Abstract:Photorealistic human novel view synthesis from a single image is crucial for democratizing immersive 3D telepresence, eliminating the need for complex multi-camera setups. However, current rendering-centric methods prioritize visual fidelity over explicit geometric understanding and struggle with intricate regions like faces and hands, leading to temporal instability. Meanwhile, human-centric frameworks suffer from memory bottlenecks since they typically rely on an auxiliary model to provide informative structural priors for geometric modeling, which limits real-time performance. To address these challenges, we propose PrismMirror, a geometry-guided framework for instant frontal view synthesis from a single image. By avoiding external geometric modeling and focusing on frontal view synthesis, our model optimizes visual integrity for telepresence. Specifically, PrismMirror introduces a novel cascade learning strategy that enables coarse-to-fine geometric feature learning. It first directly learns coarse geometric features, such as SMPL-X meshes and point clouds, and then refines textures through rendering supervision. To achieve real-time efficiency, we distill this unified framework into a lightweight linear attention model. Notably, PrismMirror is the first monocular human frontal view synthesis model that achieves real-time inference at 24 FPS, significantly outperforming previous methods in both visual authenticity and structural accuracy.
Abstract:Action chunking enables Vision Language Action (VLA) models to run in real time, but naive chunked execution often exhibits discontinuities at chunk boundaries. Real-Time Chunking (RTC) alleviates this issue but is external to the policy, leading to spurious multimodal switching and trajectories that are not intrinsically smooth. We propose Legato, a training-time continuation method for action-chunked flow-based VLA policies. Specifically, Legato initializes denoising from a schedule-shaped mixture of known actions and noise, exposing the model to partial action information. Moreover, Legato reshapes the learned flow dynamics to ensure that the denoising process remains consistent between training and inference under per-step guidance. Legato further uses randomized schedule condition during training to support varying inference delays and achieve controllable smoothness. Empirically, Legato produces smoother trajectories and reduces spurious multimodal switching during execution, leading to less hesitation and shorter task completion time. Extensive real-world experiments show that Legato consistently outperforms RTC across five manipulation tasks, achieving approximately 10% improvements in both trajectory smoothness and task completion time.
Abstract:Current approaches for humanoid whole-body manipulation, primarily relying on teleoperation or visual sim-to-real reinforcement learning, are hindered by hardware logistics and complex reward engineering. Consequently, demonstrated autonomous skills remain limited and are typically restricted to controlled environments. In this paper, we present the Humanoid Manipulation Interface (HuMI), a portable and efficient framework for learning diverse whole-body manipulation tasks across various environments. HuMI enables robot-free data collection by capturing rich whole-body motion using portable hardware. This data drives a hierarchical learning pipeline that translates human motions into dexterous and feasible humanoid skills. Extensive experiments across five whole-body tasks--including kneeling, squatting, tossing, walking, and bimanual manipulation--demonstrate that HuMI achieves a 3x increase in data collection efficiency compared to teleoperation and attains a 70% success rate in unseen environments.
Abstract:Immersive telepresence aims to transform human interaction in AR/VR applications by enabling lifelike full-body holographic representations for enhanced remote collaboration. However, existing systems rely on hardware-intensive multi-camera setups and demand high bandwidth for volumetric streaming, limiting their real-time performance on mobile devices. To overcome these challenges, we propose Mon3tr, a novel Monocular 3D telepresence framework that integrates 3D Gaussian splatting (3DGS) based parametric human modeling into telepresence for the first time. Mon3tr adopts an amortized computation strategy, dividing the process into a one-time offline multi-view reconstruction phase to build a user-specific avatar and a monocular online inference phase during live telepresence sessions. A single monocular RGB camera is used to capture body motions and facial expressions in real time to drive the 3DGS-based parametric human model, significantly reducing system complexity and cost. The extracted motion and appearance features are transmitted at < 0.2 Mbps over WebRTC's data channel, allowing robust adaptation to network fluctuations. On the receiver side, e.g., Meta Quest 3, we develop a lightweight 3DGS attribute deformation network to dynamically generate corrective 3DGS attribute adjustments on the pre-built avatar, synthesizing photorealistic motion and appearance at ~ 60 FPS. Extensive experiments demonstrate the state-of-the-art performance of our method, achieving a PSNR of > 28 dB for novel poses, an end-to-end latency of ~ 80 ms, and > 1000x bandwidth reduction compared to point-cloud streaming, while supporting real-time operation from monocular inputs across diverse scenarios. Our demos can be found at https://mon3tr3d.github.io.




Abstract:Vision-Language-Action (VLA) models align vision and language with embodied control, but their object referring ability remains limited when relying solely on text prompt, especially in cluttered or out-of-distribution (OOD) scenes. In this study, we introduce the Point-VLA, a plug-and-play policy that augments language instructions with explicit visual cues (e.g., bounding boxes) to resolve referential ambiguity and enable precise object-level grounding. To efficiently scale visually grounded datasets, we further develop an automatic data annotation pipeline requiring minimal human effort. We evaluate Point-VLA on diverse real-world referring tasks and observe consistently stronger performance than text-only instruction VLAs, particularly in cluttered or unseen-object scenarios, with robust generalization. These results demonstrate that Point-VLA effectively resolves object referring ambiguity through pixel-level visual grounding, achieving more generalizable embodied control.




Abstract:In maritime wireless networks, the evaporation duct effect has been known as a preferable condition for long-range transmissions. However, how to effectively utilize the duct effect for efficient communication design is still open for investigation. In this paper, we consider a typical scenario of ship-to-shore data transmission, where a ship collects data from multiple oceanographic buoys, sails from one to another, and transmits the collected data back to a terrestrial base station during its voyage. A novel framework, which exploits priori information of the channel gain map in the presence of evaporation duct, is proposed to minimize the data transmission time and the sailing time by optimizing the ship's trajectory. To this end, a multi-objective optimization problem is formulated and is further solved by a dynamic population PSO-integrated NSGA-II algorithm. Through simulations, it is demonstrated that, compared to the benchmark scheme which ignores useful information of the evaporation duct, the proposed scheme can effectively reduce both the data transmission time and the sailing time.




Abstract:We present a feed-forward framework for Gaussian full-head synthesis from a single unposed image. Unlike previous work that relies on time-consuming GAN inversion and test-time optimization, our framework can reconstruct the Gaussian full-head model given a single unposed image in a single forward pass. This enables fast reconstruction and rendering during inference. To mitigate the lack of large-scale 3D head assets, we propose a large-scale synthetic dataset from trained 3D GANs and train our framework using only synthetic data. For efficient high-fidelity generation, we introduce a coarse-to-fine Gaussian head generation pipeline, where sparse points from the FLAME model interact with the image features by transformer blocks for feature extraction and coarse shape reconstruction, which are then densified for high-fidelity reconstruction. To fully leverage the prior knowledge residing in pretrained 3D GANs for effective reconstruction, we propose a dual-branch framework that effectively aggregates the structured spherical triplane feature and unstructured point-based features for more effective Gaussian head reconstruction. Experimental results show the effectiveness of our framework towards existing work.
Abstract:General-purpose robots capable of performing diverse tasks require synergistic reasoning and acting capabilities. However, recent dual-system approaches, which separate high-level reasoning from low-level acting, often suffer from challenges such as limited mutual understanding of capabilities between systems and latency issues. This paper introduces OneTwoVLA, a single unified vision-language-action model that can perform both acting (System One) and reasoning (System Two). Crucially, OneTwoVLA adaptively switches between two modes: explicitly reasoning at critical moments during task execution, and generating actions based on the most recent reasoning at other times. To further unlock OneTwoVLA's reasoning and generalization capabilities, we design a scalable pipeline for synthesizing embodied reasoning-centric vision-language data, used for co-training with robot data. We validate OneTwoVLA's effectiveness through extensive experiments, highlighting its superior performance across four key capabilities: long-horizon task planning, error detection and recovery, natural human-robot interaction, and generalizable visual grounding, enabling the model to perform long-horizon, highly dexterous manipulation tasks such as making hotpot or mixing cocktails.




Abstract:The human body demonstrates exceptional motor capabilities-such as standing steadily on one foot or performing a high kick with the leg raised over 1.5 meters-both requiring precise balance control. While recent research on humanoid control has leveraged reinforcement learning to track human motions for skill acquisition, applying this paradigm to balance-intensive tasks remains challenging. In this work, we identify three key obstacles: instability from reference motion errors, learning difficulties due to morphological mismatch, and the sim-to-real gap caused by sensor noise and unmodeled dynamics. To address these challenges, we propose HuB (Humanoid Balance), a unified framework that integrates reference motion refinement, balance-aware policy learning, and sim-to-real robustness training, with each component targeting a specific challenge. We validate our approach on the Unitree G1 humanoid robot across challenging quasi-static balance tasks, including extreme single-legged poses such as Swallow Balance and Bruce Lee's Kick. Our policy remains stable even under strong physical disturbances-such as a forceful soccer strike-while baseline methods consistently fail to complete these tasks. Project website: https://hub-robot.github.io
Abstract:Wireless channel modeling plays a pivotal role in designing, analyzing, and optimizing wireless communication systems. Nevertheless, developing an effective channel modeling approach has been a longstanding challenge. This issue has been escalated due to the denser network deployment, larger antenna arrays, and wider bandwidth in 5G and beyond networks. To address this challenge, we put forth WRF-GS, a novel framework for channel modeling based on wireless radiation field (WRF) reconstruction using 3D Gaussian splatting. WRF-GS employs 3D Gaussian primitives and neural networks to capture the interactions between the environment and radio signals, enabling efficient WRF reconstruction and visualization of the propagation characteristics. The reconstructed WRF can then be used to synthesize the spatial spectrum for comprehensive wireless channel characterization. Notably, with a small number of measurements, WRF-GS can synthesize new spatial spectra within milliseconds for a given scene, thereby enabling latency-sensitive applications. Experimental results demonstrate that WRF-GS outperforms existing methods for spatial spectrum synthesis, such as ray tracing and other deep-learning approaches. Moreover, WRF-GS achieves superior performance in the channel state information prediction task, surpassing existing methods by a significant margin of more than 2.43 dB.