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Chiyu Wang

Publications and source records attributed to Chiyu Wang.

13 recordsLinked to original sources

WM-Craftnet: World Synesthesia Model for Generalizable and Robust Dexterous In-Hand Manipulation

Generalizable and robust dexterous in-hand manipulation requires a policy to infer object pose, geometry, contact, and potential slip from partial and noisy observations. Although recent tactile and visuotactile RL methods achieve strong in-hand rotation in controlled settings, their robustness often degrades under pose shifts, force disturbances, and object variation. We propose WM-Craftnet, a world-model-conditioned framework that learns compact action-conditioned latent dynamics from proprioception, depth, tactile sensing, and actions, supervised by multimodal reconstruction and reward prediction. Rather than using the world model for latent imagination or policy optimization, WM-Craftnet uses the learned World Synesthesia Model (WSM) as recurrent task context for an asymmetric actor--critic policy. Importantly, WSM is trained to reconstruct clean depth targets from noisy depth inputs, providing a denoised geometric state for real-robot deployment. Ablations over recurrent baselines, auxiliary heads, tactile masking, and WSM modality heads show that predictive world modeling, clean-depth supervision, and tactile contact cues all shape the learned state. A WSM pretrained on nine \(z\)-axis objects serves as a reusable prior for \(49\)-object downstream policy learning. This context improves multi-object rotation, with quantitative and qualitative evidence for unseen-object, perturbation-recovery, and sim-to-real transfer.

cs.RO

ABot-World-0: Infinite Interactive World Rollout on a Single Desktop GPU

We present ABot-World-0, an action-conditioned video world model for real-time, long-horizon closed-loop interaction, supported by a multi-source data infrastructure spanning AAA games, simulation engines, and internet videos to learn controllable world dynamics. WorldExplorer performs agent-driven collection guided by training feedback, while a unified pipeline applies 14 deterministic quality checks, VLM-based assessment, and synchronized action and text annotation. We progressively distill a bidirectional action-conditioned teacher into a causal student through teacher forcing and ODE distillation, and introduce LongForcing to align long student self-rollouts with an extended-horizon teacher, mitigating accumulated distribution shift and autoregressive drift. Raw keyboard actions provide a unified control interface for scene roaming and third-person character interaction, while reference-character memory provides persistent appearance cues for identity consistency during third-person rollouts. For deployment, we co-design a streaming inference stack with a lightweight VAE decoder, efficient attention, memory-aware scheduling, and low-bit DiT inference. Across optimized low-bit configurations, ABot-World-0 streams 720P video at up to 16 FPS on a single NVIDIA RTX 5090 desktop GPU, with 1.2s action-to-first-frame latency and approximately 19GiB peak VRAM. Experiments on WorldRoamBench and extended interactive rollouts demonstrate competitive controllability and coherent long-horizon world evolution.

cs.CV

DexEMG: Towards Dexterous Teleoperation System via EMG2Pose Generalization

High-fidelity teleoperation of dexterous robotic hands is essential for bringing robots into unstructured domestic environments. However, existing teleoperation systems often face a trade-off between performance and portability: vision-based capture systems are constrained by costs and line-of-sight requirements, while mechanical exoskeletons are bulky and physically restrictive. In this paper, we present DexEMG, a lightweight and cost-effective teleoperation system leveraging surface electromyography (sEMG) to bridge the gap between human intent and robotic execution. We first collect a synchronized dataset of sEMG signals and hand poses via a MoCap glove to train EMG2Pose, a neural network capable of continuously predicting hand kinematics directly from muscle activity. To ensure seamless control, we develop a robust hand retargeting algorithm that maps the predicted poses onto a multi-fingered dexterous hand in real-time. Experimental results demonstrate that DexEMG achieves high precision in diverse teleoperation tasks. Notably, our system exhibits strong generalization capabilities across novel objects and complex environments without the need for intensive individual-specific recalibration. This work offers a scalable and intuitive interface for both general-purpose robotic manipulation and assistive technologies.

cs.RO

ABot-N0: Technical Report on the VLA Foundation Model for Versatile Embodied Navigation

Embodied navigation has long been fragmented by task-specific architectures. We introduce ABot-N0, a unified Vision-Language-Action (VLA) foundation model that achieves a ``Grand Unification'' across 5 core tasks: Point-Goal, Object-Goal, Instruction-Following, POI-Goal, and Person-Following. ABot-N0 utilizes a hierarchical ``Brain-Action'' architecture, pairing an LLM-based Cognitive Brain for semantic reasoning with a Flow Matching-based Action Expert for precise, continuous trajectory generation. To support large-scale learning, we developed the ABot-N0 Data Engine, curating 16.9M expert trajectories and 5.0M reasoning samples across 7,802 high-fidelity 3D scenes (10.7 $\text{km}^2$). ABot-N0 achieves new SOTA performance across 7 benchmarks, significantly outperforming specialized models. Furthermore, our Agentic Navigation System integrates a planner with hierarchical topological memory, enabling robust, long-horizon missions in dynamic real-world environments.

cs.RO

Bridging the Indoor-Outdoor Gap: Vision-Centric Instruction-Guided Embodied Navigation for the Last Meters

Embodied navigation holds significant promise for real-world applications such as last-mile delivery. However, most existing approaches are confined to either indoor or outdoor environments and rely heavily on strong assumptions, such as access to precise coordinate systems. While current outdoor methods can guide agents to the vicinity of a target using coarse-grained localization, they fail to enable fine-grained entry through specific building entrances, critically limiting their utility in practical deployment scenarios that require seamless outdoor-to-indoor transitions. To bridge this gap, we introduce a novel task: out-to-in prior-free instruction-driven embodied navigation. This formulation explicitly eliminates reliance on accurate external priors, requiring agents to navigate solely based on egocentric visual observations guided by instructions. To tackle this task, we propose a vision-centric embodied navigation framework that leverages image-based prompts to drive decision-making. Additionally, we present the first open-source dataset for this task, featuring a pipeline that integrates trajectory-conditioned video synthesis into the data generation process. Through extensive experiments, we demonstrate that our proposed method consistently outperforms state-of-the-art baselines across key metrics including success rate and path efficiency.

cs.CV

InstaDrive: Instance-Aware Driving World Models for Realistic and Consistent Video Generation

Autonomous driving relies on robust models trained on high-quality, large-scale multi-view driving videos. While world models offer a cost-effective solution for generating realistic driving videos, they struggle to maintain instance-level temporal consistency and spatial geometric fidelity. To address these challenges, we propose InstaDrive, a novel framework that enhances driving video realism through two key advancements: (1) Instance Flow Guider, which extracts and propagates instance features across frames to enforce temporal consistency, preserving instance identity over time. (2) Spatial Geometric Aligner, which improves spatial reasoning, ensures precise instance positioning, and explicitly models occlusion hierarchies. By incorporating these instance-aware mechanisms, InstaDrive achieves state-of-the-art video generation quality and enhances downstream autonomous driving tasks on the nuScenes dataset. Additionally, we utilize CARLA's autopilot to procedurally and stochastically simulate rare but safety-critical driving scenarios across diverse maps and regions, enabling rigorous safety evaluation for autonomous systems. Our project page is https://shanpoyang654.github.io/InstaDrive/page.html.

cs.CV

FantasyWorld: Geometry-Consistent World Modeling via Unified Video and 3D Prediction

High-quality 3D world models are pivotal for embodied intelligence and Artificial General Intelligence (AGI), underpinning applications such as AR/VR content creation and robotic navigation. Despite the established strong imaginative priors, current video foundation models lack explicit 3D grounding capabilities, thus being limited in both spatial consistency and their utility for downstream 3D reasoning tasks. In this work, we present FantasyWorld, a geometry-enhanced framework that augments frozen video foundation models with a trainable geometric branch, enabling joint modeling of video latents and an implicit 3D field in a single forward pass. Our approach introduces cross-branch supervision, where geometry cues guide video generation and video priors regularize 3D prediction, thus yielding consistent and generalizable 3D-aware video representations. Notably, the resulting latents from the geometric branch can potentially serve as versatile representations for downstream 3D tasks such as novel view synthesis and navigation, without requiring per-scene optimization or fine-tuning. Extensive experiments show that FantasyWorld effectively bridges video imagination and 3D perception, outperforming recent geometry-consistent baselines in multi-view coherence and style consistency. Ablation studies further confirm that these gains stem from the unified backbone and cross-branch information exchange.

cs.CV

Physical Informed Driving World Model

Autonomous driving requires robust perception models trained on high-quality, large-scale multi-view driving videos for tasks like 3D object detection, segmentation and trajectory prediction. While world models provide a cost-effective solution for generating realistic driving videos, challenges remain in ensuring these videos adhere to fundamental physical principles, such as relative and absolute motion, spatial relationship like occlusion and spatial consistency, and temporal consistency. To address these, we propose DrivePhysica, an innovative model designed to generate realistic multi-view driving videos that accurately adhere to essential physical principles through three key advancements: (1) a Coordinate System Aligner module that integrates relative and absolute motion features to enhance motion interpretation, (2) an Instance Flow Guidance module that ensures precise temporal consistency via efficient 3D flow extraction, and (3) a Box Coordinate Guidance module that improves spatial relationship understanding and accurately resolves occlusion hierarchies. Grounded in physical principles, we achieve state-of-the-art performance in driving video generation quality (3.96 FID and 38.06 FVD on the Nuscenes dataset) and downstream perception tasks. Our project homepage: https://metadrivescape.github.io/papers_project/DrivePhysica/page.html

cs.CV

DriveScape: Towards High-Resolution Controllable Multi-View Driving Video Generation

Recent advancements in generative models have provided promising solutions for synthesizing realistic driving videos, which are crucial for training autonomous driving perception models. However, existing approaches often struggle with multi-view video generation due to the challenges of integrating 3D information while maintaining spatial-temporal consistency and effectively learning from a unified model. We propose DriveScape, an end-to-end framework for multi-view, 3D condition-guided video generation, capable of producing 1024 x 576 high-resolution videos at 10Hz. Unlike other methods limited to 2Hz due to the 3D box annotation frame rate, DriveScape overcomes this with its ability to operate under sparse conditions. Our Bi-Directional Modulated Transformer (BiMot) ensures precise alignment of 3D structural information, maintaining spatial-temporal consistency. DriveScape excels in video generation performance, achieving state-of-the-art results on the nuScenes dataset with an FID score of 8.34 and an FVD score of 76.39. Our project homepage: https://metadrivescape.github.io/papers_project/drivescapev1/index.html

cs.CV

SGC-VQGAN: Towards Complex Scene Representation via Semantic Guided Clustering Codebook

Vector quantization (VQ) is a method for deterministically learning features through discrete codebook representations. Recent works have utilized visual tokenizers to discretize visual regions for self-supervised representation learning. However, a notable limitation of these tokenizers is lack of semantics, as they are derived solely from the pretext task of reconstructing raw image pixels in an auto-encoder paradigm. Additionally, issues like imbalanced codebook distribution and codebook collapse can adversely impact performance due to inefficient codebook utilization. To address these challenges, We introduce SGC-VQGAN through Semantic Online Clustering method to enhance token semantics through Consistent Semantic Learning. Utilizing inference results from segmentation model , our approach constructs a temporospatially consistent semantic codebook, addressing issues of codebook collapse and imbalanced token semantics. Our proposed Pyramid Feature Learning pipeline integrates multi-level features to capture both image details and semantics simultaneously. As a result, SGC-VQGAN achieves SOTA performance in both reconstruction quality and various downstream tasks. Its simplicity, requiring no additional parameter learning, enables its direct application in downstream tasks, presenting significant potential.

cs.CV

StreetSurf: Extending Multi-view Implicit Surface Reconstruction to Street Views

We present a novel multi-view implicit surface reconstruction technique, termed StreetSurf, that is readily applicable to street view images in widely-used autonomous driving datasets, such as Waymo-perception sequences, without necessarily requiring LiDAR data. As neural rendering research expands rapidly, its integration into street views has started to draw interests. Existing approaches on street views either mainly focus on novel view synthesis with little exploration of the scene geometry, or rely heavily on dense LiDAR data when investigating reconstruction. Neither of them investigates multi-view implicit surface reconstruction, especially under settings without LiDAR data. Our method extends prior object-centric neural surface reconstruction techniques to address the unique challenges posed by the unbounded street views that are captured with non-object-centric, long and narrow camera trajectories. We delimit the unbounded space into three parts, close-range, distant-view and sky, with aligned cuboid boundaries, and adapt cuboid/hyper-cuboid hash-grids along with road-surface initialization scheme for finer and disentangled representation. To further address the geometric errors arising from textureless regions and insufficient viewing angles, we adopt geometric priors that are estimated using general purpose monocular models. Coupled with our implementation of efficient and fine-grained multi-stage ray marching strategy, we achieve state of the art reconstruction quality in both geometry and appearance within only one to two hours of training time with a single RTX3090 GPU for each street view sequence. Furthermore, we demonstrate that the reconstructed implicit surfaces have rich potential for various downstream tasks, including ray tracing and LiDAR simulation.

cs.CV

Self-supervised Amodal Video Object Segmentation

Amodal perception requires inferring the full shape of an object that is partially occluded. This task is particularly challenging on two levels: (1) it requires more information than what is contained in the instant retina or imaging sensor, (2) it is difficult to obtain enough well-annotated amodal labels for supervision. To this end, this paper develops a new framework of Self-supervised amodal Video object segmentation (SaVos). Our method efficiently leverages the visual information of video temporal sequences to infer the amodal mask of objects. The key intuition is that the occluded part of an object can be explained away if that part is visible in other frames, possibly deformed as long as the deformation can be reasonably learned. Accordingly, we derive a novel self-supervised learning paradigm that efficiently utilizes the visible object parts as the supervision to guide the training on videos. In addition to learning type prior to complete masks for known types, SaVos also learns the spatiotemporal prior, which is also useful for the amodal task and could generalize to unseen types. The proposed framework achieves the state-of-the-art performance on the synthetic amodal segmentation benchmark FISHBOWL and the real world benchmark KINS-Video-Car. Further, it lends itself well to being transferred to novel distributions using test-time adaptation, outperforming existing models even after the transfer to a new distribution.

cs.CV

Iterative Poisson Surface Reconstruction (iPSR) for Unoriented Points

Poisson surface reconstruction (PSR) remains a popular technique for reconstructing watertight surfaces from 3D point samples thanks to its efficiency, simplicity, and robustness. Yet, the existing PSR method and subsequent variants work only for oriented points. This paper intends to validate that an improved PSR, called iPSR, can completely eliminate the requirement of point normals and proceed in an iterative manner. In each iteration, iPSR takes as input point samples with normals directly computed from the surface obtained in the preceding iteration, and then generates a new surface with better quality. Extensive quantitative evaluation confirms that the new iPSR algorithm converges in 5-30 iterations even with randomly initialized normals. If initialized with a simple visibility based heuristic, iPSR can further reduce the number of iterations. We conduct comprehensive comparisons with PSR and other powerful implicit-function based methods. Finally, we confirm iPSR's effectiveness and scalability on the AIM@SHAPE dataset and challenging (indoor and outdoor) scenes. Code and data for this paper are at https://github.com/houfei0801/ipsr.

cs.GR