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David Held

Publications and source records attributed to David Held.

At least 19 recordsLinked to original sources

GOFish: Full Field-of-View Gaussian Splatting and Mesh Extraction

Robots, autonomous vehicles, and consumer 360° cameras use fisheye lenses for wide fields of view (FoVs). Simulation-ready digital twins require photorealistic rendering across the full FoV and an aligned collision mesh. However, prior fisheye Gaussian Splatting methods only rasterize up to 180° and do not produce meshes, while Gaussian surface reconstruction methods assume pinhole training images. We present GOFish, the first 3D Gaussian Splatting surface reconstruction method to train directly on fisheye images, rasterize FoVs beyond 180°, and extract an aligned mesh from the same scene. Calibrated densification recovers the surface across the entire FoV, while Calibrated Mip Filtering and Wide-Angle Appearance Modeling keep pixel blur and lens falloff out of the scene and mesh. Across the 200° FIORD and 205° FullCircle benchmarks, GOFish improves PSNR over the best prior method by 2.28 and 1.97 dB, respectively. It also outperforms fisheye rendering baselines within their own FoVs and achieves the highest mesh F-score on FIORD and the main ScanNet++ set. Together, the Gaussian scene and mesh form a LiDAR-free, simulation-ready digital twin that renders in real time, ray traces the full FoV, and provides collision geometry.

cs.CV↗

From Grasps to Dexterity: Large-Scale Grasp Pretraining for Dexterous Manipulation

Large-scale dexterous grasp datasets encode rich priors over hand-object interaction, but their use has largely been confined to grasp generation and pick-and-place manipulation. We study whether such data can instead support functional dexterity in articulated tool use, where a robot must acquire a tool, maintain contact, and operate its functional moving parts. We adapt a hierarchical imitation learning framework that combines high-level hand sub-goal prediction with a low-level goal-conditioned controller. We construct a 355k-trajectory grasp-pretraining dataset from large-scale dexterous grasp annotations and use it to pretrain the low-level controller. The controller is then fine-tuned on downstream task demonstrations. To evaluate this setting, we introduce DexCraft, a simulation benchmark with six articulated tool-use tasks requiring coordinated finger motion. Across simulation and real-world experiments, our approach outperforms end-to-end diffusion policy baselines and hierarchical policies trained from scratch. In the real world, it improves full-task success by 33.3 percentage points over DP3. These results show that grasp datasets can serve not only as resources for grasp synthesis, but also as scalable pretraining data for contact-rich dexterous manipulation. Videos are shown on https://yingyuan0414.github.io/grasp2dexterity/ .

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H2RBench: A Real-to-Sim Benchmark for Evaluating Human-to-Robot Transfer

Learning robot manipulation policies from human video demonstrations constitutes a promising avenue for scalable robot learning. However, comparing different human-to-robot (H2R) transfer methods remains challenging, as existing approaches are evaluated under different settings, including differing task suites, scene layouts, object instances, and amounts of robot supervision. To address this challenge, we present H2RBench, a Real2Sim benchmark for evaluating H2R transfer methods. H2RBench provides a standardized protocol built on real human video demonstrations and simulated robot demonstrations, and includes four manipulation tasks spanning diverse interaction requirements. We evaluate multiple representative H2R transfer methods, each adopting a different strategy for bridging the embodiment gap. Using H2RBench, we systematically characterize how each method scales with the amount of human demonstrations, revealing that methods differ substantially in their ability to leverage additional human data. We further show that simulation performance is broadly predictive of real-world robot performance, with an overall Pearson correlation of r = 0.89, Spearman correlation of \r{ho} = 0.85 and Mean Maximum Rank Violation (MMRV) of 0.06 across method-task configurations. These results establish H2RBench as a practical and scalable benchmark for comparative H2R evaluation prior to real-world deployment.

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Long-Horizon Multi-Object Rearrangement via Distilled Tree Search over Continuous Actions

Despite recent advances in policy learning, long-horizon manipulation remains difficult because learned policies must avoid compounding errors while preserving future feasibility. While search-based planning can explicitly reason over such future consequences, it quickly becomes expensive in high-dimensional continuous action spaces. This raises a central question: how can long-horizon reasoning from search be transferred into policies in continuous action spaces? To this end, we propose DISCO: Distilled Tree Search over Continuous Actions. DISCO uses progressive-widening MCTS in physics simulation to generate long-horizon plans. During search, a learned policy proposes continuous actions, while a learned value function scores actions by their expected progress toward task completion. Using GPU-parallelized simulation, DISCO periodically distills MCTS-generated plans into the policy-value model, improving the action proposals and value estimates used in subsequent searches. Finally, the learned policy-value model can be directly deployed without the need for simulator-based search at test time. Across simulated and real-world rearrangement tasks, DISCO outperforms behavior cloning, reinforcement learning, and search-based baselines.

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T2-z: Test-Time Optimization of Environment Latents for Robotic World Models

Predicting how the world responds to an action requires more than what can be seen: robots must account for environmental factors that are neither directly observable nor explicitly specified, from physical properties such as friction and mass to human-defined environmental rules. We introduce T2-Z for test-time optimization of environment latents, which augments a robotic world model with a learnable environment latent to condition world predictions. This compact latent captures underlying environmental variation without supervision of what environmental factors exist or what values they take. During training, T2-Z alternates between two stages: a world-model optimization stage that fixes the latents and learns general action-conditioned dynamics across environments; and an environment-latent optimization stage that freezes the world model and optimizes the conditioning latents, allowing latent structure to emerge purely through world prediction. At test time, the world model remains frozen and a newly initialized environment latent is optimized from one or more test-time interactions, adapting the model to previously unseen environmental configurations. Across 7 simulated settings and 4 real-world robotic tasks, T2-Z reduces object prediction error metric from 15.20 to 7.00 and raises action success from 33.73% to 72.96%. Its emergent latents capture structured representations of individual and compounded factors across diverse visual scenes. Ablations further show that T2-Z can efficiently infer environment latents from as little as a single test-time interaction trajectory.

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Force-Modulated Dexterity: Unified Compliance for Contact-Rich Manipulation

Teleoperation is widely used to collect high-quality demonstrations for robot learning. Dexterous manipulation, however, requires coordinated control of motion and contact forces. Operators can specify motion, but struggle to reproduce the subtle force adjustments of human manipulation without feeling the robot's contacts. We introduce Force-Modulated Dexterity (FOMO-Dex), a unified compliance formulation for contact-rich manipulation. FOMO-Dex expresses nominal actions in coordinates defined by task geometry and contact structure. It applies force-driven motion corrections along selected directions while leaving the remaining command components unchanged. Across card picking, paper cutting, screwdriving, and nut-and-bolt assembly, FOMO-Dex reduces excessive contact forces compared with stiff control. A user study shows that operators collect more successful demonstration data per hour after brief practice. For policy learning, imitating the corrected actions improves card-picking success over imitating raw operator commands. Policies trained on FOMO-Dex demonstrations also achieve more rotation in nut-and-bolt manipulation and screwdriving than those trained on demonstrations collected with the stiff controller. Videos are shown on https://yingyuan0414.github.io/fomo-dex/ .

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JAMB: Joint Action-Motion Diffusion for Bimanual Manipulation

Coordinated bimanual manipulation is challenging because the motion of either arm can alter the shared 3D scene and thereby affect the other arm. Yet most diffusion policies generate actions without explicitly modeling these future geometric consequences, while predictive variants typically use future state only as auxiliary supervision or fixed conditioning. We address this limitation by proposing JAMB, a diffusion policy that jointly denoises bimanual actions and future 3D point tracks. By allowing action and track hypotheses to evolve together within a shared Transformer, each can inform and refine the other throughout denoising. We further ground multimodal representations in a shared spatiotemporal coordinate system to facilitate geometry-aware interaction during joint denoising. We evaluate JAMB on diverse bimanual manipulation tasks in RoboTwin 2.0 and on a real-world robot, comparing it with action-only policies and alternative future-prediction approaches spanning different state representations and learning objectives. Across 16 simulation tasks, JAMB achieves an average success rate of 83.4%, outperforming the strongest baseline by 23.9 percentage points. On three real-world tasks, it outperforms the action-only and auxiliary geometry prediction methods by 50.0 and 21.2 percentage points, respectively. Beyond these performance gains, JAMB shows stronger generalization to cluttered scenes and out-of-distribution backgrounds than the evaluated baselines. Together, these results demonstrate the effectiveness of our joint action-motion modeling framework for coordinated bimanual manipulation. Our project website is available at https://jam-bimanual.github.io/

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Scouting the Dynamics Gap: Test-Time Policy Adaptation via Action-Outcome Feedback

While pretrained robotic policies exhibit impressive capabilities in controlled environments, unobserved physical properties and dynamics require these policies to rapidly adapt during deployment. Existing test-time adaptation methods typically rely on sparse scalar rewards, failing to exploit the rich geometric and dynamic feedback from the environment during physical interaction. To address this challenge, we propose SCOUT, a dynamics-aware meta-learning framework that enables manipulation policies to rapidly adapt by continuously revising their internal beliefs about environment dynamics. Our approach couples an action-prediction policy with a forward dynamics model via a shared belief latent space. During meta-training, an inner loop updates this shared belief latent by minimizing the dynamics prediction error against the observed action outcome, while the outer loop optimizes the network for action selection. At deployment, this structure allows the agent to infer and adapt to unknown physical dynamics on the fly. By updating its latent belief based on action-outcome mismatches, the policy automatically adapts without risking catastrophic forgetting. We demonstrate that SCOUT significantly accelerates online adaptation across simulated manipulation benchmarks and achieves robust sim-to-real transfer in the real world. Project webiste can be found here: https://liy1shu.github.io/SCOUT/

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An Empirical Study on What Matters for Viewpoint-Generalizable Policies in Visual Imitation Learning

Visual imitation learning is a promising approach to training robot manipulation policies capable of completing a wide variety of tasks. However, policies today remain brittle to viewpoint perturbations, making deployment in diverse environments a challenge. We present a controlled empirical study of which design choices allow visuomotor policies to generalize across viewpoints. We find that viewpoint generalization improves when dense visual tokens are retained and the action head participates in geometric reasoning. On a suite of simulated tasks that span a wide range of camera poses, we show that these design choices yield a policy that remains performant across viewpoints. As a practical consequence, a policy trained with these design choices also transfers zero-shot from simulation to the real world under random camera configurations.

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ParticleSplat: Self-supervised Object-centric Latent Particle Splatting

We present ParticleSplat, a self-supervised object-centric learning method that decomposes scenes into a set of latent ''particles'' representing semantic entities through feedforward 3D Gaussian Splatting. Building on the Deep Latent Particles (DLP) framework, which represents images as a set of particles with attributes such as position, scale, and visual appearance, we address a key limitation of DLP: its inherently 2D nature, which prevents explicit 3D spatial and geometric reasoning that are critical for downstream tasks such as robotic manipulation. Leveraging the structural similarity between latent particles and 3D Gaussian primitives, we introduce a 3D latent particle space trained with a novel view synthesis objective. Our model jointly encodes multiple views with camera poses into a shared 3D object-centric latent space, then transforms particles into particle-aligned 3D Gaussians whose composition reconstructs the full scene. On simulated and real-world datasets, we show that this formulation inherently learns object masks without supervision and supports controllable 3D scene editing, such as moving objects by modifying particles in the latent space. We further establish that the learned 3D representation improves downstream performance on robotic manipulation tasks.

cs.CV↗

Learn from What We HAVE: History-Aware VErifier that Reasons about Past Interactions Online

We introduce a novel History-Aware VErifier (HAVE) to disambiguate uncertain scenarios online by leveraging past interactions. Robots frequently encounter visually ambiguous objects whose manipulation outcomes remain uncertain until physically interacted with. While generative models alone could theoretically adapt to such ambiguity, in practice they obtain suboptimal performance in ambiguous cases, even when conditioned on action history. To address this, we propose explicitly decoupling action generation from verification: we use an unconditional diffusion-based generator to propose multiple candidate actions and employ our history-aware verifier to select the most promising action by reasoning about past interactions. Through theoretical analysis, we demonstrate that employing a verifier significantly improves expected action quality. Empirical evaluations and analysis across multiple simulated and real-world environments including articulated objects, multi-modal doors, and uneven object pick-up confirm the effectiveness of our method and improvements over baselines. Our project website is available at: https://liy1shu.github.io/HAVE_CoRL25/

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3D-DLP: Self-Supervised 3D Object-Centric Scene Representation Learning

We introduce 3D-DLP, a self-supervised object-centric representation learning model that decomposes scene-level RGB-D or voxel observations into a set of 3D latent particles. Building on the Deep Latent Particles (DLP) framework, each particle encodes disentangled attributes, including 3D keypoint position, bounding box dimensions, and appearance features, and represents a distinct entity in the scene. The model learns interpretable per-particle segmentation maps through an end-to-end self-supervised reconstruction objective. We demonstrate on both simulated and real-world datasets that the learned latent space is interpretable and controllable: by manipulating particle positions and decoding, we can generate novel scene configurations. Furthermore, we show that leveraging these compact 3D latent particles for downstream robotic manipulation improves performance over baselines that either lack explicit 3D information or rely on memory-intensive dense 3D inputs without object-centric structure. Code and videos are available at https://eubooks3003.github.io/3d-dlp.

cs.LG↗

GHOST: Hierarchical Sub-Goal Policies for Generalizing Robot Manipulation

We present GHOST, a framework for learning visuomotor manipulation policies that generalize beyond the training distribution. GHOST factorizes control into (i) a high-level policy that predicts the next sub-goal as a distribution over 3D end-effector poses from multi-view RGB-D observations, and (ii) a low-level goal-conditioned controller that executes embodiment-specific actions. To condition image-based policies on 3D goals, we introduce a simple spatial interface that projects predicted goals into the image plane and represents them as end-effector heatmaps. Across a suite of manipulation tasks, this hierarchical factorization consistently improves performance and robustness compared to a flat Diffusion Policy. Further, we show that this hierarchical interface also makes it easy to incorporate human demonstrations without relying on (noisy) action retargeting. As sub-goals are largely embodiment-agnostic, we train the high-level policy on human video to specify how learned skills should be applied and composed, while keeping the low-level policy trained purely on robot data. This hierarchy enables adaptation to novel objects and task variations using a small number of human demonstrations.

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RoboWits: Unexpected Challenges for Robotic Creative Problem Solving

The ability to reason, adapt, and creatively solve problems under unexpected challenges is essential for robots operating in real-world environments. However, current robotic benchmarks primarily emphasize skill-level execution and provide limited insight into such cognitive reasoning capabilities. We introduce RoboWits, a bi-manual robotic benchmark designed to systematically evaluate cognitive reasoning, creative tool use, and robustness to unexpected conditions. To enable scalable construction of high-quality reasoning-centric unexpected scenarios, we propose an automated task generation pipeline formulated as a multi-agent cooperative framework, comprising agents for seed task generation and verification, metric generation, scene generation, and task mutation. Using the pipeline, we curated 30 diverse seed tasks and 208 tasks with mutations and graded difficulty across geometry, material, and assembly-based reasoning. We benchmark popular robot policies, pre-trained VLAs, and oracle-state planners. Our results reveal a significant performance gap: while pre-trained VLAs exhibit preliminary success on seed tasks after single-task fine-tuning, they struggle to perform on mutated tasks, implying their brittleness in manipulation tasks requiring reasoning, strategy adaptation, and robustness to deceptive or constrained environments. Project page is available at https://umass-embodied-agi.github.io/RoboWits.

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Disentangled Point Diffusion for Precise Object Placement

Recent advances in robotic manipulation have highlighted the effectiveness of learning from demonstration. However, while end-to-end policies excel in expressivity and flexibility, they struggle both in generalizing to novel object geometries and in attaining a high degree of precision. An alternative, object-centric approach frames the task as predicting the placement pose of the target object, providing a modular decomposition of the problem. Building on this goal-prediction paradigm, we propose TAX-DPD, a hierarchical, disentangled point diffusion framework that achieves state-of-the-art performance in placement precision, multi-modal coverage, and generalization to variations in object geometries and scene configurations. We model global scene-level placements through a novel feed-forward Dense Gaussian Mixture Model (GMM) that yields a spatially dense prior over global placements; we then model the local object-level configuration through a novel disentangled point cloud diffusion module that separately diffuses the object geometry and the placement frame, enabling precise local geometric reasoning. Interestingly, we demonstrate that our point cloud diffusion achieves substantially higher accuracy than a prior approach based on SE(3)-diffusion, even in the context of rigid object placement. We validate our approach across a suite of challenging tasks in simulation and in the real-world on high-precision industrial insertion tasks. Furthermore, we present results on a cloth-hanging task in simulation, indicating that our framework can further relax assumptions on object rigidity.

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Latent Particle World Models: Self-supervised Object-centric Stochastic Dynamics Modeling

We introduce Latent Particle World Model (LPWM), a self-supervised object-centric world model scaled to real-world multi-object datasets and applicable in decision-making. LPWM autonomously discovers keypoints, bounding boxes, and object masks directly from video data, enabling it to learn rich scene decompositions without supervision. Our architecture is trained end-to-end purely from videos and supports flexible conditioning on actions, language, and image goals. LPWM models stochastic particle dynamics via a novel latent action module and achieves state-of-the-art results on diverse real-world and synthetic datasets. Beyond stochastic video modeling, LPWM is readily applicable to decision-making, including goal-conditioned imitation learning, as we demonstrate in the paper. Code, data, pre-trained models and video rollouts are available: https://taldatech.github.io/lpwm-web

cs.LG↗

Force-Modulated Visual Policy for Robot-Assisted Dressing with Arm Motions

Robot-assisted dressing has the potential to significantly improve the lives of individuals with mobility impairments. To ensure an effective and comfortable dressing experience, the robot must be able to handle challenging deformable garments, apply appropriate forces, and adapt to limb movements throughout the dressing process. Prior work often makes simplifying assumptions -- such as static human limbs during dressing -- which limits real-world applicability. In this work, we develop a robot-assisted dressing system capable of handling partial observations with visual occlusions, as well as robustly adapting to arm motions during the dressing process. Given a policy trained in simulation with partial observations, we propose a method to fine-tune it in the real world using a small amount of data and multi-modal feedback from vision and force sensing, to further improve the policy's adaptability to arm motions and enhance safety. We evaluate our method in simulation with simplified articulated human meshes and in a real world human study with 12 participants across 264 dressing trials. Our policy successfully dresses two long-sleeve everyday garments onto the participants while being adaptive to various kinds of arm motions, and greatly outperforms prior baselines in terms of task completion and user feedback. Video are available at https://dressing-motion.github.io/.

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Geometric Red-Teaming for Robotic Manipulation

Standard evaluation protocols in robotic manipulation typically assess policy performance over curated, in-distribution test sets, offering limited insight into how systems fail under plausible variation. We introduce Geometric Red-Teaming (GRT), a red-teaming framework that probes robustness through object-centric geometric perturbations, automatically generating CrashShapes -- structurally valid, user-constrained mesh deformations that trigger catastrophic failures in pre-trained manipulation policies. The method integrates a Jacobian field-based deformation model with a gradient-free, simulator-in-the-loop optimization strategy. Across insertion, articulation, and grasping tasks, GRT consistently discovers deformations that collapse policy performance, revealing brittle failure modes missed by static benchmarks. By combining task-level policy rollouts with constraint-aware shape exploration, we aim to build a general purpose framework for structured, object-centric robustness evaluation in robotic manipulation. We additionally show that fine-tuning on individual CrashShapes, a process we refer to as blue-teaming, improves task success by up to 60 percentage points on those shapes, while preserving performance on the original object, demonstrating the utility of red-teamed geometries for targeted policy refinement. Finally, we validate both red-teaming and blue-teaming results with a real robotic arm, observing that simulated CrashShapes reduce task success from 90% to as low as 22.5%, and that blue-teaming recovers performance to up to 90% on the corresponding real-world geometry -- closely matching simulation outcomes. Videos and code can be found on our project website: https://georedteam.github.io/ .

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