-hand, and wrist-mounted) for policy learning, current multi-view world models simply concatenate view tokens without explicit geometric reasoning. This causes cross-view object drift, depth inconsistency, and texture misalignment. We trace these failures to two deficiencies: the absence of an explicit inter-view communication mechanism and the lack of a 3D geometric prior. We argue that resolving both simultaneously is necessary and sufficient. To address this, we present PAIWorld, a framework that augments diffusion-transformer world models via three core components: (1) Geometry-Aware Cross-View Attention blocks that establish an explicit pathway across views, (2) Geometric Rotary Position Embedding that encodes camera ray directions and extrinsic poses into the attention mechanism, and (3) Latent 3D-REPA, which distills 3D-aware features from frozen 3D foundation models to ensure 3D consistency. Built upon a DiT-based world foundation model, PAIWorld achieves state-of-the-art multi-view 3D consistency on robotic manipulation benchmarks, ranking 1st on the WorldArena leaderboard and 2nd on the AgiBot-Challenge2026 leaderboard, while enabling downstream applications such as model-based planning, world action models, and multi-view policy post-training.
Abstract:Training embodied AI agents depends critically on the visual fidelity of simulation environments and the ability to model dynamic humans. Current simulators rely on mesh-based rasterization with limited visual realism, and their support for dynamic human avatars, where available, is constrained to mesh representations, hindering agent generalization to human-populated real-world scenarios. We present Habitat-GS, a navigation-centric embodied AI simulator extended from Habitat-Sim that integrates 3D Gaussian Splatting scene rendering and drivable gaussian avatars while maintaining full compatibility with the Habitat ecosystem. Our system implements a 3DGS renderer for real-time photorealistic rendering and supports scalable 3DGS asset import from diverse sources. For dynamic human modeling, we introduce a gaussian avatar module that enables each avatar to simultaneously serve as a photorealistic visual entity and an effective navigation obstacle, allowing agents to learn human-aware behaviors in realistic settings. Experiments on point-goal navigation demonstrate that agents trained on 3DGS scenes achieve stronger cross-domain generalization, with mixed-domain training being the most effective strategy. Evaluations on avatar-aware navigation further confirm that gaussian avatars enable effective human-aware navigation. Finally, performance benchmarks validate the system's scalability across varying scene complexity and avatar counts.
Abstract:Achieving real-time physics-based animation that generalizes across diverse 3D shapes and discretizations remains a fundamental challenge. We introduce PhysSkin, a physics-informed framework that addresses this challenge. In the spirit of Linear Blend Skinning, we learn continuous skinning fields as basis functions lifting motion subspace coordinates to full-space deformation, with subspace defined by handle transformations. To generate mesh-free, discretization-agnostic, and physically consistent skinning fields that generalize well across diverse 3D shapes, PhysSkin employs a new neural skinning fields autoencoder which consists of a transformer-based encoder and a cross-attention decoder. Furthermore, we also develop a novel physics-informed self-supervised learning strategy that incorporates on-the-fly skinning-field normalization and conflict-aware gradient correction, enabling effective balancing of energy minimization, spatial smoothness, and orthogonality constraints. PhysSkin shows outstanding performance on generalizable neural skinning and enables real-time physics-based animation.
Abstract:Modeling wind-driven object dynamics from video observations is highly challenging due to the invisibility and spatio-temporal variability of wind, as well as the complex deformations of objects. We present DiffWind, a physics-informed differentiable framework that unifies wind-object interaction modeling, video-based reconstruction, and forward simulation. Specifically, we represent wind as a grid-based physical field and objects as particle systems derived from 3D Gaussian Splatting, with their interaction modeled by the Material Point Method (MPM). To recover wind-driven object dynamics, we introduce a reconstruction framework that jointly optimizes the spatio-temporal wind force field and object motion through differentiable rendering and simulation. To ensure physical validity, we incorporate the Lattice Boltzmann Method (LBM) as a physics-informed constraint, enforcing compliance with fluid dynamics laws. Beyond reconstruction, our method naturally supports forward simulation under novel wind conditions and enables new applications such as wind retargeting. We further introduce WD-Objects, a dataset of synthetic and real-world wind-driven scenes. Extensive experiments demonstrate that our method significantly outperforms prior dynamic scene modeling approaches in both reconstruction accuracy and simulation fidelity, opening a new avenue for video-based wind-object interaction modeling.
Abstract:In modern industrial production, multiple robots often collaborate to complete complex manufacturing tasks. Large language models (LLMs), with their strong reasoning capabilities, have shown potential in coordinating robots for simple household and manipulation tasks. However, in industrial scenarios, stricter sequential constraints and more complex dependencies within tasks present new challenges for LLMs. To address this, we propose IMR-LLM, a novel LLM-driven Industrial Multi-Robot task planning and program generation framework. Specifically, we utilize LLMs to assist in constructing disjunctive graphs and employ deterministic solving methods to obtain a feasible and efficient high-level task plan. Based on this, we use a process tree to guide LLMs to generate executable low-level programs. Additionally, we create IMR-Bench, a challenging benchmark that encompasses multi-robot industrial tasks across three levels of complexity. Experimental results indicate that our method significantly surpasses existing methods across all evaluation metrics.
Abstract:The Flexible Job Shop Scheduling Problem (FJSP) originates from real production lines, while some practical constraints are often ignored or idealized in current FJSP studies, among which the limited buffer problem has a particular impact on production efficiency. To this end, we study an extended problem that is closer to practical scenarios--the Flexible Job Shop Scheduling Problem with Limited Buffers and Material Kitting. In recent years, deep reinforcement learning (DRL) has demonstrated considerable potential in scheduling tasks. However, its capacity for state modeling remains limited when handling complex dependencies and long-term constraints. To address this, we leverage a heterogeneous graph network within the DRL framework to model the global state. By constructing efficient message passing among machines, operations, and buffers, the network focuses on avoiding decisions that may cause frequent pallet changes during long-sequence scheduling, thereby helping improve buffer utilization and overall decision quality. Experimental results on both synthetic and real production line datasets show that the proposed method outperforms traditional heuristics and advanced DRL methods in terms of makespan and pallet changes, and also achieves a good balance between solution quality and computational cost. Furthermore, a supplementary video is provided to showcase a simulation system that effectively visualizes the progression of the production line.
Abstract:Existing depth estimation methods are fundamentally limited to predicting depth on discrete image grids. Such representations restrict their scalability to arbitrary output resolutions and hinder the geometric detail recovery. This paper introduces InfiniDepth, which represents depth as neural implicit fields. Through a simple yet effective local implicit decoder, we can query depth at continuous 2D coordinates, enabling arbitrary-resolution and fine-grained depth estimation. To better assess our method's capabilities, we curate a high-quality 4K synthetic benchmark from five different games, spanning diverse scenes with rich geometric and appearance details. Extensive experiments demonstrate that InfiniDepth achieves state-of-the-art performance on both synthetic and real-world benchmarks across relative and metric depth estimation tasks, particularly excelling in fine-detail regions. It also benefits the task of novel view synthesis under large viewpoint shifts, producing high-quality results with fewer holes and artifacts.
Abstract:Task-oriented dexterous grasping holds broad application prospects in robotic manipulation and human-object interaction. However, most existing methods still struggle to generalize across diverse objects and task instructions, as they heavily rely on costly labeled data to ensure task-specific semantic alignment. In this study, we propose \textbf{ZeroDexGrasp}, a zero-shot task-oriented dexterous grasp synthesis framework integrating Multimodal Large Language Models with grasp refinement to generate human-like grasp poses that are well aligned with specific task objectives and object affordances. Specifically, ZeroDexGrasp employs prompt-based multi-stage semantic reasoning to infer initial grasp configurations and object contact information from task and object semantics, then exploits contact-guided grasp optimization to refine these poses for physical feasibility and task alignment. Experimental results demonstrate that ZeroDexGrasp enables high-quality zero-shot dexterous grasping on diverse unseen object categories and complex task requirements, advancing toward more generalizable and intelligent robotic grasping.