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Jul 30

SPARC: Reliable Spatial Annotations from Robot Demonstrations at Scale

This work introduces Spatial Annotations from Robot Demonstrations with Reliability Calibration (SPARC), a risk-aware framework that automatically labels robot demonstrations with structured spatial annotations and assigns each annotation a reliability score. Structured spatial annotations, such as bounding boxes, object trajectories, and manipulation phase labels, benefit a broad range of robotics applications from training grounded robot policies and embodied foundation models to motion planning and hierarchical task composition. Existing automated pipelines generate such annotations at scale but provide no reliable quality signal: detector confidence is poorly calibrated for annotation correctness, forcing a choice between accepting noisy labels or discarding useful samples. In contrast to existing automated pipelines, SPARC leverages the spatio-temporal structure inherent to robot tasks to generate a reliability signal, reducing noisy labels and retaining more useful samples. We further introduce Interaction-Aware Bench (IA-Bench), a benchmark that measures model accuracy in grounding the locations of interacted objects in robot demonstrations. On 1.7k human-annotated demonstrations spanning diverse embodiments and scenarios, SPARC significantly outperforms detection-only baselines in localization accuracy while retaining three times more samples at high-precision operating points. Our experiments demonstrate that models finetuned on our annotations achieve state-of-the-art results on object-grounding and pointing benchmarks among similarly sized models, while remaining competitive on broader spatial-reasoning suites without manually verified or annotated training data. Furthermore, policies trained on SPARC-generated annotations outperform baselines in cluttered, visually ambiguous real-world scenes. Code, data, and models are available at intuitive-robots.github.io/sparc-labeling.

  • 8 authors
·
Jun 10

Grounding 3D Object Affordance from 2D Interactions in Images

Grounding 3D object affordance seeks to locate objects' ''action possibilities'' regions in the 3D space, which serves as a link between perception and operation for embodied agents. Existing studies primarily focus on connecting visual affordances with geometry structures, e.g. relying on annotations to declare interactive regions of interest on the object and establishing a mapping between the regions and affordances. However, the essence of learning object affordance is to understand how to use it, and the manner that detaches interactions is limited in generalization. Normally, humans possess the ability to perceive object affordances in the physical world through demonstration images or videos. Motivated by this, we introduce a novel task setting: grounding 3D object affordance from 2D interactions in images, which faces the challenge of anticipating affordance through interactions of different sources. To address this problem, we devise a novel Interaction-driven 3D Affordance Grounding Network (IAG), which aligns the region feature of objects from different sources and models the interactive contexts for 3D object affordance grounding. Besides, we collect a Point-Image Affordance Dataset (PIAD) to support the proposed task. Comprehensive experiments on PIAD demonstrate the reliability of the proposed task and the superiority of our method. The project is available at https://github.com/yyvhang/IAGNet.

  • 6 authors
·
Mar 18, 2023

Selective Contrastive Learning for Weakly Supervised Affordance Grounding

Facilitating an entity's interaction with objects requires accurately identifying parts that afford specific actions. Weakly supervised affordance grounding (WSAG) seeks to imitate human learning from third-person demonstrations, where humans intuitively grasp functional parts without needing pixel-level annotations. To achieve this, grounding is typically learned using a shared classifier across images from different perspectives, along with distillation strategies incorporating part discovery process. However, since affordance-relevant parts are not always easily distinguishable, models primarily rely on classification, often focusing on common class-specific patterns that are unrelated to affordance. To address this limitation, we move beyond isolated part-level learning by introducing selective prototypical and pixel contrastive objectives that adaptively learn affordance-relevant cues at both the part and object levels, depending on the granularity of the available information. Initially, we find the action-associated objects in both egocentric (object-focused) and exocentric (third-person example) images by leveraging CLIP. Then, by cross-referencing the discovered objects of complementary views, we excavate the precise part-level affordance clues in each perspective. By consistently learning to distinguish affordance-relevant regions from affordance-irrelevant background context, our approach effectively shifts activation from irrelevant areas toward meaningful affordance cues. Experimental results demonstrate the effectiveness of our method. Codes are available at github.com/hynnsk/SelectiveCL.

  • 3 authors
·
Aug 11, 2025 3

Scaling Computer-Use Grounding via User Interface Decomposition and Synthesis

Graphical user interface (GUI) grounding, the ability to map natural language instructions to specific actions on graphical user interfaces, remains a critical bottleneck in computer use agent development. Current benchmarks oversimplify grounding tasks as short referring expressions, failing to capture the complexity of real-world interactions that require software commonsense, layout understanding, and fine-grained manipulation capabilities. To address these limitations, we introduce OSWorld-G, a comprehensive benchmark comprising 564 finely annotated samples across diverse task types including text matching, element recognition, layout understanding, and precise manipulation. Additionally, we synthesize and release the largest computer use grounding dataset Jedi, which contains 4 million examples through multi-perspective decoupling of tasks. Our multi-scale models trained on Jedi demonstrate its effectiveness by outperforming existing approaches on ScreenSpot-v2, ScreenSpot-Pro, and our OSWorld-G. Furthermore, we demonstrate that improved grounding with Jedi directly enhances agentic capabilities of general foundation models on complex computer tasks, improving from 5% to 27% on OSWorld. Through detailed ablation studies, we identify key factors contributing to grounding performance and verify that combining specialized data for different interface elements enables compositional generalization to novel interfaces. All benchmark, data, checkpoints, and code are open-sourced and available at https://osworld-grounding.github.io.

  • 15 authors
·
May 19, 2025 2

GREAT: Geometry-Intention Collaborative Inference for Open-Vocabulary 3D Object Affordance Grounding

Open-Vocabulary 3D object affordance grounding aims to anticipate ``action possibilities'' regions on 3D objects with arbitrary instructions, which is crucial for robots to generically perceive real scenarios and respond to operational changes. Existing methods focus on combining images or languages that depict interactions with 3D geometries to introduce external interaction priors. However, they are still vulnerable to a limited semantic space by failing to leverage implied invariant geometries and potential interaction intentions. Normally, humans address complex tasks through multi-step reasoning and respond to diverse situations by leveraging associative and analogical thinking. In light of this, we propose GREAT (GeometRy-intEntion collAboraTive inference) for Open-Vocabulary 3D Object Affordance Grounding, a novel framework that mines the object invariant geometry attributes and performs analogically reason in potential interaction scenarios to form affordance knowledge, fully combining the knowledge with both geometries and visual contents to ground 3D object affordance. Besides, we introduce the Point Image Affordance Dataset v2 (PIADv2), the largest 3D object affordance dataset at present to support the task. Extensive experiments demonstrate the effectiveness and superiority of GREAT. The code and dataset are available at https://yawen-shao.github.io/GREAT/.

  • 6 authors
·
Nov 29, 2024

Making Avatars Interact: Towards Text-Driven Human-Object Interaction for Controllable Talking Avatars

Generating talking avatars is a fundamental task in video generation. Although existing methods can generate full-body talking avatars with simple human motion, extending this task to grounded human-object interaction (GHOI) remains an open challenge, requiring the avatar to perform text-aligned interactions with surrounding objects. This challenge stems from the need for environmental perception and the control-quality dilemma in GHOI generation. To address this, we propose a novel dual-stream framework, InteractAvatar, which decouples perception and planning from video synthesis for grounded human-object interaction. Leveraging detection to enhance environmental perception, we introduce a Perception and Interaction Module (PIM) to generate text-aligned interaction motions. Additionally, an Audio-Interaction Aware Generation Module (AIM) is proposed to synthesize vivid talking avatars performing object interactions. With a specially designed motion-to-video aligner, PIM and AIM share a similar network structure and enable parallel co-generation of motions and plausible videos, effectively mitigating the control-quality dilemma. Finally, we establish a benchmark, GroundedInter, for evaluating GHOI video generation. Extensive experiments and comparisons demonstrate the effectiveness of our method in generating grounded human-object interactions for talking avatars. Project page: https://interactavatar.github.io

  • 14 authors
·
Feb 1 3

INTRA: Interaction Relationship-aware Weakly Supervised Affordance Grounding

Affordance denotes the potential interactions inherent in objects. The perception of affordance can enable intelligent agents to navigate and interact with new environments efficiently. Weakly supervised affordance grounding teaches agents the concept of affordance without costly pixel-level annotations, but with exocentric images. Although recent advances in weakly supervised affordance grounding yielded promising results, there remain challenges including the requirement for paired exocentric and egocentric image dataset, and the complexity in grounding diverse affordances for a single object. To address them, we propose INTeraction Relationship-aware weakly supervised Affordance grounding (INTRA). Unlike prior arts, INTRA recasts this problem as representation learning to identify unique features of interactions through contrastive learning with exocentric images only, eliminating the need for paired datasets. Moreover, we leverage vision-language model embeddings for performing affordance grounding flexibly with any text, designing text-conditioned affordance map generation to reflect interaction relationship for contrastive learning and enhancing robustness with our text synonym augmentation. Our method outperformed prior arts on diverse datasets such as AGD20K, IIT-AFF, CAD and UMD. Additionally, experimental results demonstrate that our method has remarkable domain scalability for synthesized images / illustrations and is capable of performing affordance grounding for novel interactions and objects.

  • 3 authors
·
Sep 10, 2024 2

HiFi-CS: Towards Open Vocabulary Visual Grounding For Robotic Grasping Using Vision-Language Models

Robots interacting with humans through natural language can unlock numerous applications such as Referring Grasp Synthesis (RGS). Given a text query, RGS determines a stable grasp pose to manipulate the referred object in the robot's workspace. RGS comprises two steps: visual grounding and grasp pose estimation. Recent studies leverage powerful Vision-Language Models (VLMs) for visually grounding free-flowing natural language in real-world robotic execution. However, comparisons in complex, cluttered environments with multiple instances of the same object are lacking. This paper introduces HiFi-CS, featuring hierarchical application of Featurewise Linear Modulation (FiLM) to fuse image and text embeddings, enhancing visual grounding for complex attribute rich text queries encountered in robotic grasping. Visual grounding associates an object in 2D/3D space with natural language input and is studied in two scenarios: Closed and Open Vocabulary. HiFi-CS features a lightweight decoder combined with a frozen VLM and outperforms competitive baselines in closed vocabulary settings while being 100x smaller in size. Our model can effectively guide open-set object detectors like GroundedSAM to enhance open-vocabulary performance. We validate our approach through real-world RGS experiments using a 7-DOF robotic arm, achieving 90.33\% visual grounding accuracy in 15 tabletop scenes. Our codebase is provided here: https://github.com/vineet2104/hifics

  • 4 authors
·
Sep 16, 2024

Clutter-Resistant Vision-Language-Action Models through Object-Centric and Geometry Grounding

Recent Vision-Language-Action (VLA) models have made impressive progress toward general-purpose robotic manipulation by post-training large Vision-Language Models (VLMs) for action prediction. Yet most VLAs entangle perception and control in a monolithic pipeline optimized purely for action, which can erode language-conditioned grounding. In our real-world tabletop tests, policies over-grasp when the target is absent, are distracted by clutter, and overfit to background appearance. To address these issues, we propose OBEYED-VLA (OBject-centric and gEometrY groundED VLA), a framework that explicitly disentangles perceptual grounding from action reasoning. Instead of operating directly on raw RGB, OBEYED-VLA augments VLAs with a perception module that grounds multi-view inputs into task-conditioned, object-centric, and geometry-aware observations. This module includes a VLM-based object-centric grounding stage that selects task-relevant object regions across camera views, along with a complementary geometric grounding stage that emphasizes the 3D structure of these objects over their appearance. The resulting grounded views are then fed to a pretrained VLA policy, which we fine-tune exclusively on single-object demonstrations collected without environmental clutter or non-target objects. On a real-world UR10e tabletop setup, OBEYED-VLA substantially improves robustness over strong VLA baselines across four challenging regimes and multiple difficulty levels: distractor objects, absent-target rejection, background appearance changes, and cluttered manipulation of unseen objects. Ablation studies confirm that both semantic grounding and geometry-aware grounding are critical to these gains. Overall, the results indicate that making perception an explicit, object-centric component is an effective way to strengthen and generalize VLA-based robotic manipulation.

  • 11 authors
·
Dec 27, 2025

Think Twice, Click Once: Enhancing GUI Grounding via Fast and Slow Systems

Humans can flexibly switch between different modes of thinking based on task complexity: from rapid intuitive judgments to in-depth analytical understanding. However, current Graphical User Interface (GUI) grounding systems which locate interface elements based on natural language instructions rely solely on immediate prediction without reasoning, struggling to understand complex interface layouts with nested structures and hierarchical relationships, limiting their effectiveness on complex interfaces. Inspired by human dual-system cognition, we present Focus, a novel GUI grounding framework that combines fast prediction with systematic analysis. The framework dynamically switches between rapid and deliberate processing through an adaptive system switching based on task complexity, optimizing both efficiency and accuracy. Focus decomposes grounding into progressive stages: interface summarization, visual focused analysis, and precise coordinate prediction. This structured decomposition enables systematic understanding of both interface layouts and visual relationships. Extensive experiments show that Focus achieves state-of-the-art performance using only 300K of the training data with a 2B parameter model compared to existing approaches. Focus demonstrates superior performance particularly in complex GUI scenarios, achieving 77.4% average accuracy on ScreenSpot and 13.3% on the more challenging ScreenSpot-Pro. Our analysis reveals the effectiveness of this dual-system approach while demonstrating its potential for improving complex GUI interaction scenarios.

  • 10 authors
·
Mar 9, 2025

Learning GUI Grounding with Spatial Reasoning from Visual Feedback

Graphical User Interface (GUI) grounding is commonly framed as a coordinate prediction task -- given a natural language instruction, generate on-screen coordinates for actions such as clicks and keystrokes. However, recent Vision Language Models (VLMs) often fail to predict accurate numeric coordinates when processing high-resolution GUI images with complex layouts. To address this issue, we reframe GUI grounding as an interactive search task, where the VLM generates actions to move a cursor in the GUI to locate UI elements. At each step, the model determines the target object, evaluates the spatial relations between the cursor and the target, and moves the cursor closer to the target conditioned on the movement history. In this interactive process, the rendered cursor provides visual feedback to help the model align its predictions with the corresponding on-screen locations. We train our GUI grounding model, GUI-Cursor, using multi-step online reinforcement learning with a dense trajectory-based reward function. Our experimental results show that GUI-Cursor, based on Qwen2.5-VL-7B, improves the GUI grounding accuracy and achieves state-of-the-art results on ScreenSpot-v2 (88.8% rightarrow 93.9%) and ScreenSpot-Pro (26.8% rightarrow 56.5%). Moreover, we observe that GUI-Cursor learns to solve the problem within two steps for 95\% of instances and can adaptively conduct more steps on more difficult examples.

  • 11 authors
·
Sep 25, 2025

GroundVLP: Harnessing Zero-shot Visual Grounding from Vision-Language Pre-training and Open-Vocabulary Object Detection

Visual grounding, a crucial vision-language task involving the understanding of the visual context based on the query expression, necessitates the model to capture the interactions between objects, as well as various spatial and attribute information. However, the annotation data of visual grounding task is limited due to its time-consuming and labor-intensive annotation process, resulting in the trained models being constrained from generalizing its capability to a broader domain. To address this challenge, we propose GroundVLP, a simple yet effective zero-shot method that harnesses visual grounding ability from the existing models trained from image-text pairs and pure object detection data, both of which are more conveniently obtainable and offer a broader domain compared to visual grounding annotation data. GroundVLP proposes a fusion mechanism that combines the heatmap from GradCAM and the object proposals of open-vocabulary detectors. We demonstrate that the proposed method significantly outperforms other zero-shot methods on RefCOCO/+/g datasets, surpassing prior zero-shot state-of-the-art by approximately 28\% on the test split of RefCOCO and RefCOCO+. Furthermore, GroundVLP performs comparably to or even better than some non-VLP-based supervised models on the Flickr30k entities dataset. Our code is available at https://github.com/om-ai-lab/GroundVLP.

  • 4 authors
·
Dec 22, 2023

AutoFocus: Uncertainty-Aware Active Visual Search for GUI Grounding

Vision-Language Models (VLMs) have enabled autonomous GUI agents that translate natural language instructions into executable screen coordinates. However, grounding performance degrades in high-resolution interfaces, where dense layouts and small interactive elements expose a resolution gap between modern displays and model input constraints. Existing zoom-in strategies rely on fixed anchors, heuristic grids, or reinforcement learning, lacking a principled mechanism to adaptively determine where refinement is needed and how much spatial uncertainty should be explored. We propose AutoFocus, a training-free, uncertainty-aware active visual search framework for GUI grounding. Our key insight is that token-level perplexity in coordinate generation naturally reflects spatial uncertainty. Rather than committing to a single prediction, AutoFocus samples multiple coordinate hypotheses and converts their axial perplexities into an anisotropic gaussian spatial probability field, explicitly modeling directional uncertainty. Based on this field, we generate global and local region proposals and introduce Shape-Aware Zooming to balance tight localization with contextual preservation. A visual prompt-based aggregation step then selects the most consistent prediction via structured comparison. Extensive experiments on ScreenSpot-Pro and ScreenSpot-V2 demonstrate consistent improvements across both general-purpose and GUI-specialized VLMs.

  • 5 authors
·
May 3

Advancing Creative Physical Intelligence in Large Multimodal Models

Large multimodal models (LMMs) have rapidly advanced in perception and reasoning; however, it remains unclear whether these capabilities generalize to discovering visually grounded solutions in open-ended environments, beyond pattern recognition. In such settings, intelligence requires more than answering well-posed questions: it involves identifying how elements in a scene can be repurposed in non-obvious yet physically feasible ways. This form of creative problem-solving is central to human intelligence, but remains largely untested in current benchmarks. To evaluate this ability, we introduce MM-CreativityBench, a benchmark for affordance-grounded creative tool use in visually rich, physically constrained environments. Each instance presents a scenario image with structured views of candidate entities and their parts, enabling fine-grained, interactive evaluation of how models iteratively inspect the scene, identify relevant affordances, and compose visually and physically grounded solutions. Our experiments show that current LMMs often fall short, not due to lack of generative capability, but because they do not sustain grounded exploration. Models often overlook relevant entities, under-examine critical parts, or hallucinate attributes not grounded in the image. Motivated by this failure mode, we propose affordance-grounded alignment, which casts creative tool use as a preference learning problem. Using Direct Preference Optimization, we encourage models to prefer attribute-affordance reasoning grounded in visual evidence over hallucinated alternatives. In addition, we incorporate supervision derived from an affordance knowledge base to guide broader entity exploration and multi-turn planning. Our results show consistent gains in selecting the correct entities and parts, while substantially reducing hallucination and grounding-related errors.

Phi-Ground Tech Report: Advancing Perception in GUI Grounding

With the development of multimodal reasoning models, Computer Use Agents (CUAs), akin to Jarvis from "Iron Man", are becoming a reality. GUI grounding is a core component for CUAs to execute actual actions, similar to mechanical control in robotics, and it directly leads to the success or failure of the system. It determines actions such as clicking and typing, as well as related parameters like the coordinates for clicks. Current end-to-end grounding models still achieve less than 65\% accuracy on challenging benchmarks like ScreenSpot-pro and UI-Vision, indicating they are far from being ready for deployment. % , as a single misclick can result in unacceptable consequences. In this work, we conduct an empirical study on the training of grounding models, examining details from data collection to model training. Ultimately, we developed the Phi-Ground model family, which achieves state-of-the-art performance across all five grounding benchmarks for models under 10B parameters in agent settings. In the end-to-end model setting, our model still achieves SOTA results with scores of \textbf{43.2} on ScreenSpot-pro and \textbf{27.2} on UI-Vision. We believe that the various details discussed in this paper, along with our successes and failures, not only clarify the construction of grounding models but also benefit other perception tasks. Project homepage: https://zhangmiaosen2000.github.io/Phi-Ground/{https://zhangmiaosen2000.github.io/Phi-Ground/}

  • 11 authors
·
Jul 31, 2025 3

VenusBench-GD: A Comprehensive Multi-Platform GUI Benchmark for Diverse Grounding Tasks

GUI grounding is a critical component in building capable GUI agents. However, existing grounding benchmarks suffer from significant limitations: they either provide insufficient data volume and narrow domain coverage, or focus excessively on a single platform and require highly specialized domain knowledge. In this work, we present VenusBench-GD, a comprehensive, bilingual benchmark for GUI grounding that spans multiple platforms, enabling hierarchical evaluation for real-word applications. VenusBench-GD contributes as follows: (i) we introduce a large-scale, cross-platform benchmark with extensive coverage of applications, diverse UI elements, and rich annotated data, (ii) we establish a high-quality data construction pipeline for grounding tasks, achieving higher annotation accuracy than existing benchmarks, and (iii) we extend the scope of element grounding by proposing a hierarchical task taxonomy that divides grounding into basic and advanced categories, encompassing six distinct subtasks designed to evaluate models from complementary perspectives. Our experimental findings reveal critical insights: general-purpose multimodal models now match or even surpass specialized GUI models on basic grounding tasks. In contrast, advanced tasks, still favor GUI-specialized models, though they exhibit significant overfitting and poor robustness. These results underscore the necessity of comprehensive, multi-tiered evaluation frameworks.

inclusionAI inclusionAI
·
Dec 18, 2025 2

DragMesh-2: Physically Plausible Dexterous Hand-Object Interaction with Articulated Objects

Dexterous interaction with articulated objects is important for household, assistive, and humanoid manipulation, where multi-finger hands can provide compliant contact patterns beyond parallel-jaw grasping. However, articulated-object manipulation differs from static-object manipulation: the target part cannot be directly actuated, and its motion must emerge through sustained physical hand--handle contact. This makes the transition from object-centric articulated generation to hand-driven dexterous hand--object interaction non-trivial, since geometric trajectory replay or open-loop execution does not model the contact dynamics required to move the articulated part. Moreover, policies trained only for task completion under fixed dynamics can overfit nominal contact loads, especially without tactile or force feedback, and may degrade when the contact load changes. To address these challenges, we present DragMesh-2, a contact-driven framework for dexterous interaction with articulated objects that extends articulated interaction from object-centric generation to hand-driven dexterous hand--object interaction, where articulated motion must arise through physical contact. We further propose PICA, a physically informed contact-aware training mechanism that injects physical signals into policy learning without tactile or force feedback, improving robustness and task success under changing contact loads. Finally, we conduct systematic evaluation across multiple damping conditions and articulated-object categories to study robustness under contact-load variation, and provide a pure-geometry dexterous interaction resource to support future loco-manipulation and humanoid hand--object interaction research. Across seven GAPartNet objects, DragMesh-2 achieves stronger robustness under contact-load variation than the compared methods while maintaining high task success across damping conditions.

AdaZoom-GUI: Adaptive Zoom-based GUI Grounding with Instruction Refinement

GUI grounding is a critical capability for vision-language models (VLMs) that enables automated interaction with graphical user interfaces by locating target elements from natural language instructions. However, grounding on GUI screenshots remains challenging due to high-resolution images, small UI elements, and ambiguous user instructions. In this work, we propose AdaZoom-GUI, an adaptive zoom-based GUI grounding framework that improves both localization accuracy and instruction understanding. Our approach introduces an instruction refinement module that rewrites natural language commands into explicit and detailed descriptions, allowing the grounding model to focus on precise element localization. In addition, we design a conditional zoom-in strategy that selectively performs a second-stage inference on predicted small elements, improving localization accuracy while avoiding unnecessary computation and context loss on simpler cases. To support this framework, we construct a high-quality GUI grounding dataset and train the grounding model using Group Relative Policy Optimization (GRPO), enabling the model to predict both click coordinates and element bounding boxes. Experiments on public benchmarks demonstrate that our method achieves state-of-the-art performance among models with comparable or even larger parameter sizes, highlighting its effectiveness for high-resolution GUI understanding and practical GUI agent deployment.

  • 12 authors
·
Mar 17

Accurately and Efficiently Interpreting Human-Robot Instructions of Varying Granularities

Humans can ground natural language commands to tasks at both abstract and fine-grained levels of specificity. For instance, a human forklift operator can be instructed to perform a high-level action, like "grab a pallet" or a low-level action like "tilt back a little bit." While robots are also capable of grounding language commands to tasks, previous methods implicitly assume that all commands and tasks reside at a single, fixed level of abstraction. Additionally, methods that do not use multiple levels of abstraction encounter inefficient planning and execution times as they solve tasks at a single level of abstraction with large, intractable state-action spaces closely resembling real world complexity. In this work, by grounding commands to all the tasks or subtasks available in a hierarchical planning framework, we arrive at a model capable of interpreting language at multiple levels of specificity ranging from coarse to more granular. We show that the accuracy of the grounding procedure is improved when simultaneously inferring the degree of abstraction in language used to communicate the task. Leveraging hierarchy also improves efficiency: our proposed approach enables a robot to respond to a command within one second on 90% of our tasks, while baselines take over twenty seconds on half the tasks. Finally, we demonstrate that a real, physical robot can ground commands at multiple levels of abstraction allowing it to efficiently plan different subtasks within the same planning hierarchy.

  • 5 authors
·
Apr 21, 2017

MERGE: Guided Vision-Language Models for Multi-Actor Event Reasoning and Grounding in Human-Robot Interaction

We introduce MERGE, a system for situational grounding of actors, objects, and events in dynamic human-robot group interactions. Effective collaboration in such settings requires consistent situational awareness, built on persistent representations of people and objects and an episodic abstraction of events. MERGE achieves this by uniquely identifying physical instances of actors (humans or robots) and objects and structuring them into actor-action-object relations, ensuring temporal consistency across interactions. Central to MERGE is the integration of Vision-Language Models (VLMs) guided with a perception pipeline: a lightweight streaming module continuously processes visual input to detect changes and selectively invokes the VLM only when necessary. This decoupled design preserves the reasoning power and zero-shot generalization of VLMs while improving efficiency, avoiding both the high monetary cost and the latency of frame-by-frame captioning that leads to fragmented and delayed outputs. To address the absence of suitable benchmarks for multi-actor collaboration, we introduce the GROUND dataset, which offers fine-grained situational annotations of multi-person and human-robot interactions. On this dataset, our approach improves the average grounding score by a factor of 2 compared to the performance of VLM-only baselines - including GPT-4o, GPT-5 and Gemini 2.5 Flash - while also reducing run-time by a factor of 4. The code and data are available at www.github.com/HRI-EU/merge.

  • 11 authors
·
Mar 19

GUI-Bee: Align GUI Action Grounding to Novel Environments via Autonomous Exploration

Graphical User Interface (GUI) action grounding is a critical step in GUI automation that maps language instructions to actionable elements on GUI screens. Most recent works of GUI action grounding leverage large GUI datasets to fine-tune MLLMs. However, the fine-tuning data always covers limited GUI environments, and we find the performance of the resulting model deteriorates in novel environments. We argue that the GUI grounding models should be further aligned to the novel environments to reveal their full potential, when the inference is known to involve novel environments, i.e., environments not used during the previous fine-tuning. To realize this, we first propose GUI-Bee, an MLLM-based autonomous agent, to collect high-quality, environment-specific data through exploration and then continuously fine-tune GUI grounding models with the collected data. Our agent leverages a novel Q-value-Incentive In-Context Reinforcement Learning (Q-ICRL) method to optimize exploration efficiency and data quality. Additionally, we introduce NovelScreenSpot, a benchmark for testing how well the data can help align GUI action grounding models to novel environments and demonstrate the effectiveness of data collected by GUI-Bee in the experiments. Furthermore, we conduct an ablation study to validate the Q-ICRL method in enhancing the efficiency of GUI-Bee. Project page: https://gui-bee.github.io

  • 6 authors
·
Jan 23, 2025

AffordPose: A Large-scale Dataset of Hand-Object Interactions with Affordance-driven Hand Pose

How human interact with objects depends on the functional roles of the target objects, which introduces the problem of affordance-aware hand-object interaction. It requires a large number of human demonstrations for the learning and understanding of plausible and appropriate hand-object interactions. In this work, we present AffordPose, a large-scale dataset of hand-object interactions with affordance-driven hand pose. We first annotate the specific part-level affordance labels for each object, e.g. twist, pull, handle-grasp, etc, instead of the general intents such as use or handover, to indicate the purpose and guide the localization of the hand-object interactions. The fine-grained hand-object interactions reveal the influence of hand-centered affordances on the detailed arrangement of the hand poses, yet also exhibit a certain degree of diversity. We collect a total of 26.7K hand-object interactions, each including the 3D object shape, the part-level affordance label, and the manually adjusted hand poses. The comprehensive data analysis shows the common characteristics and diversity of hand-object interactions per affordance via the parameter statistics and contacting computation. We also conduct experiments on the tasks of hand-object affordance understanding and affordance-oriented hand-object interaction generation, to validate the effectiveness of our dataset in learning the fine-grained hand-object interactions. Project page: https://github.com/GentlesJan/AffordPose.

  • 5 authors
·
Sep 16, 2023

GUI-AIMA: Aligning Intrinsic Multimodal Attention with a Context Anchor for GUI Grounding

Graphical user interface (GUI) grounding is a key function of computer-use agents, which maps natural-language instructions to actionable screen regions. Existing approaches based on Multimodal Large Language Models (MLLMs) typically formulate it as a text-based coordinate generation task, yet directly generating precise coordinates from visual inputs remains challenging and computationally intensive. An intuitive way to implement GUI grounding is to first select visual patches relevant to the instructions and then determine the precise click location within those patches. Based on the observations that general MLLMs have some native grounding capability, nested within their attentions, we propose GUI-AIMA, an attention-based and coordinate-free supervised fine-tuning framework for efficient GUI grounding. GUI-AIMA aligns the intrinsic multimodal attention of MLLMs with patch-wise grounding signals. These signals are calculated adaptively for diverse user instructions by multi-head aggregation on simplified query-visual attention matrices. Besides, its coordinate-free manner can easily integrate a plug-and-play zoom-in stage. GUI-AIMA-3B was trained with only 85k screenshots, demonstrating exceptional data efficiency and verifying that light training can trigger the native grounding capability of MLLMs. It achieves state-of-the-art performance among 3B models, attaining an average accuracy of 58.6% on ScreenSpot-Pro and 62.2% on OSWorld-G. Project page: https://github.com/sjz5202/GUI-AIMA

  • 7 authors
·
Nov 2, 2025 1

UniGround: Universal 3D Visual Grounding via Training-Free Scene Parsing

Understanding and localizing objects in complex 3D environments from natural language descriptions, known as 3D Visual Grounding (3DVG), is a foundational challenge in embodied AI, with broad implications for robotics, augmented reality, and human-machine interaction. Large-scale pre-trained foundation models have driven significant progress on this front, enabling open-vocabulary 3DVG that allows systems to locate arbitrary objects in a given scene. However, their reliance on pre-trained models constrains 3D perception and reasoning within the inherited knowledge boundaries, resulting in limited generalization to unseen spatial relationships and poor robustness to out-of-distribution scenes. In this paper, we replace this constrained perception with training-free visual and geometric reasoning, thereby unlocking open-world 3DVG that enables the localization of any object in any scene beyond the training data. Specifically, the proposed UniGround operates in two stages: a Global Candidate Filtering stage that constructs scene candidates through training-free 3D topology and multi-view semantic encoding, and a Local Precision Grounding stage that leverages multi-scale visual prompting and structured reasoning to precisely identify the target object. Experiments on ScanRefer and EmbodiedScan show that UniGround achieves 46.1\%/34.1\% Acc@0.25/0.5 on ScanRefer and 28.7\% Acc@0.25 on EmbodiedScan, establishing a new state-of-the-art among zero-shot methods on EmbodiedScan without any 3D supervision. We further evaluate UniGround in real-world environments under uncontrolled reconstruction conditions and substantial domain shift, showing training-free reasoning generalizes robustly beyond curated benchmarks.

  • 9 authors
·
Mar 8

Knowledge-enhanced Agents for Interactive Text Games

Communication via natural language is a crucial aspect of intelligence, and it requires computational models to learn and reason about world concepts, with varying levels of supervision. While there has been significant progress made on fully-supervised non-interactive tasks, such as question-answering and procedural text understanding, much of the community has turned to various sequential interactive tasks, as in semi-Markov text-based games, which have revealed limitations of existing approaches in terms of coherence, contextual awareness, and their ability to learn effectively from the environment. In this paper, we propose a framework for enabling improved functional grounding of agents in text-based games. Specifically, we consider two forms of domain knowledge that we inject into learning-based agents: memory of previous correct actions and affordances of relevant objects in the environment. Our framework supports three representative model classes: `pure' reinforcement learning (RL) agents, RL agents enhanced with knowledge graphs, and agents equipped with language models. Furthermore, we devise multiple injection strategies for the above domain knowledge types and agent architectures, including injection via knowledge graphs and augmentation of the existing input encoding strategies. We perform all experiments on the ScienceWorld text-based game environment, to illustrate the performance of various model configurations in challenging science-related instruction-following tasks. Our findings provide crucial insights on the development of effective natural language processing systems for interactive contexts.

  • 5 authors
·
May 8, 2023

Test-Time Reinforcement Learning for GUI Grounding via Region Consistency

Graphical User Interface (GUI) grounding, the task of mapping natural language instructions to precise screen coordinates, is fundamental to autonomous GUI agents. While existing methods achieve strong performance through extensive supervised training or reinforcement learning with labeled rewards, they remain constrained by the cost and availability of pixel-level annotations. We observe that when models generate multiple predictions for the same GUI element, the spatial overlap patterns reveal implicit confidence signals that can guide more accurate localization. Leveraging this insight, we propose GUI-RC (Region Consistency), a test-time scaling method that constructs spatial voting grids from multiple sampled predictions to identify consensus regions where models show highest agreement. Without any training, GUI-RC improves accuracy by 2-3% across various architectures on ScreenSpot benchmarks. We further introduce GUI-RCPO (Region Consistency Policy Optimization), which transforms these consistency patterns into rewards for test-time reinforcement learning. By computing how well each prediction aligns with the collective consensus, GUI-RCPO enables models to iteratively refine their outputs on unlabeled data during inference. Extensive experiments demonstrate the generality of our approach: GUI-RC boosts Qwen2.5-VL-3B-Instruct from 80.11% to 83.57% on ScreenSpot-v2, while GUI-RCPO further improves it to 85.14% through self-supervised optimization. Our approach reveals the untapped potential of test-time scaling and test-time reinforcement learning for GUI grounding, offering a promising path toward more robust and data-efficient GUI agents.

  • 8 authors
·
Aug 7, 2025 2

GoClick: Lightweight Element Grounding Model for Autonomous GUI Interaction

Graphical User Interface (GUI) element grounding (precisely locating elements on screenshots based on natural language instructions) is fundamental for agents interacting with GUIs. Deploying this capability directly on resource-constrained devices like mobile phones is increasingly critical for GUI agents requiring low latency. However, this goal faces a significant challenge, as current visual grounding methods typically employ large vision-language model (VLM) (more than 2.5B parameters), making them impractical for on-device execution due to memory and computational constraints. To address this, this paper introduces GoClick, a lightweight GUI element grounding VLM with only 230M parameters that achieves excellent visual grounding accuracy, even on par with significantly larger models. Simply downsizing existing decoder-only VLMs is a straightforward way to design a lightweight model, but our experiments reveal that this approach yields suboptimal results. Instead, we select an encoder-decoder architecture, which outperforms decoder-only alternatives at small parameter scales for GUI grounding tasks. Additionally, the limited capacity of small VLMs encourages us to develop a Progressive Data Refinement pipeline that utilizes task type filtering and data ratio adjustment to extract a high-quality 3.8M-sample core set from a 10.8M raw dataset. Training GoClick using this core set brings notable grounding accuracy gains. Our experiments show that GoClick excels on multiple GUI element grounding benchmarks while maintaining a small size and high inference speed. GoClick also enhances GUI agent performance when integrated into a device-cloud collaboration framework, where GoClick helps cloud-based task planners perform precise element localization and achieve higher success rates. We hope our method serves as a meaningful exploration within the GUI agent community.

  • 3 authors
·
Apr 26 2

Text2HOI: Text-guided 3D Motion Generation for Hand-Object Interaction

This paper introduces the first text-guided work for generating the sequence of hand-object interaction in 3D. The main challenge arises from the lack of labeled data where existing ground-truth datasets are nowhere near generalizable in interaction type and object category, which inhibits the modeling of diverse 3D hand-object interaction with the correct physical implication (e.g., contacts and semantics) from text prompts. To address this challenge, we propose to decompose the interaction generation task into two subtasks: hand-object contact generation; and hand-object motion generation. For contact generation, a VAE-based network takes as input a text and an object mesh, and generates the probability of contacts between the surfaces of hands and the object during the interaction. The network learns a variety of local geometry structure of diverse objects that is independent of the objects' category, and thus, it is applicable to general objects. For motion generation, a Transformer-based diffusion model utilizes this 3D contact map as a strong prior for generating physically plausible hand-object motion as a function of text prompts by learning from the augmented labeled dataset; where we annotate text labels from many existing 3D hand and object motion data. Finally, we further introduce a hand refiner module that minimizes the distance between the object surface and hand joints to improve the temporal stability of the object-hand contacts and to suppress the penetration artifacts. In the experiments, we demonstrate that our method can generate more realistic and diverse interactions compared to other baseline methods. We also show that our method is applicable to unseen objects. We will release our model and newly labeled data as a strong foundation for future research. Codes and data are available in: https://github.com/JunukCha/Text2HOI.

  • 4 authors
·
Mar 31, 2024

H2OFlow: Grounding Human-Object Affordances with 3D Generative Models and Dense Diffused Flows

Understanding how humans interact with the surrounding environment, and specifically reasoning about object interactions and affordances, is a critical challenge in computer vision, robotics, and AI. Current approaches often depend on labor-intensive, hand-labeled datasets capturing real-world or simulated human-object interaction (HOI) tasks, which are costly and time-consuming to produce. Furthermore, most existing methods for 3D affordance understanding are limited to contact-based analysis, neglecting other essential aspects of human-object interactions, such as orientation (\eg, humans might have a preferential orientation with respect certain objects, such as a TV) and spatial occupancy (\eg, humans are more likely to occupy certain regions around an object, like the front of a microwave rather than its back). To address these limitations, we introduce H2OFlow, a novel framework that comprehensively learns 3D HOI affordances -- encompassing contact, orientation, and spatial occupancy -- using only synthetic data generated from 3D generative models. H2OFlow employs a dense 3D-flow-based representation, learned through a dense diffusion process operating on point clouds. This learned flow enables the discovery of rich 3D affordances without the need for human annotations. Through extensive quantitative and qualitative evaluations, we demonstrate that H2OFlow generalizes effectively to real-world objects and surpasses prior methods that rely on manual annotations or mesh-based representations in modeling 3D affordance.

  • 2 authors
·
Feb 9

Dense Object Grounding in 3D Scenes

Localizing objects in 3D scenes according to the semantics of a given natural language is a fundamental yet important task in the field of multimedia understanding, which benefits various real-world applications such as robotics and autonomous driving. However, the majority of existing 3D object grounding methods are restricted to a single-sentence input describing an individual object, which cannot comprehend and reason more contextualized descriptions of multiple objects in more practical 3D cases. To this end, we introduce a new challenging task, called 3D Dense Object Grounding (3D DOG), to jointly localize multiple objects described in a more complicated paragraph rather than a single sentence. Instead of naively localizing each sentence-guided object independently, we found that dense objects described in the same paragraph are often semantically related and spatially located in a focused region of the 3D scene. To explore such semantic and spatial relationships of densely referred objects for more accurate localization, we propose a novel Stacked Transformer based framework for 3D DOG, named 3DOGSFormer. Specifically, we first devise a contextual query-driven local transformer decoder to generate initial grounding proposals for each target object. Then, we employ a proposal-guided global transformer decoder that exploits the local object features to learn their correlation for further refining initial grounding proposals. Extensive experiments on three challenging benchmarks (Nr3D, Sr3D, and ScanRefer) show that our proposed 3DOGSFormer outperforms state-of-the-art 3D single-object grounding methods and their dense-object variants by significant margins.

  • 3 authors
·
Sep 5, 2023

Beyond the Contact: Discovering Comprehensive Affordance for 3D Objects from Pre-trained 2D Diffusion Models

Understanding the inherent human knowledge in interacting with a given environment (e.g., affordance) is essential for improving AI to better assist humans. While existing approaches primarily focus on human-object contacts during interactions, such affordance representation cannot fully address other important aspects of human-object interactions (HOIs), i.e., patterns of relative positions and orientations. In this paper, we introduce a novel affordance representation, named Comprehensive Affordance (ComA). Given a 3D object mesh, ComA models the distribution of relative orientation and proximity of vertices in interacting human meshes, capturing plausible patterns of contact, relative orientations, and spatial relationships. To construct the distribution, we present a novel pipeline that synthesizes diverse and realistic 3D HOI samples given any 3D object mesh. The pipeline leverages a pre-trained 2D inpainting diffusion model to generate HOI images from object renderings and lifts them into 3D. To avoid the generation of false affordances, we propose a new inpainting framework, Adaptive Mask Inpainting. Since ComA is built on synthetic samples, it can extend to any object in an unbounded manner. Through extensive experiments, we demonstrate that ComA outperforms competitors that rely on human annotations in modeling contact-based affordance. Importantly, we also showcase the potential of ComA to reconstruct human-object interactions in 3D through an optimization framework, highlighting its advantage in incorporating both contact and non-contact properties.

  • 4 authors
·
Jan 23, 2024

Agent AI: Surveying the Horizons of Multimodal Interaction

Multi-modal AI systems will likely become a ubiquitous presence in our everyday lives. A promising approach to making these systems more interactive is to embody them as agents within physical and virtual environments. At present, systems leverage existing foundation models as the basic building blocks for the creation of embodied agents. Embedding agents within such environments facilitates the ability of models to process and interpret visual and contextual data, which is critical for the creation of more sophisticated and context-aware AI systems. For example, a system that can perceive user actions, human behavior, environmental objects, audio expressions, and the collective sentiment of a scene can be used to inform and direct agent responses within the given environment. To accelerate research on agent-based multimodal intelligence, we define "Agent AI" as a class of interactive systems that can perceive visual stimuli, language inputs, and other environmentally-grounded data, and can produce meaningful embodied action with infinite agent. In particular, we explore systems that aim to improve agents based on next-embodied action prediction by incorporating external knowledge, multi-sensory inputs, and human feedback. We argue that by developing agentic AI systems in grounded environments, one can also mitigate the hallucinations of large foundation models and their tendency to generate environmentally incorrect outputs. The emerging field of Agent AI subsumes the broader embodied and agentic aspects of multimodal interactions. Beyond agents acting and interacting in the physical world, we envision a future where people can easily create any virtual reality or simulated scene and interact with agents embodied within the virtual environment.

  • 14 authors
·
Jan 7, 2024

Localizing Active Objects from Egocentric Vision with Symbolic World Knowledge

The ability to actively ground task instructions from an egocentric view is crucial for AI agents to accomplish tasks or assist humans virtually. One important step towards this goal is to localize and track key active objects that undergo major state change as a consequence of human actions/interactions to the environment without being told exactly what/where to ground (e.g., localizing and tracking the `sponge` in video from the instruction "Dip the `sponge` into the bucket."). While existing works approach this problem from a pure vision perspective, we investigate to which extent the textual modality (i.e., task instructions) and their interaction with visual modality can be beneficial. Specifically, we propose to improve phrase grounding models' ability on localizing the active objects by: (1) learning the role of `objects undergoing change` and extracting them accurately from the instructions, (2) leveraging pre- and post-conditions of the objects during actions, and (3) recognizing the objects more robustly with descriptional knowledge. We leverage large language models (LLMs) to extract the aforementioned action-object knowledge, and design a per-object aggregation masking technique to effectively perform joint inference on object phrases and symbolic knowledge. We evaluate our framework on Ego4D and Epic-Kitchens datasets. Extensive experiments demonstrate the effectiveness of our proposed framework, which leads to>54% improvements in all standard metrics on the TREK-150-OPE-Det localization + tracking task, >7% improvements in all standard metrics on the TREK-150-OPE tracking task, and >3% improvements in average precision (AP) on the Ego4D SCOD task.

  • 3 authors
·
Oct 23, 2023

Affordance-R1: Reinforcement Learning for Generalizable Affordance Reasoning in Multimodal Large Language Model

Affordance grounding focuses on predicting the specific regions of objects that are associated with the actions to be performed by robots. It plays a vital role in the fields of human-robot interaction, human-object interaction, embodied manipulation, and embodied perception. Existing models often neglect the affordance shared among different objects because they lack the Chain-of-Thought(CoT) reasoning abilities, limiting their out-of-domain (OOD) generalization and explicit reasoning capabilities. To address these challenges, we propose Affordance-R1, the first unified affordance grounding framework that integrates cognitive CoT guided Group Relative Policy Optimization (GRPO) within a reinforcement learning paradigm. Specifically, we designed a sophisticated affordance function, which contains format, perception, and cognition rewards to effectively guide optimization directions. Furthermore, we constructed a high-quality affordance-centric reasoning dataset, ReasonAff, to support training. Trained exclusively via reinforcement learning with GRPO and without explicit reasoning data, Affordance-R1 achieves robust zero-shot generalization and exhibits emergent test-time reasoning capabilities. Comprehensive experiments demonstrate that our model outperforms well-established methods and exhibits open-world generalization. To the best of our knowledge, Affordance-R1 is the first to integrate GRPO-based RL with reasoning into affordance reasoning. The code of our method and our dataset is released on https://github.com/hq-King/Affordance-R1.

  • 10 authors
·
Aug 8, 2025

POINTS-GUI-G: GUI-Grounding Journey

The rapid advancement of vision-language models has catalyzed the emergence of GUI agents, which hold immense potential for automating complex tasks, from online shopping to flight booking, thereby alleviating the burden of repetitive digital workflows. As a foundational capability, GUI grounding is typically established as a prerequisite for end-to-end task execution. It enables models to precisely locate interface elements, such as text and icons, to perform accurate operations like clicking and typing. Unlike prior works that fine-tune models already possessing strong spatial awareness (e.g., Qwen3-VL), we aim to master the full technical pipeline by starting from a base model with minimal grounding ability, such as POINTS-1.5. We introduce POINTS-GUI-G-8B, which achieves state-of-the-art performance with scores of 59.9 on ScreenSpot-Pro, 66.0 on OSWorld-G, 95.7 on ScreenSpot-v2, and 49.9 on UI-Vision. Our model's success is driven by three key factors: (1) Refined Data Engineering, involving the unification of diverse open-source datasets format alongside sophisticated strategies for augmentation, filtering, and difficulty grading; (2) Improved Training Strategies, including continuous fine-tuning of the vision encoder to enhance perceptual accuracy and maintaining resolution consistency between training and inference; and (3) Reinforcement Learning (RL) with Verifiable Rewards. While RL is traditionally used to bolster reasoning, we demonstrate that it significantly improves precision in the perception-intensive GUI grounding task. Furthermore, GUI grounding provides a natural advantage for RL, as rewards are easily verifiable and highly accurate.

  • 10 authors
·
Feb 6 1

Navigating the Digital World as Humans Do: Universal Visual Grounding for GUI Agents

Multimodal large language models (MLLMs) are transforming the capabilities of graphical user interface (GUI) agents, facilitating their transition from controlled simulations to complex, real-world applications across various platforms. However, the effectiveness of these agents hinges on the robustness of their grounding capability. Current GUI agents predominantly utilize text-based representations such as HTML or accessibility trees, which, despite their utility, often introduce noise, incompleteness, and increased computational overhead. In this paper, we advocate a human-like embodiment for GUI agents that perceive the environment entirely visually and directly take pixel-level operations on the GUI. The key is visual grounding models that can accurately map diverse referring expressions of GUI elements to their coordinates on the GUI across different platforms. We show that a simple recipe, which includes web-based synthetic data and slight adaptation of the LLaVA architecture, is surprisingly effective for training such visual grounding models. We collect the largest dataset for GUI visual grounding so far, containing 10M GUI elements and their referring expressions over 1.3M screenshots, and use it to train UGround, a strong universal visual grounding model for GUI agents. Empirical results on six benchmarks spanning three categories (grounding, offline agent, and online agent) show that 1) UGround substantially outperforms existing visual grounding models for GUI agents, by up to 20% absolute, and 2) agents with UGround outperform state-of-the-art agents, despite the fact that existing agents use additional text-based input while ours only uses visual perception. These results provide strong support for the feasibility and promises of GUI agents that navigate the digital world as humans do.

  • 8 authors
·
Oct 7, 2024 2

Towards Visual Grounding: A Survey

Visual Grounding is also known as Referring Expression Comprehension and Phrase Grounding. It involves localizing a natural number of specific regions within an image based on a given textual description. The objective of this task is to emulate the prevalent referential relationships in social conversations, equipping machines with human-like multimodal comprehension capabilities. Consequently, it has extensive applications in various domains. However, since 2021, visual grounding has witnessed significant advancements, with emerging new concepts such as grounded pre-training, grounding multimodal LLMs, generalized visual grounding, and giga-pixel grounding, which have brought numerous new challenges. In this survey, we initially examine the developmental history of visual grounding and provide an overview of essential background knowledge. We systematically track and summarize the advancements and meticulously organize the various settings in visual grounding, thereby establishing precise definitions of these settings to standardize future research and ensure a fair comparison. Additionally, we delve into several advanced topics and highlight numerous applications of visual grounding. Finally, we outline the challenges confronting visual grounding and propose valuable directions for future research, which may serve as inspiration for subsequent researchers. By extracting common technical details, this survey encompasses the representative works in each subtopic over the past decade. To the best, this paper presents the most comprehensive overview currently available in the field of grounding. This survey is designed to be suitable for both beginners and experienced researchers, serving as an invaluable resource for understanding key concepts and tracking the latest research developments. We keep tracing related works at https://github.com/linhuixiao/Awesome-Visual-Grounding.

  • 5 authors
·
Dec 28, 2024

GLaMM: Pixel Grounding Large Multimodal Model

Large Multimodal Models (LMMs) extend Large Language Models to the vision domain. Initial efforts towards LMMs used holistic images and text prompts to generate ungrounded textual responses. Very recently, region-level LMMs have been used to generate visually grounded responses. However, they are limited to only referring a single object category at a time, require users to specify the regions in inputs, or cannot offer dense pixel-wise object grounding. In this work, we present Grounding LMM (GLaMM), the first model that can generate natural language responses seamlessly intertwined with corresponding object segmentation masks. GLaMM not only grounds objects appearing in the conversations but is flexible enough to accept both textual and optional visual prompts (region of interest) as input. This empowers users to interact with the model at various levels of granularity, both in textual and visual domains. Due to the lack of standard benchmarks for the novel setting of generating visually grounded detailed conversations, we introduce a comprehensive evaluation protocol with our curated grounded conversations. Our proposed Grounded Conversation Generation (GCG) task requires densely grounded concepts in natural scenes at a large-scale. To this end, we propose a densely annotated Grounding-anything Dataset (GranD) using our proposed automated annotation pipeline that encompasses 7.5M unique concepts grounded in a total of 810M regions available with segmentation masks. Besides GCG, GLaMM also performs effectively on several downstream tasks e.g., referring expression segmentation, image and region-level captioning and vision-language conversations. Project Page: https://mbzuai-oryx.github.io/groundingLMM.

  • 10 authors
·
Nov 6, 2023 3

SWITCH: Benchmarking Modeling and Handling of Tangible Interfaces in Long-horizon Embodied Scenarios

Autonomous intelligence requires not only perception and reasoning, but critically, effective interaction with the existing world and its infrastructure. Everyday environments are rich in tangible control interfaces (TCIs), e.g., light switches, appliance panels, and embedded GUIs, that demand commonsense and physics reasoning, but also causal prediction and outcome verification in time and space (e.g., delayed heating, remote lights). Moreover, failures here have potential safety implications, yet current benchmarks rarely test grounding, partial observability (video), or post-hoc verification in situated settings. We introduce SWITCH (Semantic World Interface Tasks for Control and Handling), an embodied, task-driven benchmark created through iterative releases to probe these gaps. Its first iteration, SWITCH-Basic, evaluates five complementary abilities:task-aware VQA, semantic UI grounding, action generation, state-transition prediction, and result verification, under egocentric RGB video input and device diversity. Across 351 tasks spanning 98 real devices and appliances, commercial and open LMMMs exhibit inconsistent performance even on single-step interactions, often over-relying on textual cues and under-using visual or video evidence (and high aggregate scores can mask such failures). SWITCH provides data, code, and held-out splits to enable reproducible evaluation and community contributions toward more challenging future iterations of the benchmark and the creation of training datasets. Benchmark resources are available at: https://github.com/BAAI-Agents/SWITCH.

Grounding Language Plans in Demonstrations Through Counterfactual Perturbations

Grounding the common-sense reasoning of Large Language Models in physical domains remains a pivotal yet unsolved problem for embodied AI. Whereas prior works have focused on leveraging LLMs directly for planning in symbolic spaces, this work uses LLMs to guide the search of task structures and constraints implicit in multi-step demonstrations. Specifically, we borrow from manipulation planning literature the concept of mode families, which group robot configurations by specific motion constraints, to serve as an abstraction layer between the high-level language representations of an LLM and the low-level physical trajectories of a robot. By replaying a few human demonstrations with synthetic perturbations, we generate coverage over the demonstrations' state space with additional successful executions as well as counterfactuals that fail the task. Our explanation-based learning framework trains an end-to-end differentiable neural network to predict successful trajectories from failures and as a by-product learns classifiers that ground low-level states and images in mode families without dense labeling. The learned grounding classifiers can further be used to translate language plans into reactive policies in the physical domain in an interpretable manner. We show our approach improves the interpretability and reactivity of imitation learning through 2D navigation and simulated and real robot manipulation tasks. Website: https://sites.google.com/view/grounding-plans

  • 5 authors
·
Mar 25, 2024

Move to Understand a 3D Scene: Bridging Visual Grounding and Exploration for Efficient and Versatile Embodied Navigation

Embodied scene understanding requires not only comprehending visual-spatial information that has been observed but also determining where to explore next in the 3D physical world. Existing 3D Vision-Language (3D-VL) models primarily focus on grounding objects in static observations from 3D reconstruction, such as meshes and point clouds, but lack the ability to actively perceive and explore their environment. To address this limitation, we introduce \textbf{M}ove \textbf{t}o \textbf{U}nderstand (\model), a unified framework that integrates active perception with \textbf{3D} vision-language learning, enabling embodied agents to effectively explore and understand their environment. This is achieved by three key innovations: 1) Online query-based representation learning, enabling direct spatial memory construction from RGB-D frames, eliminating the need for explicit 3D reconstruction. 2) A unified objective for grounding and exploring, which represents unexplored locations as frontier queries and jointly optimizes object grounding and frontier selection. 3) End-to-end trajectory learning that combines Vision-Language-Exploration pre-training over a million diverse trajectories collected from both simulated and real-world RGB-D sequences. Extensive evaluations across various embodied navigation and question-answering benchmarks show that MTU3D outperforms state-of-the-art reinforcement learning and modular navigation approaches by 14\%, 23\%, 9\%, and 2\% in success rate on HM3D-OVON, GOAT-Bench, SG3D, and A-EQA, respectively. \model's versatility enables navigation using diverse input modalities, including categories, language descriptions, and reference images. These findings highlight the importance of bridging visual grounding and exploration for embodied intelligence.

  • 12 authors
·
Jul 5, 2025

AgentGrounder: Zero-Shot 3D Visual Pointcloud Grounding using Multimodal Language Models

3D Visual Grounding (3DVG) is an essential capability for embodied AI, requiring agents to localize objects in 3D scenes based on natural language descriptions. Recent zero-shot methods leverage 2D vision-language models (LVLMs). However, they often rely on existing sets of multi-view images and struggle with the limited semantic and spatial details provided by standard 3D segmentation tools. We present AgentGrounder, a zero-shot 3D visual grounding framework that operates directly on colored point clouds without task-specific 3D training. Our approach follows a two-stage design: (1) an offline stage that applies 3D model to build an Object Lookup Table (OLT) with instance IDs, semantic labels, 3D bounding boxes; and (2) an online tool-driven agent that decomposes each query, retrieves only relevant candidates from the OLT, performs geometric scoring, and triggers image rendering on demand when additional visual evidence (e.g., color, material, or viewpoint-sensitive cues) is required. Compared with fixed anchor-target matching pipelines, this design reduces cascading matching errors and improves context-window efficiency by avoiding prompts overloaded with irrelevant objects. We evaluate on ScanRefer and Nr3D under a zero-shot setting and observe consistent improvements over SeeGround in our setup, including +2.5% Acc@0.5 on ScanRefer and +6.3% on Nr3D, with a notable +6.3% gain on Nr3D view-independent queries. These results show that combining selective retrieval, geometric reasoning, and adaptive visual inspection yields a practical and robust foundation for open-vocabulary 3D grounding. Our code is available at https://github.com/be2rlab/AgentGrounder.

  • 4 authors
·
May 24

GUICrafter: Weakly-Supervised GUI Agent Leveraging Massive Unannotated Screenshots

Data, as the fundamental substrate of modern intelligence, has greatly driven the development of current foundation models. Naturally, researchers aim to extend this paradigm to the domain of GUI agents, hoping to build strong GUI agents through a similar paradigm. However, GUI agent data cannot be directly harvested from the internet, making it costly and difficult to collect at scale. As a result, current GUI agents suffer from poor cross-device generalization and limited visual grounding ability for fine-grained GUI elements. As an attempt to address data challenge in GUI agents, we propose GUICrafter, a weakly-supervised GUI agent leveraging massive unannotated screenshots to substantially reduce the reliance on expensive human annotations. GUICrafter explores a curriculum learning framework for training GUI agents through two progressive stages. First, the model learns visual grounding from large-scale unannotated screenshots and webpages, leveraging the rich contextual signals inherent in GUI interactions without human annotations. Then, in Stage 2, we leverage a small amount of high-quality data to calibrate the model via reinforcement learning. Experiments show that GUICrafter achieves competitive, or even superior, performance to advanced systems like UI-TARS while using only 0.1% of its data. Furthermore, under the same amount of annotated data, GUICrafter surpasses all previous methods such as GUI-R1. Code, data, and models are available at https://github.com/fansunqi/GUICrafter.

ShapeGlot: Learning Language for Shape Differentiation

In this work we explore how fine-grained differences between the shapes of common objects are expressed in language, grounded on images and 3D models of the objects. We first build a large scale, carefully controlled dataset of human utterances that each refers to a 2D rendering of a 3D CAD model so as to distinguish it from a set of shape-wise similar alternatives. Using this dataset, we develop neural language understanding (listening) and production (speaking) models that vary in their grounding (pure 3D forms via point-clouds vs. rendered 2D images), the degree of pragmatic reasoning captured (e.g. speakers that reason about a listener or not), and the neural architecture (e.g. with or without attention). We find models that perform well with both synthetic and human partners, and with held out utterances and objects. We also find that these models are amenable to zero-shot transfer learning to novel object classes (e.g. transfer from training on chairs to testing on lamps), as well as to real-world images drawn from furniture catalogs. Lesion studies indicate that the neural listeners depend heavily on part-related words and associate these words correctly with visual parts of objects (without any explicit network training on object parts), and that transfer to novel classes is most successful when known part-words are available. This work illustrates a practical approach to language grounding, and provides a case study in the relationship between object shape and linguistic structure when it comes to object differentiation.

  • 5 authors
·
May 7, 2019

Reasoning in Space via Grounding in the World

In this paper, we claim that 3D visual grounding is the cornerstone of spatial reasoning and introduce the Grounded-Spatial Reasoner (GS-Reasoner) to explore the effective spatial representations that bridge the gap between them. Existing 3D LLMs suffer from the absence of a unified 3D representation capable of jointly capturing semantic and geometric information. This deficiency is manifested either in poor performance on grounding or in an excessive reliance on external modules, ultimately hindering the seamless integration of grounding and spatial reasoning. To address this, we propose a simple yet effective dual-path pooling mechanism that tightly aligns geometric features with both semantic and positional cues, constructing a unified image patch-based 3D representation that encapsulates all essential information without increasing the number of input tokens. Leveraging this holistic representation, GS-Reasoner is the first 3D LLM that achieves autoregressive grounding entirely without external modules while delivering performance comparable to state-of-the-art models, establishing a unified and self-contained framework for 3D spatial reasoning. To further bridge grounding and spatial reasoning, we introduce the Grounded Chain-of-Thought (GCoT) dataset. This dataset is meticulously curated to include both 3D bounding box annotations for objects referenced in reasoning questions and step-by-step reasoning paths that integrate grounding as a core component of the problem-solving process. Extensive experiments demonstrate that GS-Reasoner achieves impressive results on 3D visual grounding, which in turn significantly enhances its spatial reasoning capabilities, leading to state-of-the-art performance.

  • 6 authors
·
Oct 15, 2025 2

SILG: The Multi-environment Symbolic Interactive Language Grounding Benchmark

Existing work in language grounding typically study single environments. How do we build unified models that apply across multiple environments? We propose the multi-environment Symbolic Interactive Language Grounding benchmark (SILG), which unifies a collection of diverse grounded language learning environments under a common interface. SILG consists of grid-world environments that require generalization to new dynamics, entities, and partially observed worlds (RTFM, Messenger, NetHack), as well as symbolic counterparts of visual worlds that require interpreting rich natural language with respect to complex scenes (ALFWorld, Touchdown). Together, these environments provide diverse grounding challenges in richness of observation space, action space, language specification, and plan complexity. In addition, we propose the first shared model architecture for RL on these environments, and evaluate recent advances such as egocentric local convolution, recurrent state-tracking, entity-centric attention, and pretrained LM using SILG. Our shared architecture achieves comparable performance to environment-specific architectures. Moreover, we find that many recent modelling advances do not result in significant gains on environments other than the one they were designed for. This highlights the need for a multi-environment benchmark. Finally, the best models significantly underperform humans on SILG, which suggests ample room for future work. We hope SILG enables the community to quickly identify new methodologies for language grounding that generalize to a diverse set of environments and their associated challenges.

  • 5 authors
·
Oct 20, 2021

Agent S2: A Compositional Generalist-Specialist Framework for Computer Use Agents

Computer use agents automate digital tasks by directly interacting with graphical user interfaces (GUIs) on computers and mobile devices, offering significant potential to enhance human productivity by completing an open-ended space of user queries. However, current agents face significant challenges: imprecise grounding of GUI elements, difficulties with long-horizon task planning, and performance bottlenecks from relying on single generalist models for diverse cognitive tasks. To this end, we introduce Agent S2, a novel compositional framework that delegates cognitive responsibilities across various generalist and specialist models. We propose a novel Mixture-of-Grounding technique to achieve precise GUI localization and introduce Proactive Hierarchical Planning, dynamically refining action plans at multiple temporal scales in response to evolving observations. Evaluations demonstrate that Agent S2 establishes new state-of-the-art (SOTA) performance on three prominent computer use benchmarks. Specifically, Agent S2 achieves 18.9% and 32.7% relative improvements over leading baseline agents such as Claude Computer Use and UI-TARS on the OSWorld 15-step and 50-step evaluation. Moreover, Agent S2 generalizes effectively to other operating systems and applications, surpassing previous best methods by 52.8% on WindowsAgentArena and by 16.52% on AndroidWorld relatively. Code available at https://github.com/simular-ai/Agent-S.

simular-ai Simular
·
Apr 1, 2025 2

CoT3DRef: Chain-of-Thoughts Data-Efficient 3D Visual Grounding

3D visual grounding is the ability to localize objects in 3D scenes conditioned by utterances. Most existing methods devote the referring head to localize the referred object directly, causing failure in complex scenarios. In addition, it does not illustrate how and why the network reaches the final decision. In this paper, we address this question Can we design an interpretable 3D visual grounding framework that has the potential to mimic the human perception system?. To this end, we formulate the 3D visual grounding problem as a sequence-to-sequence task by first predicting a chain of anchors and then the final target. Interpretability not only improves the overall performance but also helps us identify failure cases. Following the chain of thoughts approach enables us to decompose the referring task into interpretable intermediate steps, boosting the performance and making our framework extremely data-efficient. Moreover, our proposed framework can be easily integrated into any existing architecture. We validate our approach through comprehensive experiments on the Nr3D, Sr3D, and Scanrefer benchmarks and show consistent performance gains compared to existing methods without requiring manually annotated data. Furthermore, our proposed framework, dubbed CoT3DRef, is significantly data-efficient, whereas on the Sr3D dataset, when trained only on 10% of the data, we match the SOTA performance that trained on the entire data.

  • 5 authors
·
Oct 9, 2023

ArtHOI: Taming Foundation Models for Monocular 4D Reconstruction of Hand-Articulated-Object Interactions

Existing hand-object interactions (HOI) methods are largely limited to rigid objects, while 4D reconstruction methods of articulated objects generally require pre-scanning the object or even multi-view videos. It remains an unexplored but significant challenge to reconstruct 4D human-articulated-object interactions from a single monocular RGB video. Fortunately, recent advancements in foundation models present a new opportunity to address this highly ill-posed problem. To this end, we introduce ArtHOI, an optimization-based framework that integrates and refines priors from multiple foundation models. Our key contribution is a suite of novel methodologies designed to resolve the inherent inaccuracies and physical unreality of these priors. In particular, we introduce an Adaptive Sampling Refinement (ASR) method to optimize object's metric scale and pose for grounding its normalized mesh in world space. Furthermore, we propose a Multimodal Large Language Model (MLLM) guided hand-object alignment method, utilizing contact reasoning information as constraints of hand-object mesh composition optimization. To facilitate a comprehensive evaluation, we also contribute two new datasets, ArtHOI-RGBD and ArtHOI-Wild. Extensive experiments validate the robustness and effectiveness of our ArtHOI across diverse objects and interactions. Project: https://arthoi-reconstruction.github.io.

  • 5 authors
·
Mar 26 2

Learning Visual Grounding from Generative Vision and Language Model

Visual grounding tasks aim to localize image regions based on natural language references. In this work, we explore whether generative VLMs predominantly trained on image-text data could be leveraged to scale up the text annotation of visual grounding data. We find that grounding knowledge already exists in generative VLM and can be elicited by proper prompting. We thus prompt a VLM to generate object-level descriptions by feeding it object regions from existing object detection datasets. We further propose attribute modeling to explicitly capture the important object attributes, and spatial relation modeling to capture inter-object relationship, both of which are common linguistic pattern in referring expression. Our constructed dataset (500K images, 1M objects, 16M referring expressions) is one of the largest grounding datasets to date, and the first grounding dataset with purely model-generated queries and human-annotated objects. To verify the quality of this data, we conduct zero-shot transfer experiments to the popular RefCOCO benchmarks for both referring expression comprehension (REC) and segmentation (RES) tasks. On both tasks, our model significantly outperform the state-of-the-art approaches without using human annotated visual grounding data. Our results demonstrate the promise of generative VLM to scale up visual grounding in the real world. Code and models will be released.

  • 5 authors
·
Jul 18, 2024

UniVG-R1: Reasoning Guided Universal Visual Grounding with Reinforcement Learning

Traditional visual grounding methods primarily focus on single-image scenarios with simple textual references. However, extending these methods to real-world scenarios that involve implicit and complex instructions, particularly in conjunction with multiple images, poses significant challenges, which is mainly due to the lack of advanced reasoning ability across diverse multi-modal contexts. In this work, we aim to address the more practical universal grounding task, and propose UniVG-R1, a reasoning guided multimodal large language model (MLLM) for universal visual grounding, which enhances reasoning capabilities through reinforcement learning (RL) combined with cold-start data. Specifically, we first construct a high-quality Chain-of-Thought (CoT) grounding dataset, annotated with detailed reasoning chains, to guide the model towards correct reasoning paths via supervised fine-tuning. Subsequently, we perform rule-based reinforcement learning to encourage the model to identify correct reasoning chains, thereby incentivizing its reasoning capabilities. In addition, we identify a difficulty bias arising from the prevalence of easy samples as RL training progresses, and we propose a difficulty-aware weight adjustment strategy to further strengthen the performance. Experimental results demonstrate the effectiveness of UniVG-R1, which achieves state-of-the-art performance on MIG-Bench with a 9.1% improvement over the previous method. Furthermore, our model exhibits strong generalizability, achieving an average improvement of 23.4% in zero-shot performance across four image and video reasoning grounding benchmarks. The project page can be accessed at https://amap-ml.github.io/UniVG-R1-page/.

  • 8 authors
·
May 20, 2025 5

Physically Grounded Vision-Language Models for Robotic Manipulation

Recent advances in vision-language models (VLMs) have led to improved performance on tasks such as visual question answering and image captioning. Consequently, these models are now well-positioned to reason about the physical world, particularly within domains such as robotic manipulation. However, current VLMs are limited in their understanding of the physical concepts (e.g., material, fragility) of common objects, which restricts their usefulness for robotic manipulation tasks that involve interaction and physical reasoning about such objects. To address this limitation, we propose PhysObjects, an object-centric dataset of 36.9K crowd-sourced and 417K automated physical concept annotations of common household objects. We demonstrate that fine-tuning a VLM on PhysObjects improves its understanding of physical object concepts, by capturing human priors of these concepts from visual appearance. We incorporate this physically-grounded VLM in an interactive framework with a large language model-based robotic planner, and show improved planning performance on tasks that require reasoning about physical object concepts, compared to baselines that do not leverage physically-grounded VLMs. We additionally illustrate the benefits of our physically-grounded VLM on a real robot, where it improves task success rates. We release our dataset and provide further details and visualizations of our results at https://iliad.stanford.edu/pg-vlm/.

  • 8 authors
·
Sep 5, 2023 1

GUI-Actor: Coordinate-Free Visual Grounding for GUI Agents

One of the principal challenges in building VLM-powered GUI agents is visual grounding, i.e., localizing the appropriate screen region for action execution based on both the visual content and the textual plans. Most existing work formulates this as a text-based coordinate generation task. However, these approaches suffer from several limitations: weak spatial-semantic alignment, inability to handle ambiguous supervision targets, and a mismatch between the dense nature of screen coordinates and the coarse, patch-level granularity of visual features extracted by models like Vision Transformers. In this paper, we propose GUI-Actor, a VLM-based method for coordinate-free GUI grounding. At its core, GUI-Actor introduces an attention-based action head that learns to align a dedicated <ACTOR> token with all relevant visual patch tokens, enabling the model to propose one or more action regions in a single forward pass. In line with this, we further design a grounding verifier to evaluate and select the most plausible action region from the candidates proposed for action execution. Extensive experiments show that GUI-Actor outperforms prior state-of-the-art methods on multiple GUI action grounding benchmarks, with improved generalization to unseen screen resolutions and layouts. Notably, GUI-Actor-7B even surpasses UI-TARS-72B (38.1) on ScreenSpot-Pro, achieving scores of 40.7 with Qwen2-VL and 44.6 with Qwen2.5-VL as backbones. Furthermore, by incorporating the verifier, we find that fine-tuning only the newly introduced action head (~100M parameters for 7B model) while keeping the VLM backbone frozen is sufficient to achieve performance comparable to previous state-of-the-art models, highlighting that GUI-Actor can endow the underlying VLM with effective grounding capabilities without compromising its general-purpose strengths.

  • 18 authors
·
Jun 3, 2025 3

A Coarse-to-Fine Approach to Multi-Modality 3D Occupancy Grounding

Visual grounding aims to identify objects or regions in a scene based on natural language descriptions, essential for spatially aware perception in autonomous driving. However, existing visual grounding tasks typically depend on bounding boxes that often fail to capture fine-grained details. Not all voxels within a bounding box are occupied, resulting in inaccurate object representations. To address this, we introduce a benchmark for 3D occupancy grounding in challenging outdoor scenes. Built on the nuScenes dataset, it integrates natural language with voxel-level occupancy annotations, offering more precise object perception compared to the traditional grounding task. Moreover, we propose GroundingOcc, an end-to-end model designed for 3D occupancy grounding through multi-modal learning. It combines visual, textual, and point cloud features to predict object location and occupancy information from coarse to fine. Specifically, GroundingOcc comprises a multimodal encoder for feature extraction, an occupancy head for voxel-wise predictions, and a grounding head to refine localization. Additionally, a 2D grounding module and a depth estimation module enhance geometric understanding, thereby boosting model performance. Extensive experiments on the benchmark demonstrate that our method outperforms existing baselines on 3D occupancy grounding. The dataset is available at https://github.com/RONINGOD/GroundingOcc.

  • 4 authors
·
Aug 2, 2025 2

Detecting Human-Object Contact in Images

Humans constantly contact objects to move and perform tasks. Thus, detecting human-object contact is important for building human-centered artificial intelligence. However, there exists no robust method to detect contact between the body and the scene from an image, and there exists no dataset to learn such a detector. We fill this gap with HOT ("Human-Object conTact"), a new dataset of human-object contacts for images. To build HOT, we use two data sources: (1) We use the PROX dataset of 3D human meshes moving in 3D scenes, and automatically annotate 2D image areas for contact via 3D mesh proximity and projection. (2) We use the V-COCO, HAKE and Watch-n-Patch datasets, and ask trained annotators to draw polygons for the 2D image areas where contact takes place. We also annotate the involved body part of the human body. We use our HOT dataset to train a new contact detector, which takes a single color image as input, and outputs 2D contact heatmaps as well as the body-part labels that are in contact. This is a new and challenging task that extends current foot-ground or hand-object contact detectors to the full generality of the whole body. The detector uses a part-attention branch to guide contact estimation through the context of the surrounding body parts and scene. We evaluate our detector extensively, and quantitative results show that our model outperforms baselines, and that all components contribute to better performance. Results on images from an online repository show reasonable detections and generalizability.

  • 4 authors
·
Mar 6, 2023

Lost & Found: Tracking Changes from Egocentric Observations in 3D Dynamic Scene Graphs

Recent approaches have successfully focused on the segmentation of static reconstructions, thereby equipping downstream applications with semantic 3D understanding. However, the world in which we live is dynamic, characterized by numerous interactions between the environment and humans or robotic agents. Static semantic maps are unable to capture this information, and the naive solution of rescanning the environment after every change is both costly and ineffective in tracking e.g. objects being stored away in drawers. With Lost & Found we present an approach that addresses this limitation. Based solely on egocentric recordings with corresponding hand position and camera pose estimates, we are able to track the 6DoF poses of the moving object within the detected interaction interval. These changes are applied online to a transformable scene graph that captures object-level relations. Compared to state-of-the-art object pose trackers, our approach is more reliable in handling the challenging egocentric viewpoint and the lack of depth information. It outperforms the second-best approach by 34% and 56% for translational and orientational error, respectively, and produces visibly smoother 6DoF object trajectories. In addition, we illustrate how the acquired interaction information in the dynamic scene graph can be employed in the context of robotic applications that would otherwise be unfeasible: We show how our method allows to command a mobile manipulator through teach & repeat, and how information about prior interaction allows a mobile manipulator to retrieve an object hidden in a drawer. Code, videos and corresponding data are accessible at https://behretj.github.io/LostAndFound.

  • 5 authors
·
Nov 28, 2024

Visual Grounding with Multi-modal Conditional Adaptation

Visual grounding is the task of locating objects specified by natural language expressions. Existing methods extend generic object detection frameworks to tackle this task. They typically extract visual and textual features separately using independent visual and textual encoders, then fuse these features in a multi-modal decoder for final prediction. However, visual grounding presents unique challenges. It often involves locating objects with different text descriptions within the same image. Existing methods struggle with this task because the independent visual encoder produces identical visual features for the same image, limiting detection performance. Some recently approaches propose various language-guided visual encoders to address this issue, but they mostly rely solely on textual information and require sophisticated designs. In this paper, we introduce Multi-modal Conditional Adaptation (MMCA), which enables the visual encoder to adaptively update weights, directing its focus towards text-relevant regions. Specifically, we first integrate information from different modalities to obtain multi-modal embeddings. Then we utilize a set of weighting coefficients, which generated from the multimodal embeddings, to reorganize the weight update matrices and apply them to the visual encoder of the visual grounding model. Extensive experiments on four widely used datasets demonstrate that MMCA achieves significant improvements and state-of-the-art results. Ablation experiments further demonstrate the lightweight and efficiency of our method. Our source code is available at: https://github.com/Mr-Bigworth/MMCA.

  • 4 authors
·
Sep 8, 2024

GIRAF: Towards Generalizable Human Interactions with Articulated Objects

Synthesizing realistic full-body human interactions with articulated objects is a fundamental challenge for embodied AI and graphics, with applications in robotics training and virtual agents. Existing models remain limited: some focus on simple activities with static objects, while others restrict attention to hand-only manipulation. This leaves open the problem of generating coordinated full-body motion that approaches, manipulates, and moves articulated objects in a realistic and generalizable way. The key difficulty lies in reasoning jointly about locomotion, fine-grained contact, and object articulation. Models must capture subtle hand-object correspondences that transfer across object geometries, while also producing seamless transitions from navigation to manipulation. At the same time, the scarcity of large-scale paired motion-scene data makes it difficult to generalize across diverse object positions and shapes. We introduce a text-conditioned diffusion model that addresses these challenges through three core ideas: an object-centric representation that unifies hand-object contact with object surfaces, a mixed-domain training strategy that balances locomotion and interaction, and a contact-based augmentation scheme that expands training diversity. Through experiments, our method demonstrated strong generalization to unseen object configurations, surpassing current state-of-the-art methods.

  • 6 authors
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Jul 7

InteractEdit: Zero-Shot Editing of Human-Object Interactions in Images

This paper presents InteractEdit, a novel framework for zero-shot Human-Object Interaction (HOI) editing, addressing the challenging task of transforming an existing interaction in an image into a new, desired interaction while preserving the identities of the subject and object. Unlike simpler image editing scenarios such as attribute manipulation, object replacement or style transfer, HOI editing involves complex spatial, contextual, and relational dependencies inherent in humans-objects interactions. Existing methods often overfit to the source image structure, limiting their ability to adapt to the substantial structural modifications demanded by new interactions. To address this, InteractEdit decomposes each scene into subject, object, and background components, then employs Low-Rank Adaptation (LoRA) and selective fine-tuning to preserve pretrained interaction priors while learning the visual identity of the source image. This regularization strategy effectively balances interaction edits with identity consistency. We further introduce IEBench, the most comprehensive benchmark for HOI editing, which evaluates both interaction editing and identity preservation. Our extensive experiments show that InteractEdit significantly outperforms existing methods, establishing a strong baseline for future HOI editing research and unlocking new possibilities for creative and practical applications. Code will be released upon publication.

  • 8 authors
·
Mar 12, 2025

Physical Reasoning and Object Planning for Household Embodied Agents

In this study, we explore the sophisticated domain of task planning for robust household embodied agents, with a particular emphasis on the intricate task of selecting substitute objects. We introduce the CommonSense Object Affordance Task (COAT), a novel framework designed to analyze reasoning capabilities in commonsense scenarios. This approach is centered on understanding how these agents can effectively identify and utilize alternative objects when executing household tasks, thereby offering insights into the complexities of practical decision-making in real-world environments.Drawing inspiration from human decision-making, we explore how large language models tackle this challenge through three meticulously crafted commonsense question-and-answer datasets, featuring refined rules and human annotations. Our evaluation of state-of-the-art language models on these datasets sheds light on three pivotal considerations: 1) aligning an object's inherent utility with the task at hand, 2) navigating contextual dependencies (societal norms, safety, appropriateness, and efficiency), and 3) accounting for the current physical state of the object. To maintain accessibility, we introduce five abstract variables reflecting an object's physical condition, modulated by human insights to simulate diverse household scenarios. Our contributions include insightful Object-Utility mappings addressing the first consideration and two extensive QA datasets (15k and 130k questions) probing the intricacies of contextual dependencies and object states. The datasets, along with our findings, are accessible at: https://github.com/com-phy-affordance/COAT. This research not only advances our understanding of physical commonsense reasoning in language models but also paves the way for future improvements in household agent intelligence.

  • 4 authors
·
Nov 22, 2023

tagE: Enabling an Embodied Agent to Understand Human Instructions

Natural language serves as the primary mode of communication when an intelligent agent with a physical presence engages with human beings. While a plethora of research focuses on natural language understanding (NLU), encompassing endeavors such as sentiment analysis, intent prediction, question answering, and summarization, the scope of NLU directed at situations necessitating tangible actions by an embodied agent remains limited. The inherent ambiguity and incompleteness inherent in natural language present challenges for intelligent agents striving to decipher human intention. To tackle this predicament head-on, we introduce a novel system known as task and argument grounding for Embodied agents (tagE). At its core, our system employs an inventive neural network model designed to extract a series of tasks from complex task instructions expressed in natural language. Our proposed model adopts an encoder-decoder framework enriched with nested decoding to effectively extract tasks and their corresponding arguments from these intricate instructions. These extracted tasks are then mapped (or grounded) to the robot's established collection of skills, while the arguments find grounding in objects present within the environment. To facilitate the training and evaluation of our system, we have curated a dataset featuring complex instructions. The results of our experiments underscore the prowess of our approach, as it outperforms robust baseline models.

  • 4 authors
·
Oct 24, 2023