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Bin Zhao

Publications and source records attributed to Bin Zhao.

At least 37 records · Page 2Linked to original sources

Learn Weightlessness: Imitate Non-Self-Stabilizing Motions on Humanoid Robot

The integration of imitation and reinforcement learning has enabled remarkable advances in humanoid whole-body control, facilitating diverse human-like behaviors. However, research on environment-dependent motions remains limited. Existing methods typically enforce rigid trajectory tracking while neglecting physical interactions with the environment. We observe that humans naturally exploit a "weightless" state during non-self-stabilizing (NSS) motions--selectively relaxing specific joints to allow passive body--environment contact, thereby stabilizing the body and completing the motion. Inspired by this biological mechanism, we design a weightlessness-state auto-labeling strategy for dataset annotation; and we propose the Weightlessness Mechanism (WM), a method that dynamically determines which joints to relax and to what level, together enabling effective environmental interaction while executing target motions. We evaluate our approach on 3 representative NSS tasks: sitting on chairs of varying heights, lying down on beds with different inclinations, and leaning against walls via shoulder or elbow. Extensive experiments in simulation and on the Unitree G1 robot demonstrate that our WM method, trained on single-action demonstrations without any task-specific tuning, achieves strong generalization across diverse environmental configurations while maintaining motion stability. Our work bridges the gap between precise trajectory tracking and adaptive environmental interaction, offering a biologically-inspired solution for contact-rich humanoid control.

cs.RO↗

RPG: Robust Policy Gating for Smooth Multi-Skill Transitions in Humanoid Fighting

Humanoid robots have demonstrated impressive motor skills in a wide range of tasks, yet whole-body control for humanlike long-time, dynamic fighting remains particularly challenging due to the stringent requirements on agility and stability. While imitation learning enables robots to execute human-like fighting skills, existing approaches often rely on switching among multiple single-skill policies or employing a general policy to imitate input reference motions. These strategies suffer from instability when transitioning between skills, as the mismatch of initial and terminal states across skills or reference motions introduces out-of-domain disturbances, resulting in unsmooth or unstable behaviors. In this work, we propose RPG, a hybrid expert policy framework, for smooth and stable humanoid multi-skills transition. Our approach incorporates motion transition randomization and temporal randomization to train a unified policy that generates agile fighting actions with stability and smoothness during skill transitions. Furthermore, we design a control pipeline that integrates walking/running locomotion with fighting skills, allowing humanlike long-time combat of arbitrary duration that can be seamlessly interrupted or transit action policies at any time. Extensive experiments in simulation demonstrate the effectiveness of the proposed framework, and real-world deployment on the Unitree G1 humanoid robot further validates its robustness and applicability.

cs.RO↗

ZeroWBC: Learning Natural Whole-Body Humanoid Interaction from Human Egocentric Data

Achieving versatile and natural whole-body humanoid interaction control remains challenging due to the high cost of whole-body teleoperation data. We present ZeroWBC, a teleoperation-free framework that learns humanoid whole-body interaction from human egocentric videos paired with synchronized whole-body motion and text annotations. ZeroWBC adopts a generation-then-tracking formulation to tackle the static scene whole-body interaction control problem. Given an initial egocentric image and a language instruction, a fine-tuned Vision-Language Model generates future human whole-body motion tokens, which are decoded into continuous motions and retargeted to the humanoid. The resulting reference motions, together with root and key body-part trajectories, are then executed by a general interactive motion tracking policy. To improve interaction performance, we introduce an interaction-oriented tracking reward that prioritizes global root and key body-part trajectory alignment while preserving natural whole-body motion. Experiments on the Unitree G1 humanoid robot show that ZeroWBC enables diverse scene-aware behaviors without robot teleoperation demonstrations. These results suggest a scalable paradigm for learning natural humanoid whole-body interaction from human egocentric data.

cs.RO↗

Quantum Mechanical Studies of Photodissociation Dynamics on Quantum Computers

Theoretical quantum dynamics calculations scale deeply with system size, rendering classical calculations intractable for complex systems. While quantum computing offers a natural solution, its application to nuclear quantum dynamics remains scarce. Here, we present a quantum algorithm to study photodissociation dynamics on quantum computers, benchmarked on the NOCl molecule. The wavefunction is propagated via a split-operator method, utilizing the Quantum Fourier Transform and unitary transformation matrix to switch representations. To impose outgoing boundary conditions on a truncated grid, we use a non-unitary absorbing potential propagator, implemented through a dilation scheme. The photodissociation cross section is calculated from the auto-correlation function, which is extracted using the Hadamard test. Our quantum computing results agree well with benchmarks under ideal conditions, and we further demonstrate that the algorithm is robust to noise and statistical sampling errors, indicating the promising application of noisy devices to quantum dynamics studies.

quant-ph↗

RadarSFD: Single-Frame Diffusion with Pretrained Priors for Radar Point Clouds

Millimeter-wave radar provides robust perception in fog, smoke, dust, and low light, making it attractive for size-, weight-, and power-constrained robotic platforms. Existing radar imaging methods typically rely on synthetic aperture or multi-frame aggregation to improve resolution, which is impractical for small aerial, inspection, or wearable systems. We present RadarSFD, a conditional latent diffusion framework that reconstructs dense LiDAR-like point clouds from a single radar frame without motion or SAR. Our approach transfers geometric priors from a pretrained monocular depth estimator into the diffusion backbone, anchors them to radar inputs via channel-wise latent concatenation, and regularizes outputs with a dual-space objective combining latent and pixel-space losses. On the RadarHD benchmark, RadarSFD achieves state-of-the-art performance against baseline models. Qualitative results show recovery of fine walls and narrow gaps, and experiments across new environments confirm strong generalization. Ablation studies highlight the importance of pretrained initialization, radar BEV conditioning, and the dual-space loss. Together, these results establish a practical single-frame, no-SAR mmWave radar pipeline for dense point cloud perception in compact robotic systems.

cs.RO↗

VeloGauss: Learning Physically Consistent Gaussian Velocity Fields from Videos

In this paper, we aim to jointly model the geometry, appearance, and physical information of 3D scenes solely from dynamic multi-view videos, without relying on any physical priors. Existing works typically employ physical losses merely as soft constraints or integrate physical simulations into neural networks; however, these approaches often fail to effectively learn complex motion physics. Although modeling velocity fields holds the potential to capture authentic physical information, due to the lack of appropriate physical constraints, current methods are unable to correctly learn the interaction mechanisms between rigid and non-rigid particles. To address this, we propose VeloGauss, designed to learn the physical properties of complex dynamic 3D scenes without physical priors. Our method learns the velocity field for each Gaussian particle by introducing a Physics Code and a Particle Dynamics System, and ultimately incorporates Global Physical Constraints to ensure the physical consistency of the scene. Extensive experiments on four public datasets demonstrate that our method outperforms achieves state-of-the-art performance in both Novel View Interpolation and Future Frame Extrapolation tasks.

cs.CV↗

Efficient Diffusion as Low Light Enhancer

The computational burden of the iterative sampling process remains a major challenge in diffusion-based Low-Light Image Enhancement (LLIE). Current acceleration methods, whether training-based or training-free, often lead to significant performance degradation, highlighting the trade-off between performance and efficiency. In this paper, we identify two primary factors contributing to performance degradation: fitting errors and the inference gap. Our key insight is that fitting errors can be mitigated by linearly extrapolating the incorrect score functions, while the inference gap can be reduced by shifting the Gaussian flow to a reflectance-aware residual space. Based on the above insights, we design Reflectance-Aware Trajectory Refinement (RATR) module, a simple yet effective module to refine the teacher trajectory using the reflectance component of images. Following this, we introduce \textbf{Re}flectance-aware \textbf{D}iffusion with \textbf{Di}stilled \textbf{T}rajectory (\textbf{ReDDiT}), an efficient and flexible distillation framework tailored for LLIE. Our framework achieves comparable performance to previous diffusion-based methods with redundant steps in just 2 steps while establishing new state-of-the-art (SOTA) results with 8 or 4 steps. Comprehensive experimental evaluations on 10 benchmark datasets validate the effectiveness of our method, consistently outperforming existing SOTA methods.

cs.CV↗

FreeGaussian: Annotation-free Control of Articulated Objects via 3D Gaussian Splats with Flow Derivatives

Reconstructing controllable Gaussian splats for articulated objects from monocular video is especially challenging due to its inherently insufficient constraints. Existing methods address this by relying on dense masks and manually defined control signals, limiting their real-world applications. In this paper, we propose an annotation-free method, FreeGaussian, which mathematically disentangles camera egomotion and articulated movements via flow derivatives. By establishing a connection between 2D flows and 3D Gaussian dynamic flow, our method enables optimization and continuity of dynamic Gaussian motions from flow priors without any control signals. Furthermore, we introduce a 3D spherical vector controlling scheme, which represents the state as a 3D Gaussian trajectory, thereby eliminating the need for complex 1D control signal calculations and simplifying controllable Gaussian modeling. Extensive experiments on articulated objects demonstrate the state-of-the-art visual performance and precise, part-aware controllability of our method. Code is available at: https://github.com/Tavish9/freegaussian.

cs.CV↗

Open-Vocabulary Octree-Graph for 3D Scene Understanding

Open-vocabulary 3D scene understanding is indispensable for embodied agents. Recent works leverage pretrained vision-language models (VLMs) for object segmentation and project them to point clouds to build 3D maps. Despite progress, a point cloud is a set of unordered coordinates that requires substantial storage space and does not directly convey occupancy information or spatial relation, making existing methods inefficient for downstream tasks, e.g., path planning and text-based object retrieval. To address these issues, we propose \textbf{Octree-Graph}, a novel scene representation for open-vocabulary 3D scene understanding. Specifically, a Chronological Group-wise Segment Merging (CGSM) strategy and an Instance Feature Aggregation (IFA) algorithm are first designed to get 3D instances and corresponding semantic features. Subsequently, an adaptive-octree structure is developed that stores semantics and depicts the occupancy of an object adjustably according to its shape. Finally, the Octree-Graph is constructed where each adaptive-octree acts as a graph node, and edges describe the spatial relations among nodes. Extensive experiments on various tasks are conducted on several widely-used datasets, demonstrating the versatility and effectiveness of our method. Code is available \href{https://github.com/yifeisu/OV-Octree-Graph}{here}.

cs.CV↗

Closed-Loop Action Chunks with Dynamic Corrections for Training-Free Diffusion Policy

Diffusion-based policies have achieved remarkable results in robotic manipulation but often struggle to adapt rapidly in dynamic scenarios, leading to delayed responses or task failures. We present DCDP, a Dynamic Closed-Loop Diffusion Policy framework that integrates chunk-based action generation with real-time correction. DCDP integrates a self-supervised dynamic feature encoder, cross-attention fusion, and an asymmetric action encoder-decoder to inject environmental dynamics before action execution, achieving real-time closed-loop action correction and enhancing the system's adaptability in dynamic scenarios. In dynamic PushT simulations, DCDP improves adaptability by 19\% without retraining while requiring only 5\% additional computation. Its modular design enables plug-and-play integration, achieving both temporal coherence and real-time responsiveness in dynamic robotic scenarios, including real-world manipulation tasks. The project page is at: https://github.com/wupengyuan/dcdp

cs.RO↗

Learning 2D Invariant Affordance Knowledge for 3D Affordance Grounding

3D Object Affordance Grounding aims to predict the functional regions on a 3D object and has laid the foundation for a wide range of applications in robotics. Recent advances tackle this problem via learning a mapping between 3D regions and a single human-object interaction image. However, the geometric structure of the 3D object and the object in the human-object interaction image are not always consistent, leading to poor generalization. To address this issue, we propose to learn generalizable invariant affordance knowledge from multiple human-object interaction images within the same affordance category. Specifically, we introduce the Multi-Image Guided Invariant-Feature-Aware 3D Affordance Grounding (MIFAG) framework. It grounds 3D object affordance regions by identifying common interaction patterns across multiple human-object interaction images. First, the Invariant Affordance Knowledge Extraction Module (IAM) utilizes an iterative updating strategy to gradually extract aligned affordance knowledge from multiple images and integrate it into an affordance dictionary. Then, the Affordance Dictionary Adaptive Fusion Module (ADM) learns comprehensive point cloud representations that consider all affordance candidates in multiple images. Besides, the Multi-Image and Point Affordance (MIPA) benchmark is constructed and our method outperforms existing state-of-the-art methods on various experimental comparisons.

cs.CV↗

Mean-Flow based One-Step Vision-Language-Action

Recent advances in FlowMatching-based Vision-Language-Action (VLA) frameworks have demonstrated remarkable advantages in generating high-frequency action chunks, particularly for highly dexterous robotic manipulation tasks. Despite these notable achievements, their practical applications are constrained by prolonged generation latency, which stems from inherent iterative sampling requirements and architectural limitations. To address this critical bottleneck, we propose a Mean-Flow based One-Step VLA approach. Specifically, we resolve the noise-induced issues in the action generation process, thereby eliminating the consistency constraints inherent to conventional Flow-Matching methods. This significantly enhances generation efficiency and enables one-step action generation. Real-world robotic experiments show that the generation speed of the proposed Mean-Flow based One-Step VLA is 8.7 times and 83.9 times faster than that of SmolVLA and Diffusion Policy, respectively. These results elucidate its great potential as a high-efficiency backbone for VLA-based robotic manipulation.

cs.RO↗

Openfly: A comprehensive platform for aerial vision-language navigation

Vision-Language Navigation (VLN) aims to guide agents by leveraging language instructions and visual cues, playing a pivotal role in embodied AI. Indoor VLN has been extensively studied, whereas outdoor aerial VLN remains underexplored. The potential reason is that outdoor aerial view encompasses vast areas, making data collection more challenging, which results in a lack of benchmarks. To address this problem, we propose OpenFly, a platform comprising various rendering engines, a versatile toolchain, and a large-scale benchmark for aerial VLN. Firstly, we integrate diverse rendering engines and advanced techniques for environment simulation, including Unreal Engine, GTA V, Google Earth, and 3D Gaussian Splatting (3D GS). Particularly, 3D GS supports real-to-sim rendering, further enhancing the realism of our environments. Secondly, we develop a highly automated toolchain for aerial VLN data collection, streamlining point cloud acquisition, scene semantic segmentation, flight trajectory creation, and instruction generation. Thirdly, based on the toolchain, we construct a large-scale aerial VLN dataset with 100k trajectories, covering diverse heights and lengths across 18 scenes. Moreover, we propose OpenFly-Agent, a keyframe-aware VLN model emphasizing key observations during flight. For benchmarking, extensive experiments and analyses are conducted, evaluating several recent VLN methods and showcasing the superiority of our OpenFly platform and agent. The toolchain, dataset, and codes will be open-sourced.

cs.CV↗

EO-1: An Open Unified Embodied Foundation Model for General Robot Control

The human ability to seamlessly perform multimodal reasoning and physical interaction in the open world is a core goal for general purpose embodied intelligent systems. Recent vision-language-action (VLA) models, which are co-trained on large-scale robot and visual-text data, have demonstrated notable progress in general robot control. However, they still fail to achieve human-level flexibility in interleaved reasoning and interaction. In this work, we introduce EO-Robotics, consists of EO-1 model and EO-Data1.5M dataset. EO-1 is a unified embodied foundation model that achieves superior performance in multimodal embodied reasoning and robot control through interleaved vision-text-action pre-training. The development of EO-1 is based on two key pillars: (i) a unified architecture that processes multimodal inputs indiscriminately (image, text, video, and action), and (ii) a massive, high-quality multimodal embodied reasoning dataset, EO-Data1.5M, which contains over 1.5 million samples with emphasis on interleaved vision-text-action comprehension. EO-1 is trained through synergies between auto-regressive decoding and flow matching denoising on EO-Data1.5M, enabling seamless robot action generation and multimodal embodied reasoning. Extensive experiments demonstrate the effectiveness of interleaved vision-text-action learning for open-world understanding and generalization, validated through a variety of long-horizon, dexterous manipulation tasks across multiple embodiments. This paper details the architecture of EO-1, the data construction strategy of EO-Data1.5M, and the training methodology, offering valuable insights for developing advanced embodied foundation models. Project Page: https://eo-robotics.ai/eo-1.

cs.RO↗

Slopes of modular forms and geometry of eigencurves

Under a stronger genericity condition, we prove the local analogue of ghost conjecture of Bergdall and Pollack. As applications, we deduce in this case (a) a folklore conjecture of Breuil--Buzzard--Emerton on the crystalline slopes of Kisin's crystabelian deformation spaces, (b) Gouvea's $\lfloor\frac{k-1}{p+1}\rfloor$-conjecture on slopes of modular forms, and (c) the finiteness of irreducible components of the eigencurve. In addition, applying combinatorial arguments by Bergdall and Pollack, and by Ren, we deduce as corollaries in the reducible and strongly generic case, (d) Gouvea--Mazur conjecture, (e) a variant of Gouvea's conjecture on slope distributions, and (f) a refined version of Coleman's spectral halo conjecture.

math.NT↗

Understanding Degradation with Vision Language Model

Understanding visual degradations is a critical yet challenging problem in computer vision. While recent Vision-Language Models (VLMs) excel at qualitative description, they often fall short in understanding the parametric physics underlying image degradations. In this work, we redefine degradation understanding as a hierarchical structured prediction task, necessitating the concurrent estimation of degradation types, parameter keys, and their continuous physical values. Although these sub-tasks operate in disparate spaces, we prove that they can be unified under one autoregressive next-token prediction paradigm, whose error is bounded by the value-space quantization grid. Building on this insight, we introduce DU-VLM, a multimodal chain-of-thought model trained with supervised fine-tuning and reinforcement learning using structured rewards. Furthermore, we show that DU-VLM can serve as a zero-shot controller for pre-trained diffusion models, enabling high-fidelity image restoration without fine-tuning the generative backbone. We also introduce \textbf{DU-110k}, a large-scale dataset comprising 110,000 clean-degraded pairs with grounded physical annotations. Extensive experiments demonstrate that our approach significantly outperforms generalist baselines in both accuracy and robustness, exhibiting generalization to unseen distributions.

cs.CV↗

Gene regulatory network inference algorithm based on spectral signed directed graph convolution

Accurately reconstructing Gene Regulatory Networks (GRNs) is crucial for understanding gene functions and disease mechanisms. Single-cell RNA sequencing (scRNA-seq) technology provides vast data for computational GRN reconstruction. Since GRNs are ideally modeled as signed directed graphs to capture activation/inhibition relationships, the most intuitive and reasonable approach is to design feature extractors based on the topological structure of GRNs to extract structural features, then combine them with biological characteristics for research. However, traditional spectral graph convolution struggles with this representation. Thus, we propose MSGRNLink, a novel framework that explicitly models GRNs as signed directed graphs and employs magnetic signed Laplacian convolution. Experiments across simulated and real datasets demonstrate that MSGRNLink outperforms all baseline models in AUROC. Parameter sensitivity analysis and ablation studies confirmed its robustness and the importance of each module. In a bladder cancer case study, MSGRNLink predicted more known edges and edge signs than benchmark models, further validating its biological relevance.

q-bio.MN↗

Are We Ready for RL in Text-to-3D Generation? A Progressive Investigation

Reinforcement learning (RL), earlier proven to be effective in large language and multi-modal models, has been successfully extended to enhance 2D image generation recently. However, applying RL to 3D generation remains largely unexplored due to the higher spatial complexity of 3D objects, which require globally consistent geometry and fine-grained local textures. This makes 3D generation significantly sensitive to reward designs and RL algorithms. To address these challenges, we conduct the first systematic study of RL for text-to-3D autoregressive generation across several dimensions. (1) Reward designs: We evaluate reward dimensions and model choices, showing that alignment with human preference is crucial, and that general multi-modal models provide robust signal for 3D attributes. (2) RL algorithms: We study GRPO variants, highlighting the effectiveness of token-level optimization, and further investigate the scaling of training data and iterations. (3) Text-to-3D Benchmarks: Since existing benchmarks fail to measure implicit reasoning abilities in 3D generation models, we introduce MME-3DR. (4) Advanced RL paradigms: Motivated by the natural hierarchy of 3D generation, we propose Hi-GRPO, which optimizes the global-to-local hierarchical 3D generation through dedicated reward ensembles. Based on these insights, we develop AR3D-R1, the first RL-enhanced text-to-3D model, expert from coarse shape to texture refinement. We hope this study provides insights into RL-driven reasoning for 3D generation. Code is released at https://github.com/Ivan-Tang-3D/3DGen-R1.

cs.CV↗