Abstract:The demand for immersive and interactive communication has driven advancements in 3D video conferencing, yet achieving high-fidelity 3D talking face representation at low bitrates remains a challenge. Traditional 2D video compression techniques fail to preserve fine-grained geometric and appearance details, while implicit neural rendering methods like NeRF suffer from prohibitive computational costs. To address these challenges, we propose a lightweight, high-fidelity, low-bitrate 3D talking face compression framework that integrates FLAME-based parametric modeling with 3DGS neural rendering. Our approach transmits only essential facial metadata in real time, enabling efficient reconstruction with a Gaussian-based head model. Additionally, we introduce a compact representation and compression scheme, including Gaussian attribute compression and MLP optimization, to enhance transmission efficiency. Experimental results demonstrate that our method achieves superior rate-distortion performance, delivering high-quality facial rendering at extremely low bitrates, making it well-suited for real-time 3D video conferencing applications.
Abstract:Multi-view egocentric dynamic scene reconstruction holds significant research value for applications in holographic documentation of social interactions. However, existing reconstruction datasets focus on static multi-view or single-egocentric view setups, lacking multi-view egocentric datasets for dynamic scene reconstruction. Therefore, we present MultiEgo, the first multi-view egocentric dataset for 4D dynamic scene reconstruction. The dataset comprises five canonical social interaction scenes: meetings, performances, and a presentation. Each scene provides five authentic egocentric videos captured by participants wearing AR glasses. We design a hardware-based data acquisition system and processing pipeline, achieving sub-millisecond temporal synchronization across views, coupled with accurate pose annotations. Experiment validation demonstrates the practical utility and effectiveness of our dataset for free-viewpoint video (FVV) applications, establishing MultiEgo as a foundational resource for advancing multi-view egocentric dynamic scene reconstruction research.
Abstract:In embodied intelligence, datasets play a pivotal role, serving as both a knowledge repository and a conduit for information transfer. The two most critical attributes of a dataset are the amount of information it provides and how easily this information can be learned by models. However, the multimodal nature of embodied data makes evaluating these properties particularly challenging. Prior work has largely focused on diversity, typically counting tasks and scenes or evaluating isolated modalities, which fails to provide a comprehensive picture of dataset diversity. On the other hand, the learnability of datasets has received little attention and is usually assessed post-hoc through model training, an expensive, time-consuming process that also lacks interpretability, offering little guidance on how to improve a dataset. In this work, we address both challenges by introducing two principled, data-driven tools. First, we construct a unified multimodal representation for each data sample and, based on it, propose diversity entropy, a continuous measure that characterizes the amount of information contained in a dataset. Second, we introduce the first interpretable, data-driven algorithm to efficiently quantify dataset learnability without training, enabling researchers to assess a dataset's learnability immediately upon its release. We validate our algorithm on both simulated and real-world embodied datasets, demonstrating that it yields faithful, actionable insights that enable researchers to jointly improve diversity and learnability. We hope this work provides a foundation for designing higher-quality datasets that advance the development of embodied intelligence.




Abstract:The demand for semantically rich 3D models of indoor scenes is rapidly growing, driven by applications in augmented reality, virtual reality, and robotics. However, creating them from sparse views remains a challenge due to geometric ambiguity. Existing methods often treat semantics as a passive feature painted on an already-formed, and potentially flawed, geometry. We posit that for robust sparse-view reconstruction, semantic understanding instead be an active, guiding force. This paper introduces AlignGS, a novel framework that actualizes this vision by pioneering a synergistic, end-to-end optimization of geometry and semantics. Our method distills rich priors from 2D foundation models and uses them to directly regularize the 3D representation through a set of novel semantic-to-geometry guidance mechanisms, including depth consistency and multi-faceted normal regularization. Extensive evaluations on standard benchmarks demonstrate that our approach achieves state-of-the-art results in novel view synthesis and produces reconstructions with superior geometric accuracy. The results validate that leveraging semantic priors as a geometric regularizer leads to more coherent and complete 3D models from limited input views. Our code is avaliable at https://github.com/MediaX-SJTU/AlignGS .
Abstract:We present Comp-X, the first intelligently interactive image compression paradigm empowered by the impressive reasoning capability of large language model (LLM) agent. Notably, commonly used image codecs usually suffer from limited coding modes and rely on manual mode selection by engineers, making them unfriendly for unprofessional users. To overcome this, we advance the evolution of image coding paradigm by introducing three key innovations: (i) multi-functional coding framework, which unifies different coding modes of various objective/requirements, including human-machine perception, variable coding, and spatial bit allocation, into one framework. (ii) interactive coding agent, where we propose an augmented in-context learning method with coding expert feedback to teach the LLM agent how to understand the coding request, mode selection, and the use of the coding tools. (iii) IIC-bench, the first dedicated benchmark comprising diverse user requests and the corresponding annotations from coding experts, which is systematically designed for intelligently interactive image compression evaluation. Extensive experimental results demonstrate that our proposed Comp-X can understand the coding requests efficiently and achieve impressive textual interaction capability. Meanwhile, it can maintain comparable compression performance even with a single coding framework, providing a promising avenue for artificial general intelligence (AGI) in image compression.




Abstract:Recent vision-language-action (VLA) models build upon vision-language foundations, and have achieved promising results and exhibit the possibility of task generalization in robot manipulation. However, due to the heterogeneity of tactile sensors and the difficulty of acquiring tactile data, current VLA models significantly overlook the importance of tactile perception and fail in contact-rich tasks. To address this issue, this paper proposes OmniVTLA, a novel architecture involving tactile sensing. Specifically, our contributions are threefold. First, our OmniVTLA features a dual-path tactile encoder framework. This framework enhances tactile perception across diverse vision-based and force-based tactile sensors by using a pretrained vision transformer (ViT) and a semantically-aligned tactile ViT (SA-ViT). Second, we introduce ObjTac, a comprehensive force-based tactile dataset capturing textual, visual, and tactile information for 56 objects across 10 categories. With 135K tri-modal samples, ObjTac supplements existing visuo-tactile datasets. Third, leveraging this dataset, we train a semantically-aligned tactile encoder to learn a unified tactile representation, serving as a better initialization for OmniVTLA. Real-world experiments demonstrate substantial improvements over state-of-the-art VLA baselines, achieving 96.9% success rates with grippers, (21.9% higher over baseline) and 100% success rates with dexterous hands (6.2% higher over baseline) in pick-and-place tasks. Besides, OmniVTLA significantly reduces task completion time and generates smoother trajectories through tactile sensing compared to existing VLA.




Abstract:The Human-Object Interaction (HOI) task explores the dynamic interactions between humans and objects in physical environments, providing essential biomechanical and cognitive-behavioral foundations for fields such as robotics, virtual reality, and human-computer interaction. However, existing HOI data sets focus on details of affordance, often neglecting the influence of physical properties of objects on human long-term motion. To bridge this gap, we introduce the PA-HOI Motion Capture dataset, which highlights the impact of objects' physical attributes on human motion dynamics, including human posture, moving velocity, and other motion characteristics. The dataset comprises 562 motion sequences of human-object interactions, with each sequence performed by subjects of different genders interacting with 35 3D objects that vary in size, shape, and weight. This dataset stands out by significantly extending the scope of existing ones for understanding how the physical attributes of different objects influence human posture, speed, motion scale, and interacting strategies. We further demonstrate the applicability of the PA-HOI dataset by integrating it with existing motion generation methods, validating its capacity to transfer realistic physical awareness.
Abstract:Though robotic dexterous manipulation has progressed substantially recently, challenges like in-hand occlusion still necessitate fine-grained tactile perception, leading to the integration of more tactile sensors into robotic hands. Consequently, the increased data volume imposes substantial bandwidth pressure on signal transmission from the hand's controller. However, the acquisition and compression of multi-point tactile signals based on the dexterous hands' physical structures have not been thoroughly explored. In this paper, our contributions are twofold. First, we introduce a Multi-Point Tactile Dataset for Dexterous Hand Grasping (Dex-MPTD). This dataset captures tactile signals from multiple contact sensors across various objects and grasping poses, offering a comprehensive benchmark for advancing dexterous robotic manipulation research. Second, we investigate both lossless and lossy compression on Dex-MPTD by converting tactile data into images and applying six lossless and five lossy image codecs for efficient compression. Experimental results demonstrate that tactile data can be losslessly compressed to as low as 0.0364 bits per sub-sample (bpss), achieving approximately 200$\times$ compression ratio compared to the raw tactile data. Efficient lossy compressors like HM and VTM can achieve about 1000x data reductions while preserving acceptable data fidelity. The exploration of lossy compression also reveals that screen-content-targeted coding tools outperform general-purpose codecs in compressing tactile data.
Abstract:Most learning-based lossless compressors are designed for a single modality, requiring separate models for multi-modal data and lacking flexibility. However, different modalities vary significantly in format and statistical properties, making it ineffective to use compressors that lack modality-specific adaptations. While multi-modal large language models (MLLMs) offer a potential solution for modality-unified compression, their excessive complexity hinders practical deployment. To address these challenges, we focus on the two most common modalities, image and text, and propose DualComp, the first unified and lightweight learning-based dual-modality lossless compressor. Built on a lightweight backbone, DualComp incorporates three key structural enhancements to handle modality heterogeneity: modality-unified tokenization, modality-switching contextual learning, and modality-routing mixture-of-experts. A reparameterization training strategy is also used to boost compression performance. DualComp integrates both modality-specific and shared parameters for efficient parameter utilization, enabling near real-time inference (200KB/s) on desktop CPUs. With much fewer parameters, DualComp achieves compression performance on par with the SOTA LLM-based methods for both text and image datasets. Its simplified single-modality variant surpasses the previous best image compressor on the Kodak dataset by about 9% using just 1.2% of the model size.




Abstract:Embodied AI has developed rapidly in recent years, but it is still mainly deployed in laboratories, with various distortions in the Real-world limiting its application. Traditionally, Image Quality Assessment (IQA) methods are applied to predict human preferences for distorted images; however, there is no IQA method to assess the usability of an image in embodied tasks, namely, the perceptual quality for robots. To provide accurate and reliable quality indicators for future embodied scenarios, we first propose the topic: IQA for Embodied AI. Specifically, we (1) based on the Mertonian system and meta-cognitive theory, constructed a perception-cognition-decision-execution pipeline and defined a comprehensive subjective score collection process; (2) established the Embodied-IQA database, containing over 36k reference/distorted image pairs, with more than 5m fine-grained annotations provided by Vision Language Models/Vision Language Action-models/Real-world robots; (3) trained and validated the performance of mainstream IQA methods on Embodied-IQA, demonstrating the need to develop more accurate quality indicators for Embodied AI. We sincerely hope that through evaluation, we can promote the application of Embodied AI under complex distortions in the Real-world. Project page: https://github.com/lcysyzxdxc/EmbodiedIQA