Abstract:Structured-light (SL) cameras power depth sensing in millions of devices, and recent neural SL decoding methods have substantially improved their depth quality. SLAM systems can benefit greatly from such strong depth sensing, where reliable geometry enables stable tracking and faithful reconstruction. In this work, we present NSL-SLAM, a practical SLAM system tailored for high-fidelity structured-light depth. We first strengthen SL depth sensing: inspired by the neural structured-light (NSL) method, we further incorporate strong monocular depth priors into the SL stereo decoding, reducing depth RMSE by 35% on Replica-SL compared to NSL. We then build a depth-centric SLAM pipeline with this stronger depth: because structured-light geometry is dense and metrically accurate, we keep it as the primary tracking signal, and add only sparse visual correspondences for geometrically degenerate cases and lightweight bundle adjustment for long-range drift. Our depth estimator and SLAM design reinforce each other: stronger depth makes a simple SLAM pipeline effective, and the depth-centric pipeline ensures this advantage transfers to downstream reconstruction. Experimentally, on the synthetic Replica-SL benchmark, NSL-SLAM achieves the best tracking accuracy and improves reconstruction F-score by 1.6 points over the SOTA baseline under a shared-depth protocol. On a real benchmark of 8 challenging scenes, it is the only method that avoids catastrophic failure on all sequences while achieving 43.3% lower trajectory deviation than selected baselines. The SLAM system runs online at 20.9 FPS, demonstrating that stronger structured-light depth and depth-centric system design together enable practical, robust SLAM.
Abstract:View-conditioned 3D generators such as SAM 3D, TRELLIS and Hunyuan3D produce high-quality object reconstructions from a single view, but real-world visual observation often arrives as long monocular streams. Naively applying these generators to each streaming frame independently leads to severe temporal inconsistency in the generated results. To address this problem, we propose Stream3D, the first training-free streaming mechanism that turns a frozen view-conditioned 3D generator into a streaming generator with constant cross-chunk memory. Stream3D achieves this by maintaining a compact evidential memory, which selectively caches the most informative historical frames based on a proposed evidence score mechanism. As the stream progresses, the memory dynamically updates to retain a fixed number of informative frames, preventing the memory footprint from growing linearly with sequence length. This also prevents degradation over long sequences and keeps the underlying generator completely unchanged without retraining, architectural modifications, or auxiliary losses. Evaluated on both realistic and synthetic streaming benchmarks, Stream3D outperforms latent-transport baselines, including KV-cache reuse and flow-based feature editing, across both photometric and geometric metrics. More details can be found at: https://anonymous-submission-20.github.io/streaming3D.github.io/.
Abstract:Robots deployed in unstructured environments must coordinate whole-body motion -- simultaneously moving a mobile base and arm -- to interact with the physical world. This coupled mobility and dexterity yields a state space that grows combinatorially with scene and object diversity, demanding datasets far larger than those sufficient for fixed-base manipulation. Yet existing acquisition methods, including teleoperation and planning, are either labor-intensive or computationally prohibitive at scale. The core bottleneck is the lack of a scalable pipeline for generating large-scale, physically valid, coordinated trajectory data across diverse embodiments and environments. Here we introduce AutoMoMa, a GPU-accelerated framework that unifies AKR modeling, which consolidates base, arm, and object kinematics into a single chain, with parallelized trajectory optimization. AutoMoMa achieves 5,000 episodes per GPU-hour (over $80\times$ faster than CPU-based baselines), producing a dataset of over 500k physically valid trajectories spanning 330 scenes, diverse articulated objects, and multiple robot embodiments. Prior datasets were forced to compromise on scale, diversity, or kinematic fidelity; AutoMoMa addresses all three simultaneously. Training downstream IL policies further reveals that even a single articulated-object task requires tens of thousands of demonstrations for SOTA methods to reach $\approx 80\%$ success, confirming that data scarcity -- not algorithmic limitations -- has been the binding constraint. AutoMoMa thus bridges high-performance planning and reliable IL-based control, providing the infrastructure previously missing for coordinated mobile manipulation research. By making large-scale, kinematically valid training data practical, AutoMoMa showcases generalizable whole-body robot policies capable of operating in the diverse, unstructured settings of the real world.