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Jul 29

UrbanCAD: Towards Highly Controllable and Photorealistic 3D Vehicles for Urban Scene Simulation

Photorealistic 3D vehicle models with high controllability are essential for autonomous driving simulation and data augmentation. While handcrafted CAD models provide flexible controllability, free CAD libraries often lack the high-quality materials necessary for photorealistic rendering. Conversely, reconstructed 3D models offer high-fidelity rendering but lack controllability. In this work, we introduce UrbanCAD, a framework that pushes the frontier of the photorealism-controllability trade-off by generating highly controllable and photorealistic 3D vehicle digital twins from a single urban image and a collection of free 3D CAD models and handcrafted materials. These digital twins enable realistic 360-degree rendering, vehicle insertion, material transfer, relighting, and component manipulation such as opening doors and rolling down windows, supporting the construction of long-tail scenarios. To achieve this, we propose a novel pipeline that operates in a retrieval-optimization manner, adapting to observational data while preserving flexible controllability and fine-grained handcrafted details. Furthermore, given multi-view background perspective and fisheye images, we approximate environment lighting using fisheye images and reconstruct the background with 3DGS, enabling the photorealistic insertion of optimized CAD models into rendered novel view backgrounds. Experimental results demonstrate that UrbanCAD outperforms baselines based on reconstruction and retrieval in terms of photorealism. Additionally, we show that various perception models maintain their accuracy when evaluated on UrbanCAD with in-distribution configurations but degrade when applied to realistic out-of-distribution data generated by our method. This suggests that UrbanCAD is a significant advancement in creating photorealistic, safety-critical driving scenarios for downstream applications.

  • 8 authors
·
Nov 28, 2024

Agentic Robot: A Brain-Inspired Framework for Vision-Language-Action Models in Embodied Agents

Long-horizon robotic manipulation poses significant challenges for autonomous systems, requiring extended reasoning, precise execution, and robust error recovery across complex sequential tasks. Current approaches, whether based on static planning or end-to-end visuomotor policies, suffer from error accumulation and lack effective verification mechanisms during execution, limiting their reliability in real-world scenarios. We present Agentic Robot, a brain-inspired framework that addresses these limitations through Standardized Action Procedures (SAP)--a novel coordination protocol governing component interactions throughout manipulation tasks. Drawing inspiration from Standardized Operating Procedures (SOPs) in human organizations, SAP establishes structured workflows for planning, execution, and verification phases. Our architecture comprises three specialized components: (1) a large reasoning model that decomposes high-level instructions into semantically coherent subgoals, (2) a vision-language-action executor that generates continuous control commands from real-time visual inputs, and (3) a temporal verifier that enables autonomous progression and error recovery through introspective assessment. This SAP-driven closed-loop design supports dynamic self-verification without external supervision. On the LIBERO benchmark, Agentic Robot achieves state-of-the-art performance with an average success rate of 79.6\%, outperforming SpatialVLA by 6.1\% and OpenVLA by 7.4\% on long-horizon tasks. These results demonstrate that SAP-driven coordination between specialized components enhances both performance and interpretability in sequential manipulation, suggesting significant potential for reliable autonomous systems. Project Github: https://agentic-robot.github.io.

  • 11 authors
·
May 29, 2025

EC-Diffuser: Multi-Object Manipulation via Entity-Centric Behavior Generation

Object manipulation is a common component of everyday tasks, but learning to manipulate objects from high-dimensional observations presents significant challenges. These challenges are heightened in multi-object environments due to the combinatorial complexity of the state space as well as of the desired behaviors. While recent approaches have utilized large-scale offline data to train models from pixel observations, achieving performance gains through scaling, these methods struggle with compositional generalization in unseen object configurations with constrained network and dataset sizes. To address these issues, we propose a novel behavioral cloning (BC) approach that leverages object-centric representations and an entity-centric Transformer with diffusion-based optimization, enabling efficient learning from offline image data. Our method first decomposes observations into an object-centric representation, which is then processed by our entity-centric Transformer that computes attention at the object level, simultaneously predicting object dynamics and the agent's actions. Combined with the ability of diffusion models to capture multi-modal behavior distributions, this results in substantial performance improvements in multi-object tasks and, more importantly, enables compositional generalization. We present BC agents capable of zero-shot generalization to tasks with novel compositions of objects and goals, including larger numbers of objects than seen during training. We provide video rollouts on our webpage: https://sites.google.com/view/ec-diffuser.

  • 5 authors
·
Dec 25, 2024

SimNet: Enabling Robust Unknown Object Manipulation from Pure Synthetic Data via Stereo

Robot manipulation of unknown objects in unstructured environments is a challenging problem due to the variety of shapes, materials, arrangements and lighting conditions. Even with large-scale real-world data collection, robust perception and manipulation of transparent and reflective objects across various lighting conditions remain challenging. To address these challenges we propose an approach to performing sim-to-real transfer of robotic perception. The underlying model, SimNet, is trained as a single multi-headed neural network using simulated stereo data as input and simulated object segmentation masks, 3D oriented bounding boxes (OBBs), object keypoints, and disparity as output. A key component of SimNet is the incorporation of a learned stereo sub-network that predicts disparity. SimNet is evaluated on 2D car detection, unknown object detection, and deformable object keypoint detection and significantly outperforms a baseline that uses a structured light RGB-D sensor. By inferring grasp positions using the OBB and keypoint predictions, SimNet can be used to perform end-to-end manipulation of unknown objects in both easy and hard scenarios using our fleet of Toyota HSR robots in four home environments. In unknown object grasping experiments, the predictions from the baseline RGB-D network and SimNet enable successful grasps of most of the easy objects. However, the RGB-D baseline only grasps 35% of the hard (e.g., transparent) objects, while SimNet grasps 95%, suggesting that SimNet can enable robust manipulation of unknown objects, including transparent objects, in unknown environments.

  • 5 authors
·
Jun 30, 2021

HomeRobot: Open-Vocabulary Mobile Manipulation

HomeRobot (noun): An affordable compliant robot that navigates homes and manipulates a wide range of objects in order to complete everyday tasks. Open-Vocabulary Mobile Manipulation (OVMM) is the problem of picking any object in any unseen environment, and placing it in a commanded location. This is a foundational challenge for robots to be useful assistants in human environments, because it involves tackling sub-problems from across robotics: perception, language understanding, navigation, and manipulation are all essential to OVMM. In addition, integration of the solutions to these sub-problems poses its own substantial challenges. To drive research in this area, we introduce the HomeRobot OVMM benchmark, where an agent navigates household environments to grasp novel objects and place them on target receptacles. HomeRobot has two components: a simulation component, which uses a large and diverse curated object set in new, high-quality multi-room home environments; and a real-world component, providing a software stack for the low-cost Hello Robot Stretch to encourage replication of real-world experiments across labs. We implement both reinforcement learning and heuristic (model-based) baselines and show evidence of sim-to-real transfer. Our baselines achieve a 20% success rate in the real world; our experiments identify ways future research work improve performance. See videos on our website: https://ovmm.github.io/.

  • 18 authors
·
Jun 20, 2023

SoFar: Language-Grounded Orientation Bridges Spatial Reasoning and Object Manipulation

Spatial intelligence is a critical component of embodied AI, promoting robots to understand and interact with their environments. While recent advances have enhanced the ability of VLMs to perceive object locations and positional relationships, they still lack the capability to precisely understand object orientations-a key requirement for tasks involving fine-grained manipulations. Addressing this limitation not only requires geometric reasoning but also an expressive and intuitive way to represent orientation. In this context, we propose that natural language offers a more flexible representation space than canonical frames, making it particularly suitable for instruction-following robotic systems. In this paper, we introduce the concept of semantic orientation, which defines object orientations using natural language in a reference-frame-free manner (e.g., the ''plug-in'' direction of a USB or the ''handle'' direction of a knife). To support this, we construct OrienText300K, a large-scale dataset of 3D models annotated with semantic orientations that link geometric understanding to functional semantics. By integrating semantic orientation into a VLM system, we enable robots to generate manipulation actions with both positional and orientational constraints. Extensive experiments in simulation and real world demonstrate that our approach significantly enhances robotic manipulation capabilities, e.g., 48.7% accuracy on Open6DOR and 74.9% accuracy on SIMPLER.

  • 18 authors
·
Feb 18, 2025 2

Let Me Show You: Learning by Retrieving from Egocentric Video for Robotic Manipulation

Robots operating in complex and uncertain environments face considerable challenges. Advanced robotic systems often rely on extensive datasets to learn manipulation tasks. In contrast, when humans are faced with unfamiliar tasks, such as assembling a chair, a common approach is to learn by watching video demonstrations. In this paper, we propose a novel method for learning robot policies by Retrieving-from-Video (RfV), using analogies from human demonstrations to address manipulation tasks. Our system constructs a video bank comprising recordings of humans performing diverse daily tasks. To enrich the knowledge from these videos, we extract mid-level information, such as object affordance masks and hand motion trajectories, which serve as additional inputs to enhance the robot model's learning and generalization capabilities. We further feature a dual-component system: a video retriever that taps into an external video bank to fetch task-relevant video based on task specification, and a policy generator that integrates this retrieved knowledge into the learning cycle. This approach enables robots to craft adaptive responses to various scenarios and generalize to tasks beyond those in the training data. Through rigorous testing in multiple simulated and real-world settings, our system demonstrates a marked improvement in performance over conventional robotic systems, showcasing a significant breakthrough in the field of robotics.

  • 2 authors
·
Nov 6, 2025

SFHand: A Streaming Framework for Language-guided 3D Hand Forecasting and Embodied Manipulation

Real-time 3D hand forecasting is a critical component for fluid human-computer interaction in applications like AR and assistive robotics. However, existing methods are ill-suited for these scenarios, as they typically require offline access to accumulated video sequences and cannot incorporate language guidance that conveys task intent. To overcome these limitations, we introduce SFHand, the first streaming framework for language-guided 3D hand forecasting. SFHand autoregressively predicts a comprehensive set of future 3D hand states, including hand type, 2D bounding box, 3D pose, and trajectory, from a continuous stream of video and language instructions. Our framework combines a streaming autoregressive architecture with an ROI-enhanced memory layer, capturing temporal context while focusing on salient hand-centric regions. To enable this research, we also introduce EgoHaFL, the first large-scale dataset featuring synchronized 3D hand poses and language instructions. We demonstrate that SFHand achieves new state-of-the-art results in 3D hand forecasting, outperforming prior work by a significant margin of up to 35.8%. Furthermore, we show the practical utility of our learned representations by transferring them to downstream embodied manipulation tasks, improving task success rates by up to 13.4% on multiple benchmarks. Dataset page: https://huggingface.co/datasets/ut-vision/EgoHaFL, project page: https://github.com/ut-vision/SFHand.

  • 5 authors
·
Nov 22, 2025

OSMa-Bench++: Toward Open-Ended Benchmarking of Semantic Mapping for Manipulation with Prompt-Generated Synthetic Scenes

Semantic mapping methods are increasingly used as intermediate scene representations for downstream robotic reasoning and manipulation, yet their evaluation is still largely tied to fixed benchmark datasets with limited coverage of manipulation-relevant corner cases. In this work, we extend OSMa-Bench toward controllable benchmarking with prompt-generated synthetic indoor scenes. Our pipeline automatically generates scene descriptions, synthesizes corresponding environments with SceneSmith, and adapts the resulting assets into an OSMa-Bench-compatible simulation format. This adaptation requires a nontrivial intermediate layer, including semantic normalization, material and texture repair, shader fallback policies, floor handling, navigation setup, and controlled lighting configuration. A key advantage of the proposed setup is that the original scene-generation prompt is known in advance and can therefore serve as an auxiliary semantic specification of the intended scene. We use this property to extend the VQA component of OSMa-Bench with a prompt-grounded question category. The resulting framework supports targeted stress-testing of semantic scene representations under conditions such as clutter, small objects, partial occlusions, and lighting variation, and makes benchmarking more extensible and better aligned with downstream manipulation requirements. Our code is available at https://github.com/be2rlab/OSMa-Bench-v2.

  • 3 authors
·
May 25

FluidLab: A Differentiable Environment for Benchmarking Complex Fluid Manipulation

Humans manipulate various kinds of fluids in their everyday life: creating latte art, scooping floating objects from water, rolling an ice cream cone, etc. Using robots to augment or replace human labors in these daily settings remain as a challenging task due to the multifaceted complexities of fluids. Previous research in robotic fluid manipulation mostly consider fluids governed by an ideal, Newtonian model in simple task settings (e.g., pouring). However, the vast majority of real-world fluid systems manifest their complexities in terms of the fluid's complex material behaviors and multi-component interactions, both of which were well beyond the scope of the current literature. To evaluate robot learning algorithms on understanding and interacting with such complex fluid systems, a comprehensive virtual platform with versatile simulation capabilities and well-established tasks is needed. In this work, we introduce FluidLab, a simulation environment with a diverse set of manipulation tasks involving complex fluid dynamics. These tasks address interactions between solid and fluid as well as among multiple fluids. At the heart of our platform is a fully differentiable physics simulator, FluidEngine, providing GPU-accelerated simulations and gradient calculations for various material types and their couplings. We identify several challenges for fluid manipulation learning by evaluating a set of reinforcement learning and trajectory optimization methods on our platform. To address these challenges, we propose several domain-specific optimization schemes coupled with differentiable physics, which are empirically shown to be effective in tackling optimization problems featured by fluid system's non-convex and non-smooth properties. Furthermore, we demonstrate reasonable sim-to-real transfer by deploying optimized trajectories in real-world settings.

  • 7 authors
·
Mar 4, 2023

TaF-VLA: Tactile-Force Alignment in Vision-Language-Action Models for Force-aware Manipulation

Vision-Language-Action (VLA) models have recently emerged as powerful generalists for robotic manipulation. However, due to their predominant reliance on visual modalities, they fundamentally lack the physical intuition required for contact-rich tasks that require precise force regulation and physical reasoning. Existing attempts to incorporate vision-based tactile sensing into VLA models typically treat tactile inputs as auxiliary visual textures, thereby overlooking the underlying correlation between surface deformation and interaction dynamics. To bridge this gap, we propose a paradigm shift from tactile-vision alignment to tactile-force alignment. Here, we introduce TaF-VLA, a framework that explicitly grounds high-dimensional tactile observations in physical interaction forces. To facilitate this, we develop an automated tactile-force data acquisition device and curate the TaF-Dataset, comprising over 10 million synchronized tactile observations, 6-axis force/torque, and matrix force map. To align sequential tactile observations with interaction forces, the central component of our approach is the Tactile-Force Adapter (TaF-Adapter), a tactile sensor encoder that extracts discretized latent information for encoding tactile observations. This mechanism ensures that the learned representations capture history-dependent, noise-insensitive physical dynamics rather than static visual textures. Finally, we integrate this force-aligned encoder into a VLA backbone. Extensive real-world experiments demonstrate that TaF-VLA policy significantly outperforms state-of-the-art tactile-vision-aligned and vision-only baselines on contact-rich tasks, verifying its ability to achieve robust, force-aware manipulation through cross-modal physical reasoning.

  • 8 authors
·
Jan 29

ComPose: When to Trust Hands for Object Pose Tracking

Reconstructing the motion of objects from videos is a key component for embodied AI and robot manipulation. While diverse approaches to object pose tracking have been studied, they rely heavily on strong external priors, such as depth data or 3D templates, and remain highly vulnerable to severe occlusions by hand grasps despite the use of explicit masks. In this work, we present ComPose, a 6DoF object tracking framework designed for hand-aware object pose estimation from RGB video. Rather than treating the hand purely as an occluder, our method harmonizes hand motions as a complementary cue for object tracking. In detail, we recover a variety of object motions over time by combining object and hand cues from foundation models within a unified tracking pipeline. Here, ComPose adaptively selects informative hand joints, combines object- and hand-derived cues for motion estimation, and refines the resulting object motion using visible geometric evidence and a learned correction. We further enforce the temporal consistency over both rotation and translation, yielding stable 3D object trajectories over time without any external smoothing. Extensive experiments show that our method is accurate, efficient, and robust under severe hand occlusion and geometric ambiguity. In addition, the resulting trajectories can also effectively transfer to downstream robot manipulation by enabling robots to reconstruct human actions from online videos.

  • 8 authors
·
May 21

DDSP: Differentiable Digital Signal Processing

Most generative models of audio directly generate samples in one of two domains: time or frequency. While sufficient to express any signal, these representations are inefficient, as they do not utilize existing knowledge of how sound is generated and perceived. A third approach (vocoders/synthesizers) successfully incorporates strong domain knowledge of signal processing and perception, but has been less actively researched due to limited expressivity and difficulty integrating with modern auto-differentiation-based machine learning methods. In this paper, we introduce the Differentiable Digital Signal Processing (DDSP) library, which enables direct integration of classic signal processing elements with deep learning methods. Focusing on audio synthesis, we achieve high-fidelity generation without the need for large autoregressive models or adversarial losses, demonstrating that DDSP enables utilizing strong inductive biases without losing the expressive power of neural networks. Further, we show that combining interpretable modules permits manipulation of each separate model component, with applications such as independent control of pitch and loudness, realistic extrapolation to pitches not seen during training, blind dereverberation of room acoustics, transfer of extracted room acoustics to new environments, and transformation of timbre between disparate sources. In short, DDSP enables an interpretable and modular approach to generative modeling, without sacrificing the benefits of deep learning. The library is publicly available at https://github.com/magenta/ddsp and we welcome further contributions from the community and domain experts.

  • 4 authors
·
Jan 14, 2020

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

StyleSSP: Sampling StartPoint Enhancement for Training-free Diffusion-based Method for Style Transfer

Training-free diffusion-based methods have achieved remarkable success in style transfer, eliminating the need for extensive training or fine-tuning. However, due to the lack of targeted training for style information extraction and constraints on the content image layout, training-free methods often suffer from layout changes of original content and content leakage from style images. Through a series of experiments, we discovered that an effective startpoint in the sampling stage significantly enhances the style transfer process. Based on this discovery, we propose StyleSSP, which focuses on obtaining a better startpoint to address layout changes of original content and content leakage from style image. StyleSSP comprises two key components: (1) Frequency Manipulation: To improve content preservation, we reduce the low-frequency components of the DDIM latent, allowing the sampling stage to pay more attention to the layout of content images; and (2) Negative Guidance via Inversion: To mitigate the content leakage from style image, we employ negative guidance in the inversion stage to ensure that the startpoint of the sampling stage is distanced from the content of style image. Experiments show that StyleSSP surpasses previous training-free style transfer baselines, particularly in preserving original content and minimizing the content leakage from style image.

  • 5 authors
·
Jan 20, 2025

ShapeFusion: A 3D diffusion model for localized shape editing

In the realm of 3D computer vision, parametric models have emerged as a ground-breaking methodology for the creation of realistic and expressive 3D avatars. Traditionally, they rely on Principal Component Analysis (PCA), given its ability to decompose data to an orthonormal space that maximally captures shape variations. However, due to the orthogonality constraints and the global nature of PCA's decomposition, these models struggle to perform localized and disentangled editing of 3D shapes, which severely affects their use in applications requiring fine control such as face sculpting. In this paper, we leverage diffusion models to enable diverse and fully localized edits on 3D meshes, while completely preserving the un-edited regions. We propose an effective diffusion masking training strategy that, by design, facilitates localized manipulation of any shape region, without being limited to predefined regions or to sparse sets of predefined control vertices. Following our framework, a user can explicitly set their manipulation region of choice and define an arbitrary set of vertices as handles to edit a 3D mesh. Compared to the current state-of-the-art our method leads to more interpretable shape manipulations than methods relying on latent code state, greater localization and generation diversity while offering faster inference than optimization based approaches. Project page: https://rolpotamias.github.io/Shapefusion/

  • 4 authors
·
Mar 28, 2024

Ctrl&Shift: High-Quality Geometry-Aware Object Manipulation in Visual Generation

Object-level manipulation, relocating or reorienting objects in images or videos while preserving scene realism, is central to film post-production, AR, and creative editing. Yet existing methods struggle to jointly achieve three core goals: background preservation, geometric consistency under viewpoint shifts, and user-controllable transformations. Geometry-based approaches offer precise control but require explicit 3D reconstruction and generalize poorly; diffusion-based methods generalize better but lack fine-grained geometric control. We present Ctrl&Shift, an end-to-end diffusion framework to achieve geometry-consistent object manipulation without explicit 3D representations. Our key insight is to decompose manipulation into two stages, object removal and reference-guided inpainting under explicit camera pose control, and encode both within a unified diffusion process. To enable precise, disentangled control, we design a multi-task, multi-stage training strategy that separates background, identity, and pose signals across tasks. To improve generalization, we introduce a scalable real-world dataset construction pipeline that generates paired image and video samples with estimated relative camera poses. Extensive experiments demonstrate that Ctrl&Shift achieves state-of-the-art results in fidelity, viewpoint consistency, and controllability. To our knowledge, this is the first framework to unify fine-grained geometric control and real-world generalization for object manipulation, without relying on any explicit 3D modeling.

  • 8 authors
·
Feb 11

Training-Free Text-Guided Color Editing with Multi-Modal Diffusion Transformer

Text-guided color editing in images and videos is a fundamental yet unsolved problem, requiring fine-grained manipulation of color attributes, including albedo, light source color, and ambient lighting, while preserving physical consistency in geometry, material properties, and light-matter interactions. Existing training-free methods offer broad applicability across editing tasks but struggle with precise color control and often introduce visual inconsistency in both edited and non-edited regions. In this work, we present ColorCtrl, a training-free color editing method that leverages the attention mechanisms of modern Multi-Modal Diffusion Transformers (MM-DiT). By disentangling structure and color through targeted manipulation of attention maps and value tokens, our method enables accurate and consistent color editing, along with word-level control of attribute intensity. Our method modifies only the intended regions specified by the prompt, leaving unrelated areas untouched. Extensive experiments on both SD3 and FLUX.1-dev demonstrate that ColorCtrl outperforms existing training-free approaches and achieves state-of-the-art performances in both edit quality and consistency. Furthermore, our method surpasses strong commercial models such as FLUX.1 Kontext Max and GPT-4o Image Generation in terms of consistency. When extended to video models like CogVideoX, our approach exhibits greater advantages, particularly in maintaining temporal coherence and editing stability. Finally, our method also generalizes to instruction-based editing diffusion models such as Step1X-Edit and FLUX.1 Kontext dev, further demonstrating its versatility.

  • 10 authors
·
Aug 12, 2025 2

Deep Feature Deformation Weights

Handle-based mesh deformation is a classic paradigm in computer graphics which enables intuitive edits from sparse controls. Classical techniques are fast and precise, but require users to know ideal handle placement apriori, which can be unintuitive and inconsistent. Handle sets cannot be adjusted easily, as weights are typically optimized through energies defined by the handles. Modern data-driven methods, on the other hand, provide semantic edits but sacrifice fine-grained control and speed. We propose a technique that achieves the best of both worlds: deep feature proximity yields smooth, visual-aware deformation weights with no additional regularization. Importantly, these weights are computed in real-time for any surface point, unlike prior methods which require expensive optimization. We introduce barycentric feature distillation, an improved feature distillation pipeline which leverages the full visual signal from shape renders to make distillation complexity robust to mesh resolution. This enables high resolution meshes to be processed in minutes versus potentially hours for prior methods. We preserve and extend classical properties through feature space constraints and locality weighting. Our field representation enables automatic visual symmetry detection, which we use to produce symmetry-preserving deformations. We show a proof-of-concept application which can produce deformations for meshes up to 1 million faces in real-time on a consumer-grade machine. Project page at https://threedle.github.io/dfd.

  • 3 authors
·
Mar 24

Interactive3D: Create What You Want by Interactive 3D Generation

3D object generation has undergone significant advancements, yielding high-quality results. However, fall short of achieving precise user control, often yielding results that do not align with user expectations, thus limiting their applicability. User-envisioning 3D object generation faces significant challenges in realizing its concepts using current generative models due to limited interaction capabilities. Existing methods mainly offer two approaches: (i) interpreting textual instructions with constrained controllability, or (ii) reconstructing 3D objects from 2D images. Both of them limit customization to the confines of the 2D reference and potentially introduce undesirable artifacts during the 3D lifting process, restricting the scope for direct and versatile 3D modifications. In this work, we introduce Interactive3D, an innovative framework for interactive 3D generation that grants users precise control over the generative process through extensive 3D interaction capabilities. Interactive3D is constructed in two cascading stages, utilizing distinct 3D representations. The first stage employs Gaussian Splatting for direct user interaction, allowing modifications and guidance of the generative direction at any intermediate step through (i) Adding and Removing components, (ii) Deformable and Rigid Dragging, (iii) Geometric Transformations, and (iv) Semantic Editing. Subsequently, the Gaussian splats are transformed into InstantNGP. We introduce a novel (v) Interactive Hash Refinement module to further add details and extract the geometry in the second stage. Our experiments demonstrate that Interactive3D markedly improves the controllability and quality of 3D generation. Our project webpage is available at https://interactive-3d.github.io/.

  • 6 authors
·
Apr 25, 2024 1

SketchEdit: Mask-Free Local Image Manipulation with Partial Sketches

Sketch-based image manipulation is an interactive image editing task to modify an image based on input sketches from users. Existing methods typically formulate this task as a conditional inpainting problem, which requires users to draw an extra mask indicating the region to modify in addition to sketches. The masked regions are regarded as holes and filled by an inpainting model conditioned on the sketch. With this formulation, paired training data can be easily obtained by randomly creating masks and extracting edges or contours. Although this setup simplifies data preparation and model design, it complicates user interaction and discards useful information in masked regions. To this end, we investigate a new paradigm of sketch-based image manipulation: mask-free local image manipulation, which only requires sketch inputs from users and utilizes the entire original image. Given an image and sketch, our model automatically predicts the target modification region and encodes it into a structure agnostic style vector. A generator then synthesizes the new image content based on the style vector and sketch. The manipulated image is finally produced by blending the generator output into the modification region of the original image. Our model can be trained in a self-supervised fashion by learning the reconstruction of an image region from the style vector and sketch. The proposed method offers simpler and more intuitive user workflows for sketch-based image manipulation and provides better results than previous approaches. More results, code and interactive demo will be available at https://zengxianyu.github.io/sketchedit.

  • 3 authors
·
Nov 29, 2021

OmniV2V: Versatile Video Generation and Editing via Dynamic Content Manipulation

The emergence of Diffusion Transformers (DiT) has brought significant advancements to video generation, especially in text-to-video and image-to-video tasks. Although video generation is widely applied in various fields, most existing models are limited to single scenarios and cannot perform diverse video generation and editing through dynamic content manipulation. We propose OmniV2V, a video model capable of generating and editing videos across different scenarios based on various operations, including: object movement, object addition, mask-guided video edit, try-on, inpainting, outpainting, human animation, and controllable character video synthesis. We explore a unified dynamic content manipulation injection module, which effectively integrates the requirements of the above tasks. In addition, we design a visual-text instruction module based on LLaVA, enabling the model to effectively understand the correspondence between visual content and instructions. Furthermore, we build a comprehensive multi-task data processing system. Since there is data overlap among various tasks, this system can efficiently provide data augmentation. Using this system, we construct a multi-type, multi-scenario OmniV2V dataset and its corresponding OmniV2V-Test benchmark. Extensive experiments show that OmniV2V works as well as, and sometimes better than, the best existing open-source and commercial models for many video generation and editing tasks.

  • 11 authors
·
Jun 2, 2025

iSegMan: Interactive Segment-and-Manipulate 3D Gaussians

The efficient rendering and explicit nature of 3DGS promote the advancement of 3D scene manipulation. However, existing methods typically encounter challenges in controlling the manipulation region and are unable to furnish the user with interactive feedback, which inevitably leads to unexpected results. Intuitively, incorporating interactive 3D segmentation tools can compensate for this deficiency. Nevertheless, existing segmentation frameworks impose a pre-processing step of scene-specific parameter training, which limits the efficiency and flexibility of scene manipulation. To deliver a 3D region control module that is well-suited for scene manipulation with reliable efficiency, we propose interactive Segment-and-Manipulate 3D Gaussians (iSegMan), an interactive segmentation and manipulation framework that only requires simple 2D user interactions in any view. To propagate user interactions to other views, we propose Epipolar-guided Interaction Propagation (EIP), which innovatively exploits epipolar constraint for efficient and robust interaction matching. To avoid scene-specific training to maintain efficiency, we further propose the novel Visibility-based Gaussian Voting (VGV), which obtains 2D segmentations from SAM and models the region extraction as a voting game between 2D Pixels and 3D Gaussians based on Gaussian visibility. Taking advantage of the efficient and precise region control of EIP and VGV, we put forth a Manipulation Toolbox to implement various functions on selected regions, enhancing the controllability, flexibility and practicality of scene manipulation. Extensive results on 3D scene manipulation and segmentation tasks fully demonstrate the significant advantages of iSegMan. Project page is available at https://zhao-yian.github.io/iSegMan.

  • 6 authors
·
May 17, 2025

ABot-M0: VLA Foundation Model for Robotic Manipulation with Action Manifold Learning

Building general-purpose embodied agents across diverse hardware remains a central challenge in robotics, often framed as the ''one-brain, many-forms'' paradigm. Progress is hindered by fragmented data, inconsistent representations, and misaligned training objectives. We present ABot-M0, a framework that builds a systematic data curation pipeline while jointly optimizing model architecture and training strategies, enabling end-to-end transformation of heterogeneous raw data into unified, efficient representations. From six public datasets, we clean, standardize, and balance samples to construct UniACT-dataset, a large-scale dataset with over 6 million trajectories and 9,500 hours of data, covering diverse robot morphologies and task scenarios. Unified pre-training improves knowledge transfer and generalization across platforms and tasks, supporting general-purpose embodied intelligence. To improve action prediction efficiency and stability, we propose the Action Manifold Hypothesis: effective robot actions lie not in the full high-dimensional space but on a low-dimensional, smooth manifold governed by physical laws and task constraints. Based on this, we introduce Action Manifold Learning (AML), which uses a DiT backbone to predict clean, continuous action sequences directly. This shifts learning from denoising to projection onto feasible manifolds, improving decoding speed and policy stability. ABot-M0 supports modular perception via a dual-stream mechanism that integrates VLM semantics with geometric priors and multi-view inputs from plug-and-play 3D modules such as VGGT and Qwen-Image-Edit, enhancing spatial understanding without modifying the backbone and mitigating standard VLM limitations in 3D reasoning. Experiments show components operate independently with additive benefits. We will release all code and pipelines for reproducibility and future research.

WildLMa: Long Horizon Loco-Manipulation in the Wild

`In-the-wild' mobile manipulation aims to deploy robots in diverse real-world environments, which requires the robot to (1) have skills that generalize across object configurations; (2) be capable of long-horizon task execution in diverse environments; and (3) perform complex manipulation beyond pick-and-place. Quadruped robots with manipulators hold promise for extending the workspace and enabling robust locomotion, but existing results do not investigate such a capability. This paper proposes WildLMa with three components to address these issues: (1) adaptation of learned low-level controller for VR-enabled whole-body teleoperation and traversability; (2) WildLMa-Skill -- a library of generalizable visuomotor skills acquired via imitation learning or heuristics and (3) WildLMa-Planner -- an interface of learned skills that allow LLM planners to coordinate skills for long-horizon tasks. We demonstrate the importance of high-quality training data by achieving higher grasping success rate over existing RL baselines using only tens of demonstrations. WildLMa exploits CLIP for language-conditioned imitation learning that empirically generalizes to objects unseen in training demonstrations. Besides extensive quantitative evaluation, we qualitatively demonstrate practical robot applications, such as cleaning up trash in university hallways or outdoor terrains, operating articulated objects, and rearranging items on a bookshelf.

  • 11 authors
·
Nov 22, 2024 2

CronusVLA: Transferring Latent Motion Across Time for Multi-Frame Prediction in Manipulation

Recent vision-language-action (VLA) models built on pretrained vision-language models (VLMs) have demonstrated strong generalization across manipulation tasks. However, they remain constrained by a single-frame observation paradigm and cannot fully benefit from the motion information offered by aggregated multi-frame historical observations, as the large vision-language backbone introduces substantial computational cost and inference latency. We propose CronusVLA, a unified framework that extends single-frame VLA models to the multi-frame paradigm through an efficient post-training stage. CronusVLA comprises three key components: (1) single-frame pretraining on large-scale embodied datasets with autoregressive action tokens prediction, which establishes an embodied vision-language foundation; (2) multi-frame encoding, adapting the prediction of vision-language backbones from discrete action tokens to motion features during post-training, and aggregating motion features from historical frames into a feature chunking; (3) cross-frame decoding, which maps the feature chunking to accurate actions via a shared decoder with cross-attention. By reducing redundant token computation and caching past motion features, CronusVLA achieves efficient inference. As an application of motion features, we further propose an action adaptation mechanism based on feature-action retrieval to improve model performance during finetuning. CronusVLA achieves state-of-the-art performance on SimplerEnv with 70.9% success rate, and 12.7% improvement over OpenVLA on LIBERO. Real-world Franka experiments also show the strong performance and robustness.

  • 11 authors
·
Jun 24, 2025

FrankenBot: Brain-Morphic Modular Orchestration for Robotic Manipulation with Vision-Language Models

Developing a general robot manipulation system capable of performing a wide range of tasks in complex, dynamic, and unstructured real-world environments has long been a challenging task. It is widely recognized that achieving human-like efficiency and robustness manipulation requires the robotic brain to integrate a comprehensive set of functions, such as task planning, policy generation, anomaly monitoring and handling, and long-term memory, achieving high-efficiency operation across all functions. Vision-Language Models (VLMs), pretrained on massive multimodal data, have acquired rich world knowledge, exhibiting exceptional scene understanding and multimodal reasoning capabilities. However, existing methods typically focus on realizing only a single function or a subset of functions within the robotic brain, without integrating them into a unified cognitive architecture. Inspired by a divide-and-conquer strategy and the architecture of the human brain, we propose FrankenBot, a VLM-driven, brain-morphic robotic manipulation framework that achieves both comprehensive functionality and high operational efficiency. Our framework includes a suite of components, decoupling a part of key functions from frequent VLM calls, striking an optimal balance between functional completeness and system efficiency. Specifically, we map task planning, policy generation, memory management, and low-level interfacing to the cortex, cerebellum, temporal lobe-hippocampus complex, and brainstem, respectively, and design efficient coordination mechanisms for the modules. We conducted comprehensive experiments in both simulation and real-world robotic environments, demonstrating that our method offers significant advantages in anomaly detection and handling, long-term memory, operational efficiency, and stability -- all without requiring any fine-tuning or retraining.

  • 5 authors
·
Jun 24, 2025

InternVLA-A1: Unifying Understanding, Generation and Action for Robotic Manipulation

Prevalent Vision-Language-Action (VLA) models are typically built upon Multimodal Large Language Models (MLLMs) and demonstrate exceptional proficiency in semantic understanding, but they inherently lack the capability to deduce physical world dynamics. Consequently, recent approaches have shifted toward World Models, typically formulated via video prediction; however, these methods often suffer from a lack of semantic grounding and exhibit brittleness when handling prediction errors. To synergize semantic understanding with dynamic predictive capabilities, we present InternVLA-A1. This model employs a unified Mixture-of-Transformers architecture, coordinating three experts for scene understanding, visual foresight generation, and action execution. These components interact seamlessly through a unified masked self-attention mechanism. Building upon InternVL3 and Qwen3-VL, we instantiate InternVLA-A1 at 2B and 3B parameter scales. We pre-train these models on hybrid synthetic-real datasets spanning InternData-A1 and Agibot-World, covering over 533M frames. This hybrid training strategy effectively harnesses the diversity of synthetic simulation data while minimizing the sim-to-real gap. We evaluated InternVLA-A1 across 12 real-world robotic tasks and simulation benchmark. It significantly outperforms leading models like pi0 and GR00T N1.5, achieving a 14.5\% improvement in daily tasks and a 40\%-73.3\% boost in dynamic settings, such as conveyor belt sorting.

  • 42 authors
·
Jan 5

RoboManipBaselines: A Unified Framework for Imitation Learning in Robotic Manipulation across Real and Simulation Environments

We present RoboManipBaselines, an open-source software framework for imitation learning research in robotic manipulation. The framework supports the entire imitation learning pipeline, including data collection, policy training, and rollout, across both simulation and real-world environments. Its design emphasizes integration through a consistent workflow, generality across diverse environments and robot platforms, extensibility for easily adding new robots, tasks, and policies, and reproducibility through evaluations using publicly available datasets. RoboManipBaselines systematically implements the core components of imitation learning: environment, dataset, and policy. Through a unified interface, the framework supports multiple simulators and real robot environments, as well as multimodal sensors and a wide variety of policy models. We further present benchmark evaluations in both simulation and real-world environments and introduce several research applications, including data augmentation, integration with tactile models, interactive robotic systems, 3D sensing evaluation, and hardware extensions. These results demonstrate that RoboManipBaselines provides a useful foundation for advancing research and experimental validation in robotic manipulation using imitation learning. https://isri-aist.github.io/RoboManipBaselines-ProjectPage

DIFFTACTILE: A Physics-based Differentiable Tactile Simulator for Contact-rich Robotic Manipulation

We introduce DIFFTACTILE, a physics-based differentiable tactile simulation system designed to enhance robotic manipulation with dense and physically accurate tactile feedback. In contrast to prior tactile simulators which primarily focus on manipulating rigid bodies and often rely on simplified approximations to model stress and deformations of materials in contact, DIFFTACTILE emphasizes physics-based contact modeling with high fidelity, supporting simulations of diverse contact modes and interactions with objects possessing a wide range of material properties. Our system incorporates several key components, including a Finite Element Method (FEM)-based soft body model for simulating the sensing elastomer, a multi-material simulator for modeling diverse object types (such as elastic, elastoplastic, cables) under manipulation, a penalty-based contact model for handling contact dynamics. The differentiable nature of our system facilitates gradient-based optimization for both 1) refining physical properties in simulation using real-world data, hence narrowing the sim-to-real gap and 2) efficient learning of tactile-assisted grasping and contact-rich manipulation skills. Additionally, we introduce a method to infer the optical response of our tactile sensor to contact using an efficient pixel-based neural module. We anticipate that DIFFTACTILE will serve as a useful platform for studying contact-rich manipulations, leveraging the benefits of dense tactile feedback and differentiable physics. Code and supplementary materials are available at the project website https://difftactile.github.io/.

  • 7 authors
·
Mar 13, 2024

Egocentric Object Manipulation Graphs

We introduce Egocentric Object Manipulation Graphs (Ego-OMG) - a novel representation for activity modeling and anticipation of near future actions integrating three components: 1) semantic temporal structure of activities, 2) short-term dynamics, and 3) representations for appearance. Semantic temporal structure is modeled through a graph, embedded through a Graph Convolutional Network, whose states model characteristics of and relations between hands and objects. These state representations derive from all three levels of abstraction, and span segments delimited by the making and breaking of hand-object contact. Short-term dynamics are modeled in two ways: A) through 3D convolutions, and B) through anticipating the spatiotemporal end points of hand trajectories, where hands come into contact with objects. Appearance is modeled through deep spatiotemporal features produced through existing methods. We note that in Ego-OMG it is simple to swap these appearance features, and thus Ego-OMG is complementary to most existing action anticipation methods. We evaluate Ego-OMG on the EPIC Kitchens Action Anticipation Challenge. The consistency of the egocentric perspective of EPIC Kitchens allows for the utilization of the hand-centric cues upon which Ego-OMG relies. We demonstrate state-of-the-art performance, outranking all other previous published methods by large margins and ranking first on the unseen test set and second on the seen test set of the EPIC Kitchens Action Anticipation Challenge. We attribute the success of Ego-OMG to the modeling of semantic structure captured over long timespans. We evaluate the design choices made through several ablation studies. Code will be released upon acceptance

  • 5 authors
·
Jun 4, 2020

Deformation-Recovery Diffusion Model (DRDM): Instance Deformation for Image Manipulation and Synthesis

In medical imaging, the diffusion models have shown great potential in synthetic image generation tasks. However, these models often struggle with the interpretable connections between the generated and existing images and could create illusions. To address these challenges, our research proposes a novel diffusion-based generative model based on deformation diffusion and recovery. This model, named Deformation-Recovery Diffusion Model (DRDM), diverges from traditional score/intensity and latent feature-based approaches, emphasizing morphological changes through deformation fields rather than direct image synthesis. This is achieved by introducing a topological-preserving deformation field generation method, which randomly samples and integrates a set of multi-scale Deformation Vector Fields (DVF). DRDM is trained to learn to recover unreasonable deformation components, thereby restoring each randomly deformed image to a realistic distribution. These innovations facilitate the generation of diverse and anatomically plausible deformations, enhancing data augmentation and synthesis for further analysis in downstream tasks, such as few-shot learning and image registration. Experimental results in cardiac MRI and pulmonary CT show DRDM is capable of creating diverse, large (over 10\% image size deformation scale), and high-quality (negative rate of the Jacobian matrix's determinant is lower than 1\%) deformation fields. The further experimental results in downstream tasks, 2D image segmentation and 3D image registration, indicate significant improvements resulting from DRDM, showcasing the potential of our model to advance image manipulation and synthesis in medical imaging and beyond. Project page: https://jianqingzheng.github.io/def_diff_rec/

  • 8 authors
·
Jul 9, 2024

Phys2Real: Fusing VLM Priors with Interactive Online Adaptation for Uncertainty-Aware Sim-to-Real Manipulation

Learning robotic manipulation policies directly in the real world can be expensive and time-consuming. While reinforcement learning (RL) policies trained in simulation present a scalable alternative, effective sim-to-real transfer remains challenging, particularly for tasks that require precise dynamics. To address this, we propose Phys2Real, a real-to-sim-to-real RL pipeline that combines vision-language model (VLM)-inferred physical parameter estimates with interactive adaptation through uncertainty-aware fusion. Our approach consists of three core components: (1) high-fidelity geometric reconstruction with 3D Gaussian splatting, (2) VLM-inferred prior distributions over physical parameters, and (3) online physical parameter estimation from interaction data. Phys2Real conditions policies on interpretable physical parameters, refining VLM predictions with online estimates via ensemble-based uncertainty quantification. On planar pushing tasks of a T-block with varying center of mass (CoM) and a hammer with an off-center mass distribution, Phys2Real achieves substantial improvements over a domain randomization baseline: 100% vs 79% success rate for the bottom-weighted T-block, 57% vs 23% in the challenging top-weighted T-block, and 15% faster average task completion for hammer pushing. Ablation studies indicate that the combination of VLM and interaction information is essential for success. Project website: https://phys2real.github.io/ .

  • 6 authors
·
Oct 13, 2025

PRISM: Programmatic Reasoning with Image Sequence Manipulation for LVLM Jailbreaking

The increasing sophistication of large vision-language models (LVLMs) has been accompanied by advances in safety alignment mechanisms designed to prevent harmful content generation. However, these defenses remain vulnerable to sophisticated adversarial attacks. Existing jailbreak methods typically rely on direct and semantically explicit prompts, overlooking subtle vulnerabilities in how LVLMs compose information over multiple reasoning steps. In this paper, we propose a novel and effective jailbreak framework inspired by Return-Oriented Programming (ROP) techniques from software security. Our approach decomposes a harmful instruction into a sequence of individually benign visual gadgets. A carefully engineered textual prompt directs the sequence of inputs, prompting the model to integrate the benign visual gadgets through its reasoning process to produce a coherent and harmful output. This makes the malicious intent emergent and difficult to detect from any single component. We validate our method through extensive experiments on established benchmarks including SafeBench and MM-SafetyBench, targeting popular LVLMs. Results show that our approach consistently and substantially outperforms existing baselines on state-of-the-art models, achieving near-perfect attack success rates (over 0.90 on SafeBench) and improving ASR by up to 0.39. Our findings reveal a critical and underexplored vulnerability that exploits the compositional reasoning abilities of LVLMs, highlighting the urgent need for defenses that secure the entire reasoning process.

  • 10 authors
·
Jul 29, 2025

RoboDexVLM: Visual Language Model-Enabled Task Planning and Motion Control for Dexterous Robot Manipulation

This paper introduces RoboDexVLM, an innovative framework for robot task planning and grasp detection tailored for a collaborative manipulator equipped with a dexterous hand. Previous methods focus on simplified and limited manipulation tasks, which often neglect the complexities associated with grasping a diverse array of objects in a long-horizon manner. In contrast, our proposed framework utilizes a dexterous hand capable of grasping objects of varying shapes and sizes while executing tasks based on natural language commands. The proposed approach has the following core components: First, a robust task planner with a task-level recovery mechanism that leverages vision-language models (VLMs) is designed, which enables the system to interpret and execute open-vocabulary commands for long sequence tasks. Second, a language-guided dexterous grasp perception algorithm is presented based on robot kinematics and formal methods, tailored for zero-shot dexterous manipulation with diverse objects and commands. Comprehensive experimental results validate the effectiveness, adaptability, and robustness of RoboDexVLM in handling long-horizon scenarios and performing dexterous grasping. These results highlight the framework's ability to operate in complex environments, showcasing its potential for open-vocabulary dexterous manipulation. Our open-source project page can be found at https://henryhcliu.github.io/robodexvlm.

  • 6 authors
·
Mar 3, 2025

PEARL: Zero-shot Cross-task Preference Alignment and Robust Reward Learning for Robotic Manipulation

In preference-based Reinforcement Learning (RL), obtaining a large number of preference labels are both time-consuming and costly. Furthermore, the queried human preferences cannot be utilized for the new tasks. In this paper, we propose Zero-shot Cross-task Preference Alignment and Robust Reward Learning (PEARL), which learns policies from cross-task preference transfer without any human labels of the target task. Our contributions include two novel components that facilitate the transfer and learning process. The first is Cross-task Preference Alignment (CPA), which transfers the preferences between tasks via optimal transport. The key idea of CPA is to use Gromov-Wasserstein distance to align the trajectories between tasks, and the solved optimal transport matrix serves as the correspondence between trajectories. The target task preferences are computed as the weighted sum of source task preference labels with the correspondence as weights. Moreover, to ensure robust learning from these transferred labels, we introduce Robust Reward Learning (RRL), which considers both reward mean and uncertainty by modeling rewards as Gaussian distributions. Empirical results on robotic manipulation tasks from Meta-World and Robomimic demonstrate that our method is capable of transferring preference labels across tasks accurately and then learns well-behaved policies. Notably, our approach significantly exceeds existing methods when there are few human preferences. The code and videos of our method are available at: https://sites.google.com/view/pearl-preference.

  • 5 authors
·
Jun 6, 2023

CLIP-NeRF: Text-and-Image Driven Manipulation of Neural Radiance Fields

We present CLIP-NeRF, a multi-modal 3D object manipulation method for neural radiance fields (NeRF). By leveraging the joint language-image embedding space of the recent Contrastive Language-Image Pre-Training (CLIP) model, we propose a unified framework that allows manipulating NeRF in a user-friendly way, using either a short text prompt or an exemplar image. Specifically, to combine the novel view synthesis capability of NeRF and the controllable manipulation ability of latent representations from generative models, we introduce a disentangled conditional NeRF architecture that allows individual control over both shape and appearance. This is achieved by performing the shape conditioning via applying a learned deformation field to the positional encoding and deferring color conditioning to the volumetric rendering stage. To bridge this disentangled latent representation to the CLIP embedding, we design two code mappers that take a CLIP embedding as input and update the latent codes to reflect the targeted editing. The mappers are trained with a CLIP-based matching loss to ensure the manipulation accuracy. Furthermore, we propose an inverse optimization method that accurately projects an input image to the latent codes for manipulation to enable editing on real images. We evaluate our approach by extensive experiments on a variety of text prompts and exemplar images and also provide an intuitive interface for interactive editing. Our implementation is available at https://cassiepython.github.io/clipnerf/

  • 5 authors
·
Dec 9, 2021

Dual Latent Memory in Vision-Language-Action Models for Robotic Manipulation

Mainstream Vision-Language-Action (VLA) models predict actions primarily from the current observation under a Markovian assumption, thus struggling with long-horizon, temporally dependent tasks. Existing memory-augmented VLAs either expand the observation window or retrieve history from the memory bank as auxiliary policy-side context. However, they leave memory outside the native latent embedding space of VLA reasoning, preventing historical experience from being fluidly interleaved with multimodal reasoning and action formation. To this end, we introduce LaMem-VLA, a latent-memory-native framework that reconstructs historical experience into latent memory tokens and directly interweaves them with VLA reasoning. At its core, LaMem-VLA introduces four coordinated components: (i) a curator that organizes historical experience into two complementary short-term and long-term memory vaults; (ii) a seeker that queries both vaults using the multimodal cognition to retrieve context-relevant evidence; (iii) a condenser that reconstructs the retrieved evidence into compact short-term and long-term latent memory tokens; and (iv) a weaver that injects these memory tokens with the current observation and instruction into one continuous embedding sequence. By representing, retrieving, and consuming historical experience entirely in the same continuous latent space, LaMem-VLA enables memory to directly participate in VLA reasoning and guide action generation under a bounded context. Extensive experiments on SimplerEnv and LIBERO demonstrate the superiority of our LaMem-VLA.

  • 9 authors
·
Jul 7 2

TinyVLA: Towards Fast, Data-Efficient Vision-Language-Action Models for Robotic Manipulation

Vision-Language-Action (VLA) models have shown remarkable potential in visuomotor control and instruction comprehension through end-to-end learning processes. However, current VLA models face significant challenges: they are slow during inference and require extensive pre-training on large amounts of robotic data, making real-world deployment difficult. In this paper, we introduce a new family of compact vision-language-action models, called TinyVLA, which offers two key advantages over existing VLA models: (1) faster inference speeds, and (2) improved data efficiency, eliminating the need for pre-training stage. Our framework incorporates two essential components to build TinyVLA: (1) initializing the policy backbone with robust, high-speed multimodal models, and (2) integrating a diffusion policy decoder during fine-tuning to enable precise robot actions. We conducted extensive evaluations of TinyVLA in both simulation and on real robots, demonstrating that our approach significantly outperforms the state-of-the-art VLA model, OpenVLA, in terms of speed and data efficiency, while delivering comparable or superior performance. Additionally, TinyVLA exhibits strong generalization capabilities across various dimensions, including language instructions, novel objects, unseen positions, changes in object appearance, background variations, and environmental shifts, often matching or exceeding the performance of OpenVLA. We believe that \methodname offers an interesting perspective on utilizing pre-trained multimodal models for policy learning. Our project is at https://tiny-vla.github.io.

  • 12 authors
·
Sep 19, 2024

Drag Your GAN: Interactive Point-based Manipulation on the Generative Image Manifold

Synthesizing visual content that meets users' needs often requires flexible and precise controllability of the pose, shape, expression, and layout of the generated objects. Existing approaches gain controllability of generative adversarial networks (GANs) via manually annotated training data or a prior 3D model, which often lack flexibility, precision, and generality. In this work, we study a powerful yet much less explored way of controlling GANs, that is, to "drag" any points of the image to precisely reach target points in a user-interactive manner, as shown in Fig.1. To achieve this, we propose DragGAN, which consists of two main components: 1) a feature-based motion supervision that drives the handle point to move towards the target position, and 2) a new point tracking approach that leverages the discriminative generator features to keep localizing the position of the handle points. Through DragGAN, anyone can deform an image with precise control over where pixels go, thus manipulating the pose, shape, expression, and layout of diverse categories such as animals, cars, humans, landscapes, etc. As these manipulations are performed on the learned generative image manifold of a GAN, they tend to produce realistic outputs even for challenging scenarios such as hallucinating occluded content and deforming shapes that consistently follow the object's rigidity. Both qualitative and quantitative comparisons demonstrate the advantage of DragGAN over prior approaches in the tasks of image manipulation and point tracking. We also showcase the manipulation of real images through GAN inversion.

  • 6 authors
·
May 18, 2023 74

IMDL-BenCo: A Comprehensive Benchmark and Codebase for Image Manipulation Detection & Localization

A comprehensive benchmark is yet to be established in the Image Manipulation Detection & Localization (IMDL) field. The absence of such a benchmark leads to insufficient and misleading model evaluations, severely undermining the development of this field. However, the scarcity of open-sourced baseline models and inconsistent training and evaluation protocols make conducting rigorous experiments and faithful comparisons among IMDL models challenging. To address these challenges, we introduce IMDL-BenCo, the first comprehensive IMDL benchmark and modular codebase. IMDL-BenCo: i) decomposes the IMDL framework into standardized, reusable components and revises the model construction pipeline, improving coding efficiency and customization flexibility; ii) fully implements or incorporates training code for state-of-the-art models to establish a comprehensive IMDL benchmark; and iii) conducts deep analysis based on the established benchmark and codebase, offering new insights into IMDL model architecture, dataset characteristics, and evaluation standards. Specifically, IMDL-BenCo includes common processing algorithms, 8 state-of-the-art IMDL models (1 of which are reproduced from scratch), 2 sets of standard training and evaluation protocols, 15 GPU-accelerated evaluation metrics, and 3 kinds of robustness evaluation. This benchmark and codebase represent a significant leap forward in calibrating the current progress in the IMDL field and inspiring future breakthroughs. Code is available at: https://github.com/scu-zjz/IMDLBenCo.

  • 11 authors
·
Jun 15, 2024

MIND-V: Hierarchical Video Generation for Long-Horizon Robotic Manipulation with RL-based Physical Alignment

Embodied imitation learning is constrained by the scarcity of diverse, long-horizon robotic manipulation data. Existing video generation models for this domain are limited to synthesizing short clips of simple actions and often rely on manually defined trajectories. To this end, we introduce MIND-V, a hierarchical framework designed to synthesize physically plausible and logically coherent videos of long-horizon robotic manipulation. Inspired by cognitive science, MIND-V bridges high-level reasoning with pixel-level synthesis through three core components: a Semantic Reasoning Hub (SRH) that leverages a pre-trained vision-language model for task planning; a Behavioral Semantic Bridge (BSB) that translates abstract instructions into domain-invariant representations; and a Motor Video Generator (MVG) for conditional video rendering. MIND-V employs Staged Visual Future Rollouts, a test-time optimization strategy to enhance long-horizon robustness. To align the generated videos with physical laws, we introduce a GRPO reinforcement learning post-training phase guided by a novel Physical Foresight Coherence (PFC) reward. PFC leverages the V-JEPA world model to enforce physical plausibility by aligning the predicted and actual dynamic evolutions in the feature space. MIND-V demonstrates state-of-the-art performance in long-horizon robotic manipulation video generation, establishing a scalable and controllable paradigm for embodied data synthesis.

Tsinghua Tsinghua University
·
Dec 6, 2025 2

PAIWorld: A 3D-Consistent World Foundation Model for Robotic Manipulation

World foundation models (WFMs) are powerful simulators, yet they predominantly operate in a single-view setting and lack the multi-view 3D consistency required for robotic manipulation. While robotic systems rely on multiple cameras (egocentric, eye-to-hand, and wrist-mounted) for policy learning, current multi-view world models simply concatenate view tokens without explicit geometric reasoning. This causes cross-view object drift, depth inconsistency, and texture misalignment. We trace these failures to two deficiencies: the absence of an explicit inter-view communication mechanism and the lack of a 3D geometric prior. We argue that resolving both simultaneously is necessary and sufficient. To address this, we present PAIWorld, a framework that augments diffusion-transformer world models via three core components: (1) Geometry-Aware Cross-View Attention blocks that establish an explicit pathway across views, (2) Geometric Rotary Position Embedding that encodes camera ray directions and extrinsic poses into the attention mechanism, and (3) Latent 3D-REPA, which distills 3D-aware features from frozen 3D foundation models to ensure 3D consistency. Built upon a DiT-based world foundation model, PAIWorld achieves state-of-the-art multi-view 3D consistency on robotic manipulation benchmarks, ranking 1st on the WorldArena leaderboard and 2nd on the AgiBot-Challenge2026 leaderboard, while enabling downstream applications such as model-based planning, world action models, and multi-view policy post-training.

  • 28 authors
·
Jun 15

Manipulate-Anything: Automating Real-World Robots using Vision-Language Models

Large-scale endeavors like and widespread community efforts such as Open-X-Embodiment have contributed to growing the scale of robot demonstration data. However, there is still an opportunity to improve the quality, quantity, and diversity of robot demonstration data. Although vision-language models have been shown to automatically generate demonstration data, their utility has been limited to environments with privileged state information, they require hand-designed skills, and are limited to interactions with few object instances. We propose Manipulate-Anything, a scalable automated generation method for real-world robotic manipulation. Unlike prior work, our method can operate in real-world environments without any privileged state information, hand-designed skills, and can manipulate any static object. We evaluate our method using two setups. First, Manipulate-Anything successfully generates trajectories for all 7 real-world and 14 simulation tasks, significantly outperforming existing methods like VoxPoser. Second, Manipulate-Anything's demonstrations can train more robust behavior cloning policies than training with human demonstrations, or from data generated by VoxPoser, Scaling-up, and Code-As-Policies. We believe Manipulate-Anything can be a scalable method for both generating data for robotics and solving novel tasks in a zero-shot setting. Project page: https://robot-ma.github.io/.

  • 7 authors
·
Jun 27, 2024

PhysV2A: Reachability-Gated and Semantic-Mask-Constrained Feasibility Completion for Video-to-Robot Manipulation

Video-based manipulation provides object-centric motion priors from human demonstrations, generated videos, or RGB-D observations, but such priors are typically embodiment-agnostic and cannot be directly executed by a specific robot. This paper presents PhysV2A, a reachability-gated and semantic-mask-constrained feasibility-completion framework for converting video-derived 6D object motion into robot-executable manipulation trajectories. The key idea is to treat grasp feasibility as trajectory-conditioned rather than local: each RGB-D-generated 6-DoF grasp candidate is rigidly coupled with the recovered object motion to form a grasp-conditioned TCP trajectory hypothesis. PhysV2A then performs hierarchical reachability-gated selection, where infeasible grasp--trajectory pairs are rejected by robot-centric kinematic checks and surviving candidates are ranked by downstream execution suitability. For the selected reachable trajectory, a VLM-assisted and rule-validated S-Mask identifies task-critical and relaxable Cartesian components, enabling semantic-mask-constrained manipulability refinement through redundancy-first optimization and bounded Cartesian relaxation. Real-robot experiments on four tabletop manipulation tasks show that PhysV2A improves task success over representative video-prior and IK-only baselines, reduces kinematic-feasibility failures, and produces better-conditioned trajectories with bounded semantic deviations.

  • 4 authors
·
Jul 9

JBShield: Defending Large Language Models from Jailbreak Attacks through Activated Concept Analysis and Manipulation

Despite the implementation of safety alignment strategies, large language models (LLMs) remain vulnerable to jailbreak attacks, which undermine these safety guardrails and pose significant security threats. Some defenses have been proposed to detect or mitigate jailbreaks, but they are unable to withstand the test of time due to an insufficient understanding of jailbreak mechanisms. In this work, we investigate the mechanisms behind jailbreaks based on the Linear Representation Hypothesis (LRH), which states that neural networks encode high-level concepts as subspaces in their hidden representations. We define the toxic semantics in harmful and jailbreak prompts as toxic concepts and describe the semantics in jailbreak prompts that manipulate LLMs to comply with unsafe requests as jailbreak concepts. Through concept extraction and analysis, we reveal that LLMs can recognize the toxic concepts in both harmful and jailbreak prompts. However, unlike harmful prompts, jailbreak prompts activate the jailbreak concepts and alter the LLM output from rejection to compliance. Building on our analysis, we propose a comprehensive jailbreak defense framework, JBShield, consisting of two key components: jailbreak detection JBShield-D and mitigation JBShield-M. JBShield-D identifies jailbreak prompts by determining whether the input activates both toxic and jailbreak concepts. When a jailbreak prompt is detected, JBShield-M adjusts the hidden representations of the target LLM by enhancing the toxic concept and weakening the jailbreak concept, ensuring LLMs produce safe content. Extensive experiments demonstrate the superior performance of JBShield, achieving an average detection accuracy of 0.95 and reducing the average attack success rate of various jailbreak attacks to 2% from 61% across distinct LLMs.

  • 10 authors
·
Feb 11, 2025

Generating Compositional Scenes via Text-to-image RGBA Instance Generation

Text-to-image diffusion generative models can generate high quality images at the cost of tedious prompt engineering. Controllability can be improved by introducing layout conditioning, however existing methods lack layout editing ability and fine-grained control over object attributes. The concept of multi-layer generation holds great potential to address these limitations, however generating image instances concurrently to scene composition limits control over fine-grained object attributes, relative positioning in 3D space and scene manipulation abilities. In this work, we propose a novel multi-stage generation paradigm that is designed for fine-grained control, flexibility and interactivity. To ensure control over instance attributes, we devise a novel training paradigm to adapt a diffusion model to generate isolated scene components as RGBA images with transparency information. To build complex images, we employ these pre-generated instances and introduce a multi-layer composite generation process that smoothly assembles components in realistic scenes. Our experiments show that our RGBA diffusion model is capable of generating diverse and high quality instances with precise control over object attributes. Through multi-layer composition, we demonstrate that our approach allows to build and manipulate images from highly complex prompts with fine-grained control over object appearance and location, granting a higher degree of control than competing methods.

  • 5 authors
·
Nov 16, 2024 2

Crafting Parts for Expressive Object Composition

Text-to-image generation from large generative models like Stable Diffusion, DALLE-2, etc., have become a common base for various tasks due to their superior quality and extensive knowledge bases. As image composition and generation are creative processes the artists need control over various parts of the images being generated. We find that just adding details about parts in the base text prompt either leads to an entirely different image (e.g., missing/incorrect identity) or the extra part details simply being ignored. To mitigate these issues, we introduce PartCraft, which enables image generation based on fine-grained part-level details specified for objects in the base text prompt. This allows more control for artists and enables novel object compositions by combining distinctive object parts. PartCraft first localizes object parts by denoising the object region from a specific diffusion process. This enables each part token to be localized to the right object region. After obtaining part masks, we run a localized diffusion process in each of the part regions based on fine-grained part descriptions and combine them to produce the final image. All the stages of PartCraft are based on repurposing a pre-trained diffusion model, which enables it to generalize across various domains without training. We demonstrate the effectiveness of part-level control provided by PartCraft qualitatively through visual examples and quantitatively in comparison to the contemporary baselines.

  • 5 authors
·
Jun 14, 2024

RelayFormer: A Unified Local-Global Attention Framework for Scalable Image and Video Manipulation Localization

Visual manipulation localization (VML) aims to identify tampered regions in images and videos, a task that has become increasingly challenging with the rise of advanced editing tools. Existing methods face two main issues: resolution diversity, where resizing or padding distorts forensic traces and reduces efficiency, and the modality gap, as images and videos often require separate models. To address these challenges, we propose RelayFormer, a unified framework that adapts to varying resolutions and modalities. RelayFormer partitions inputs into fixed-size sub-images and introduces Global-Local Relay (GLR) tokens, which propagate structured context through a global-local relay attention (GLRA) mechanism. This enables efficient exchange of global cues, such as semantic or temporal consistency, while preserving fine-grained manipulation artifacts. Unlike prior methods that rely on uniform resizing or sparse attention, RelayFormer naturally scales to arbitrary resolutions and video sequences without excessive overhead. Experiments across diverse benchmarks demonstrate that RelayFormer achieves state-of-the-art performance with notable efficiency, combining resolution adaptivity without interpolation or excessive padding, unified modeling for both images and videos, and a strong balance between accuracy and computational cost. Code is available at: https://github.com/WenOOI/RelayFormer.

  • 7 authors
·
Aug 12, 2025

GS-Verse: Mesh-based Gaussian Splatting for Physics-aware Interaction in Virtual Reality

As the demand for immersive 3D content grows, the need for intuitive and efficient interaction methods becomes paramount. Current techniques for physically manipulating 3D content within Virtual Reality (VR) often face significant limitations, including reliance on engineering-intensive processes and simplified geometric representations, such as tetrahedral cages, which can compromise visual fidelity and physical accuracy. In this paper, we introduce GS-Verse (Gaussian Splatting for Virtual Environment Rendering and Scene Editing), a novel method designed to overcome these challenges by directly integrating an object's mesh with a Gaussian Splatting (GS) representation. Our approach enables more precise surface approximation, leading to highly realistic deformations and interactions. By leveraging existing 3D mesh assets, GS-Verse facilitates seamless content reuse and simplifies the development workflow. Moreover, our system is designed to be physics-engine-agnostic, granting developers robust deployment flexibility. This versatile architecture delivers a highly realistic, adaptable, and intuitive approach to interactive 3D manipulation. We rigorously validate our method against the current state-of-the-art technique that couples VR with GS in a comparative user study involving 18 participants. Specifically, we demonstrate that our approach is statistically significantly better for physics-aware stretching manipulation and is also more consistent in other physics-based manipulations like twisting and shaking. Further evaluation across various interactions and scenes confirms that our method consistently delivers high and reliable performance, showing its potential as a plausible alternative to existing methods.

  • 7 authors
·
Oct 13, 2025

PartGen: Part-level 3D Generation and Reconstruction with Multi-View Diffusion Models

Text- or image-to-3D generators and 3D scanners can now produce 3D assets with high-quality shapes and textures. These assets typically consist of a single, fused representation, like an implicit neural field, a Gaussian mixture, or a mesh, without any useful structure. However, most applications and creative workflows require assets to be made of several meaningful parts that can be manipulated independently. To address this gap, we introduce PartGen, a novel approach that generates 3D objects composed of meaningful parts starting from text, an image, or an unstructured 3D object. First, given multiple views of a 3D object, generated or rendered, a multi-view diffusion model extracts a set of plausible and view-consistent part segmentations, dividing the object into parts. Then, a second multi-view diffusion model takes each part separately, fills in the occlusions, and uses those completed views for 3D reconstruction by feeding them to a 3D reconstruction network. This completion process considers the context of the entire object to ensure that the parts integrate cohesively. The generative completion model can make up for the information missing due to occlusions; in extreme cases, it can hallucinate entirely invisible parts based on the input 3D asset. We evaluate our method on generated and real 3D assets and show that it outperforms segmentation and part-extraction baselines by a large margin. We also showcase downstream applications such as 3D part editing.

  • 7 authors
·
Dec 24, 2024 2

BANG: Dividing 3D Assets via Generative Exploded Dynamics

3D creation has always been a unique human strength, driven by our ability to deconstruct and reassemble objects using our eyes, mind and hand. However, current 3D design tools struggle to replicate this natural process, requiring considerable artistic expertise and manual labor. This paper introduces BANG, a novel generative approach that bridges 3D generation and reasoning, allowing for intuitive and flexible part-level decomposition of 3D objects. At the heart of BANG is "Generative Exploded Dynamics", which creates a smooth sequence of exploded states for an input geometry, progressively separating parts while preserving their geometric and semantic coherence. BANG utilizes a pre-trained large-scale latent diffusion model, fine-tuned for exploded dynamics with a lightweight exploded view adapter, allowing precise control over the decomposition process. It also incorporates a temporal attention module to ensure smooth transitions and consistency across time. BANG enhances control with spatial prompts, such as bounding boxes and surface regions, enabling users to specify which parts to decompose and how. This interaction can be extended with multimodal models like GPT-4, enabling 2D-to-3D manipulations for more intuitive and creative workflows. The capabilities of BANG extend to generating detailed part-level geometry, associating parts with functional descriptions, and facilitating component-aware 3D creation and manufacturing workflows. Additionally, BANG offers applications in 3D printing, where separable parts are generated for easy printing and reassembly. In essence, BANG enables seamless transformation from imaginative concepts to detailed 3D assets, offering a new perspective on creation that resonates with human intuition.

  • 7 authors
·
Jul 29, 2025 3

ImageBrush: Learning Visual In-Context Instructions for Exemplar-Based Image Manipulation

While language-guided image manipulation has made remarkable progress, the challenge of how to instruct the manipulation process faithfully reflecting human intentions persists. An accurate and comprehensive description of a manipulation task using natural language is laborious and sometimes even impossible, primarily due to the inherent uncertainty and ambiguity present in linguistic expressions. Is it feasible to accomplish image manipulation without resorting to external cross-modal language information? If this possibility exists, the inherent modality gap would be effortlessly eliminated. In this paper, we propose a novel manipulation methodology, dubbed ImageBrush, that learns visual instructions for more accurate image editing. Our key idea is to employ a pair of transformation images as visual instructions, which not only precisely captures human intention but also facilitates accessibility in real-world scenarios. Capturing visual instructions is particularly challenging because it involves extracting the underlying intentions solely from visual demonstrations and then applying this operation to a new image. To address this challenge, we formulate visual instruction learning as a diffusion-based inpainting problem, where the contextual information is fully exploited through an iterative process of generation. A visual prompting encoder is carefully devised to enhance the model's capacity in uncovering human intent behind the visual instructions. Extensive experiments show that our method generates engaging manipulation results conforming to the transformations entailed in demonstrations. Moreover, our model exhibits robust generalization capabilities on various downstream tasks such as pose transfer, image translation and video inpainting.

  • 8 authors
·
Aug 1, 2023

Arbor: Explicit Geometric Conditioning for Controllable 3D Asset Generation

Text and image conditioned 3D models now generate convincing assets, but they still offer little direct control over the space an object should occupy or avoid. In authoring, this spatial intent is often known before generation starts. A chair should fit a seating envelope, a prop should leave clearance for motion, or a part should expose a contact surface. Prompts and image views are poor carriers for such constraints, requiring the need for an explicit control interface. We present Arbor, a trainable attachment for text conditioned latent 3D generation. Arbor introduces constraint meshes as a native 3D control interface. The interface uses hull regions where geometry should exist, avoidance regions that should remain empty, and touch regions the object should contact. Unlike completion or whole object scaffold control, these meshes are not target evidence. They are local typed requirements and can include regions where no surface should appear. Arbor keeps this signal as geometry by converting constraint meshes into tokens and learning a routed attachment inside a frozen denoiser. Each latent region can therefore receive the part of the constraint that matters for its spatial location. We evaluate Arbor on automatic and artist curated control benchmarks with hull, avoidance, and touch constraints, and compare the metric trends to a user preference study. Even without dedicated compliance losses, Arbor improves constraint obedience while preserving object quality and variation under fixed constraints.

MechVerse: Evaluating Physical Motion Consistency in Video Generation Models

Text- and image-conditioned video generation models have achieved strong visual fidelity and temporal coherence, but they often fail to generate motion governed by kinematic and geometric constraints. In these settings, object parts must remain rigid, maintain contact or coupling with neighboring components, and transfer motion consistently across connected parts. These requirements are especially explicit in articulated mechanical assemblies, where motion is constrained by rigid-link geometry, contact/coupling relations, and transmission through kinematic chains. A generated video may therefore appear plausible while violating the intended mechanism, such as rotating a part that should translate, deforming a rigid component, breaking coupling between parts, or failing to move downstream components. To evaluate this gap, We introduce MechVerse, a benchmark for mechanically consistent image-to-video generation. MechVerse contains 21,156 synthetic clips from 1,357 mechanical assemblies across 141 categories, organized into three tiers of increasing kinematic complexity: independent articulation, pairwise coupling, and densely coupled multi-part mechanisms. Each clip is paired with a structured prompt describing part identities, stationary supports, moving components, motion primitives, direction, speed/extent, and inter-part dependencies. We evaluate proprietary, open-source, and fine-tuned image-to-video models using standard video metrics, instruction-following scores, and human judgments of motion correctness and kinematic coupling. Results show that current models can preserve appearance and smoothness while failing to generate mechanically admissible motion, with errors increasing as coupling complexity grows. MechVerse provides a benchmark for measuring and improving mechanism-aware video generation from image and language inputs.

  • 4 authors
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May 13

DeformGen: Dynamics-Based Topology Augmentation for Deformable Manipulation Policy Learning

Demonstration augmentation is proposed for cost-efficient data acquisition, but existing methods are fundamentally limited in deformable manipulation due to two challenges: (1) the state space is high-dimensional with physics-induced constraints, making valid configurations impossible to reach via low-dimensional pose perturbations; and (2) trajectory transfer is non-equivariant, as material points no longer move rigidly together under deformation. We present DeformGen, a dynamics-based augmentation framework that achieves topological diversity for deformable objects. For the state challenge, DeformGen expands the valid state distribution by applying localized physical disturbances and forward-simulating the dynamics to obtain topology-coherent, physically plausible deformable states. For the trajectory challenge, DeformGen transfers source manipulation trajectories via deformation-field warping, which lifts per-particle displacements into a continuous spatial function to adapt the end-effector trajectory consistently with the deformed geometry. In this way, our method jointly augments the state distribution and its associated manipulation behavior. Experiments on high-fidelity deformable manipulation benchmarks show that DeformGen generally improves policy learning compared with training on the original demonstrations alone and with rigid-style augmentation baselines.

  • 12 authors
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Jun 23

CAMEO: A Conditional and Quality-Aware Multi-Agent Image Editing Orchestrator

Conditional image editing aims to modify a source image according to textual prompts and optional reference guidance. Such editing is crucial in scenarios requiring strict structural control (i.e., anomaly insertion in driving scenes and complex human pose transformation). Despite recent advances in large-scale editing models (i.e., Seedream, Nano Banana, etc), most approaches rely on single-step generation. This paradigm often lacks explicit quality control, may introduce excessive deviation from the original image, and frequently produces structural artifacts or environment-inconsistent modifications, typically requiring manual prompt tuning to achieve acceptable results. We propose CAMEO, a structured multi-agent framework that reformulates conditional editing as a quality-aware, feedback-driven process rather than a one-shot generation task. CAMEO decomposes editing into coordinated stages of planning, structured prompting, hypothesis generation, and adaptive reference grounding, where external guidance is invoked only when task complexity requires it. To overcome the lack of intrinsic quality control in existing methods, evaluation is embedded directly within the editing loop. Intermediate results are iteratively refined through structured feedback, forming a closed-loop process that progressively corrects structural and contextual inconsistencies. We evaluate CAMEO on anomaly insertion and human pose switching tasks. Across multiple strong editing backbones and independent evaluation models, CAMEO consistently achieves 20\% more win rate on average compared to multiple state-of-the-art models, demonstrating improved robustness, controllability, and structural reliability in conditional image editing.

  • 7 authors
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Apr 2

3D Gaussian Editing with A Single Image

The modeling and manipulation of 3D scenes captured from the real world are pivotal in various applications, attracting growing research interest. While previous works on editing have achieved interesting results through manipulating 3D meshes, they often require accurately reconstructed meshes to perform editing, which limits their application in 3D content generation. To address this gap, we introduce a novel single-image-driven 3D scene editing approach based on 3D Gaussian Splatting, enabling intuitive manipulation via directly editing the content on a 2D image plane. Our method learns to optimize the 3D Gaussians to align with an edited version of the image rendered from a user-specified viewpoint of the original scene. To capture long-range object deformation, we introduce positional loss into the optimization process of 3D Gaussian Splatting and enable gradient propagation through reparameterization. To handle occluded 3D Gaussians when rendering from the specified viewpoint, we build an anchor-based structure and employ a coarse-to-fine optimization strategy capable of handling long-range deformation while maintaining structural stability. Furthermore, we design a novel masking strategy to adaptively identify non-rigid deformation regions for fine-scale modeling. Extensive experiments show the effectiveness of our method in handling geometric details, long-range, and non-rigid deformation, demonstrating superior editing flexibility and quality compared to previous approaches.

  • 6 authors
·
Aug 14, 2024 3

MAOAM: Unified Object and Material Selection with Vision-Language Models

Selection is a core operation in interactive image editing. To be practical, a user should be able to specify and disambiguate the desired selection region through either text or click-based interactions, and the system should support selecting not only objects but also other criteria, such as materials. Material-based selection is valuable for tasks like re-texturing surfaces or editing instances of a specific material. However, existing vision-language-model (VLM) based selection methods are object-centric and typically support a single interaction modality, limiting their applicability. In this work, we thus present Mask Any Object And Material (MAOAM), a unified selection framework that enables precise object and material-level selection across both text- and click-based interactions. MAOAM leverages a VLM with a segmentation head to produce pixel-accurate masks from user prompts: the VLM interprets the user's selection intent (object or material-level) and encodes visual entities, attributes, and spatial relations, while the segmentation head decodes the output token into a mask. A key challenge is the lack of material selection datasets with text annotations. We propose a scalable data generation pipeline: we collect real and synthetic images with material masks, and leverage VLMs to generate material descriptions with rich visual-semantics. We train MAOAM with a multi-task objective over click and text-based selection, along with an auxiliary VQA task derived from the material descriptions to facilitate deeper material understanding. Despite being trained with uni-modal prompts, our model exhibits an emergent improvement in selection when combining text and clicks at inference, enabling flexible image editing workflows. Experiments demonstrate accurate and coherent selections across diverse objects, materials, and interaction scenarios, highlighting robustness in practice.