Abstract:Accurate metric-space hand pose estimation (HPE) is essential for immersive human-computer interaction and robotics. However, most existing methods predict poses in a root-relative coordinate system and cannot estimate the hand in absolute metric scale. In this work, we observe that the intrinsic proportional relationships among human hand bones encode stable anthropometric priors that implicitly correlate with the overall metric size of the hand. Leveraging this insight, we present ScaleHP, an end-to-end one-stage hand pose estimation framework that bypasses fragile extrinsic depth modules to recover the hand in metric space. ScaleHP employs a transformer-based decoder with a novel scale token to fuse multi-scale morphological and appearance features. By solving for metric coordinates through a perspective-constrained least-squares approach, we achieve high-precision pose estimation in the camera coordinate system. ScaleHP delivers state-of-the-art performance, including 35.8 CS-MPJPE on FreiHand and 4.6/5.9 PA-MPJPE on DexYCB and HO3Dv3. These results demonstrate that internal biological constraints significantly reduce relative geometry and absolute metric errors, offering a robust solution for generalized, real-world hand tracking.
Abstract:Long-term memory systems for Large Language Model (LLM) agents typically try to \emph{remember everything}, extracting memories uniformly to retain as many facts as possible. In production, however, inference cost and finite context budgets make this untenable: beyond consolidating raw dialogue into memory, an agent must exert \emph{write control}, efficiently keeping only the information each user actually cares about. Otherwise, long-horizon personalized interactions suffer \emph{memory bloat}, where irrelevant trivia crowds out useful information and steadily erodes question-answering (QA) accuracy. We argue that what is worth remembering is role-dependent, and propose \textbf{AdaMem} (Adaptive Memory), a method that \emph{learns what to remember} for each user from feedback. AdaMem maintains a structured, role-specific Memory Policy and refines it from weekly QA feedback through a lightweight, patch-style self-reflection step with failure rollback. To study this setting, we build \textbf{AdaMem-Bench}, a benchmark that simulates weeks of interaction with week-by-week QA. Across two extraction models and two feedback modes, AdaMem improves QA accuracy by up to \textbf{+9.0\%} over the uniform Mem0 baseline while shrinking memory volume by \textbf{9\%}.
Abstract:Humanoid robots promise whole-body interaction in human-centered environments, but scalable policy learning remains difficult because task-level decision-making and whole-body dynamic execution are tightly coupled. A practical solution is hierarchical control, where a high-level policy predicts intermediate whole-body actions and low-level general motion trackers (GMTs) execute them as stable humanoid motion. However, existing benchmarks rarely evaluate the policy-tracker interface itself, leaving open whether intermediate whole-body actions are executable, robust under task distribution shifts, and transferable across different GMT backends. We introduce HumanoidArena, a simulation-first benchmark for egocentric hierarchical whole-body learning. The benchmark formulates policy learning as a hierarchical decision making problem: a high-level policy converts egocentric vision, proprioception, and instructions into a compact whole-body action, which is subsequently executed by a low-level GMT. Instead of treating the legs as planar transport tools, HumanoidArena emphasizes interactions where lower-body coordination is structurally necessary in task completion. We therefore design 7 leg-critical HOI/HSI tasks in which success requires foot placement, balance maintenance, posture adjustment, and whole-body reorientation. To further diagnose the hierarchical system, we evaluate policies from two complementary perspectives: perturbation-conditioned generalization and GMT-conditioned transfer. Experiments show that hierarchical control enables learned policies to solve diverse leg-critical interactions, but performance is strongly tracker-conditioned and cross-GMT transfer remains fragile. These results position HumanoidArena as a benchmark for studying transferable intermediate action representations and scalable egocentric whole-body policy learning.
Abstract:Humanoid robots hold immense potential for real-world assistance, yet agile interaction with objects in unstructured environments demands tightly coupled whole-body coordination. Despite recent advancements, current controllers face a critical deployment gap. They rely heavily on dense reference trajectories and perfect state observability, which inherently limits physical generalization. We present Vision Guided Agile Interaction Control (VAIC), a unified framework that bridges this gap by operating exclusively on onboard depth, historical proprioception, and a decoupled user command interface. VAIC employs a two-stage distillation paradigm. First, a privileged teacher policy masters diverse interaction skills using precise object kinematics and exact environmental states. Second, a deployable student policy distills these capabilities by replacing full body tracking with velocity targets across multiple axes and an interaction indicator for each frame. The student utilizes a recurrent object adaptation module to implicitly infer unobservable object dynamics from raw depth streams and proprioception. Evaluations and real-world deployments on the humanoid robot demonstrate that a single VAIC policy successfully executes highly diverse dynamic tasks. These tasks include box carrying, cart interaction, and skateboarding, consistently outperforming baselines and advancing autonomous humanoid deployment.
Abstract:Entity alignment (EA) aims to identify equivalent entities across heterogeneous knowledge graphs (KGs) and is a key component of knowledge fusion and cross-KG reasoning. The recent EA foundation model demonstrates that alignment knowledge, once pretrained, can be directly applied to diverse previously unseen KG pairs. However, it still underuses structural context in two places: cross-KG interaction is weak during encoding, and final candidate ranking still relies too heavily on coarse similarity. We address these limitations with ContextEA, an enhanced encoder-decoder framework for transferable EA. On the encoder side, we introduce a cross-KG interaction encoder that unifies the two KGs with anchor bridges and performs earlier relation-aware cross-graph propagation. On the decoder side, we introduce a structural calibration decoder that calibrates alignment scores with entity-level, neighborhood-level, relation-level, and anchor-aware structural evidence. This design strengthens both structural context construction and structural context exploitation while remaining lightweight. Experiments on 29 EA datasets in OpenEA, SRPRS, and DBP show consistent gains over strong transferable baselines. Notably, the pretrained ContextEA already surpasses the finetuned baselines on all three benchmark groups, demonstrating substantially stronger transfer to unseen KGs. These results suggest that explicitly harnessing structural context is an effective direction for improving EA foundation models.
Abstract:High-quality dynamic human pose annotation equips AI with precise motion kinematics to enable human behavior mastery, yet remains labor-intensive and time-consuming. Current annotation tools either lack temporal correction propagation or fail in multi-person scenarios, necessitating excessive manual intervention. In this paper, we introduce IMPose, an interactive tool for multi-person dynamic pose annotation. It features a dual-level tracking mechanism that propagates one-frame multi-person pose corrections from annotators across entire videos. The keypoint-level ensures corrections temporal propagation via sequential modeling, while the instance-level employs keypoint-aware embedding with relative positional encoding to maintain multi-person cross-frame consistency. To further improve robustness, IMPose maintains historical pose and instance cues in a trajectory bank, which enhances long-range temporal association and stabilizes annotation in challenging cases such as occlusion and motion blur. By converting sparse human corrections into dense and coherent pose trajectories, our framework significantly reduces repeated manual refinement across frames. Extensive experiments show that IMPose consistently achieves a strong accuracy efficiency trade off under different interaction budgets, demonstrating particular advantages in low click annotation settings. IMPose achieves high precision annotation with high efficiency, requiring only 27 clicks per 1,050 frame video on 3DPW and 3 clicks per tracklet per 84-frame on PoseTrack21. We further expand PoseTrack21 with 188K pose instances (3.55M keypoints) at a minimal cost of 10 annotators in 10 hours. The annotation tool, codes, and extended dataset will be open-sourced.
Abstract:Recent feed-forward geometry foundation models have demonstrated impressive generalization by recovering depth and poses in a single forward pass. However, these models are typically constrained by a global coordinate frame assumption. This dependency becomes a significant bottleneck for long-context and streaming reconstruction, as it forces the network to maintain an arbitrary temporal origin and handle translation magnitudes that grow unbounded over time. Our solution, which we call $R^3$, employs relative regression. We employ a lightweight MLP to predict confidence-weighted relative constraints. These confidences serve as a unified anchor: weighting losses during training and guiding pose aggregation during inference. $R^3$ supports both full-context offline reconstruction and causal, bounded-memory streaming. Our evaluation in both offline and streaming settings validates the effectiveness of our relative mechanism. Project page: https://kevinxu02.github.io/r3-site
Abstract:Recent vision-language-action (VLA) models and world action models (WAMs) advance robotic manipulation by enriching intermediate representations with auxiliary spatial features or future visual-state prediction. However, these representations largely remain within the observation space and do not share the rigid-body geometry of the action space, forcing the action decoder to implicitly recover this geometry. We propose OASIS, a visuomotor policy that aligns the intermediate representation with the action space via $SE(3)$ end-effector trajectory prediction. OASIS couples a 3D-aware feature encoder that fuses vision-language and metric-depth features with an $SE(3)$ trajectory predictor that produces a camera-frame end-effector trajectory. Conditioned on the predictor's pose-supervised hidden states, the action decoder generates action chunks consistent with rigid-body motion. Across simulation and real-world experiments, OASIS outperforms VLA and WAM baselines in success rate and out-of-distribution generalization. Our project page is available at https://npuhandsome.github.io/OASIS_web.
Abstract:World models are widely explored in embodied intelligence, yet they typically predict distinct evolutions of the world and the ego within a single stream, where the world captures persistent instruction-agnostic scene regularities and the ego captures robot-centric instruction-conditioned dynamics. This world-ego entanglement leads to a degradation in long-horizon embodied scenarios, particularly in hybrid tasks with interleaved navigation and manipulation behaviors. In this paper, we introduce \emph{World-Ego Modeling}, a new conceptual paradigm that decomposes future evolution into world and ego components. We define the world-ego boundary from three perspectives, i.e., motion-, semantic-, and intention-based views, and analyze three disentanglement strategies with post-, pre-, and full disentanglement. Further, we instantiate this paradigm as the World-Ego Model (WEM), a unified embodied world model that couples an implicit separate world-ego planner with a cascade-parallel mixture-of-experts (CP-MoE) diffusion generator. To enable rigorous evaluation, we further construct HTEWorld, the first benchmark for long-horizon world modeling with hybrid navigation-manipulation tasks, providing 125K video clips (over 4.5M frames) with fine-grained action annotations and 300 multi-turn evaluation trajectories (over 2K instructions). Extensive experiments show that WEM achieves state-of-the-art performance on HTEWorld while remaining competitive on existing manipulation-only benchmarks.
Abstract:General scene perception has progressed from object recognition toward open-vocabulary grounding, part localization, and affordance prediction. Yet these capabilities are often realized as isolated predictions that localize objects, parts, or interaction points without capturing the structured dependencies needed for interaction-oriented scene understanding. To address this gap, we introduce Hierarchical Scene Parsing, an interaction-oriented parsing task that represents physical scenes as explicit scene -> object -> part -> affordance hierarchies with cross-level bindings. We instantiate this task with SceneParser, a VLM-based parser trained for unified hierarchical generation with structural-completion pseudo labels and curriculum learning. To support training and evaluation, we construct SceneParser-Bench, a large-scale benchmark built with a scalable hierarchical data engine, containing 110K training images, a 5K validation split, 777K objects, 1.14M parts, 1.74M affordance annotations, and 1.74M valid object-part-affordance chain instances. We further introduce Level-1 to Level-3 conditional metrics and ParseRate to evaluate localization, cross-level binding, and hierarchical completeness. Experiments show that existing MLLMs and perception-stitching pipelines struggle with hierarchical parsing on our SceneParser-Bench, while SceneParser achieves stronger structure-aware performance. Besides, ablations, evaluations on COCO and AGD20K, and a downstream planning probe demonstrate that our SceneParser is compatible with conventional tasks and provides an actionable representation for visual understanding.