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.
Abstract:Depth estimation is a fundamental task in 3D computer vision, crucial for applications such as 3D reconstruction, free-viewpoint rendering, robotics, autonomous driving, and AR/VR technologies. Traditional methods relying on hardware sensors like LiDAR are often limited by high costs, low resolution, and environmental sensitivity, limiting their applicability in real-world scenarios. Recent advances in vision-based methods offer a promising alternative, yet they face challenges in generalization and stability due to either the low-capacity model architectures or the reliance on domain-specific and small-scale datasets. The emergence of scaling laws and foundation models in other domains has inspired the development of "depth foundation models": deep neural networks trained on large datasets with strong zero-shot generalization capabilities. This paper surveys the evolution of deep learning architectures and paradigms for depth estimation across the monocular, stereo, multi-view, and monocular video settings. We explore the potential of these models to address existing challenges and provide a comprehensive overview of large-scale datasets that can facilitate their development. By identifying key architectures and training strategies, we aim to highlight the path towards robust depth foundation models, offering insights into their future research and applications.




Abstract:Predictive manipulation has recently gained considerable attention in the Embodied AI community due to its potential to improve robot policy performance by leveraging predicted states. However, generating accurate future visual states of robot-object interactions from world models remains a well-known challenge, particularly in achieving high-quality pixel-level representations. To this end, we propose LaDi-WM, a world model that predicts the latent space of future states using diffusion modeling. Specifically, LaDi-WM leverages the well-established latent space aligned with pre-trained Visual Foundation Models (VFMs), which comprises both geometric features (DINO-based) and semantic features (CLIP-based). We find that predicting the evolution of the latent space is easier to learn and more generalizable than directly predicting pixel-level images. Building on LaDi-WM, we design a diffusion policy that iteratively refines output actions by incorporating forecasted states, thereby generating more consistent and accurate results. Extensive experiments on both synthetic and real-world benchmarks demonstrate that LaDi-WM significantly enhances policy performance by 27.9\% on the LIBERO-LONG benchmark and 20\% on the real-world scenario. Furthermore, our world model and policies achieve impressive generalizability in real-world experiments.
Abstract:While non-prehensile manipulation (e.g., controlled pushing/poking) constitutes a foundational robotic skill, its learning remains challenging due to the high sensitivity to complex physical interactions involving friction and restitution. To achieve robust policy learning and generalization, we opt to learn a world model of the 3D rigid body dynamics involved in non-prehensile manipulations and use it for model-based reinforcement learning. We propose PIN-WM, a Physics-INformed World Model that enables efficient end-to-end identification of a 3D rigid body dynamical system from visual observations. Adopting differentiable physics simulation, PIN-WM can be learned with only few-shot and task-agnostic physical interaction trajectories. Further, PIN-WM is learned with observational loss induced by Gaussian Splatting without needing state estimation. To bridge Sim2Real gaps, we turn the learned PIN-WM into a group of Digital Cousins via physics-aware randomizations which perturb physics and rendering parameters to generate diverse and meaningful variations of the PIN-WM. Extensive evaluations on both simulation and real-world tests demonstrate that PIN-WM, enhanced with physics-aware digital cousins, facilitates learning robust non-prehensile manipulation skills with Sim2Real transfer, surpassing the Real2Sim2Real state-of-the-arts.




Abstract:We introduce Masked Anchored SpHerical Distances (MASH), a novel multi-view and parametrized representation of 3D shapes. Inspired by multi-view geometry and motivated by the importance of perceptual shape understanding for learning 3D shapes, MASH represents a 3D shape as a collection of observable local surface patches, each defined by a spherical distance function emanating from an anchor point. We further leverage the compactness of spherical harmonics to encode the MASH functions, combined with a generalized view cone with a parameterized base that masks the spatial extent of the spherical function to attain locality. We develop a differentiable optimization algorithm capable of converting any point cloud into a MASH representation accurately approximating ground-truth surfaces with arbitrary geometry and topology. Extensive experiments demonstrate that MASH is versatile for multiple applications including surface reconstruction, shape generation, completion, and blending, achieving superior performance thanks to its unique representation encompassing both implicit and explicit features.
Abstract:This paper presents a generalizable RGB-based approach for object pose estimation, specifically designed to address challenges in sparse-view settings. While existing methods can estimate the poses of unseen objects, their generalization ability remains limited in scenarios involving occlusions and sparse reference views, restricting their real-world applicability. To overcome these limitations, we introduce corner points of the object bounding box as an intermediate representation of the object pose. The 3D object corners can be reliably recovered from sparse input views, while the 2D corner points in the target view are estimated through a novel reference-based point synthesizer, which works well even in scenarios involving occlusions. As object semantic points, object corners naturally establish 2D-3D correspondences for object pose estimation with a PnP algorithm. Extensive experiments on the YCB-Video and Occluded-LINEMOD datasets show that our approach outperforms state-of-the-art methods, highlighting the effectiveness of the proposed representation and significantly enhancing the generalization capabilities of object pose estimation, which is crucial for real-world applications.