Abstract:Understanding and predicting the dynamics of the physical world can enhance a robot's ability to plan and interact effectively in complex environments. While recent video generation models have shown strong potential in modeling dynamic scenes, generating videos that are both temporally coherent and geometrically consistent across camera views remains a significant challenge. To address this, we propose a 4D video generation model that enforces multi-view 3D consistency of videos by supervising the model with cross-view pointmap alignment during training. This geometric supervision enables the model to learn a shared 3D representation of the scene, allowing it to predict future video sequences from novel viewpoints based solely on the given RGB-D observations, without requiring camera poses as inputs. Compared to existing baselines, our method produces more visually stable and spatially aligned predictions across multiple simulated and real-world robotic datasets. We further show that the predicted 4D videos can be used to recover robot end-effector trajectories using an off-the-shelf 6DoF pose tracker, supporting robust robot manipulation and generalization to novel camera viewpoints.
Abstract:We present Vision in Action (ViA), an active perception system for bimanual robot manipulation. ViA learns task-relevant active perceptual strategies (e.g., searching, tracking, and focusing) directly from human demonstrations. On the hardware side, ViA employs a simple yet effective 6-DoF robotic neck to enable flexible, human-like head movements. To capture human active perception strategies, we design a VR-based teleoperation interface that creates a shared observation space between the robot and the human operator. To mitigate VR motion sickness caused by latency in the robot's physical movements, the interface uses an intermediate 3D scene representation, enabling real-time view rendering on the operator side while asynchronously updating the scene with the robot's latest observations. Together, these design elements enable the learning of robust visuomotor policies for three complex, multi-stage bimanual manipulation tasks involving visual occlusions, significantly outperforming baseline systems.
Abstract:Recent progress in 3D object generation has greatly improved both the quality and efficiency. However, most existing methods generate a single mesh with all parts fused together, which limits the ability to edit or manipulate individual parts. A key challenge is that different objects may have a varying number of parts. To address this, we propose a new end-to-end framework for part-level 3D object generation. Given a single input image, our method generates high-quality 3D objects with an arbitrary number of complete and semantically meaningful parts. We introduce a dual volume packing strategy that organizes all parts into two complementary volumes, allowing for the creation of complete and interleaved parts that assemble into the final object. Experiments show that our model achieves better quality, diversity, and generalization than previous image-based part-level generation methods.
Abstract:We introduce Rectified Point Flow, a unified parameterization that formulates pairwise point cloud registration and multi-part shape assembly as a single conditional generative problem. Given unposed point clouds, our method learns a continuous point-wise velocity field that transports noisy points toward their target positions, from which part poses are recovered. In contrast to prior work that regresses part-wise poses with ad-hoc symmetry handling, our method intrinsically learns assembly symmetries without symmetry labels. Together with a self-supervised encoder focused on overlapping points, our method achieves a new state-of-the-art performance on six benchmarks spanning pairwise registration and shape assembly. Notably, our unified formulation enables effective joint training on diverse datasets, facilitating the learning of shared geometric priors and consequently boosting accuracy. Project page: https://rectified-pointflow.github.io/.
Abstract:We study the problem of functional retargeting: learning dexterous manipulation policies to track object states from human hand-object demonstrations. We focus on long-horizon, bimanual tasks with articulated objects, which is challenging due to large action space, spatiotemporal discontinuities, and embodiment gap between human and robot hands. We propose DexMachina, a novel curriculum-based algorithm: the key idea is to use virtual object controllers with decaying strength: an object is first driven automatically towards its target states, such that the policy can gradually learn to take over under motion and contact guidance. We release a simulation benchmark with a diverse set of tasks and dexterous hands, and show that DexMachina significantly outperforms baseline methods. Our algorithm and benchmark enable a functional comparison for hardware designs, and we present key findings informed by quantitative and qualitative results. With the recent surge in dexterous hand development, we hope this work will provide a useful platform for identifying desirable hardware capabilities and lower the barrier for contributing to future research. Videos and more at https://project-dexmachina.github.io/
Abstract:We present DexUMI - a data collection and policy learning framework that uses the human hand as the natural interface to transfer dexterous manipulation skills to various robot hands. DexUMI includes hardware and software adaptations to minimize the embodiment gap between the human hand and various robot hands. The hardware adaptation bridges the kinematics gap using a wearable hand exoskeleton. It allows direct haptic feedback in manipulation data collection and adapts human motion to feasible robot hand motion. The software adaptation bridges the visual gap by replacing the human hand in video data with high-fidelity robot hand inpainting. We demonstrate DexUMI's capabilities through comprehensive real-world experiments on two different dexterous robot hand hardware platforms, achieving an average task success rate of 86%.
Abstract:Recently, equivariant neural networks for policy learning have shown promising improvements in sample efficiency and generalization, however, their wide adoption faces substantial barriers due to implementation complexity. Equivariant architectures typically require specialized mathematical formulations and custom network design, posing significant challenges when integrating with modern policy frameworks like diffusion-based models. In this paper, we explore a number of straightforward and practical approaches to incorporate symmetry benefits into diffusion policies without the overhead of full equivariant designs. Specifically, we investigate (i) invariant representations via relative trajectory actions and eye-in-hand perception, (ii) integrating equivariant vision encoders, and (iii) symmetric feature extraction with pretrained encoders using Frame Averaging. We first prove that combining eye-in-hand perception with relative or delta action parameterization yields inherent SE(3)-invariance, thus improving policy generalization. We then perform a systematic experimental study on those design choices for integrating symmetry in diffusion policies, and conclude that an invariant representation with equivariant feature extraction significantly improves the policy performance. Our method achieves performance on par with or exceeding fully equivariant architectures while greatly simplifying implementation.
Abstract:In this project, we focus on human-robot interaction in caregiving scenarios like bathing, where physical contact is inevitable and necessary for proper task execution because force must be applied to the skin. Using finite element analysis, we designed a 3D-printed gripper combining positive and negative pressure for secure yet compliant handling. Preliminary tests showed it exerted a lower, more uniform pressure profile than a standard rigid gripper. In a user study, participants' trust in robots significantly increased after they experienced a brief bathing demonstration performed by a robotic arm equipped with the soft gripper. These results suggest that soft robotics can enhance perceived safety and acceptance in intimate caregiving scenarios.
Abstract:Physical AI systems need to perceive, understand, and perform complex actions in the physical world. In this paper, we present the Cosmos-Reason1 models that can understand the physical world and generate appropriate embodied decisions (e.g., next step action) in natural language through long chain-of-thought reasoning processes. We begin by defining key capabilities for Physical AI reasoning, with a focus on physical common sense and embodied reasoning. To represent physical common sense, we use a hierarchical ontology that captures fundamental knowledge about space, time, and physics. For embodied reasoning, we rely on a two-dimensional ontology that generalizes across different physical embodiments. Building on these capabilities, we develop two multimodal large language models, Cosmos-Reason1-8B and Cosmos-Reason1-56B. We curate data and train our models in four stages: vision pre-training, general supervised fine-tuning (SFT), Physical AI SFT, and Physical AI reinforcement learning (RL) as the post-training. To evaluate our models, we build comprehensive benchmarks for physical common sense and embodied reasoning according to our ontologies. Evaluation results show that Physical AI SFT and reinforcement learning bring significant improvements. To facilitate the development of Physical AI, we will make our code and pre-trained models available under the NVIDIA Open Model License at https://github.com/nvidia-cosmos/cosmos-reason1.
Abstract:Pre-trained LLMs that are further trained with image data perform well on vision-language tasks. While adding images during a second training phase effectively unlocks this capability, it is unclear how much of a gain or loss this two-step pipeline gives over VLMs which integrate images earlier into the training process. To investigate this, we train models spanning various datasets, scales, image-text ratios, and amount of pre-training done before introducing vision tokens. We then fine-tune these models and evaluate their downstream performance on a suite of vision-language and text-only tasks. We find that pre-training with a mixture of image and text data allows models to perform better on vision-language tasks while maintaining strong performance on text-only evaluations. On an average of 6 diverse tasks, we find that for a 1B model, introducing visual tokens 80% of the way through pre-training results in a 2% average improvement over introducing visual tokens to a fully pre-trained model.