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Delin Qu

Publications and source records attributed to Delin Qu.

At least 19 recordsLinked to original sources

Q-GeoMem: Question-Guided Geometric Memory for Video Spatial Reasoning

Video spatial reasoning requires accumulating viewpoint-dependent evidence over time while retaining information useful to the question being asked. Existing spatial video-language models improve geometric perception and long-range context modeling, but often treat memory as a generic temporal cache, which can introduce redundant or irrelevant evidence and weaken long-horizon reasoning. We propose Q-GeoMem, a question-guided geometric memory framework for video spatial reasoning. Q-GeoMem injects camera-conditioned geometry into visual tokens and maintains two complementary memories: a Fine-Grained Context Bank for recent dense features and camera states, and a Semantic-Geometric Evidence Bank for compact long-range evidence. For each candidate frame, a calibrated Q-Former estimates question relevance, while novelty and evidence utility are recomputed with respect to the active evidence bank. The resulting relevance-novelty utility controls capacity-based replacement and serves as an attention bias during memory reading. During reasoning, both memories are read before update and adaptively fused with the current frame representation. Extensive experiments across two in-domain and five out-of-distribution benchmarks, and controlled memory analyses show that Q-GeoMem achieves state-of-the-art performance in the evaluated settings and validate the effectiveness of question-guided geometric evidence selection.

cs.CV

VGGT-Edit: Feed-forward Native 3D Scene Editing with Residual Field Prediction

High-quality 3D scene reconstruction has recently advanced toward generalizable feed-forward architectures, enabling the generation of complex environments in a single forward pass. However, despite their strong performance in static scene perception, these models remain limited in responding to dynamic human instructions, which restricts their use in interactive applications. Existing editing methods typically rely on a 2D-lifting strategy, where individual views are edited independently and then lifted back into 3D space. This indirect pipeline often leads to blurry textures and inconsistent geometry, as 2D editors lack the spatial awareness required to preserve structure across viewpoints. To address these limitations, we propose VGGT-Edit, a feed-forward framework for text-conditioned native 3D scene editing. VGGT-Edit introduces depth-synchronized text injection to align semantic guidance with the backbone's spatial poses, ensuring stable instruction grounding. This semantic signal is then processed by a residual transformation head, which directly predicts 3D geometric displacements to deform the scene while preserving background stability. To ensure high-fidelity results, we supervise the framework with a multi-term objective function that enforces geometric accuracy and cross-view consistency. We also construct the DeltaScene Dataset, a large-scale dataset generated through an automated pipeline with 3D agreement filtering to ensure ground-truth quality. Experiments show that VGGT-Edit substantially outperforms 2D-lifting baselines, producing sharper object details, stronger multi-view consistency, and near-instant inference speed. The project page is https://chriszkxxx.github.io/VGGT-Edit/.

cs.CV

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

Openpi Comet: Competition Solution For 2025 BEHAVIOR Challenge

The 2025 BEHAVIOR Challenge is designed to rigorously track progress toward solving long-horizon tasks by physical agents in simulated environments. BEHAVIOR-1K focuses on everyday household tasks that people most want robots to assist with and these tasks introduce long-horizon mobile manipulation challenges in realistic settings, bridging the gap between current research and real-world, human-centric applications. This report presents our solution to the 2025 BEHAVIOR Challenge in a very close 2nd place and substantially outperforms the rest of the submissions. Building on $\pi_{0.5}$, we focus on systematically building our solution by studying the effects of training techniques and data. Through careful ablation studies, we reveal the scaling benefits in both the pre-training and post-training phases, leading to a validation Q-score of 0.345, significantly surpassing previous state-of-the-art performance. We summarize our practical lessons and design recommendations that we hope will provide actionable insights for the broader embodied AI community when adapting powerful foundation models to complex embodied scenarios. Project page: https://github.com/mli0603/openpi-comet

cs.RO

FVAR: Visual Autoregressive Modeling via Next Focus Prediction

Visual autoregressive models achieve remarkable generation quality through next-scale predictions across multi-scale token pyramids. However, the conventional method uses uniform scale downsampling to build these pyramids, leading to aliasing artifacts that compromise fine details and introduce unwanted jaggies and moir\'e patterns. To tackle this issue, we present \textbf{FVAR}, which reframes the paradigm from \emph{next-scale prediction} to \emph{next-focus prediction}, mimicking the natural process of camera focusing from blur to clarity. Our approach introduces three key innovations: \textbf{1) Next-Focus Prediction Paradigm} that transforms multi-scale autoregression by progressively reducing blur rather than simply downsampling; \textbf{2) Progressive Refocusing Pyramid Construction} that uses physics-consistent defocus kernels to build clean, alias-free multi-scale representations; and \textbf{3) High-Frequency Residual Learning} that employs a specialized residual teacher network to effectively incorporate alias information during training while maintaining deployment simplicity. Specifically, we construct optical low-pass views using defocus point spread function (PSF) kernels with decreasing radius, creating smooth blur-to-clarity transitions that eliminate aliasing at its source. To further enhance detail generation, we introduce a High-Frequency Residual Teacher that learns from both clean structure and alias residuals, distilling this knowledge to a vanilla VAR deployment network for seamless inference. Extensive experiments on ImageNet demonstrate that FVAR substantially reduces aliasing artifacts, improves fine detail preservation, and enhances text readability, achieving superior performance with perfect compatibility to existing VAR frameworks.

cs.CV

Alias-free 4D Gaussian Splatting

Existing dynamic scene reconstruction methods based on Gaussian Splatting enable real-time rendering and generate realistic images. However, adjusting the camera's focal length or the distance between Gaussian primitives and the camera to modify rendering resolution often introduces strong artifacts, stemming from the frequency constraints of 4D Gaussians and Gaussian scale mismatch induced by the 2D dilated filter. To address this, we derive a maximum sampling frequency formulation for 4D Gaussian Splatting and introduce a 4D scale-adaptive filter and scale loss, which flexibly regulates the sampling frequency of 4D Gaussian Splatting. Our approach eliminates high-frequency artifacts under increased rendering frequencies while effectively reducing redundant Gaussians in multi-view video reconstruction. We validate the proposed method through monocular and multi-view video reconstruction experiments.Ours project page: https://4d-alias-free.github.io/4D-Alias-free/

cs.CV

F1: A Vision-Language-Action Model Bridging Understanding and Generation to Actions

Executing language-conditioned tasks in dynamic visual environments remains a central challenge in embodied AI. Existing Vision-Language-Action (VLA) models predominantly adopt reactive state-to-action mappings, often leading to short-sighted behaviors and poor robustness in dynamic scenes. In this paper, we introduce F1, a pretrained VLA framework which integrates the visual foresight generation into decision-making pipeline. F1 adopts a Mixture-of-Transformer architecture with dedicated modules for perception, foresight generation, and control, thereby bridging understanding, generation, and actions. At its core, F1 employs a next-scale prediction mechanism to synthesize goal-conditioned visual foresight as explicit planning targets. By forecasting plausible future visual states, F1 reformulates action generation as a foresight-guided inverse dynamics problem, enabling actions that implicitly achieve visual goals. To endow F1 with robust and generalizable capabilities, we propose a three-stage training recipe on an extensive dataset comprising over 330k trajectories across 136 diverse tasks. This training scheme enhances modular reasoning and equips the model with transferable visual foresight, which is critical for complex and dynamic environments. Extensive evaluations on real-world tasks and simulation benchmarks demonstrate F1 consistently outperforms existing approaches, achieving substantial gains in both task success rate and generalization ability.

cs.RO

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

Revisiting Multi-Agent World Modeling from a Diffusion-Inspired Perspective

World models have recently attracted growing interest in Multi-Agent Reinforcement Learning (MARL) due to their ability to improve sample efficiency for policy learning. However, accurately modeling environments in MARL is challenging due to the exponentially large joint action space and highly uncertain dynamics inherent in multi-agent systems. To address this, we reduce modeling complexity by shifting from jointly modeling the entire state-action transition dynamics to focusing on the state space alone at each timestep through sequential agent modeling. Specifically, our approach enables the model to progressively resolve uncertainty while capturing the structured dependencies among agents, providing a more accurate representation of how agents influence the state. Interestingly, this sequential revelation of agents' actions in a multi-agent system aligns with the reverse process in diffusion models--a class of powerful generative models known for their expressiveness and training stability compared to autoregressive or latent variable models. Leveraging this insight, we develop a flexible and robust world model for MARL using diffusion models. Our method, Diffusion-Inspired Multi-Agent world model (DIMA), achieves state-of-the-art performance across multiple multi-agent control benchmarks, significantly outperforming prior world models in terms of final return and sample efficiency, including MAMuJoCo and Bi-DexHands. DIMA establishes a new paradigm for constructing multi-agent world models, advancing the frontier of MARL research. Codes are open-sourced at https://github.com/breez3young/DIMA.

cs.MA

Hume: Introducing System-2 Thinking in Visual-Language-Action Model

Humans practice slow thinking before performing actual actions when handling complex tasks in the physical world. This thinking paradigm, recently, has achieved remarkable advancement in boosting Large Language Models (LLMs) to solve complex tasks in digital domains. However, the potential of slow thinking remains largely unexplored for robotic foundation models interacting with the physical world. In this work, we propose Hume: a dual-system Vision-Language-Action (VLA) model with value-guided System-2 thinking and cascaded action denoising, exploring human-like thinking capabilities of Vision-Language-Action models for dexterous robot control. System 2 of Hume implements value-Guided thinking by extending a Vision-Language-Action Model backbone with a novel value-query head to estimate the state-action value of predicted actions. The value-guided thinking is conducted by repeat sampling multiple action candidates and selecting one according to state-action value. System 1 of Hume is a lightweight reactive visuomotor policy that takes System 2 selected action and performs cascaded action denoising for dexterous robot control. At deployment time, System 2 performs value-guided thinking at a low frequency while System 1 asynchronously receives the System 2 selected action candidate and predicts fluid actions in real time. We show that Hume outperforms the existing state-of-the-art Vision-Language-Action models across multiple simulation benchmark and real-robot deployments.

cs.RO

Think Small, Act Big: Primitive Prompt Learning for Lifelong Robot Manipulation

Building a lifelong robot that can effectively leverage prior knowledge for continuous skill acquisition remains significantly challenging. Despite the success of experience replay and parameter-efficient methods in alleviating catastrophic forgetting problem, naively applying these methods causes a failure to leverage the shared primitives between skills. To tackle these issues, we propose Primitive Prompt Learning (PPL), to achieve lifelong robot manipulation via reusable and extensible primitives. Within our two stage learning scheme, we first learn a set of primitive prompts to represent shared primitives through multi-skills pre-training stage, where motion-aware prompts are learned to capture semantic and motion shared primitives across different skills. Secondly, when acquiring new skills in lifelong span, new prompts are appended and optimized with frozen pretrained prompts, boosting the learning via knowledge transfer from old skills to new ones. For evaluation, we construct a large-scale skill dataset and conduct extensive experiments in both simulation and real-world tasks, demonstrating PPL's superior performance over state-of-the-art methods.

cs.RO

UniF$^2$ace: A Unified Fine-grained Face Understanding and Generation Model

Unified multimodal models (UMMs) have emerged as a powerful paradigm in fundamental cross-modality research, demonstrating significant potential in both image understanding and generation. However, existing research in the face domain primarily faces two challenges: $\textbf{(1)}$ $\textbf{fragmentation development}$, with existing methods failing to unify understanding and generation into a single one, hindering the way to artificial general intelligence. $\textbf{(2) lack of fine-grained facial attributes}$, which are crucial for high-fidelity applications. To handle those issues, we propose $\textbf{UniF$^2$ace}$, $\textit{the first UMM specifically tailored for fine-grained face understanding and generation}$. $\textbf{First}$, we introduce a novel theoretical framework with a Dual Discrete Diffusion (D3Diff) loss, unifying masked generative models with discrete score matching diffusion and leading to a more precise approximation of the negative log-likelihood. Moreover, this D3Diff significantly enhances the model's ability to synthesize high-fidelity facial details aligned with text input. $\textbf{Second}$, we propose a multi-level grouped Mixture-of-Experts architecture, adaptively incorporating the semantic and identity facial embeddings to complement the attribute forgotten phenomenon in representation evolvement. $\textbf{Finally}$, to this end, we construct UniF$^2$aceD-1M, a large-scale dataset comprising 130K fine-grained image-caption pairs and 1M visual question-answering pairs, spanning a much wider range of facial attributes than existing datasets. Extensive experiments demonstrate that UniF$^2$ace outperforms existing models with a similar scale in both understanding and generation tasks, with 7.1\% higher Desc-GPT and 6.6\% higher VQA-score, respectively.

cs.CV

Exploring the Potential of Encoder-free Architectures in 3D LMMs

Encoder-free architectures have been preliminarily explored in the 2D Large Multimodal Models (LMMs), yet it remains an open question whether they can be effectively applied to 3D understanding scenarios. In this paper, we present the first comprehensive investigation into the potential of encoder-free architectures to alleviate the challenges of encoder-based 3D LMMs. These long-standing challenges include the failure to adapt to varying point cloud resolutions during inference and the point features from the encoder not meeting the semantic needs of Large Language Models (LLMs). We identify key aspects for 3D LMMs to remove the pre-trained encoder and enable the LLM to assume the role of the 3D encoder: 1) We propose the LLM-embedded Semantic Encoding strategy in the pre-training stage, exploring the effects of various point cloud self-supervised losses. And we present the Hybrid Semantic Loss to extract high-level semantics. 2) We introduce the Hierarchical Geometry Aggregation strategy in the instruction tuning stage. This incorporates inductive bias into the LLM layers to focus on the local details of the point clouds. To the end, we present the first Encoder-free 3D LMM, ENEL. Our 7B model rivals the state-of-the-art model, PointLLM-PiSA-13B, achieving 57.91%, 61.0%, and 55.20% on the classification, captioning, and VQA tasks, respectively. Our results show that the encoder-free architecture is highly promising for replacing encoder-based architectures in the field of 3D understanding. The code is released at https://github.com/Ivan-Tang-3D/ENEL

cs.CV

SpatialVLA: Exploring Spatial Representations for Visual-Language-Action Model

In this paper, we claim that spatial understanding is the keypoint in robot manipulation, and propose SpatialVLA to explore effective spatial representations for the robot foundation model. Specifically, we introduce Ego3D Position Encoding to inject 3D information into the input observations of the visual-language-action model, and propose Adaptive Action Grids to represent spatial robot movement actions with adaptive discretized action grids, facilitating learning generalizable and transferrable spatial action knowledge for cross-robot control. SpatialVLA is first pre-trained on top of a vision-language model with 1.1 Million real-world robot episodes, to learn a generalist manipulation policy across multiple robot environments and tasks. After pre-training, SpatialVLA is directly applied to perform numerous tasks in a zero-shot manner. The superior results in both simulation and real-world robots demonstrate its advantage of inferring complex robot motion trajectories and its strong in-domain multi-task generalization ability. We further show the proposed Adaptive Action Grids offer a new and effective way to fine-tune the pre-trained SpatialVLA model for new simulation and real-world setups, where the pre-learned action grids are re-discretized to capture robot-specific spatial action movements of new setups. The superior results from extensive evaluations demonstrate the exceptional in-distribution generalization and out-of-distribution adaptation capability, highlighting the crucial benefit of the proposed spatial-aware representations for generalist robot policy learning. All the details and codes will be open-sourced.

cs.RO

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

FastUMI: A Scalable and Hardware-Independent Universal Manipulation Interface with Dataset

Real-world manipulation data involving robotic arms is crucial for developing generalist action policies, yet such data remains scarce since existing data collection methods are hindered by high costs, hardware dependencies, and complex setup requirements. In this work, we introduce FastUMI, a substantial redesign of the Universal Manipulation Interface (UMI) system that addresses these challenges by enabling rapid deployment, simplifying hardware-software integration, and delivering robust performance in real-world data acquisition. Compared with UMI, FastUMI has several advantages: 1) It adopts a decoupled hardware design and incorporates extensive mechanical modifications, removing dependencies on specialized robotic components while preserving consistent observation perspectives. 2) It also refines the algorithmic pipeline by replacing complex Visual-Inertial Odometry (VIO) implementations with an off-the-shelf tracking module, significantly reducing deployment complexity while maintaining accuracy. 3) FastUMI includes an ecosystem for data collection, verification, and integration with both established and newly developed imitation learning algorithms, accelerating policy learning advancement. Additionally, we have open-sourced a high-quality dataset of over 10,000 real-world demonstration trajectories spanning 22 everyday tasks, forming one of the most diverse UMI-like datasets to date. Experimental results confirm that FastUMI facilitates rapid deployment, reduces operational costs and labor demands, and maintains robust performance across diverse manipulation scenarios, thereby advancing scalable data-driven robotic learning.

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

LiveScene: Language Embedding Interactive Radiance Fields for Physical Scene Rendering and Control

This paper scales object-level reconstruction to complex scenes, advancing interactive scene reconstruction. We introduce two datasets, OmniSim and InterReal, featuring 28 scenes with multiple interactive objects. To tackle the challenge of inaccurate interactive motion recovery in complex scenes, we propose LiveScene, a scene-level language-embedded interactive radiance field that efficiently reconstructs and controls multiple objects. By decomposing the interactive scene into local deformable fields, LiveScene enables separate reconstruction of individual object motions, reducing memory consumption. Additionally, our interaction-aware language embedding localizes individual interactive objects, allowing for arbitrary control using natural language. Our approach demonstrates significant superiority in novel view synthesis, interactive scene control, and language grounding performance through extensive experiments. Project page: https://livescenes.github.io.

cs.CV