Abstract:Manipulation involving rigid-deformable interactions, such as hanging clothes or dressing humans, is common in daily life, making it essential for household robots. Compared to single-object manipulation or interactions between rigid bodies, these tasks are particularly challenging due to the rich multi-point contacts and the complex dynamics of the deformable bodies during interaction. Therefore, object-centric representations such as 6D poses or structural points without task-specific information become insufficient for these interactions. In this work, we propose a hybrid correspondence-based representation tailored for rigid-deformable interactions. First, to capture intricate interaction information, we introduce structure-, task-, and interaction-aware sparse keypoints. The keypoints are generated based on the global structures of both rigid and deformable objects, and filtered by their local interaction contacts. However, tracking these sparse keypoints through the interaction remains difficult due to the high-dimensional dynamics of deformable objects. Therefore, we further construct dense correspondences on the deformable objects for accurate keypoint tracking throughout the manipulation. This hybrid design combines the advantages of both representations: sparse keypoints encode rich, task-specific information for fine-grained manipulation, while dense correspondences ensure efficient tracking and generalization to novel deformations, shapes, and scenarios. Together, they enable one-shot transfer to new tasks with minimal demonstrations. Extensive experiments demonstrate the effectiveness and broad applicability of our method.
Abstract:We present ABot-World-0, an action-conditioned video world model for real-time, long-horizon closed-loop interaction, supported by a multi-source data infrastructure spanning AAA games, simulation engines, and internet videos to learn controllable world dynamics. WorldExplorer performs agent-driven collection guided by training feedback, while a unified pipeline applies 14 deterministic quality checks, VLM-based assessment, and synchronized action and text annotation. We progressively distill a bidirectional action-conditioned teacher into a causal student through teacher forcing and ODE distillation, and introduce LongForcing to align long student self-rollouts with an extended-horizon teacher, mitigating accumulated distribution shift and autoregressive drift. Raw keyboard actions provide a unified control interface for scene roaming and third-person character interaction, while reference-character memory provides persistent appearance cues for identity consistency during third-person rollouts. For deployment, we co-design a streaming inference stack with a lightweight VAE decoder, efficient attention, memory-aware scheduling, and low-bit DiT inference. Across optimized low-bit configurations, ABot-World-0 streams 720P video at up to 16 FPS on a single NVIDIA RTX 5090 desktop GPU, with 1.2s action-to-first-frame latency and approximately 19GiB peak VRAM. Experiments on WorldRoamBench and extended interactive rollouts demonstrate competitive controllability and coherent long-horizon world evolution.
Abstract:Grounding deictic gestures in natural images is fundamental to AR and human-robot collaboration, providing a basis for seamless spatial interaction. While Transformer-based visual models have achieved significant progress in general object detection, their global attention mechanisms often neglect micro-geometric relationships, degrading orientation accuracy. In pointing tasks, this deficiency manifests as an inability to accurately capture the pointing ray implied by finger poses, which results in pointing drift and localization ambiguity when dealing with distant or densely packed objects. To address this, we propose VistaRef, a framework designed to explicitly enhance spatial orientation awareness. First, we develop the Local Hand Entity Modeling (LHEM) module, which incorporates hand-pose embeddings to strengthen the model's capability to capture subtle finger deviations. Second, drawing inspiration from multi-view geometry, we construct the Geometric Ray Modeling (GRM) module to transform implicit orientation information into explicit spatial geometric features, guiding feature aggregation and deep fusion via attention mechanisms. Furthermore, we introduce a novel Orientation-Consistent Alignment Loss (OCAL) to synergistically supervise hand presence and pointing consistency, ensuring that all architectural improvements collectively serve the core objective of spatial localization. Experimental results demonstrate that VistaRef significantly outperforms the baseline, achieving a 14-point absolute gain in grounding accuracy. Qualitative analysis further confirms that VistaRef effectively models the geometric correlation from hand to target, bridging the spatial perception gap inherent in traditional Transformers for complex scenarios. Code: https://github.com/lingli1724/VistaRef.
Abstract:Pointing-based visual grounding requires models to precisely locate target objects by deciphering complex spatial relationships between the visual scene and pointing gestures. Traditional methods typically encode input images into static feature representations and perform reasoning primarily within the linguistic domain, often overlooking the rich perceptual cues and explicit spatial geometry inherent in images. In this study, we aim to mitigate the cognitive vulnerability of models in interpreting gestural spatial relations by proposing PointVG-R, a reasoning-guided Multi-modal Large Language Model (MLLM). PointVG-R introduces geometric-aware reasoning for pointing-based grounding, enabling the model to think with images through the strategic integration of Reinforcement Learning (RL) and cold-start data. Specifically, we design a novel geometric reasoning pipeline that simulates the iterative cognitive process humans employ when interpreting pointing gestures. Furthermore, we construct EgoPoint-CoT, a high-quality visual Chain-of-Thought (CoT) dataset featuring detailed reasoning trajectories to guide the model via Supervised Fine-Tuning (SFT) and RL. To address the varying quality of learning signals encountered during training, we further propose an Adaptive Importance Weighting strategy based on Group Variance, which dynamically adjusts reward signals to optimize the learning process. Experimental results demonstrate that PointVG-R achieves SOTA performance, outperforming the baseline by $\textbf{15.86}$ points in mIoU. Extensive ablation studies further validate the efficacy of our proposed modules. Code: https://github.com/lingli1724/PointVG-R.
Abstract:Coarse data arise when learners observe only partial information about samples; namely, a set containing the sample rather than its exact value. This occurs naturally through measurement rounding, sensor limitations, and lag in economic systems. We study Gaussian mean estimation from coarse data, where each true sample $x$ is drawn from a $d$-dimensional Gaussian distribution with identity covariance, but is revealed only through the set of a partition containing $x$. When the coarse samples, roughly speaking, have ``low'' information, the mean cannot be uniquely recovered from observed samples (i.e., the problem is not identifiable). Recent work by Fotakis, Kalavasis, Kontonis, and Tzamos [FKKT21] established that sample-efficient mean estimation is possible when the unknown mean is identifiable and the partition consists of only convex sets. Moreover, they showed that without convexity, mean estimation becomes NP-hard. However, two fundamental questions remained open: (1) When is the mean identifiable under convex partitions? (2) Is computationally efficient estimation possible under identifiability and convex partitions? This work resolves both questions. [...]
Abstract:Capturing spatial relationships from visual inputs is a cornerstone of human-like general intelligence. Several previous studies have tried to enhance the spatial awareness of Vision-Language Models (VLMs) by adding extra expert encoders, which brings extra overhead and usually harms general capabilities. To enhance the spatial ability in general architectures, we introduce Visual Spatial Tuning (VST), a comprehensive framework to cultivate VLMs with human-like visuospatial abilities, from spatial perception to reasoning. We first attempt to enhance spatial perception in VLMs by constructing a large-scale dataset termed VST-P, which comprises 4.1 million samples spanning 19 skills across single views, multiple images, and videos. Then, we present VST-R, a curated dataset with 135K samples that instruct models to reason in space. In particular, we adopt a progressive training pipeline: supervised fine-tuning to build foundational spatial knowledge, followed by reinforcement learning to further improve spatial reasoning abilities. Without the side-effect to general capabilities, the proposed VST consistently achieves state-of-the-art results on several spatial benchmarks, including $34.8\%$ on MMSI-Bench and $61.2\%$ on VSIBench. It turns out that the Vision-Language-Action models can be significantly enhanced with the proposed spatial tuning paradigm, paving the way for more physically grounded AI.




Abstract:3D visual grounding has made notable progress in localizing objects within complex 3D scenes. However, grounding referring expressions beyond objects in 3D scenes remains unexplored. In this paper, we introduce Anywhere3D-Bench, a holistic 3D visual grounding benchmark consisting of 2,632 referring expression-3D bounding box pairs spanning four different grounding levels: human-activity areas, unoccupied space beyond objects, objects in the scene, and fine-grained object parts. We assess a range of state-of-the-art 3D visual grounding methods alongside large language models (LLMs) and multimodal LLMs (MLLMs) on Anywhere3D-Bench. Experimental results reveal that space-level and part-level visual grounding pose the greatest challenges: space-level tasks require a more comprehensive spatial reasoning ability, for example, modeling distances and spatial relations within 3D space, while part-level tasks demand fine-grained perception of object composition. Even the best performance model, OpenAI o4-mini, achieves only 23.57% accuracy on space-level tasks and 33.94% on part-level tasks, significantly lower than its performance on area-level and object-level tasks. These findings underscore a critical gap in current models' capacity to understand and reason about 3D scene beyond object-level semantics.
Abstract:Garment manipulation is a critical challenge due to the diversity in garment categories, geometries, and deformations. Despite this, humans can effortlessly handle garments, thanks to the dexterity of our hands. However, existing research in the field has struggled to replicate this level of dexterity, primarily hindered by the lack of realistic simulations of dexterous garment manipulation. Therefore, we propose DexGarmentLab, the first environment specifically designed for dexterous (especially bimanual) garment manipulation, which features large-scale high-quality 3D assets for 15 task scenarios, and refines simulation techniques tailored for garment modeling to reduce the sim-to-real gap. Previous data collection typically relies on teleoperation or training expert reinforcement learning (RL) policies, which are labor-intensive and inefficient. In this paper, we leverage garment structural correspondence to automatically generate a dataset with diverse trajectories using only a single expert demonstration, significantly reducing manual intervention. However, even extensive demonstrations cannot cover the infinite states of garments, which necessitates the exploration of new algorithms. To improve generalization across diverse garment shapes and deformations, we propose a Hierarchical gArment-manipuLation pOlicy (HALO). It first identifies transferable affordance points to accurately locate the manipulation area, then generates generalizable trajectories to complete the task. Through extensive experiments and detailed analysis of our method and baseline, we demonstrate that HALO consistently outperforms existing methods, successfully generalizing to previously unseen instances even with significant variations in shape and deformation where others fail. Our project page is available at: https://wayrise.github.io/DexGarmentLab/.




Abstract:We present Seed1.5-VL, a vision-language foundation model designed to advance general-purpose multimodal understanding and reasoning. Seed1.5-VL is composed with a 532M-parameter vision encoder and a Mixture-of-Experts (MoE) LLM of 20B active parameters. Despite its relatively compact architecture, it delivers strong performance across a wide spectrum of public VLM benchmarks and internal evaluation suites, achieving the state-of-the-art performance on 38 out of 60 public benchmarks. Moreover, in agent-centric tasks such as GUI control and gameplay, Seed1.5-VL outperforms leading multimodal systems, including OpenAI CUA and Claude 3.7. Beyond visual and video understanding, it also demonstrates strong reasoning abilities, making it particularly effective for multimodal reasoning challenges such as visual puzzles. We believe these capabilities will empower broader applications across diverse tasks. In this report, we mainly provide a comprehensive review of our experiences in building Seed1.5-VL across model design, data construction, and training at various stages, hoping that this report can inspire further research. Seed1.5-VL is now accessible at https://www.volcengine.com/ (Volcano Engine Model ID: doubao-1-5-thinking-vision-pro-250428)
Abstract:Open-vocabulary 3D scene understanding is pivotal for enhancing physical intelligence, as it enables embodied agents to interpret and interact dynamically within real-world environments. This paper introduces MPEC, a novel Masked Point-Entity Contrastive learning method for open-vocabulary 3D semantic segmentation that leverages both 3D entity-language alignment and point-entity consistency across different point cloud views to foster entity-specific feature representations. Our method improves semantic discrimination and enhances the differentiation of unique instances, achieving state-of-the-art results on ScanNet for open-vocabulary 3D semantic segmentation and demonstrating superior zero-shot scene understanding capabilities. Extensive fine-tuning experiments on 8 datasets, spanning from low-level perception to high-level reasoning tasks, showcase the potential of learned 3D features, driving consistent performance gains across varied 3D scene understanding tasks. Project website: https://mpec-3d.github.io/